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New to UFOAI have some questions / critisisms / suggestions

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Gantoris:
I think the TUs of the victim shouldn't even be a factor, what im gonna propose is basically your soldier goes into RF mode and readies his gun looking down the sights. This action will tighten his field of vision considerably, more so for scoped weapons such as sniper rifles, and any enemy walking into his field of vision becomes a target for RF which should be reliable. If people still think RF setting of immediately is to powerful then perhaps have a % chance of it procing very low when the victim enters LoS but rising very fast for every action taken say 10% when he enters LoS 25% if he takes a second step still in LoS 50% for a 3rd step 80% for a 4th and 100% for the 5th. This would give someone walking around a corner and encountering an enemy a chance to quickly duck back behind cover before being cut to pieces, attempting to shoot at someone set up ready with RF while in there LoS should proc it however. I think this would make it possible to not get totally cut to shreds by folks with RF but also avoid the madness of an alien walking around a corner right in front of 4 men with RF shooting 2 of them then walking away without even being attacked.

The idea that you have to use the same amount of TUs as someone set up covering an area before he will react is insane and quite obviously doesn't work, in games like this RF is the primary method of killing your opposition as it should be. Soldiers don't run and gun in real life they move into cover and shoot while there friends move into cover then shoot and vice versa. What would also be nice but probably a lot more difficult in terms of coding is taking control of the RF when it triggers and picking your target (limited to those in your direct LoS) and shot type. Any problems with certain weapons being overpowered in RF can be easily solved with tweeks and balancing of the specific weapons and there TU cost.

Larthalalyss:
Hello all, I'm brand new to the forums, so behold my first post.  Been playing UFO for a couple months now and I've been quite impressed, as well as overjoyed to find an Xcom-like game.  Thank you all of you programmers.  Actually a big thank you, I'd lend a hand, however, I can program about as well as a cement block can fly...

Now to the topic at hand, thanks for the above wiki posts to refresh me and get me up to date, again.  Honestly, I have no issues with the rf, real life it doesn't make complete sense, however as the Devs pointed out, game balance does not equal realism.  The only idea I could think of to contribute (and I apologize if this was said before) is that perhaps your individual weapon skill OR speed skill gave a minor discount to the reaction fire TU's needed.  No clue how hard that would be to program either, perhaps impossible.  If not, the full basis of the idea is someone who is fairly new/inexperienced to live combat and their weapon, will not react at the same speed as someone who's done it often.  Familiarity breeds speed.  Also to clarify, since it was vague on my part.  A person reacting would still upon reaction use the full TU's, however, it'd be the triggering TU's that get a discount.  For instance, someone using a machine gun and doing 5 round burst is 14 TU's.  Generally the alien needs to do about 14 TU's of action in line of sight for the reaction fire to occur.  However, perhaps this soldier has Very Good speed or heavy weapons, thusly it might be discounted to 12 TU's.  Alien does 12 TU's of action, machine gunner reacts and the full 14 TU's are subtracted as per normal. 

Hmmm, after typing this out, I also thought perhaps Mind would play a role.  Speed to react, but Mind for Target Recognition, that way you aren't filling a civilian full of lead.  Oops. 

As for me personally, I'm fine with how it is.  Different rules require different tactics, I can deal with that.  And it does make sense that small light weapon snapping off a quick shot is going to be faster than a big rifle trying to aim a shot (especially at extreme ranges).  Thanks all.

homunculus:
basically what is being said here is that for, say, in the case of a 12 tu rf shot (according to the current wiki), the alien must run around in the line of sight of the soldier for 13..14 tu, which is like taking 4..7 steps.

if the alien shoots then it would look a bit better, because shooting would take more time units than moving.
but, if the alien's shot only took, say, 9 tu, then the alien would have 3 tu to jump back to cover without any risk of getting harmed by reaction fire even if your soldier could take the shot and live.
and this is because the soldier that was on reaction fire was waiting for the recoil tu before pulling the trigger.

i think it sounds like a suggestion that might not add too much work and would help with the situation:
every tu spent by soldier B, except for tu spent on shooting that involves recoil, counts double (or maybe triple) for triggering rf of soldier A.

no problem with 13 / 2 = 6.5 because we do not divide : )
if it counts double, the effect would be as if pulling the trigger was exactly halfway between the time units that the shot takes.
if triple, then 1 / 3 of the tu of the shot would count for targeting before pulling the trigger and rest would be for recoil.
the reason for that uniform 1 / 2 or uniform 1 / 3 would be that both aiming and recoil of a heavier weapon might take more tu (which is, of course, a simplification).

--- Quote from: Gantoris on June 08, 2010, 04:14:01 am ---I think the TUs of the victim shouldn't even be a factor, what im gonna propose is basically your soldier goes into RF mode and readies his gun looking down the sights.[...]
--- End quote ---
that would certainly be playable, you could take your hardest shot from your most heavy cannon.
except that, afaik, the evil devs want to motivate players to use as low tu shots for reaction fire as possible.
actually, i think the sight range reduction would be nice.
or maybe some tu added for turning in the direction of the alien.

as for the interrupt system that would let you choose between, say, a pistol and a stun rod, i do not remember anyone being too much enthusiastic about it in the past.

Gantoris:
I think you mistake me slightly, when i say reduces line of sight i don't mean the range is reduced but the angle. Imagine a cone going out from the point in front of the soldier which is his field of fire, he should only be able to target foes within this cone when he is reaction firing.

homunculus:

--- Quote from: Gantoris on June 08, 2010, 11:41:40 pm ---I think you mistake me slightly, when i say reduces line of sight i don't mean the range is reduced but the angle. Imagine a cone going out from the point in front of the soldier which is his field of fire, he should only be able to target foes within this cone when he is reaction firing.

--- End quote ---
yeah, actually i understood it as angle, just messed up the words.
i must have sounded weird talking about sight range and turning towards the alien.

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