General > Discussion
New to UFOAI have some questions / critisisms / suggestions
Gantoris:
My only problem with the 2.2 system was the use of the following turns TUs instead of the reserved TUs which seemed illogical to me, buy hey at least it was reliable. As for recoil that shouldn't even be an issue, why would recoil happen for RF and not for normal firing? As far as im concerned the technicalities of weapon firing are taken into account with the soldiers stats and his chance to hit just as it is.
homunculus:
omg, peeps, lol.
what the wiki says and how the game works are somewhat different, aren't they?
what about assuming that the current reaction fire in the game is more like a placeholder, and that it is probably also like band-aid over band-aid?
how could it possibly work super well?
maybe the devs are not necessarily trying to make players suffer unjustly.
and also, the devs, at least some of them, are probably reading a lot more than they reply to.
but if you look at the title of this thread, that might be a deterrent.
you would expect that it starts with a statement about how nice and great the game is, then there would be a little rant (a bit less than 1 page), and then there would be some concluding words.
those kinds of threads are almost always the same.
so, we could have discussed things here quietly, according to the 'no one does it all by himself' rule, until we are able to say things that might make some sense, and say it short.
as you can see, devs are such creatures that understand one-liners best, and now we are pressed to it : )
--- Quote from: BTAxis on June 13, 2010, 09:52:26 am ---Problem is, there's no real way of telling which firemodes use recoil and which don't.
--- End quote ---
you mean like, lasers do not have recoil?
i was not trying to split hairs (this time), the *bang* would always appear to happen uniformly in the middle of the firemode time units, same for all weapons and fire modes, no matter if the shot really has recoil or not.
for the system in the wiki, it seems tu would need to be counted anyway, could they be counted twice?
would it be possible to determine if soldier B is using time units for shooting or something else (it should be enough if soldier B knew what he is using his time units for)?
as far as lasers are concerned, and maybe flamers, etc, maybe that would be more like burst.
if you want burst to be treated in a special way, well, i was not trying to address that problem right now, maybe later some time : )
DerKobold:
--- Quote from: Brasher on June 13, 2010, 06:21:36 pm ---[..]
Unfortunately, in UFO AI, I have stopped bothering with RF as it is absolutely illogical and worthless. I've had many an alien waltz across wide open football-sized fields in front of my best troops lined up like a fireing squad with full TU's and varrying weapons, and not have one of them do anything more than smile and wave as it shoots at them and frollicks back to cover... yet the aliens seem to shoot at my troops (with better accuracy than if they were on their turn, almost god-like) with every step taken. Pistols = 4 shots/steps, rifles = 2 shots/steps, and blasters = 1 shot. I can't even begin to determine what was programmed for RF, it blows my mind as it appears to even lack consistency.
--- End quote ---
A stupid question maybe... did RF change somewhere in the dev builds in 2010? I play I think a dev-build from March-April 2010 (have to look it up) and as I said RF is pretty useless in the beginning, but starts to work again relatively consistentlyafter a few months when your soldiers have seen a few ten battles. AT least I really rely on it when storming harvesters nowadays, as I just flank from both sides of the wings and wait for stupid aliens to come out. Afterwards I enter and most of the time (due to the fact that they only see me in the last instant) the aliens get no chance at RF.
And acutally RF with Lasers if relatively godlike , too, especially on short to medium ranges.
But I agree that the fact that you and/or aliens can fire on someone, who does not trigger RF is somewhat strange.
Kobold
homunculus:
the wiki says:
--- Quote --- Reactionfire
* [done] Reactionfire problems and enhancements.
o [done] server-side logic? (There is a Gameplay Proposal I think - pretty complex stuff though.)
o [open] Check if the important stuff mentioned here Gameplay Proposals/ReactionFireBlueprint + Talk is implemented correctly.
--- End quote ---
ironic that i have computer problems atm and cannot try it out.
as far as the Gameplay Proposals/ReactionFireBlueprint is concerned, i think there is something that seems to be missing in that text.
you know, there are firemodes that take like 7 tu or less, and then there are firemodes that take like 21 tu or more.
if, say, soldier B shoots a slow firemode shot, does soldier A get more than one reaction fire shot if soldier A is using a quick enough firemode for reaction fire?
TrashMan:
Shouldn't the agility/initiative have an effect here?
Honestly, it's difficult to simulate this with action points and turns (UFO: Aftershck did a good job tough).
the way I see it, it should go something like this.
Between two combatants, the one with higher agility/mind/initiative goes first...usually.
So let's say A walks into the field of view of B and C, and they both have RF set.
Even if A has the highest initiative of the 3, B and C and primed and ready, while A isn't. So usually, B or C would get to shoot first (being in RF mode can grant a small initiative bonus). The difference between the initiative can determine the course of action.
Let's say A has the highest initiative 90, B has 84 and C has 70. The difference between A and B is only 6 points, so A can spend 6 TU's before B fires. Since it's not enough to shoot, he can try moving, and as soon as 6 TU's are spent, B fires. If A were to try to fire, B would shoot first.
Either that, or initiative can simply determine the order in which combatants get to spend their TU's...or something else.
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