General > Discussion
New to UFOAI have some questions / critisisms / suggestions
Borsti67:
It's not only that the aliens can do that (walk, kill, go to safety). Assumed the RF has a "random" component this could happen (but it should only in rare cases).
Much more annoying IMO is the behaviour of "locking" a target.
The turn-based gameplay should somewhat simulate the action game. So it is logical that you can move a unit freely until it gets into LOS of an enemy - at this point RF comes into play. The enemy now gets a chance to fire at the spotted moved unit.
After this interruption you need to decide if you try to get your unit out of sight, fire back or whatever. Every move THIS unit makes, will of course trigger the enemy's RF.
In general, you will try not to move but get another unit into firing position to cover the 1st one. The current system does not allow to do so, because EVERY movement of ANY of your soldiers will trigger alien RF on the poor looser. There's NO tactical decision you can do, the only chance you have is ending your turn and pray for the dumbness of the aliens - the 1st unit is dead meat otherwise.
This is highly annoying, irrealistic and in no way a transfer of real action into turn based strategy, just ridiculous.
2.2.1 still did it right, but somewhen in the path of 2.2.3 this has been changed unfortunately. Since then I was playing once a month instead of 4 times a week, and just to see the great efforts in graphics because battling is no more fun to me.
Gantoris:
--- Quote ---if i attempt to be really serious, then in my opinion a well thought out reaction fire system improves the game more than any storyline or new equipment or even equipment balance.
--- End quote ---
I agree and the system in the original XCOM games, Jagged Alliance Series, Fallout Series, Chaos Gate, Silent Storm and countless other truly great squad based combat games works just fine and does not need to be replaced by an overly complex system that doesn't work at all.
--- Quote ---I'm not so sure RF is actual cover fire. Cover fire is usually done to keep the enemies heads dows and is exceptionally badly aimed. Reaction fire, on the other hand, is a method to make defensive play possible and make this seem more like actual combat (aka. real-time instead turn-based). Eg. a shot from shotgun when the alien has moved right in front of you is not exactly covering fire.
--- End quote ---
This is debatable but ive always seen reaction fire as cover fire translated into a turn based system as it serves the same purpose, you advance a few men while others sit with reaction fire on to cover that advance.
--- Quote ---I haven't played JA2 so I don't have any opinions on that. However, the devs have said (a long time ago) that pure copying is not preferable.
--- End quote ---
Thats a shame but not entirely unexpected, JA is an unappreciated gem and if you like the XCOM games you owe it to yourself to give it a go. To me it is the finest example of a squad based combat game there is and like UFO blends a non linear over map with a squad based combat system to make something truly special. And i don't literally mean just rip it of completely but just use something that works from a game that does this kinda thing so so well, to quote my father "If its not broken don't fix it".
--- Quote ---t's not only that the aliens can do that (walk, kill, go to safety). Assumed the RF has a "random" component this could happen (but it should only in rare cases).
Much more annoying IMO is the behaviour of "locking" a target.
The turn-based gameplay should somewhat simulate the action game. So it is logical that you can move a unit freely until it gets into LOS of an enemy - at this point RF comes into play. The enemy now gets a chance to fire at the spotted moved unit.
--- End quote ---
I agree 100% and in most of the games mentioned in my post this is exactly how it works, a unit using RF should only be able to shoot at what is in his direct line of fire.
Edi:
If you wish to enable RF the way it was in 2.2.1, see here:
http://ufoai.ninex.info/forum/index.php?topic=4879.0
Gantoris:
--- Quote ---If you wish to enable RF the way it was in 2.2.1, see here:
http://ufoai.ninex.info/forum/index.php?topic=4879.0
--- End quote ---
You might have noticed in my original post i mentioned that, said i couldn't get it to work and asked for help :(
Edi:
Sorry about that.
Relevant questions:
What operating system? Windows XP/Vista/7 or something else?
Do you know where the profile directory for your game is? The profile directory is very different from the base directory in the install path. In XP the path looks like this:
C:\Documents and Settings\[USERNAME]\Application Data\UFOAI\2.4-dev\base
That's the place you need to put the autoexec.cfg and you also need to have hidden files and folders viewing enabled in the Windows Folder options. I don't know the profile path for Vista or 7, because I haven't ever played UFO:AI with those operating systems.
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