Here was one try. Too bad he seems to have gone missing, his RF idea was great IMO.[...]
oh, a lot has been going on in the coding forum.
i am not a c coder myself, so i do not read there.
however, had he posted something in the design forum or even here, i would probably have noticed it, and then i would certainly have had comments.
don't know if he would have liked them, of if those things could be done that way, but maybe it would have helped with some issues.
for example, there was a problem that once a rf target is aquired, etc...
i would certainly have asked if it could be done so that only shooting at the same target gets the burst tu bonus, but shooting at another target would need more tu spent by the opponent before new opponent becomes the new target.
if he is gone, then whatever, but in the end i think it might have been possible to design a multiple shot (multiple burst) reaction fire.
the statements about breaking game balance seemed funny, though, considering that the official claim is that weapons are not balanced atm.
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.[...]
if that was really intended as a reply to me, i did not say that reaction fire system should necessarily be simple.
simple and intuitive as experienced by the player does not necessarily mean simple.
as far as my non-dev opinion goes, an ideal rf system should be simple and intuitive for the player, and consistent, and enable to do the things that the player expects from the game.
and i guess it would be more like a design problem at first, and i am afraid it would take a long discussion to arrive at something workable.
i would not be against simplicity, but i am afraid that simple is exactly what the rf system is right now.
for the player, it seems like a pain in the ass, though.