General > Discussion

How much Reaction Fire?

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Omnivore:

--- Quote from: H-Hour on May 20, 2012, 12:15:17 pm ---We currently have no mechanism for properly implementing a dedicated overwatch role. The same problem exists for our sniper rifles.

--- End quote ---

See that is where I am confused.  The earlier reaction fire model gave us overwatch.  Now with this improved realism reaction fire model we lose overwatch and gain...???  Sorry but I don't see the gain. 

Duque Atreides:
I think that isn't very realistic. First, if your soldier is crouching, it is supossed to be in guard, so, any thing that moves will come under a rain of bullets. That is the same for snipering.

So, i think that reaction time could be a measurement of TU, Mind and speed. For example, take the enemy TU spending and compare with the Speed units of the soldier x2 and divided for 10.

Soldier speed stats: 23 the reaction coefficient is 4.6 or 5 points.

Enemy walks three steps; 6 points TU

6 points are more than 5 points, so, the soldier react at this (speed). But, if the enemy walks only 2 steps (4 points), he can shot first. But now, the enemy uses 16 TU shooting, this will be 1.6 or 2 points. So, 2 for shooting plus 4 for walking are 6 points. Now, the soldier can react.

This could be a way to make the reaction more efficient. May be used the mind points, to make a "random" process, in order to apply the lucky factor.

Duke:
There are two major problems with RF:
#1: TUs for a shot comprise raising, aiming, triggering (==0) and reloading.
Of course this can be *very* different for different weapons. Think assault gun vs. RL. Those differences are NOT defined in the weapon scripts.
#2: oc aiming at a door where we expect an alien to come out would require almost 0 TUs to RF.
But what if the alien steps out of *another* door that is still in the viewing range of the shooter ??

That's why RF is like it is now...strictly according to TUs. Bare with me.

Duque Atreides:

--- Quote from: Duke on May 24, 2012, 02:02:08 am ---There are two major problems with RF:
#1: TUs for a shot comprise raising, aiming, triggering (==0) and reloading.
Of course this can be *very* different for different weapons. Think assault gun vs. RL. Those differences are NOT defined in the weapon scripts.
#2: oc aiming at a door where we expect an alien to come out would require almost 0 TUs to RF.
But what if the alien steps out of *another* door that is still in the viewing range of the shooter ??

That's why RF is like it is now...strictly according to TUs. Bare with me.

--- End quote ---

Well...

In my proposal, the differences between weapons comes with the TUs required. It´s supposed that a reaction with a machine gun will do because the shooter is in ready position. By the way, it´s irrelevant because the game do not make diferences between a suprising alien walking in front of a suprised soldier, or a waiting soldier.

If you are aiming at a door, and the alien comes from another, the TUs needed to face to the door must be added to the sum. If it is less than the TUs used by the alien, the soldier react.

kurja:

--- Quote from: H-Hour on May 19, 2012, 05:51:10 pm ---In 2.4 reaction fire is calculated on a simple basis. If soldier A has enough TUs and reaction fire is set to ON, he will fire at an enemy he sees when that enemy has spent the same number of TUs, within view of the soldier, as the soldier's reaction firemode costs.

--- End quote ---

let's clarify something... if an alien spends 8 tu's to walk right in front of your soldier who has a 9tu reaction fire mode set, there will be no reaction fire because 8<9. Then if the alien sits on it's hands for the remaining 20 tu's that it had but didn't use, your guy won't take the reaction shot because the alien in front of him wasn't doing anything?

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