Technical support > Feature Requests
Reaction fire & TU reservation
Duke:
To Sandro's proposals:
1) I'd go further. I don't see the point in reserving TUs for crouching. Do we use 'reserve TUs' for anything else ?
2) I disagree (for reasons H-Hour already pointed out).
3) I agree.
4) Not sure about that one. It interferes with scripting. Remember that 'single and double shot shotgun take the same amount of TUs'-problem ?
Triaxx2:
There are actually two reservations. One for reaction fire under the fire menu, and a separate one for reserving fire for movement. It's helpful to use both of them, though there aren't often many left for moving with the stiff requirements to fire.
homunculus:
--- Quote from: Duke on August 30, 2012, 12:05:28 am ---[...]
1) I'd go further. I don't see the point in reserving TUs for crouching. Do we use 'reserve TUs' for anything else ?
[...]
--- End quote ---
This is what I thought, too, those buttons are better removed, because I never use them, and they just add visual noise.
--- Quote from: Triaxx2 on August 30, 2012, 02:59:40 am ---There are actually two reservations. One for reaction fire under the fire menu, and a separate one for reserving fire for movement. It's helpful to use both of them, though there aren't often many left for moving with the stiff requirements to fire.
--- End quote ---
Well, this was a surprise.
I am aware that my opinions about those reservations being pointless and waste of time (i mean real life time, not TU-s) is based on playing habits of just one person who doesn't even play much (= myself).
You write 'It's helpful to use both of them', but you don't write if you REALLY use them often, or if you use them at all in practice while you play.
So, helpful they might be, but do you use them?
Mattn:
1.) i agree - it's too much clicking without much visual feedback for the player. it's more or less a trial-and-error to find out how it works (and this is imo a good indicator for a bad design ;) )
2.) i also disagree (nate gave a few reasons - we would remove some tactical gameplay controls)
3.) i'm not really sure about this yet - but i see nate's point here, too
4.) i would be fine with your last proposal - but i disagree with your first one, too
H-Hour:
--- Quote from: Sandro on August 29, 2012, 05:43:10 pm ---In that case nothing changes: player just switches to other soldier and commands him/her. I don't see a problem here. It just saves two UI clicks and, which is more important, a memory slot in player's own brain, which is needed to remember to turn RF back on on next turn. My proposal breaks nothing and removes useless piece of micromanagement.
--- End quote ---
I don't think your example actually addresses what TU reservation is for. You could remove TU reservation completely without breaking anything. That's not really the issue. It's only there to allow the player to play without calculating the TU cost of every action. I don't think it's a useless piece of micromanagement when firing a weapon, as my example demonstrated. You say "nothing changes", but of course something changes: with your method, the player would have to be paying attention to know whether or not they should switch to another soldier. With the method as it is, the player is reminded of the potential tactical error.
Also, your method introduces inconsistencies that far outweigh the user-interaction issues of a couple extra clicks. We will have a TU reservation button that doesn't reserve TUs in all cases. When it does and doesn't work is not very intuitive and will likely lead a lot of players to assume it is a bug when TUs they thought were reserved are spent on firing a weapon.
--- Quote from: Sandro on August 29, 2012, 11:18:03 pm ---What if we have separate RF mode selection ways? So if player selects one, it will always be used, but in case of no selection, automatic selector will take the rule? IMHO it will solve all the possible problems.
--- End quote ---
That's kind of what we already have. The first firemode is always selected as the reaction firemode until the player changes it. So we can change which firemode is the default reaction mode by listing it first in the weapon scripts files.
On the issue of TU reservation being unintuitive in general: I agree it's an issue we don't have a good solution for. One idea would be to consider whether it would be possible to show an icon or small model over or on top of a soldier who has TUs reserved, so the player gets more visual feedback. When hovering over the icon the player could be told how many TUs are reserved. It might help introduce the mechanic to new players by being more visibily intrusive. When the player is clicking on buttons in the HUD to see what they do, they'll get an immediate visual feedback that they can explore to learn more.
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