General > Discussion
Again on reaction fire
Wolls:
The idea that you can set reaction fire and just 'sit' is one that the aliens seem to use, this perhaps creates the impression of reaction fire favouring the aliens. And to a certain extent I agree, however this is almost the only 'tactic' the aliens take any advantage of.. so just in terms of keeping your troops from entirely running them over (and making the game no fun) it has a place.
On the human side there are so many advantages/tactics that the aliens don't employ (or employ poorly): wide array of weapons and tech (the aliens have one tech line), true sniper weapons (with through-wall capability), the use of 'area of effect' weapons in the form of splash radius/splash damage in close(grenades), mid(grenade launcher), long (rocket launcher), a cohesive 'group' attack with true support (medikits to using suppressive fire to human RF)....
But specifically in terms of reaction fire, I can attack this numerous way(ways the aliens won't); directly by using flash bang grenades to disable alien RF, indirectly by using smoke grenades to obscure alien lines of sight or even using incendiary to discourage aliens from taking certain positions** or at least softening them up if they do. Even avoiding it, walking around to attack from the side or coming in from the back.. (most time on spotting you IN their turn, the aliens either shoot and stop or just stop..)
I mean you consider that the majority of the missions are urban/guerrilla warfare and your opponent has the tactical intelligence of a newt (augmented by the alien tech being kick-arse + supa high stats so their tech in their hands is even more kick-arse) then gameplay / balance is has to be considered. IE I havn't played multiplayer, but there a truly robust RF system would work, both sides are fully capable of employing/exploiting tactics.. trying to take that robust RF and just dropping it into the campaign??? I pity the fool.
I ramble but, some Q's: **When the Alien takes it turn does it account whether the player has RF engaged? Enough that it discourages them from entering LOS?? Also with the light and heavy sub types for aliens, does that 'help' with the aliens taking full advantage of the alien weapons? So even if they rely entirely on primary, you can at least switch the primary in each sub class.. or um.. ???
H-Hour:
--- Quote from: Wolls on November 28, 2012, 07:56:03 pm ---Also with the light and heavy sub types for aliens, does that 'help' with the aliens taking full advantage of the alien weapons? So even if they rely entirely on primary, you can at least switch the primary in each sub class.. or um.. ???
--- End quote ---
This is a temporary work-around for the Taman species only. They go from unarmoured to lightly armoured to heavily armoured throughout the course of the campaign. In order to keep them from being too fast at the beginning of the game (when they wear no armour and so carry little weight) to being too slow late in the game (when they wear heavy armour), we created these duplicate variants of the Taman species. In the future we'll be able to do this within a single race without all the extra fuss, but for now this is the only way to get this balanced properly.
nanomage:
2krilain: that's some impressive reasoning, I wasn't actually meaning that. For me, auto-RF with remaining time is just a matter of convenience, so that I wouldn't have to cycle through the soldiers once more to find those who still have time for RF, or to check that tiny button or press x to make soldiers advance carefully.
I think that current UI regarding RF is more a thing of the past when TU's from the next turn were used for it, and then you had strong incentive to not RF. An option for disabling auto-RF, rather than enabling RF, would seem more convenient for me. idk how do other players regard that though.
As for hurting friendlies with FR: I believe the game has already some checks for this. I often tried to make aliens waste ammo or shoot each other with RF, but it seems to me they have checks to not shoot when target is off range or when LoF is broken, even in clear sight. With this in place, how difficult would it be to add the check for friendlies near LoF? I tried once to code something for this project, but my meager c skills failed me through those heaps of code. maybe it's time to try again.
Triaxx2:
The reason the AI just sits and RF's is because it's got enough TU that it can get four or five reaction shots so it doesn't have to advance just sit and wait until you do something stupid like attack. Thankfully they do seem to be only capable of snap shot reaction fire, otherwise the game would be unwinnable.
Wolls:
Disclaimer: I don't know if its possible to implement a more realistic RF without destroying the gameplay, but here are some cloud castles-
RE: Reaction Fire / once more unto the breach
Consider Offensive Issue
'So my soldier is basically on guard, scanning for movements in front of him; this means that he should be ready to fire.' - Xeinar
'... reaction should preceed the last triggering action.' - nanomage
'Range is an issue.' - Telok
'.. give UFOAI RF more sense, and make it more captivating.' - krilain
Consider Defensive Issue
"... excessively defensive tactics. By giving the inert unit a shoot-first advantage in all encounters, you increase the incentive to camp your soldiers in a defensive place and you decrease the incentive to make contact with the enemy." - H-Hour
- Premise: Instant RF (Of some Form)
Argument: ..but this favours a defensive camping tactic.
- Give each soldier a limited Instant RF Pool from which to draw from, X amount of shots. Any shot, any TU cost. Once depleted normal RF rules apply (Cheap SHOT!)
If a person wanted to they could just camp and 'save', using their RF pool that way, doesn't address defensive issue.
- Allow unlimited IRF pool, but access to pool is retricted to first X turns (GUNG HO!)
Promotes aggressive activity; In that sitting and waiting essentially wastes IRF opportunity
More tactical players will feel like they are being rushed into combat
Once IRF pool is closed, how jaring will the the diff be? Intense firefight-BAM!>-BAM!>-BAM!>-BAM!>----BAM!>----BAM!>Everything slows down and stays that way for rest of battle
Certain maps/spawn points, itll take longer to engage enemy as first few turns are moving will feel like play is penalized/lose IRF time
- Option to enable TEAM REACTION FIRE, IRF mode that lasts 1 turn. Either one per mission, or rule: Cannot be used in X consecutive turns (X turns = recharge time)
Players get to choose 'When', making it a more viable offensive tool (it is easier to determine when you start attack vs when alien will start attack you)
Feels like a party buff, sounds llike a party buff, does this game have party buffs??
And See also,
- H-Hours Plan 'I hope eventually we will have some kind of "focus" mechanism that might, for instance, allow me to spend extra TUs to designate a small area of "focus". The soldier would then gain an advantage in response time when sighting an enemy in that area, but may lose the ability to see or respond to targets quickly outside of that area.'
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'Side note: this was supposed to be one of the roles the Shotguns play, but I can see now that the 10 TU firemode undermines this and so I will probably reduce it).' H-Hour
That would be cool, and thanks for the clarification re: Taman sub classes.
--- Quote from: Triaxx2 on November 29, 2012, 03:35:24 pm ---until you do something stupid like attack.
--- End quote ---
:o...so there are at least 2 reasons to stop picturing my soldiers semi-clad with red bandana's wrapped around flowing locks... ???
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