General > Discussion
Again on reaction fire
maackey:
I want to add something to nanomage's comment about automatic RF.
Fallout Tactics had a system where your units would automatically shoot only if you had a certain percent chance to hit (eg. 33%, 66%, 90%, never) numbers may be off but that isn't important. Instead of manually setting RF each turn I want the ability to set a percentage to hit threshold where my units would use leftover TUs to fire at enemies above the threshold. This system allows so much more control and on top of that it reduces tedious micromanagement because your troops only have to be set once. And then if you really feel like you don't want to shoot the alien for whatever reason, you can simply change the mode to "never" when the situation pops up, instead of changing the mode *every* *single* *turn* you *do* want RF.
Anarch Cassius:
So the proposed change is...
You no longer select RF or not, instead you set a threshold to perform RF at. If you've got the TUs you fire when your chance meets the threshold.
Hmm, assuming we keep the mode of selecting RF type the same and considering we can still reserve TUs using the TU reserver (which I never use now, I use the RF marker for that too for simplicity) I don't see a problem.
The biggest issue would be getting people to use the TU reserver to reserve for RF. I'm not sure this fixes moist of people's problems but it would be a nice option to have.
krilain:
--- Quote from: nanomage on November 29, 2012, 07:47:05 am ---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.
--- End quote ---
I must apologize here for I often dont understand everything and more :) English language is not my natural one (french). But even if we disagree with the maneer we should extend the RF, extinguishing it for you (if i understood !) , or pushing it further like a natural behaviour for me, we at least agree to the fact it doesnt get for the moment his maturity. But hopefully it will with the time and the developers job. I must add here that i dont really know today what should be this maturity. The intersting point for the moment I think, is to ear each others opinions.
--- Quote ---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.
--- End quote ---
In fact Friendly Fire on Reaction Fire should add something to the game if only it evolves (decreasingly) with the soldier/alien XP. Anyway that adds something more to the tactics.
--- Quote from: Anarch Cassius on December 02, 2012, 09:41:47 am ---You no longer select RF or not, instead you set a threshold to perform RF at. If you've got the TUs you fire when your chance meets the threshold.
--- End quote ---
I take the occasion of your quite good synthesis to argue again about the fact that the reaction can be also viewed as a free range of behaviour for your soldier. It could be also a part of a bigger "Reaction Freedom", including any action - as reloading or crouching, or looking around. I already exchanged some point of view with H-Hour at page 1 about this, so I wont say more, but reaction could also be the way to give every soldier a single personality (leading the game slightly further in RPG style). The day (if it comes such a day) the soldiers will be more like RPG characters (with a wide-range XP system) it will be a possible way to bring them such a shade (human-like reactions).
I didn't say an important thing. All that would give the possibility for the player to manage his team with more macromanagement (choose of a general set of soldier's behaviours) and less micromanagement (only move orders and some explicite shots) which sometimes, after repeated missions, would be more relaxing.
Omg I'm still adding remarks :o Ok last, but not least. I would really like to share this ultimate point of view. It is I see that the team is for the moment a set of different lonely soldiers not so much linked each others (there is not team action like grouped RF as said on the thread), and I would like to be able to make the team more like a single entity which I would be able to expand on the map and manipulate eventually at a micro-scale (as much as at a more deployed-team-scale). In the second style (deploying one entity), more (and suffisantly predictable) self-determination given to the soldiers is wished. For instance, maybe some of you played already games such Gunship2000. It is approximatively the model to which I refere. In this tactical game at least there were the 2 maneers for deploying his team (helicopter team). - Here in UFOAI , Reaction is the only way I see to build a bridge for doubling the game set of playing styles.
Sorry again for the bad english :/
Telok:
If I'm reading the code correctly then hovernets take 10 TU per shot. Is this right?
I'm doing reaction fire tests using a Dam map save.
H-Hour:
That's correct. 10 TU for a hovernet shot. Same TU for a combat hovernet's burst.
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