General > Discussion
Again on reaction fire
nanomage:
I see, what I suggest would really mean that ultra-fast aliens would never get reaction shot at under the current system. While sounding realistic (they're ultra-fast after all), this certainly does seem to ruin game experience.
Well then, looks like we have to wait for improved system with soldiers focusing on specific areas like H-hour mentioned in the second post.
krilain:
I agree the things I read here for the most part. My question about the reaction fire is, is it not a translation of the more classical "action-order" where the faster player using the faster weapon play more often ? In my opinion turning on the RF in UFOAI is just a way to ensure you wont loose your turn facing an advantaged ennemy for the action "rank" or "order". It is how I feel it.
--- Quote from: H-Hour on November 26, 2012, 03:39:29 pm ---The problem with the method you describe is that it promotes 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.
--- End quote ---
I personnally take very seriously the need to save civilians, and in most of cases I move a lot to discover the map just due to the fear of leaving a civilian undefended. I think this is the good way to unpromote the "sitting duck" defensive tactics.
For me, the most defensive unit (due to his advantage when well positioned and crouched), the sniper, is effectively bad at reaction fire and it is not a bad thing. A sniper should see the ennemies from far in the normal cases. When he doesnt meet one facing him, he should (in my opinion) use his TUs to look around. There, if I can add a last thing, there could be an improvement by introduction of an "horizon tour" action to watch around in a circle in one click (which should cost some appropriate TUs). But it is another story...
Wolls:
--- Quote from: nanomage on November 27, 2012, 09:31:31 am ---I disagree that raw speed should determine the proficiency in reaction fire. Maybe speed can be used to adjust this value a bit, but I think that would be unreasonable: after all, we've already taken speed into account when we calculated units' total TU's, haven't we?
--- End quote ---
I would say the Weights system has really boosted the utility of the Strength stat, pretty much nixing and surpassing what small effect the Speed stat had, at least as far as your speed effects TU. Changing your weight encumbrance(the 3 weight classes) has a much more drastic effect....
So with Speed, Up to 91 points per mission : Speed Skill and TU by encumbrance modifier:
1000exp = Up 3.98 @91-->11 Missions //Skill 15-->42 @ 1 -->29.4 @0.7 -->16.8 @0.4
2000exp = Up 6.03 @91-->22 Missions //Skill 20-->43 -->30.1 -->17.2
4645exp = Up 10 @91-->52 Missions //Skill 25-->44 -->30.8 -->17.6
Half @45.5-->103 Missions //Skill 30-->45 -->31.5 -->18
//Skill 35-->46 -->32.2 -->18.4
Note: I looked in my stats.txt, with the last 52 instances(little over 6 missions) I saw an average of @41.4exp-->113 Missions
So your Speed will at most go up 10 levels, which means your actual TU will only go up by 2 while light, 1.4 while encumbered and 0.8 under penalty from your starting Speed Stat. Joi??
I'd like to see Speed to have a greater effect on gameplay then that. Also my own 2 cents, in most games crouching is considered stealthy, walking somewhat, and shooting announces here I am.. here its like there's a 4 piece band following me around :o
That said, as is, I kinda like the simplicity of reaction fire.
Telok:
There’s more to RF than just TUs.
Range is an issue. I've never seen a RF shot anywhere near the full sniper rifle range even with skilled soldiers getting a 35%+ chance to hit. Flamers don't seem to RF out to maximum either, two tiles of movement and two plasma pistol shots ought to trigger a candlelight RF but I've lost soldiers to that.
Line of Sight affects RF. Breaking full LoS resets the RF/TU count and I'm not sure the RF code checks the full sight distance or just a fixed range out from your soldiers. Playing on the Dam map I have noticed that I can provoke RF from aliens (plasma blaster, not crouched) on the other side of the dam, but my snipers will not RF back at them during the alien turn even when they move and fire two bursts.
nanomage:
I have one more suggestion to improve RF system, or rather make it more manageable. It may be somewhat offtopic here, but I don't think it's worth it to start a new thread for such a small thing.
For now, RF is only triggered if your soldier is explicitly set to use reserved TU's for it. However, there's no other use of leftover TU's after you have completed your actions. I'd suggest that any leftover TU's at the end of turn are automatically useable for reaction fire (with the cheapest possible firemode, if none is specified).
It seems to me this suggestion takes away some unnecessary micromanagement burden from the player.
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