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.
until you do something stupid like attack.
...so there are at least 2 reasons to stop picturing my soldiers semi-clad with red bandana's wrapped around flowing locks...