Technical support > Feature Requests
Suppressing fire: For those hard to get aliens
ferralll:
New feature. I am not sure if this is very possible, but I think it could work.
Basically there are some weapons that have a full auto option, that turn out to be pretty much useless because of accuracy.
I would love to see some other effect of shots like this.
My basic idea is: If a bullet impacts with in a 2 square radius of a combatant, then the combatant looses a small amount (1-2) TU points for the next round.
That means that you could use snipers, and when they do not hit, they are doing a small amount of TU loss. (Think of it as a flinch reaction eating up precious seconds)
But if you were to go full auto with a weapon, on a partially conciieled opponent, you could (if kept up) render him stuck in place and vulnerable to a flanking manuver. (also it would give the pinned combatant a the choice between reaction fire, shooting, or trying to run, rather than two of the three)
Just an idea... it might be completely unbalanced. And it might change game play completely. but it could also add a huge depth to the game play.
Perhaps a better way to do this would be to incoporate it in to the moral system. where a saving throw vs moral will effect the loss (if any) of TU.
Eegxeta:
You've got a really interesting idea here, but I can see it getting out of control really fast. I know where your coming from though I have always saw full-auto as a short range option for use on multiple enemies. I used it once to mow down two tarmen in armor wasn't sure if I was going to be able to kill them so I just filled the hallway with plasma.
ferralll:
Yea. It would not be a simple addition to the game, it would be a marked change to the combat system (changing tactics, the flow of battle, and would require a change to alien AI).
But to expand on my idea of a savings throw vs moral, I figured it would work something like this: TU loss = Floor((Rand(50:100)-Moral)/33)
So a random number from 50 to 100 minus moral (assuming moral average is around 75 or so) and if you score <32 no TU loss, 33<->65 lose 1 TU, <66 lose 2 TU. calculated for each bullet.
MonkeyHead:
TBH, for me, the potential to be exposed to auto fire is enough for me to keep my troops in cover. Enemy with needler or plasma rifle around? Dont be in the open - Thats supressing my troops, without the need for any built in game mechanic. Granted, the AI doesnt think like that, yet, AFAIK.
Sandro:
Game got a flashbang, which nullifies enemy TUs for a single turn. Why not use it?
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