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Reaction fire, I really think this is good advice...

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Duke:

--- Quote ---Also I may want to really play an RTS if I feel like it should be my turn/my turn or even my turn/your turn +++my turn  and then /my turn.
--- End quote ---
Love that one :)

Quote from my comments in the code of g_reaction.cpp:

--- Code: --- * Note that in a turn-based game, reaction fire is a design bug in the first place,
 * causing several logic problems. But we want it and we need it, so we'll have to
 * work around those problems.

--- End code ---

Sandro:
Maybe we can do that like Fallout 3/NV does:

Break a shot timing into several stages. First, the aim, then firing each shot in sequence. That should be more realistic IMHO.

Wolls:
   I like these bars which show up.  They are very helpful. 

http://ufoai.org/wiki/Proposals/Reaction_Fire_UI

   That said um, the weapon distance check is one of the last things right?  ie you want to be able to fire at an alien who perhaps starts out of range but eventually steps into range rather then failing the check at the beginning and only waiting till the enemy is in range to begin checking.
   That said, what happens when the distance check for RF fails? It seems like its reset (for that soldier)?  If the only thing that is failing ( ie no other soldier takes a shot) then your unit should still have a full RF bar and be just waiting for the enemy unit to be in range.

Maybe thats the way it is.  It seems like the soldier checks the TU ( say 12 TU) completes and then fails the distance check.. resets and counts again to 12, fails the distance check.. counts again to 12..??

**3rd Thoughts:  It may just be the line of fire (LOF) being obscurred for that soldier during the one enemy movement which is failing and thus resetting the RF TU count.  In fact that seems probable.  It is still nice seeing the RF calculations in action.

Duke:
Sandro: good idea, but not new to me ;)

Always keep in mind that playability comes first, realism is only second.
I agree that if you stand behind a door, waiting for some foe to come out/in, pulling the trigger should take nearly NO time at all. In RL. No problem to implement.

But how would you clear a building then ? In RL, you'd throw some sort of grenade into the room before entering it. Now think of a map with many buildings/rooms eg. a hotel. It would take ages plus tons of grenades. No fun.

Duke:
Wolls,
most of the time RF is reset because of an interruption of LoS.
Starting the RF countdown uses the same check(LoS, range,...) as firing. So if ANY of the conditions in that check fails, the countdown will be reset.

I agree that the behaviour in the scenario "walk from out of range into weapon range" feels wrong. But changing it requires quite some refactoring. But yes, it should be changed some fine day.

Meanwhile keep in mind that RF is fair/symmetrical. Any improvement will also help the aliens ;)

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