if i attempt to be really serious, then in my opinion a well thought out reaction fire system improves the game more than any storyline or new equipment or even equipment balance.
I agree and the system in the original XCOM games, Jagged Alliance Series, Fallout Series, Chaos Gate, Silent Storm and countless other truly great squad based combat games works just fine and does not need to be replaced by an overly complex system that doesn't work at all.
I'm not so sure RF is actual cover fire. Cover fire is usually done to keep the enemies heads dows and is exceptionally badly aimed. Reaction fire, on the other hand, is a method to make defensive play possible and make this seem more like actual combat (aka. real-time instead turn-based). Eg. a shot from shotgun when the alien has moved right in front of you is not exactly covering fire.
This is debatable but ive always seen reaction fire as cover fire translated into a turn based system as it serves the same purpose, you advance a few men while others sit with reaction fire on to cover that advance.
I haven't played JA2 so I don't have any opinions on that. However, the devs have said (a long time ago) that pure copying is not preferable.
Thats a shame but not entirely unexpected, JA is an unappreciated gem and if you like the XCOM games you owe it to yourself to give it a go. To me it is the finest example of a squad based combat game there is and like UFO blends a non linear over map with a squad based combat system to make something truly special. And i don't literally mean just rip it of completely but just use something that works from a game that does this kinda thing so so well, to quote my father "If its not broken don't fix it".
t's not only that the aliens can do that (walk, kill, go to safety). Assumed the RF has a "random" component this could happen (but it should only in rare cases).
Much more annoying IMO is the behaviour of "locking" a target.
The turn-based gameplay should somewhat simulate the action game. So it is logical that you can move a unit freely until it gets into LOS of an enemy - at this point RF comes into play. The enemy now gets a chance to fire at the spotted moved unit.
I agree 100% and in most of the games mentioned in my post this is exactly how it works, a unit using RF should only be able to shoot at what is in his direct line of fire.