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« on: January 26, 2014, 07:41:10 pm »
Oh, right. So you would like soldiers to reaction fire to use all and any TU's, working thier way down the firemode scale? Now I get it - much clearer, and not that bad an idea. I personally would prefer ALL reaction fire to be snap shots (or equivalent) - that seems to fit the idea of "reacting" far better, and would encourage agressive fire and movement based gameplay, instead of sitting back and waiting for your opponent to come at you. Reaction fire is currently (and should remain IMHO) a last resort compared to firing and keeping in cover. If you choose to sit in the open, you should get mown down.
I do forsee one main complication with your proposed mechanism though - such as, getting it to trigger correctly in a way people would use. Currently, an enemy needs to spend say 8 TU's to trigger a potential reaction snap shot. Lets say this occurs, and you then get your 3 options, only one of which is selectable as the other 2 have not yet had the enemy spend enough points to trigger them. So you neglect to take the shot, waiting for the enemy to spend another 6TU's so you can try a 3-round burst. The enemy continues to move, and maybe fires and kills your unit so you lose the reaction fire opportunity, or doesn't (or can not) due to TU shortage trigger the other fire modes. You then kill the enemy on your next turn. In this potentially very common scenario, the whole extra complexity has been pointless, gained the player nothing and not really altered the outcome from a gameplay perspective, other than the slim possibility of the reaction fire saving the death of a unit. Now, yes, I suppose an enemy could in theory contine advancing, and trigger the option of a burst or full auto fire mode, but way more probable is that the enemy unit would have taken a shot that wounds or kills a unit before that takes place for most multifire mode weapons.