For all you who played prequel of UFO Enemy Unknown, Laser Squad you remember reaction fire from that game. Game would stop, you had certain number of Aps you left for reaction fire and you decided how to spend them: snap shot, auto fire or aimed.
And "Power Dolls" got a little popup dialog that allows to respond now or wait to let them move a bit more - of course, you may also hold too long, let an enemy close enough to detect your unit and get shot for free.
I think this option would be great in the game so player can choose will his soldier shoot on auto, snapshot or aimed.
Well, yes. If a melee-range-only enemy like Bloodspider appears, may as well take a good aim instead of potshots.
Also, may want to let him approach closer for a sure shot, or veer out from the line to friendlies.
This is something that is sorely needed because one snap shot is not enough to stop a alien from mowing you down.
This is something solved by selecting Burst for reaction shot in the first place.
Also, there are sometimes several soldiers that get the reaction fire simultaneously and the solider that is going to take the shot might not be the best option (they might be better placed to cover a different angle, etc and so keeping their reaction fire could be advantageous). Some way to select which of the available soldiers takes the shot would be handy.
IMO it reflects that in a quickly changing situation they don't have to coordinate activities, only to make individual decisions.
The other side of this, of course, is that when a sniper is stationed specifically to watch that one window, he should not waste the only shot on competing with two machinegunners covering other places and then allow the intended target to pass unchallenged. And the way it is now, grenade launchers and reacion fire do not mix well.
But there may be a better solution for this problem (below).
in general shooting should be split into aiming part and shooting itself. while soldiers that are aiming into the correct direction already (small angle, may be 5-10 degrees) already should have reduced reaction fire cost, all others should have to turn into the right direction 1st, raising the weapon after, and only then they should be ready to fire/RF. besides that, RF itself should be dependent of speed and/or mind.
So, the conclusion:
it would be good to have functionality to
assign firing arcs more narrow than "anything in sight". This would also allow to disallow risky shots - e.g. if you could tell a soldier with GL to take targets on the roof only, he won't see an alien elsewhere and kill nearby friendlies and thus RF with such a weapon could be useable.
Perhaps narrow arcs could give a little accuracy bonus, and
if the selection is narrow enough (typically, one wants to cover a window, door, two squares near the corner), have part of TU cost "pre-paid", making the actual reaction counter shorter, so the enemy cannot pass as easily through the place at which someone already took aim.
Correct?