Proposals/Obsolete Proposals/ReactionFireBlueprint


Author: BTAxis (talk, contrib)

This is a description of a method for Reaction Fire that is closer to the method used in the original UFO: Enemy Unknown. A soldier who has not used all of his TUs for moving and/or acting will be able to spend his leftover TUs on reaction fire. On his next turn, that soldier will always start out with a full TU supply.

The Reaction Fire Button

When the player presses the Reaction Fire button, it switches between two states: On and Off. When the button is on On, the soldier will make Reaction Fire shots on the enemy's turn, provided the soldier has TUs left over from the previous turn. When it is on Off, the soldier will not use Reaction Fire. The Firemode used for reaction fire could be selected automatically based on the amount of TUs the soldier has left, or manually through some UI.

Note that the button is locked on Off for soldiers who don't have a Reaction Fire capable weapon equipped.

By default, reaction fire is ON.

Reaction Fire Mechanics

Mostly as described in Reaction Fire Improvements, but with a few alterations. Soldiers fire according to a deterministic algorithm and will use TUs per shot equivalent to the shot cost. As Reaction Fire requires more planning and foresight with this method than with method 1, I feel it is unnecessary to penalize its use with an extra TU fee.

A soldier who is set to use one Reaction Fire mode but has not enough TUs to use it will shoot using another Reaction Fire mode if he has enough TUs for that.

Pros and Cons

The good things about this method:

  • Reaction Fire is fair. There is no advantage to be had by players moving first, as Reaction Fire on the first turn will go at the expense of movement on the first turn.
  • A soldier will never be found without TUs at the start of his own turn. Reloading no longer needs to wait a whole turn, and the soldier can always retreat.
  • There will be generally LESS Reaction Fire all around. This makes using direct-fire weapons less risky, making players less dependent on grenades and other indirect-fire weapons.

The bad things about this method:

  • It's a departure from the current system, meaning more work.
  • If TU-affecting weapons such as flashbangs are to affect the enemy on his/her next turn, extra code is needed.