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#1 Anton_Sh

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Posted 10 July 2006 - 05:43 PM

You may remember me, I proposed an advanced reaction fire engine for UFO2000 that would require an almost comlete rewrite of the code.

Now, I'd like to propose smaller reaction-fire improvement that is not so laborious to implement, but can significally improve the gameplay and realism.

TUs are still reserved as in the original reaction-fire system, but the way op-fire shots are treated is changed.

When a reaction is triggered (someone has entered the unit's line of sight, for example), the reacting unit begins to count down the TUs spent by the enemy unit since this moment. And when this number exceeds the time needed to take the shot (depending on the weapon and shot type) the unit reacts. However, the enemy can escape the units's LOS before this time expires. In this case the reaction doesn't happen, of course, and the reacting unit doesn't loose any reserved TUs. And the enemy may kill the reacting unit before the reaction if it takes him less TUs to shoot than for the reacting unit.

EXAMPLE

It's XCOM's turn. A is an XCOM soilder, while B is an alien.

B has reserved 32 TUs for an aimed shot.

A enters B's viewfield and B starts to react.

A makes one step and turns 90 degrees, spending 4+2=6 TUs.

Now A spots B and takes a snapshot, costing him say 15 TUs. And misses. He has spent 6+15=21 TUs.

Than A tries to fire another snapshot. But that will require more time than B needs to take his shot: 21+15=36>32. That's why at this moment B takes his opportunity fire.

Note, that in this system reserving time for aimed shots is not the optimal way: aimed shots are precise but require much time, therefore, you risk to get killed before you can shoot.

Also passive defence becomes not so efficient because the chance to shoot first doen't now depend on the TUs left.

The reactions Stat is not used here. I suggest that it can be involved in much smarter way than it was in the original XCOM.

Any shot should consume not the fixed number TUs from the weapon stats, but the sum of this amount and the value of Reactions stat of the firer. This is quite natural, because reaction stat is the delay between the alert and the reaction: you suddenly spot an enemy, but you don't begin to aim at once, becasue your reaction is not perfect. There is always a delay.

Thus, the Reactions stat should be measured in time units, and it shoud not be very high.

Also, the game missions should be designed so that either both the players are forced to be active (Capture the Flag, Escape...), or at least one of them (Assault...). This is more realistic and will give better gameplay.

#2 Serge

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Posted 10 July 2006 - 10:47 PM

Feel free to read 'Building and testing experimental versions of the game' section of https://svn.sourcefo...0/trunk/HACKING, test it in some games with other players, get some feedback and in the case it st is positive, finally propose this patch for inclusion into the game. Good luck :)
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#3 Anton_Sh

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Posted 11 July 2006 - 02:44 PM

Ok. What compiler can I use in windows?

#4 Serge

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Posted 11 July 2006 - 03:56 PM

Compilation instructions are here: http://www.xcomufo.c...?showtopic=8144
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