Quote:
Originally Posted by PKH
I also feel the reaction fire has gone a bit overboard compared to the original games. Here everyone seems to shoot at everyone. When defending vs multiple units, it's pointless to shoot since the unit will get suppressed to hell right away, so it's best to rely on reaction fire. I'd like an option for less aggressive reaction fire.
Possibly something like: When a unit shoots, only it's target & anyone who has the shooter as it's target are guaranteed to return fire. Enemies without a target will get a chance, and enemies with another target will get a smaller chance. The chances should be affected by distance, so units are more likely to shoot at closer targets. Reaction fire on movement could be similar.
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Welcome PKH. I'd like to help you out, but I'm not quite sure as to your meaning(s). In the first paragraph, I presume you're talking about a situation in which enemy units have moved up during their turn, and one of your exposed units--that is, in the enemy's line of sight (LOS)--would be slaughtered if it fired at any one of them. The reaction (or "opportunity") fire would be devastating.
Well, you don't have to fire, at least not at first, with your most exposed, closest unit. You could fire with other units that have LOS on one or more of the enemy units, and are further away so any return fire wouldn't be so damaging. (Also bear in mind that units which have moved are less accurate than those remaining stationary--check out the online game manual). If all or most enemy units are pinned or worse, you could then try firing with the exposed, closest unit. If all else fails, you could try retreating or popping smoke. Remember, you don't HAVE to fire during your turn; it's optional.
What exactly do you mean by "Enemies without a target will get a chance, and enemies with another target will get a smaller chance"? Maybe the first phrase was meant to read, "Enemies without ANOTHER target will get a BETTER chance," in which case you could run into contingency problems during the course of a sequential turn that I attempt to address further below. Otherwise kindly be a little more specific.
Basically the system operates on LOS and effective range. If you fire at enemy units during your (half-) turn, any enemy units with LOS, in effective range, and with shots available, can fire back, and vice-versa.
As far as units being more likely to fire at closer targets is concerned, I dunno how that could be arranged. Since movement and fire is sequential, it's impossible to determine which units will be further or closer by the end of the turn.
And even if a unit IS closer when a particular firing sequence begins, it doesn't always follow that the closer unit is going to fire at all (its suppression might be too high to begin with, or it might be suppressed/damaged/whatever in the first round[s] of fire). So it would be pointless for op-firing units to hold fire in expectation of a better shot at a closer unit, if that unit won't fire anyway during that turn. As you can imagine, there's a whole bunch of variables at work here.
Hope that helps. If it doesn't then please clarify your questions and somebody on the forum would be happy to answer.
Cheers and happy gaming!