Abandon reason: the concept has flaws and needs more thought
Hello, fellow players and modders.
First of all, I clearly understand that redoing reaction mechanics would be pretty drastic change. I don't even hope this will be implemented but still like to open a discussion. As the last resort, I can modify it myself and propose a change in the code.
Vanilla reaction mechanics is well defined but pretty weird to say the least. It include the amount of TU left on target. Why target TU should have anything to do with reaction triggering is beyond of my imagination. When opponent enters unit visibility area with the last step spending all of their TUs - immediate reaction follows. Whereas, if we can imagine unit with 1000 TUs then it can safely enter enemy visibility area, do a break dance, then leave - nothing will happens.
I am thinking reaction time should depend on reaction stat and how long enemy is visible only.
Specifically, this is proposed formula.
Unit reaction probability = "reaction" / 100 / 8.
Enemy perform an action and is visible at the end of this action.
Dice are rolled for above reaction probability so many times as many TUs are spent in action. Reaction is triggered when first roll succeeds.
As soon as reaction is triggered, unit continues firing/stubbing until exhausted their TU or killed the enemy.
That includes
all enemy actions because reaction is triggered by the
time passed since enemy is first seen, not the type of actions it does.
Example.
Reaction 100. Reaction probability = 100 / 100 / 8 = 1/8.
Enemy makes one 4 TU step and is visible at the end of step.
RNG is rolled 4 times for 1/8 probability. If at least one time it succeeds, reaction fire is triggered.
Benefits
- Time unit reaction is triggered depends only on unit reaction and length of enemy visibility. That equally applies to all combatants.
- Uniform and simple algorithm. No additional counter needed. Every enemy action is computed right away.
- More randomization. Now soldier may not be shot right away from the side when they just emerge from the door.
- More often reaction fire, despite the above. Even low reaction soldiers eventually react if they see enemy long enough. Which make putting them on standby a viable tactics.