hi R.
You are right, but the purpose is to stick to the original for now. It does not do any harm to have these big numbers
Althought it totally makes no sense.
If I would have to re-implement this I would just remove the "set timer" screen entirely.
- after you primed a normal grenade, you can throw it, after the turn is over, the other side gets time to move away and after their turn the grenade explodes.
- after you primed a normal grenade, you can hold it in your hands (
to cook a grenade as soldiers call it), end the turn and the next turn you have to throw it and it explodes immediatly after it lands. If you did not throw it this turn, it will explode at the end of turn in your hands. (a warning message is shown first to confirm the end of turn when holding a live grenade)
This last option gives the opportunity to throw a grenade without giving the opponent the chance to dodge. However, there is a risk (if you run out of time-units or the grenade lands bad or you get shot the grenade will explode and maybe hurt team mates) and it requires planning ahead (the alien that is now in a good spot to grenade, mayb not be anymore the next turn).
- after you primed a proximity or heavy explosive, you have 2 turns to place it and run to safety, before it either activates or explodes.