Difference between revisions of "Reaction Fire"

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= Overview =
 
  '''Current Reaction Score = ([[Reactions]] Stat) × (Current [[TU]]s / Max [[TU]]s) '''
 
  '''Current Reaction Score = ([[Reactions]] Stat) × (Current [[TU]]s / Max [[TU]]s) '''
  
Your reaction score at a given moment is your reaction stat multiplied by the percentage of your remaining TUs. As you spend time units on any actions, your reaction score goes down.
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Your reaction score, also known as your 'initiative', is your reaction stat multiplied by the percentage of your remaining TUs.  
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As you spend time units on any actions, your initiative weakens.
  
 
A rookie camping in one location and not spending [[TU|Time Unit]]s will usually have higher [[Reactions]] than a trained officer who is exhausted of time units after sprinting across the map.
 
A rookie camping in one location and not spending [[TU|Time Unit]]s will usually have higher [[Reactions]] than a trained officer who is exhausted of time units after sprinting across the map.
  
How is it used? There are two inherently identical uses. During your turn, and at the end of your turn. You can think of reactions as having two different roles: defensive and offensive.  
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When and how is it used? During your turn, and during enemy movement. You can think of reactions as having two inherently identical but different roles: defensive and offensive.  
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==Using Reactions Defensively==
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;Tip :Use the [[Mind Probe]] to determine if an alien is in fact out of Time Units. This can give you a good indication of whether or not the alien will be able to react should you need to shoot, capture or approach the alien to strike it with the stun rod.
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During your turn, when your soldiers are given orders, each unit's current reaction score is directly compared with the current reaction score of any alien that can see the unit. If the alien is looking the other way or there are obstructions, it will not be able to react until it is alerted.
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During your turn, when your soldiers are given orders that can [[Reaction fire triggers|trigger reaction fire]], the unit's current reaction score is directly compared against the current reaction level of any alien that can see the unit. Naturally, if the enemy is looking the other way or there are obstructions, it will not be able to react even if it has the greater reaction level.  
  
Given these conditions, the game constantly checks the unit's reaction score against the alien's. The side that has the highest reaction score can keep making moves without interruption. The moment the opposing unit has the higher score, that unit will be able to interrupt the first unit and is given an 'attack of opportunity' - or reaction shot.  
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As long as your initiative is higher, you will be able to make any move you wish. The moment the enemy has a higher score, it will be able to interrupt you with an 'attack of opportunity' - or reaction shot - if it has enough remaining time units to shoot.  
  
At the end of your turn, your positions are reversed. The defenders are now the attackers, and the attackers are now the defenders. When the aliens get to move, if their reaction scores are below yours and you have sufficient time units to return fire, you get a reaction shot.  
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In this sense, you are using your reactions to defend against enemy opportunity fire.  
  
Note: during the alien's turn, the aliens are allowed to use auto-shots, as it is their turn. Reaction shots are always performed as snapshots for X-COM owned units. AI owned units on the other hand can use either snap or auto shots when performing an attack of opportunity.
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Note that AI controlled units are allowed to react with auto or snap shots.  
  
Health and [[Fatal Wounds]] will also affect reactions.
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<br clear ="all">
  
''[ [[User:NKF|NKF]] : I don't seem to recall finding that health or wounds affect reactions. Hmm, this needs to be looked in to further and confirmed. ]''
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==Using Reactions Offensively==
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At the end of your turn, your roles are reversed. Your units will now wait and open fire on any enemy units that are within their line of vision that have failed their initiative.  
  
Tip: Use the [[Mind Probe]] to determine if an alien is in fact out of Time Units. Take notice of the amount of remaining time units. This can give you a good indication of whether or not the alien will be able to react should you need to shoot, capture or approach the alien to strike it with the stun rod.  
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Player controlled units will only react with snap shots.  
  
  
== A Working Example: ==
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= A Working Example =
  
''Werner Okamoto has a modest reaction level of 30. He has 60 time units in total. He is armed with a [[Laser Rifle]], which can fire snapshots at 25% of his time units per shot (or 15 TUs a shot). He ends his turn without spending any of his time units.  
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This short example will follow two opposing units that have spotted each other. For the sake of this example, they will be called Werner Okamoto and Generic Nasty Alien Shaped Thing (GNAST). Both units will have the following stats at the end of the turn.
  
''Generic Nasty Alien Shaped Thing has a massive reaction score of 70, and 50 time units. For fun, it's carrying a [[Heavy Plasma]]! It fires snapshots at 20 TUs per shot. It is exhausted and only has 50% of its TUs left (25/50). He is staring right at Werner.
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'''Werner Okamoto'''
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: Time Units: '''60/60'''
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: Reactions: '''30'''
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: Weapon: '''[[Laser Rifle]]''' (Snapshots cost Werner 15 TUs)
  
''The human turn is ended. The aliens now get to choose what to do. Naturally, since the alien can see the soldier, it will attempt to attack.
 
  
===Move 1:===
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'''GNAST'''
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: Time Units: '''25/50'''
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: Reactions: '''70'''
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: Weapon: '''[[Heavy Plasma]]''' (snapshots cost GNAST 20 TUs)
  
Werner = 30 * 60/60 = 30 * 1 = 30
 
  
GNAST = 70 * 25/50 = 70 * 0.5 = 35 
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The human turn is ended. The aliens now get to choose what to do. Naturally, since the alien can see the soldier, it will attempt to attack.  
  
''The alien has the higher score and takes a shot, spending 20TU, leaving 5.  
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This example uses the assumption that the AI will only use snap shots in this exchange, and that both units are unable to kill each other throughout the exchange.  
  
===Move 2:===
 
  
Werner = 30
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==Move 1==
  
GNAST = 70 * 5/50 = 70 * 0.1 = 7
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Werner = 30 * 60/60 = 30 * 1 = '''30'''
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GNAST = 70 * 25/50 = 70 * 0.5 = '''35''' 
  
''Not only does the alien not have any time units left for the shot, it fails its reaction score. Instead, Werner takes a shot, reducing his TUs to 45.  
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The above listed numbers represent the reaction level of each unit during each stage of this exchange. In this move, because the alien has the higher initiative, it takes a shot. This deducts 20TUs and leaves it with 5 TUs.  
  
===Move 3: ===
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==Move 2==
  
Werner = 30 * 45 / 60 = 30 * 0.75 = 22 
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Werner = '''30'''
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GNAST = 70 * 5/50 = 70 * 0.1 = '''7'''
  
GNAST = 7
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Not only does the alien not have any time units left for the shot, it has lost the initiative. Werner takes the shot. His TUs at the end of this move is 45.
  
''(Werner shoots again, spending 15 more TU)
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==Move 3 ==
  
===Move 4: ===
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Werner = 30 * 45 / 60 = 30 * 0.75 = '''22''' 
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GNAST = '''7'''
  
Werner = 30 * 30 / 60 = 30 * 0.5 = 15
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Werner shoots again, spending 15 more TUs.
  
GNAST = 7
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==Move 4 ==
  
''(Werner shoots again, spending another 15 TU)
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Werner = 30 * 30 / 60 = 30 * 0.5 = '''15''' 
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GNAST = '''7'''
  
===Move 5:===
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Werner shoots again, spending another 15 TUs.
  
Werner = 30 * 15 / 60 = 30 * 0.25 = 7
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==Move 5==
  
GNAST = 7   
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Werner = 30 * 15 / 60 = 30 * 0.25 = '''7'''
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GNAST = '''7'''  
  
''Although equal, Werner can still make his 15TU shot, but the alien cannot make a 20TU shot. Werner takes the shot. As this exhausts Werner's TUs to 0 / 60, the exchange of shots ends right here. ''
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Although equal, Werner can still make his 15TU shot while the alien cannot fire back. Werner takes one last shot. As this exhausts Werner's TUs, the exchange of shots end. The alien is now free to spend the remaining 5 TUs in whatever actions that it fancies.  
  
  
Adopted from discussion by NKF, Jan 12 2004 --[[User:JellyfishGreen|JellyfishGreen]] 16:33, 21 Apr 2005 (BST)<br>
 
Additional updating by [[User:NKF|NKF]], 28 September 2005
 
  
== See Also ==
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= See Also =
  
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*[[Reactions]]
 
*[[Reaction fire triggers]]
 
*[[Reaction fire triggers]]
 
*[[Laser Pistol Gifts]]
 
*[[Laser Pistol Gifts]]

Revision as of 21:13, 25 November 2006


Overview

Current Reaction Score = (Reactions Stat) × (Current TUs / Max TUs) 

Your reaction score, also known as your 'initiative', is your reaction stat multiplied by the percentage of your remaining TUs.

As you spend time units on any actions, your initiative weakens.

A rookie camping in one location and not spending Time Units will usually have higher Reactions than a trained officer who is exhausted of time units after sprinting across the map.

When and how is it used? During your turn, and during enemy movement. You can think of reactions as having two inherently identical but different roles: defensive and offensive.


Using Reactions Defensively

Tip
Use the Mind Probe to determine if an alien is in fact out of Time Units. This can give you a good indication of whether or not the alien will be able to react should you need to shoot, capture or approach the alien to strike it with the stun rod.

During your turn, when your soldiers are given orders that can trigger reaction fire, the unit's current reaction score is directly compared against the current reaction level of any alien that can see the unit. Naturally, if the enemy is looking the other way or there are obstructions, it will not be able to react even if it has the greater reaction level.

As long as your initiative is higher, you will be able to make any move you wish. The moment the enemy has a higher score, it will be able to interrupt you with an 'attack of opportunity' - or reaction shot - if it has enough remaining time units to shoot.

In this sense, you are using your reactions to defend against enemy opportunity fire.

Note that AI controlled units are allowed to react with auto or snap shots.


Using Reactions Offensively

At the end of your turn, your roles are reversed. Your units will now wait and open fire on any enemy units that are within their line of vision that have failed their initiative.

Player controlled units will only react with snap shots.


A Working Example

This short example will follow two opposing units that have spotted each other. For the sake of this example, they will be called Werner Okamoto and Generic Nasty Alien Shaped Thing (GNAST). Both units will have the following stats at the end of the turn.

Werner Okamoto

Time Units: 60/60
Reactions: 30
Weapon: Laser Rifle (Snapshots cost Werner 15 TUs)


GNAST

Time Units: 25/50
Reactions: 70
Weapon: Heavy Plasma (snapshots cost GNAST 20 TUs)


The human turn is ended. The aliens now get to choose what to do. Naturally, since the alien can see the soldier, it will attempt to attack.

This example uses the assumption that the AI will only use snap shots in this exchange, and that both units are unable to kill each other throughout the exchange.


Move 1

Werner = 30 * 60/60 = 30 * 1 = 30

GNAST = 70 * 25/50 = 70 * 0.5 = 35   

The above listed numbers represent the reaction level of each unit during each stage of this exchange. In this move, because the alien has the higher initiative, it takes a shot. This deducts 20TUs and leaves it with 5 TUs.

Move 2

Werner = 30 

GNAST = 70 * 5/50 = 70 * 0.1 = 7

Not only does the alien not have any time units left for the shot, it has lost the initiative. Werner takes the shot. His TUs at the end of this move is 45.

Move 3

Werner = 30 * 45 / 60 = 30 * 0.75 = 22  

GNAST = 7

Werner shoots again, spending 15 more TUs.

Move 4

Werner = 30 * 30 / 60 = 30 * 0.5 = 15  

GNAST = 7

Werner shoots again, spending another 15 TUs.

Move 5

Werner = 30 * 15 / 60 = 30 * 0.25 = 7

GNAST = 7  

Although equal, Werner can still make his 15TU shot while the alien cannot fire back. Werner takes one last shot. As this exhausts Werner's TUs, the exchange of shots end. The alien is now free to spend the remaining 5 TUs in whatever actions that it fancies.


See Also