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  1. So I've been playing some X-Com and reading the Xenonauts forum and discovered a mechanic that I feel could be tweaked - reaction fire. Now I've done a quick search, so forgive me if this has come up before. For me, reaction fire was always a little unsatisfactory. I did prefer Jagged Alliance's interrupts. Basically, I'd like to see reaction fire replaced with an interrupt, though perhaps with some limitations on actions that can be taken. So for instance, an alien comes round the corner and your guy gets an interrupt, you can fill the alien with lead, or run and take cover. Possibly ban aimed shots, doing stuff with your inventory etc. and it adds a bit more depth to the tactical game. The other thing that would be good with this system would be the ability to have interrupts during your turn. Firstly, lets say you come across a guy and he interrupts, but decides to head for cover, his moving could give you an interrupt, which would just return the game to your normal turn. The cooler thing however, would be that if you encounter an enemy (this would work for both sides) and they try an interrupt (determined by the game mechanics rather than the player) rather than rolling against your reaction stats, he rolls against you. If he wins, then he gets his interrupt to run or shoot. If you win, rather than taking your turn, you get an interrupt against him. Think of it as like a Western duel: you see him go for his pistol, so you go for yours. The nature of the interrupt turn means you can shoot him, or run (again at the risk of giving your enemy another chance to get another interrupt). I suggest this because: a.) Greater tactical depth; b.) Slightly more 'realism' (as in it makes sense in the game) than (as is under the current system) if an alien begins to draw but you win the reaction contest, you keep taking your turn, maybe dig in your backpack for that really handy item, maybe spend a while lining this alien up in your sights with your super-aimed shot etc. etc. while the poor alien is frozen with his gun half-drawn. c.) A better system for sneaking up on aliens. In the original I hated trying to stun aliens because it felt like such a gamble. You walked forward and either the alien didn't react and your soldier lived, or it did and he didn't. Instead, if you send in a guy with quick reactions, maybe the alien tries to draw, you see this (because you are suddenly in an interrupt instead of taking your normal turn) and decide to blast him with your pistol instead of running up and stunning him with your rod. d.) It allows for reaction fire behind you. Basically, if you sneak up on an alien, they have a chance to hear you, and can spin around to reaction fire. You would have a greater chance to get the interrupt (thanks to the whole spinning around and shooting you thing) and can decide what to do from there. This instead of a system that feels arbitrary (oh you tripped the reaction modifier. I'm sorry, there isn't enough of your soldier left to bury) or unrealistic (seeing really is believing...). EDIT: An interrupt basically replaces reaction fire with a turn for your soldier (or the enemy's if they are the one reacting) with the APs left over from that soldier's last turn.
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