Wow, Decker, you've set a new high speed record under the current system. And certainly a new record for propulsion slots
As long as you can stay powered and cool, I can see that being a pretty zippy way to get around since even if you occasionally lose some propulsion the effect is minimal.
I did intend for speeds below 10 to be attainable, so I don't see anything wrong with that if the player can manage it. The theoretical limit is 3, it's just probably more or less impossible to get the necessary parts. We'll see how that does or does not change when I update the propulsion mechanics. (Side note: This thread seems to have veered off course and crashed into our
Propulsion Rebalancing topic.)
Like fernsauce says, cooling is pretty easy to get via ambushes. Fighting is dangerous, but as a fast mover you can almost always do it on your own terms. (Heck, for an indirect method wait for a squad to come by and reprogram some traps, then pick up the leftovers
)
Of course, you won't get the best stuff that way. There's also the option of fabrication, which I still plan to further improve as a system, but may not be so suitable for a build attempting to focus purely on speed, anyway.
It's interesting to hear two opposing opinions regarding the ability to pass through LOS undetected. Early on I thought about adding a chance to be discovered even while zipping through LOS, but decided the results would end up appearing pretty random, anyway (and more difficult to code), so I left it as is which keeps it somewhat unknown (except in the case of Sentries, mentioned below).
I like the idea that you can never be quite sure if you'll make it, and have to deal with the consequences if you don't.
1) Make the turn timer fractional, so it's possible to know when the turn end and when it's safe to run past enemies without them noticing. Right now I work around this by dancing in front of a door until I see the turn tick.
This theoretically should
not work, because hostile robot turns have nothing to do with the turn timer--like yourself they can take their turn in the middle of game turns.
The only time it will work is with Sentries (and ones who have never moved, at that--once they've moved all bets are off), since they just sit around and wait from the beginning of the map, matching their turn exactly to the game turn counter.
As such, your second suggestion would really only be useful in the Sentry scenario, so not something generally applicable enough that we can make it a thing.
Regarding the wait command, there are a few new features to come later, including things like "wait X turns," "wait until something interesting happens," "wait until the actual tick a hostile comes into view" (i.e. "
tactical overwatch"). These features will be either easy to execute or outright automatic where they can be.
What I can do is attach your suggestion to the "wait X turns" feature and the command will always stop on an actual game turn, meaning you could use it to wait 1 turn and get your desired effect.