This section isn't called "Development" for nothing. It is created for tactical debating to develop better tactics. And thanks for the argued point about the dynamic scan.
Nice idea Struis, but as Ice already said: we need to test it ingame.
Dynamic tactics work, if they suprise the enemy and your action time beats his reaction time. That's pretty difficult to test on AI suspects, because they hesitate in some weird situations. So actually I have a force-on-force training in mind: humans "playing" against humans to test under which conditions our tactics work. What happens if a tango doesn't hesitate but starts to shoot at everything that moves? What if he doesn't aim at the first operator but keeps on suppressing fire at the fatal funnel?
- You can end the scan the moment you spot a suspect, which may prevent further exposure towards other potential threats.
How do you cover a corner? Probably, like most people, you aim directly close to the inside wall. That's the point where a threat may appear.
So if the dynamic scan stops too soon, the operator ends up directly in this point and the bad guy just needs to pull the trigger. If the operator keeps on moving, the tango is "forced" to correct his aim (a moving target is hard to hit). So the scanner draws the fire away from the corner, and exactly that's the splitsecond when the pointman should pop up and start covering the hallway.
But honestly we do no use the dynamic scan often, and I would really like to see how this (and some other stuff) works force-on-force