5/6/2023 0 Comments Battle for wesnoth rng![]() ![]() I dunno, having forced unpredictability that can't be countered by player skill seems to me to run counter to the concept of a skill-based strategy game and is more appropriate for. fog of war (which you can counter with more scouting if that fits your situation/playstyle). There are better ways to making the player hedge their bets, e.g. ![]() Any unfairness of the rolls is a perception issue from how human brains are wired (and is why most of the time the devs fudge rolls and stack the odds in favor of the player) and the end result of a battle should be the same with both systems (either you plan your tactics with a chain of contingencies to guarantee success, or solve the puzzle of which units to move in what order to win).Ĭlick to expand.RNG is another layer of unpredictability, but one that isn't skill-based, part of it is always outside of your control. And the puzzles masquerading as tactical games made with Flash but I don't remember any titles.īattle for Wesnoth is on the extreme end of the randomness even with its multiple attacks, but I remember there being addons with guaranteed hit chances (which may be not available in the current version of the game each major release has its own addon database and some never get updated).Īnd for a bit of preaching, RNG in combat isn't about subjecting you to dodge master 5% hit chance enemies or a streak of 95% misses, but about determining which course of action is the most likely to succeed (the safest) and using available tools/mechanics to make it work in a way that luck doesn't affect it. And maybe some phase-based/WeGo games, as the tactical part in them is meant to be predicting where the opponents will move. RTSes tend to be deterministic (units always hitting and dealing fixed damage reduced by fixed armor stats) and you'd be fine grabbing any at random, but to fully benefit from that you'll spend a lot of time micromanaging (real time stealth games like Commandos or the more recent Shadow Tactics are more forgiving in that regard). Games that I'm unfamiliar with claiming no RNG/determinism: Supposedly Feda, Shin Megami Tensei: Devil Survivor and Shining Force, but I don't remember if that's correct. Eador: Genesis might have had randomness on world map with no attack misses in combat. And I recall Valkyria Chronicles letting you overcome anything with player skill. Maybe also that gameboy version of LotR: the Third Age. ![]() Only a few units have some hit chance added, and it rarely comes into play (such as dwarves having a % chance of negating a spell), and positioning on the battlefield and baiting the AI are what matters the most.Īdvance Wars, Banner Saga, Druidstone, Fights in Tight Spaces, Frozen Synapse, Hellenica, Legends of Eisenwald (and its prequel, Discord Times), Portals of Phereon, Rift Wizard, Tactical Breach Wizards, Telepath Tactics (and Together in Battle by the same developer), Tenderfoot Tactics, Urtuk, Warhammer 40k: MechanicusĪge of Wonders 3 moved away from hit chances in their quest for streamlining it (and by extension may apply to Planetfall, but I haven't played that one). Heroes of Might & Magic (and King's Bounty) if you're fine with the damage range (you could go around casting mass bless/curse to counter that, and for Heroes 3 there's ERA core mod that has the damage ranges translated to the min/max amount of enemy stack killed, so you can easily see when an attack is a guaranteed kill without doing the math yourself). You can also do it like the typical JRPG or the newer Civilization games, where attacks normally always hit and RNG accounts for only a small part of the damage.īattlestar Galactica Deadlock (again, not sure) Or there are so many small rolls being made that it all mostly evens out over the course of a battle (e.g. ![]() Hits always connect barring any status effect like blindness There are at least two ways of doing this: You know how in XCOM you can flank an enemy and set up a shot perfectly only for RNGsus to say "nope", turning your 95% shot into a miss? You know how in the earlier Civilization games a spearman could sometimes defeat a tank? Well, I think this kind of design is bullshit, and I'm looking for turn-based and real-time pausable tactical games that have more deterministic basic combat mechanics (at least hitting and doing damage). ![]()
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