Reply To: Combat feedback (angry and annoyed)

#13661
Avatar photoMeeky
Participant

@Sky Ah, okay. I see what you’re saying – you were pointing at my post a lot, but really meant to point at the anti-RNG commentary more. Got’cha. No harm no foul.

And as I already mentioned you as a player have opportunity to modify the rolls in variety of ways. You seemed to skip that part.

I read that part. The reason I didn’t comment is, well, I agree. Between Overwhelmed bonuses, using the terrain properly, picking the right stat upgrades, right weapons for the right situations, etc., you can increase your chances of success and thus help swing the RNG in your favor. The RNG still determines the result in the end, but essentially the more precautions you take = the more likely things will work in your favor. Things can still go to Hell, but that’s… normal.

Misses being hits would only make heavy-hitting weapons even more powerful – think about Orcs. Or skeletons with two-handed weapons, etc. – and remove any reason for having nimble characters. Regenerating HP is just a poor fix here to cover the fact that this change would only encourage being tanky.

This is an interesting point, and I won’t argue with it. There are probably ways this could be fixed (damage caps on misses), but you’re right about not fixing what’s already not broken.

There is precedence for miss damage in various genres, however. There are Tabletop RPGs which use a similar mechanic (and again, I’d say Battle Brothers leans toward RPG on the RPG-Strategy spectrum). I want to say I’ve seen turn-based strategy games based on tabletop wargames do the same as well.

Again, though: I’m not saying this is what I WANT, but it’s an example of what COULD be done and made to work for the present system if someone really wanted to reduce RNG.

You are forgeting that the average of a dice is not the same as the average of same variety program algorithms never was and never will be. Nor will you have enought time enought rolls to get that average in a BB fight(each statistics is based on X number of tries, the more you roll the more correct the average will be). There will be not enought hits done by one person. While you statement is theoreticaly correct it does not apply practicaly to a BB fight.

Actually, this particular point WOULD work just fine. I’ll happily say that miss damage would introduce a host of problems, sure, but including extra attacks for a total of the same damage as present WOULD mean you’d get an amount of hits – and an amount of damage – that hits the “average” result more often.

If I have an 80% chance to hit someone, I’m more likely to get at least SOME damage in with two attacks than with one. That’s just basic math. I’m also more likely to get a miss, singular, because I’ve got more attempts to potentially miss. These things DO apply to a Battle Brothers fight, too, and it’s why I’m very careful about sending a low HP guy who’ll only get one attack to finish off the last enemy who can die in one hit. Even if my success chance is 70%, I’d rather put someone else in there to do the killing because if I DO miss, he’s going to murder my low HP guy. (Okay, he might miss, but I try to look at things as a worst case scenario.)

One way to make more weapon attacks work without factoring in more durability issues and so forth? Just have every attack action be divided into two attempts with the exclusion of specific abilities like Repel, the hooking ability on the Billhook, Shield Bash, etc. Primarily damage-dealing abilities would get two attacks per attack action, each dealing 1/2 damage, and their weapon durability, fatigue cost, etc. would be calculated as it is right now (I.E. as a single attack). There might be some slight modifying to be done, but the point is you’d get more “average” results than before. RNG reduced. Yes, this applies to Battle Brothers.

And, again: not the solution I personally advocate, but it’s an example of how you COULD reduce RNG.

Overall? I like how the game’s core mechanics function right now. I agree with you two, @Sky and @Holy.Death, on that. It ain’t broke; don’t fix it. But if someone DID want to change it, there are ways they could do so, and I don’t think we should immediately dismiss the prospect of doing so.