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Informar de un error de traducción
There is no hidden roll adjustments happening in the game. Period. The number you see when choosing mission is exactly the same number that is used to roll for success. (Except of course, when some modifiers gets applied mid-turn like doing crackdown on the same turn as purging or investigating councilor before assassinating him.)
I personally spent at least a dozen hours inside decompiled game code and can tell you that there is no "cheating" going on behind the scenes. Not while doing missions and not anywhere else. In fact, I specifically rechecked mission resolution code one more time before typing this.
Also, just FYI. 86% success chance equals to 14% chance of failure. Which means that if you have 6 councilors doing such missions you should expect roughly one fail per turn on average. Which also means that on average every four in-game years you can expect three fails in a row.
And feeling like something is not working in your favor is not even close to compelling evidence, we tend to fixate only on all the times a good roll failed us, and not on the times when it did not or a bad roll actually succeeded so you are naturally biased to think that way. If you want to prove whether RNG is wrong or not, then do a proper experiment with a proper sample size, like a 1000 attempts.
This is a computer game, not a dice game. So we can add mechanics that make this depedency on RNG less relevant.
Let control tokens have "hitpoints", so that you need to take multiple turns to fully take one. Lets say each CP has 100 HP (per faction). 1 counsilor does 10 + perc - rolled damage. So if you have 75% chance, and the RNG rolls 30, you score 55. So you only need 45 to take the CP. Allow regeneration of the CP hitpoints if there is no one from that faction attacking it. This makes actions like detaining more interesting since you interupt the enemy counsilor.
Let a failed assiniation attempt result in the target going into hiding, or maybe losing HP that needs to recover. If you roll a critical failure, let your counsilor get hit instead depending on the security rating.
Give a marginal boost when failing a public campaign slightly.
And if a councilor keeps throwing bad rolls, question their loyalty with the investigation.
In a game where you only have 4 -6 counsilors per month, it feels really like waste of time if you keep missing everything on small errors. I already resorted into savescumming with this game (3 months of failures in a row with 4/ 5 counsillors, all 70+ changes, might as wel reload 3 months back and reload and redo). And the moment if have to do decide to use this tactic (sucessfully), I quickly lose interest. If i want to play a game where a dice determines a hard yes / no, i can play a boardgame. Im asking for a little bit more sophistication in the game mechanics that feel more rewarding.
There's so much you can control though about the RNG and it all buffers out over the very long run of the game. Fail-stack is needed for shorter experiences and RNG you don't have as much control over. And games where it can really fail-snowball on you.
All of the missions have numerous ways to influence their odds, drastically sometimes between turns. Yeah you have to plan. Yeah sometimes you will fail. If you really, really need it to not fail, you should be having two agents on it.
As for RNG the main reason it feels a bit bad in this game is the lack of cheats. In most games (XCOM for example) the displayed percentage is actually lower then the actual, with a bigger bonus if your having a bad time with misses.
Also you are being screwed over by your brain, which has a multiplier on negative responses, so its likely that you will get 8/10 successes on a 80% chance and still think you got unlucky, because your brain dwells on the 2 fails more then the 8 successes, and overtime the "expected" good results simply get deleted from memory.
I wouldn't recommend this game unless you can get into the dwarf fortress mindset of "losing is fun" you have to have a sanguine disposition about your losses or your gonna hate this game.
Edit: removed misinformation.
It's actually +10 for Rookie and Veteran, and +15 on Commander. However, Rookie and Veteran have a 1.2x and 1.1x, respectively, multiplier on all success chances, and Rookie has a bunch more stuff.