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the game takes all solid numbers and calculates "final aim" - getting the overview of things you can see it do that
default aim - cover reduction - statreduction on alien + elevated position of player + boosted stat on player + ..... = final aim
it's pretty straight forward stuff
( as example : have a soldier with 70 aim stand right in front of a levitating floater and the game will claim you have 50% chance to hit... 70 from soldier - 20 from floater "loating defense boost" ( a skill floaters have )
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all it then has to do is effectively apply an rng fucntion
( as simple as scientific calculators come prepacked with a rnd(...,...) funciton )
let that rnd function choose any number between 1 - 100
( aka rnd ( 1 , 100 ) = 65 ( let's say ))
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after that all the game has to do is crossreference it's rnd number with the designated zones form final aim
( i delibiratly chose 50 here cause that's what people get upset about :p )
the zones would be
1-50 = miss
51-100 = hit
65 as the random number is within the hit zone so you hit your target
it's simple, it's easy and it's deadhonest luckwise
....
improve the amuont of numlber on the rnd-- 1 -10 000 let's say and it gets even more honest
have the game then wipe it's own memory after each rnd function to not be able to keep track of it
and you have a game designed purely on luck
( however they don't wipe memory as the game can force "luck" on easy and normal as well as force "bad luck" )
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this ofcourse has nothing to do with actual damageoutpus
or basically ( as it should be )
GET AIM UP HIGH by decent positioning and tactical planning
95 % = 95 numbers for you to actually hit
BUT ALSO "5" TO MISS - so it doesn't guarantee anything at any time :p
and then just get lucky
( a factor of luck in games like these can only be a good thing honestly :p )
( otherwise you'd just set the door wide open for engine abuse if it's all hardcoded calculations )
maybe this is to simple ( probably )
but i would do it as simple like that, there isn't anything more honest then this
no matter how hard you try, you just can't force the outcome of an rnd function you have no acces to :p
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edit : reading yours again
i feel like i said about the same thing, but yours sounds like it's on a way more appropriate level :p
"Since probabilities are normally calculated as "1 in N" this means the value returned by the function is MODded further, by N. Since the value, which is fed into the next seed, usually ends up being far greater than N, the result will be "random enough" for most people."
would be a higher educated version of me saying the game keeps memory of it's rolls, no ?
I mean to miss a 95% shot is ridiculous, unless there is a very strong reason behind such a miss, like say a bright light just flashed the moment you took the shot.
a mosquito
ever tried to focus and then that small thing comes up right next to your ear with it's highpitched bzzzzzzzzzzz
i swear, those things could even make an autoaim miss :p
( come to think of it.. imagine a silent mosquite Ö - it'd be the deadliest thing in existence... at least now they give themselves away before they strike :p )
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other then that..
life doesn't have perfection
perfection is unatainable
....
it's for the better, perfection would be boring :3
Exactly. You should always be able to roll a 1 on your d20. Which, as it turns out, is exactly equivalent to missing a 95% shot. Max level characters should always be able to slip up, otherwise the late game would have little to no risk or challenge.
Critical for One Or Both of them to hit?
In month 1 council mission you can encounter thin men.
you need them to die or they'll take shots at you. 4HP on classic, so can't be easily grenaded, might be out of range of rockets.
Taking the shot reduces the chance that the thin man kills one of your squad by 70%. Not the greatest situation, but still tactically a better choice than not taking the shot.
Or maybe a rapid fire with 96% where both shots miss.
Or any kind of chain that you miss a couple of 80 - 90% shots (which happens more often that possibility should ever allow)
Missing a 99% shot, I am fine with that, even if that result killing on of my hard veteran col.
But missing a couple of high chance shots? Nah, BS.
Well, if it is not a bomb mission you can deal with them by using ambush tactics, a much underrated tactic because people don't consider it being "aggressive".
If it is a bomb mission you better just retreat after the first gambling shots fail. You lose the gamble, and soon you lose all your men. I know it is hard to abandon a mission. That is the toughest choice to make. However, a good commander can make tough decisions.
its the chance for you to get dissapointed when it misses