Cunningcairn wrote: ↑Fri Aug 07, 2020 12:16 pm
SLancaster wrote: ↑Fri Aug 07, 2020 10:16 am
Athos1660 wrote: ↑Fri Aug 07, 2020 7:39 am
Hello TheGrayMouser,
I still can’t figure out why some players lobby for toning down in-game effects, such as those of flank charges. The FoG2/P&S/SJ series is so much better with strong effects.
+1
The game is exciting because of the possibility of strong and unplanned effects. This is what makes it so good and a classic. Not chess as one grog told me!
It is a wargame, It models warfare. Everybody knows you plan for the unexpected but there are always boundaries within which these unexpected events can occur. Yes the game is exiting when you play a close tight game that is not governed by events that are way beyond the boundaries. That type of game is very boring and definitely not exiting or enjoyable and very much like snakes and ladders.
I never understood what you, Pete, Paul, and the anti-rng crowd really meant until you posted this topic. To be fair you guys were terrible at articulating what it was that actually bugs you

. This is why we frequently talk in circles on the subject at various points in time. The fundamental gameplay principle that you guys object to is that RBS designed FoG2 with a firewall built between Frequency of Outcomes and the Range of Outcomes whereas many other gaming systems tie both the Frequency of Outcomes and the Range of Outcomes together in their system.
We all agree that in a strategy game, Player Input should have a measurable impact on success. How that translates into outcomes that the game provides to the Player is different though. Let's take DBA for example. Imagine a Roman Legionary represented as a Blade unit is matched up solo against a Greek Hoplite represented as a Spear unit and this is a favoured matchup for the Blades. Assuming all else is equal, most would agree that getting a Blade to matchup against a Spear is good Player Input. In close combat, DBA has 4 outcomes in this case when both sides roll a d6 to resolve combat. If the Blades double the Spears, the Spears die. If the Blades beat the Spears, the Spears recoil. If tied they are stuck together. If the Blades lose then they recoil. If the Blades get doubled, they die (an actual impossibility!).
Now imagine the Spear player is really good and managed to get double overlaps on Blade unit making him roll at a score of -2. Now it is the Spears who cannot suffer the catastrophic event of being killed by doubling (5-3+6) since the best score the Blades can get is an 8 while the Spears by default will score a minimum of 5 (4+1). Since DBA modifiers strictly add or subtract the unit's base attack score, as a more skillful player generates an ever-increasing number of modifiers in any given combat scenario, not only do the odds of a positive outcome increase, but the range of possible outcomes start to exclude the worst possible scenarios entirely (getting doubled and killed).
In FoG2, regardless of how many positive modifiers you pile on, the risk of the worst possible outcome is never 0. You can only work to make a negative outcome less likely but should RNGesus decide unfavorably, you are not spared the worst possible outcome (losing the 1% combat and then rolling 3 or less to get hit by the double drop). In fact, the potential herculean efforts put in by players to obtain positive modifiers (flank, generals, good matchups, etc) only serve to infuriate the player ever more as they view their hard work flushed down the toilet by the vagaries of RNG. This issue is separate and distinct from the arguments that RNG overrides skill or that there is too much RNG in the game. This is how those who are not in favour how FoG2 works mechanically frequently voice their concerns, and to be fair it is inaccurate. Better skilled players will win more in the long run over their lesser-skilled brethren and extreme outliers will be just that - extreme outliers. But the fact that both of these things are true does not alleviate the fact that you will feel like absolute dog**** when your flank attack goes off only to see your men lose and instantly get fragmented.
Both systems have their merit. In the former system ala DBA, there is sometimes a "smothering" effect where games have to be played in a very specific style both strategically and mechanically because risk mitigation is limited to the bounds of the range of outcomes. These games also often contain very heavy "snow ball" effects as the first player to get a break in the RNG often can safely, systematically, and steadily convert that first advantage received into an insurmountable avalanche so the game is decided early but takes a long time to play out. The second system allows for a more dynamic range of events and forces players who don't want to have "glass cannon" gameplans to have more resources devoted to risk mitigation precisely because catastrophic outcomes can and will happen regardless of how well you planned it out.
The problem for you however is that RBS likely designed this game with this system in mind meaning that it is a fundamental game design choice and he is unlikely to change this ever.