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RNG (That's Random Number Generator)

Posted: Wed Sep 28, 2011 8:25 pm
by Kerensky
Just curious what people think about this. Would the game be more fun if all randomness was removed? Combat prediction becomes combat facts.

Posted: Wed Sep 28, 2011 8:36 pm
by Horseman
Mine a definate no, take away the randomness and it just becomes a maths exercise or a slightly more complex version of chess!!!!

Part of the fun for me is having to plan for bad luck

Posted: Wed Sep 28, 2011 8:44 pm
by Kerensky
I personally do not think so, although sometimes I wouldn't mind toning down the level of randomness.
Sometimes it's fun to see outrageous battle outcomes though, then I go "wow I have to check that combat log, WTF happened there?!"

Posted: Wed Sep 28, 2011 8:50 pm
by Horseman
Kerensky wrote:I personally do not think so, although sometimes I wouldn't mind toning down the level of randomness.
Sometimes it's fun to see outrageous battle outcomes though, then I go "wow I have to check that combat log, WTF happened there?!"
Indeed, in my recent Sealion 40 Mission it took 5 of my Bf109s to bring down a Hurricane....this was just after 1 Bf109 and 1 Bf110 took down a full strength Spitfire!!!

Posted: Wed Sep 28, 2011 9:04 pm
by TheGrayMouser
I voted NO , however, how could you even make the vombat prediction 100% accurate because each unit does get a random initiative of 0-+2 once combat is committed to??

Posted: Wed Sep 28, 2011 9:14 pm
by Xerkis
100% accurate – no.
75% accurate – yes. In other words, a bit more accurate than what they are now.

I picked “75%” out of a hat – so those of you that voted “no” to this should be OK with my percentage being inaccurate and not what the current accuracy truly is.
:lol:

Posted: Wed Sep 28, 2011 9:14 pm
by Horseman
TheGrayMouser wrote:I voted NO , however, how could you even make the vombat prediction 100% accurate because each unit does get a random initiative of 0-+2 once combat is committed to??
I'm guessing there would be no rolls at all.....if the prediction said 5-1 then thats exactly what you'd get

Posted: Wed Sep 28, 2011 9:32 pm
by Fimconte
The "random bonus Initiative" could be rolled at the start of the turn and last for that entire "day". Would reflect if the officer got out of bed on the wrong foot or not.

Posted: Wed Sep 28, 2011 10:04 pm
by El_Condoro
The randomness is a great part of the game. The extent it can be, it's 'realistic' - what WW2 commander knew the outcome of any combat he entered? That said, if the odds are 5-1 you should get maybe 4-2 or even 3-3 but not 1-5. In other words, keep the RDM but narrow the range of possible outcomes.

Posted: Wed Sep 28, 2011 10:07 pm
by Horseman
El_Condoro wrote:The randomness is a great part of the game. The extent it can be, it's 'realistic' - what WW2 commander knew the outcome of any combat he entered? That said, if the odds are 5-1 you should get maybe 4-2 or even 3-3 but not 1-5. In other words, keep the RDM but narrow the range of possible outcomes.
I dont mind the odd total turn around...kinda works for me gameplay wise and history is littered with examples of the random number genrator messing up!

Posted: Wed Sep 28, 2011 10:26 pm
by VPaulus
Kerensky wrote:I personally do not think so, although sometimes I wouldn't mind toning down the level of randomness.
+1

Posted: Thu Sep 29, 2011 12:19 am
by Tarrak
Removing the randomness totally would be bad in my opinion. As already said no one can predict outcome of a battle 100% accurate. There are simply to many things that factor in. Tuning down the randomness on the other hand would be good. Sometimes the outcomes are just way to strange.

Posted: Thu Sep 29, 2011 12:21 am
by Kerensky
If only consenting on a topic was always this easy.... :D

Posted: Thu Sep 29, 2011 5:54 am
by Sebastiansc
Vote for No.
but more accuracy Yes

Posted: Thu Sep 29, 2011 5:58 am
by AgentX
Sebastiansc wrote:Vote for No.
but more accuracy Yes
I wish that "more accuracy" was one of the choices. I like the randomness; just not the extreme randomness. I saw a good idea in one of these threads about linking the randomness to the unit's experience: as it gains more experience, the amount of randomness gets reduced. Maybe, to the point that when it gets to 500XP, a unit always gets at least the predicted results.

Posted: Thu Sep 29, 2011 6:08 am
by Razz1
We need a third option to Tone down the randomness not remove it to only rugged defense.

Posted: Thu Sep 29, 2011 6:09 am
by OmegaMan1
While I do not want the random element removed, perhaps an option open to players for a desired level of randomness might be a nice feature -- choices could be low (battles will almost always play out as predicted), medium (battle results are more likely to fall outside of the predictions given), and high (battles can go virtually in any direction regardless of predictions). This would give players a level of "certainty" they'd feel most comfortable playing with.

I recognize this might not be achieveable in the game as currently designed, but something to ponder down the road as the game evolves. :)

Posted: Thu Sep 29, 2011 7:21 am
by ruskicanuk
Why not just run a monte carlo simulation on the outcomes to give us an outcome distribution ;-) joking of course.

Randomness is important - i'd keep it.

Question - does the engine automatically "balance out" things or is totally random? Unless I am going crazy, it seems that if I win a few battles (beat the odds) then shortly after I get bad luck and it seems to kind of cancel itself out. Is this the case?
dshaw62197 wrote:While I do not want the random element removed, perhaps an option open to players for a desired level of randomness might be a nice feature -- choices could be low (battles will almost always play out as predicted), medium (battle results are more likely to fall outside of the predictions given), and high (battles can go virtually in any direction regardless of predictions). This would give players a level of "certainty" they'd feel most comfortable playing with.

I recognize this might not be achieveable in the game as currently designed, but something to ponder down the road as the game evolves. :)

Posted: Thu Sep 29, 2011 11:12 am
by impar
Do NOT touch the randomness!

If anything, the sugestion I read in this forum some time ago on making the predictions closer to reality depending on the unit experience.

Posted: Thu Sep 29, 2011 11:18 am
by VPaulus
impar wrote:If anything, the sugestion I read in this forum some time ago on making the predictions closer to reality depending on the unit experience.
That would be lovely.