True enough - except I wasn’t exactly taking a scientific approach back then.
I only scummed in maybe half a dozen situations, and in some of those I hadn’t even discovered how to get the more detailed combat info summary.
Of course this theoretical “limit” isn’t too often - but I’m not sure the game actually works like that.
I read the RNG dissection long before it was linked a few posts above (someone posted the same link on the official forums), but there’s lots of things that could theoretically still break the to-hit calculation. Wrongly introduced modifiers for armor, weapons, cover, other modifiers … whatever.
Of course this is pure speculation on my part - it’s entirely possible everything works as intended. My experience is annectodal (sp?).
However, I seem to recall the game had different problems with floating point values not working as intended, and there’s some pretty … noteworthy bugs STILL not fixed after months, so maybe there are problems here as well?
Maybe, maybe not.
I also think the “steamlined” approach to armor values plays a role here.
Didn’t armor in X-Com work by blocking damage?
In XCOM, higher armored targets are harder to hit (wtf?) and have more hits. This leads to the strange situations that your highly trained combat personnel cannot hit a barnyard (muton) at point blank - they miss because the enemy is heavily armored.
Of course the end result is no different whether my shot misses or is absorbed by the armor somehow, but it does slightly damage the suspension of disbelief for me.
That all said, besides the seed stored in savegame, I didn’t really have many problems with the RNG.
Small squad plus huge alien superiority meant you had to play in a careful way (if you wanted to be successful, read: survive) that could be annoying and sorta torpedoed the hiding of all the mechanics behind a curtain to speed up things, imo, but that’s about it.
Edit:
I agree, with the caveeats above.
Fair enough, I’d be fine with Ironman being standard and the option that doesn’t store the seed being called “allow cheating”.
I just look at it this way: You don’t lose ANYTHING if the seed is not stored and you never save-scumm anyway.
Whilst if, for whatever reason (such as not wanting to replay an entire 5 hour tunnel ufo mission), I WANT to save-scumm, I can’t, because the designer preferred to erect a “no scumming” shield that’s there for no really good reason. There is no “cheating allowed” option.
I like scharmers idea of a custom difficulty setting, like in the old Dynamix flight sims. Don’t want to bother with fuel? Just disable it!
Exactly, since I don’t regard the computer/AI “my friend”. It’s just an algorithm.
To counter your example from the opposite direction, when I was in my teens, a couple of friends and me would occasionally meet up to play Monopoly. When someone ran into a stroke of bad luck early on - which would have booted him ten minutes in from a game which might take hours, we came up with all kinds of house rules to allow people to keep participating. We broke the rules of Monopoly in order to have more fun.
Why shouldn’t a computer game allow the same? I just want to have some hours of fun when I play a game, I don’t want to be Jake Solomon’s bitch.
Clearly a personality fault on my part.
An actual possibility, I’ll admit that.
rezaf