View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0030064 | Heart Of The Machine | Gameplay Issue | Dec 10, 2024 1:34 pm | Dec 12, 2024 8:38 pm | |
Reporter | Chris_McElligottPark | Assigned To | Chris_McElligottPark | ||
Status | confirmed | Resolution | open | ||
Summary | 0030064: RNG chance of misfire applied to enemies via feat. | ||||
Description | Higher the amount goes, the greater chance of the enemy not firing. arlen_tektolnes original comment: also, I know you've successfully avoided RNG in the most part, but could a weapon that introduces such a thing be useful? Applies a status that gives enemies x% chance to miss (not shown as inflicting damage pre-turn) me: positive rng is something I'm fine with. Aka, a chance to get something good. So that seems like a win to me. | ||||
Tags | No tags attached. | ||||
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I think this is a bad idea and I'll try to explain why. A 50% chance of misfire is, over enough turns, equivalent to a 50% attack power debuff - except that the "amount of damage your units will take" preview doesn't take it into account, which means the player can't tell which of their units will and will not survive the end of the turn. Since all enemy and bulk units fire more-or-less at once, it's hard to see that a unit misfired if it also dies to incoming damage from a bulk. That said - occasionally, seeing an enemy unit misfire *might* be enough of a dopamine reward to make the misfire-chance status effect FEEL better than an attack power debuff. It's a hard thing to work out without seeing it in action. So take this more as a caution. |
Date Modified | Username | Field | Change |
---|---|---|---|
Dec 10, 2024 1:34 pm | Chris_McElligottPark | New Issue | |
Dec 10, 2024 1:34 pm | Chris_McElligottPark | Assigned To | => Chris_McElligottPark |
Dec 10, 2024 1:34 pm | Chris_McElligottPark | Status | new => confirmed |
Dec 12, 2024 8:38 pm | Fluffiest | Note Added: 0071108 |