- Nov 3, 2017
- 9,188
- 7,699
You know how in XCOM you can flank an enemy and set up a shot perfectly only for RNGsus to say "nope", turning your 95% shot into a miss? You know how in the earlier Civilization games a spearman could sometimes defeat a tank? Well, I think this kind of design is bullshit, and I'm looking for turn-based and real-time pausable tactical games that have more deterministic basic combat mechanics (at least hitting and doing damage). There are at least two ways of doing this:
Hits always connect barring any status effect like blindness;
Or there are so many small rolls being made that it all mostly evens out over the course of a battle (e.g. the Hearts of Iron games).
You can also do it like the typical JRPG or the newer Civilization games, where attacks normally always hit and RNG accounts for only a small part of the damage.
Examples I'm aware of:
Hard West
Into the Breach
Civilization 5 and 6, Beyond Earth
Phantom Doctrine (iirc)
Hearts of Iron games
Stellaris
Thea 2 (I think? It's been a while)
Battlestar Galactica Deadlock (again, not sure)
Warhammer 40K: Gladius - Relics of War
Order of Battle
Invisible, Inc (iirc)
Crying Suns
Hits always connect barring any status effect like blindness;
Or there are so many small rolls being made that it all mostly evens out over the course of a battle (e.g. the Hearts of Iron games).
You can also do it like the typical JRPG or the newer Civilization games, where attacks normally always hit and RNG accounts for only a small part of the damage.
Examples I'm aware of:
Hard West
Into the Breach
Civilization 5 and 6, Beyond Earth
Phantom Doctrine (iirc)
Hearts of Iron games
Stellaris
Thea 2 (I think? It's been a while)
Battlestar Galactica Deadlock (again, not sure)
Warhammer 40K: Gladius - Relics of War
Order of Battle
Invisible, Inc (iirc)
Crying Suns
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