URL: <http://gna.org/bugs/?23808>
Summary: Suggestion/Request: 'non-critical fail'/'tie' chance for actions. Project: Freeciv Submitted by: None Submitted on: Thu 20 Aug 2015 03:20:35 PM UTC Category: rulesets Severity: 1 - Wish Priority: 5 - Normal Status: None Assigned to: None Originator Email: Open/Closed: Open Release: Discussion Lock: Any Operating System: None Planned Release: _______________________________________________________ Details: Suggestion: Have 'non-critical fail'/'tie' chance for actions. Function: tie_chance would be optionally defined in the ruleset for each action. tie_chance would convert the top tie_chance % of critical fails into 'non-critical fails'. Explanation: If you have a success of 40%, and a tie_chance of 0%, your rates would be 40% success, 0% tie, 60% failure. (rolls 61-100 succeed, rolls 1-60 fail) If you have a success of 40%, and a tie_chance of 20%, your rates would be 40% success, 20% tie, 40% failure. (rolls 61-100 succeed, rolls 41-60 tie, rolls 1-40 fail) If you have a success of 40%, and a tie_chance of 60%, your rates would be 40% success, 60% tie, 0% failure. (rolls 61-100 succeed, rolls 1-60 tie) If you have a success of 40%, and a tie_chance of 80%, your rates would be 40% success, 60% tie, 0% failure. (rolls 61-100 succeed, rolls 1-60 tie) Underflow is thus ignored. Example: Spy plants a suitcase nuke, normally 2 results are possible: 1) Spy succeeds, and sets off nuke 2) Spy fails, and causes an incident This would allow a third option: 3) Spy fails, but causes no incident Rationale: In many situations, full success and full failure may be too far apart, as realistically, there's a strong possibility of failing to meet mission parameters, but maintaining stealth or secrecy. This would also allow highly skilled diplomats/spies to negate the possibility of critical fails in some situations. In Example 3, the spy is captured and killed, but secrecy is maintained and the defender is unable to trace the attack to the actor. In another Example, a diplomat might fail to steal maps, but also might have a large chance of simply not having the opportunity to make an attempt, thus maintaining stealth and resulting in a wasted turn, rather than death or an incident. Closing: This will be even more useful when action results are configurable. Two separate non-critical fails might be possible, in separate forms of 'maintained stealth' and 'maintained secrecy' (The former resulting in only a wasted turn, and the latter in death, but no incident. The latter would of course only be possible if there was a risk for an incident.) _______________________________________________________ Reply to this item at: <http://gna.org/bugs/?23808> _______________________________________________ Message sent via/by Gna! http://gna.org/ _______________________________________________ Freeciv-dev mailing list Freeciv-dev@gna.org https://mail.gna.org/listinfo/freeciv-dev