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Walkthroughs for custom maps.

#2917
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Obi
In short, my question is this: where is the line for you between adding an element of RNG to a battle being an "interesting complication," and when it becomes outright sadism on the part of the map creator?

I can understand and accept a fairly strong RNG, but with the understanding that, in addition to this RNG, there is some interesting idea in the battle or on the map as a whole.
Obi
If, with the player knowing the ideal tactic for completing the battle, and taking into account all the RNG factors, they win this battle in more than 50% of cases, then everything is fine; otherwise, this battle is unacceptable sadism.

The problem is that this RNG most often prevents the development of the necessary tactics. For example, you need to see how the AI will act in round N, but to check this, you have to go through the RNG, which takes N minutes each time. The more varied the battle, the more time it takes to check. In the end, it may meet the criterion of "more than 50% of cases," but this will still put many people off. :)

Of course, this check time can be reduced (cheat menu, save editing, fixing the random number generator, etc.), but most people won't do that.

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