
A tactical strategy game with hit-chance percentages.
From Mark Brown's game design lessons
XCOM shows hit chances, then a die roll can wreck the plan. The game displays a hit chance and then a die roll decides the outcome, so a bad roll can ruin a carefully made plan. The on-screen 80% is closer to 90% in the code.
Designer Jake Solomon regrets hit chances. The source is about Mark Brown's game design lessons and mentions XCOM only in passing.
It shows a hit chance and then a die roll decides, so a bad roll can wreck a plan. The on-screen 80% is closer to 90% in code, and designer Jake Solomon regrets hit chances.
XCOM shows hit chances, then a die roll can wreck the plan. The game displays a hit chance and then a die roll decides the outcome, so a bad roll can ruin a carefully made plan. The on-screen 80% is closer to 90% in the code.
Designer Jake Solomon regrets hit chances. The source is about Mark Brown's game design lessons and mentions XCOM only in passing.
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