Lobster -> RE: Failed proficiency check (3/24/2019 10:25:37 PM)
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Your turn should not be ended because of bad luck. Mismanagement sure, but never bad luck. This is no better than turn burn. Why on earth should the entire East Front grind to a halt because of 'bad luck'? That is the same thing as turn burn. Randomness should not be a factor in how long a turn goes on. What logic defines my inability to conduct combat operations if I still have the capability to do so? Luck and randomness should have no say in it. 8.5.2. Force / Deployment Editor Settings that Affect Both Players (1-99) Max Rounds Per Battle Another effect to keep in mind when setting this value is that the chance for ending the Turn by a “Proficiency Check” is not affected. Thus, while players may realize more sets of Attacks throughout their Turn, with low MRPB values, they will conversely be more likely to have the Turn ended (eventually) by a failed Proficiency Check, since one is made at the end of each series of Attacks. See Turn Over (14.1) for details. 14.2. Turn Over §§ Your Force fails a Proficiency Check. This is the primary use of the Force Proficiency value, though it should be noted that the Force Proficiency value is not the exact probability that the Turn will continue after each series of Attacks. To fail the check, a random check against the Force Proficiency value must fail, AND a random check against the number of rounds remaining must also fail. So the chance of failing the check increases as more and more of the turn is expended. If your turn ends after your combats have been executed, there will be a message dialog telling whether it ended because of a Force Proficiency Check failure or because there is too little of your turn left. So, if you get an early turn ending you should be able to determine whether it was due to bad luck or mismanagement.
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