Suddenly the game becomes less tactics and taking risks for rewards, and more of a puzzle where you're deciding who can afford to take which hits and who attacks when so you don't get a string of misses on usually accurate people when you can't afford it.
Tactics isn't tactics if you have better information o_o?
Taking risks for rewards is one thing, taking risks because there's no other option is completely different. Using Devil Axe is risk for reward. Attacking some dodgy guy because you need to kill him to beat the level is not.
If you know what's going to happen, and you aren't retarded, you will never lose in FE, the challenge is out the window.
Of course, the things I brought up couldn't just be slotted straight into the game and done. Rebalancing and so forth would need to happen as well.
FE has challenge as things currently stand? If you're willing to sacrifice your rankings, not really. And I'm reasonably certain that having better knowledge of how your battles are going to proceed isn't enough to break the game if you're going for score.
Actual example: SRWD/J puzzles, which remove all randomness by effectively fixing all hit rates everywhere at 100% (and all critical rates at 0% and so forth). Of course they don't tell you how much damage an attack is going to do because SRW sucks like that, but. You beat the last 3 puzzles of each game without any help. Then tell me that removing randomness removes challenge. Somewhat different situation from FE sure, but in that case all we need to do is move FE towards those lines which isn't a bad thing at all considering how generally repetitive it is currently.
What's the point of playing if you can't ever lose?
...now, I may be in the minority and not know it. But I generally play to see what happens next, not in anticipation of the next time I lose. Often I do stupid things and get punished for it by having to replay segments, which is all well and good. I should not have to get punished for no reason.
On another note, take a look at the combat in PS3. It's a slightly more simplistic version than what you're talking about, but it is combat with most of the randomness taken out. You never miss, you never get critical hits, same for the enemies.
...you don't? Wow, I never noticed that. My observation skills are awesome.
I'm assuming you mean Phantasy Star 3 here and for the rest of the paragraph. Kill me if you don't.
You just trade shots, and heal once in a while. Most people seem to find this combat system very boring, it's one of the things I hear the most complaints about from the game.
...this is exactly the same as a system WITH missing and criticalling, except missing means slightly increased time between healing and criticalling means slightly decreased (relatively). Misses and criticals are not what change up a battle system at all.
Now, I realize it's not exactly the same as what you're saying, but when you get down to the basics, it's comparable. In both cases, you know what's going to happen, just one includes more possible outcomes that could be occuring. Either way, the player already knows the outcome before they begin, for the most part, which kinda defeats the point of playing the game in the first place.
In PS3, I can apparently tell that if I get Rhys to attack enemy A that he will hit. Okay. Do I know how much damage he's going to do? Do I know how much HP the enemy is currently on? But mostly,
do I know what the enemy is going to do afterwards?Presumably in PS3 it's random. In our theoretical FE mod it would be governed by an AI with no random component, but still the player shouldn't be able to have a full handle on it. Some things would be obvious, and if the AI was good it would be set up to take the hit counter into account so people would be able to second-guess it by that, but still. The outcome is only guaranteed for a small portion of the whole.
What if, to steal Grefter's example from later down, you put a person you know isn't going to be hit once in a bottleneck, and the AI through either completely mad skills or just lucky arbitration attacks it with a unit that your bottleneck unit can kill instead of the full HP unit you expected it to, and then it attacks with the other and kills your bottlenecker? You can't know. The outcome is fixed, but you have no way of knowing what it's going to be nonetheless.
Also yeah as I said the point why people play games apparently differs.
I know people don't like PS3 combat, and I would expect the same logic to be applied to the system you're suggesting as well.
Well, I personally don't remember having any particular problem with PS3 combat (vaguely remember the combat INTERFACE being somewhat annoying, but that's not the same deal). It was somewhat ugly >_>? But as far as I remember, it's just stock standard RPG combat. Which apparently has fixed rates that I didn't notice, which is close enough to stock standard anyway.
Haven't played FE9 sadly, but if I get what you're saying about it...
If person A misses a 95% attack, won't that mean you're pretty much guranteed to connect on the next swing with anyone?
Assuming triangles the same. A level 20 sword user misses against an axe user despite 95% accuracy. Can you now just bring in a level 5 Lance user to attack the same axe user knowing that the generator says you have to hit?
Yes. Is this a problem?
Presumably, your level 20 sword user is a lot more powerful than your level 5 lance user, so you're losing out in the trade. Or are you levelling your lancer? You're still wasting the turn of your probably far superior sword user.
You must also remember that the enemies can do exactly the same thing if they're smart enough.
[edit]Rereading, I'm thinking it's possible you might be misconstruing what I was saying about FE9. Just in case: this style of thing is only used in FE9 on fixed growth mode and then only for character growth, not for the sort of thing I'm looking at using it here.
Also, very few hands in poker actually see the river. It also changes based on 2,6,9 people at a table and also the game type/stakes, but in the end, less than 25% of hands actually see a showdown in any real caliber game. As for why would anyone play it... why would anyone play it IF there was no randomness? It'd become a pointless game. That's somewhat off topic though
Um
okay
apparently I'm thinking of a different style of poker...
In any case, please note, I said:
To be frank I have no idea why people actually bet money on Poker
Playing it is something else altogether. I have no problem with randomness in sequenceless settings where reasonable.
Randomness is fine in and of itself, what you need is more control over the factors. My biggest beef with FE is that you can only move then attack and then you have the result and the effects of them that happen all stacked up after it beyond anything you can control and you can easilly move yourself into a position where low odds in either favour can fuck you up.
How could a linear unit-turn system retain randomness and yet avoid that, I wonder. Unfortunately the only thing I can think of at the moment is some sort of system whereby you get a limited number of tokens per turn/per map?/per game!? that you can spend to take back a move. But I'm not an ideas man, so I'd assume that there must be some much better methods than that... just, things also have to not be abusable. And it seems that having a mechanism to ameliorate bad luck and have it not abusable at the same time in that sort of setting is not an easy ask.
This stuff is easy fixed though, the best tactics games made use time units systems. Jagged Alliance, X-Com, Silent Storm. You can do multiple things on your turn and have far more control over your situation. Yeah attacks are still random, but you have a greater level of control over it.
I wanted to play X-Com years back, but I never had the oppurtunity per se. I should probably play it sometime, but for now I'm content to read the LP of it. Speaking of which, OK really needs to do some more >_>
In any case I... don't really see being able to do more things on your turns as really that wide-range a solution, I'm afraid. If something untoward happens early in a phase in FE, you can generally deal with it outside of edge cases... it's when bad things happen towards the end of your turn and there are few moves left that are generally the problem with the player's phase side of things, and I'd assume that the same holds true for X-Com/etc; all the extra things you can do on your turn don't mean much if you've already done them. And then there's things happening on the enemy phase and I have no idea whether X-Com even USES player/enemy phases but assuming it does, I'm not seeing units being able to do more than one thing saving them while they're not currently active either.
It does deal with some situations. But not all (or most?) of them...