This seems like bad strategy rather than bad game design. You shouldn't be gambling on a single shot most of the time. Keep your squad tight enough that they can cover each other. move forward slowly. Take 2 turns to move using over watch rather than 1 turn sprinting. And if you do find yourself in a situation where one soldier has to gamble everything on a single shot then retreat instead of firing. Move back and take the shot turn when everyone can help.WoW Killer said:That could also be a subtle difference between this new X-COM and its predecessors, purely from the unit cap. With a larger number of units you'll find each individual alien fight relies on multiple calls to the RNG rather than one all powerful dice roll. In the new game you'll often find you're in a situation where you have one and only one shot on a target, and if you miss you're all but guaranteed to lose a team member. The outcome of a single roll is more extreme. To coin a phrase, it's "roll two or more to not die".GloatingSwine said:I think the randomness problem X-Com has is actually that the RNG is doing too much of the work.
I've been playing an SRPG recently which essentially has the same RNG mechanics (saved seed) for determining hit chance, but every attack is actually a small series of exchanges (by default the attacker and defender get two swings each, but if one unit is faster than the other they might get both of theirs in a row, an extra swing, or both), so an "Attack" is actually a series of four or five rolls which means that the effects of the RNG are averaged out, and you accept the occasional miss with better grace because it comes in a series of other attacks which hit.
Sure you'll still run into some situations where there's not anything you can do but roll the dice and pray but that has always been part of the fun of xcom. But with good planning and strategy you shouldn't find yourself in those situations too often.
On the subject of randomness this video springs to mind:
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