In post 525, talah wrote:Still haven't and I still don't really understand how it works given DOMO's fail-accuracy... feel like giving a tldr or something there Master EmmJay?
Each night has a randomized "peak", and percentages are allotted between the peak and the bookends of the night.
So, for example, Night 1's peak was 1 hour in. This means that 15 minutes after deadline has a 25% chance, 30 min has 50%, etc.
Meanwhile, there's 71 hours after the peak in the night phase, so 1 hour after is {100 - (1/71)}, 2 hours after is {100 - (2/71)}, etc.
Then there is a number drawn from 1-100 as the hit number. If the number is higher than the allotted accuracy percentage (see above), the action misses. If it is below, the action is successful.
Action resolution is in order of closest to peak -> furthest from peak.
In essence, I'm working on a way to make night actions largely unbreakable by adding enough elements of unpredictability (and a level of knowledge hidden from the players) such that in a larger game, you can't have a massclaim to try to win by breaking strategies.
Players are informed of the success of their action, but they are not informed of their order in resolution.
In post 527, DOMO wrote:I'm not sure I do anything different if I do understand the mechanic... I mean it's random, right? So how can you strategise around a random event?
The point.