I feel there should be a hard left and right to major RNG actions, aka damage on a squad from stepping on a mine. Every few games I will lose an entire 4 man grenadier squad to a single 30 munition mine, which if it happens early on, can be extra crippling. I've had it happen to my 2nd built gren squad in a match 3 minutes in
Therefore I would like to see hard coded restraints on what an individual action can or cant do with RNG determining how effective the action was within those constraints.
In the above example a soviet mine would never kill more than the number of squad members minus 1, so a max of 3 grenadiers in a 4 man squad or 2 in a 3 man squad. The rng would determine whether 1, 2, or 3 grens are casualties and to what extent their health is damaged. In the case that a 1 man squad triggers the mine, he will of course die.
The result is consistent gameplay for both factions:
1. The soviet player knows he will cause at least 1 casualty with a mine, and reliably kill off 1 man squads.
2. The german player knows although his squad could be crippled and forced to retreat, he will have the ability to retreat instead of lol instantly dying when you arent looking.
In a more prevalent example, buildings should never be collapsed by any munition short of a railway artillery strike until the health of the building is less than say 30%? The lower the health of the building, the greater the chance that it will fall apart. A 10% health building should reliably be destroyed while a 50% health building should reliably stand strong. No more rifle nades into a 80% health building killing your entire guards squad.
Although I didn't save the replay because I rage quit, I have lost my first MG squad in kholdny ferma winter by putting it in the church and the church self destructing from the very first 82mm mortar landing on top. That was unbelievable to me and just bad gameplay from the engine
EDIT: buffing building reliability is an important fix, but it will subsequently buff the early game power of conscript spam and building rushing in general. Off topic I still also desperately want to see tweaking of building locations near important cutoffs, especially in semois, in conjunction with the RNG tweak.
If the game already has hard coded limits, they need to be adjusted for less variability. I like RNG instead of stat based fights (marine shoots zergling for 40 damage every time, zergling will always tank 5 shots = meh), but I don't like RNG detracting from good gameplay and micro. If I place a 60 mun teller mine, bait a kv-8 onto it, and it triggers for no engine damage at all... welp there goes my entire plan.
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