Since the relevant effect is in the moment suspension of disbelief, not retrospective analysis, Hollywood is actually an argument in favor of 100% odds. People do watch Hollywood after all.To be honest, I find the oposite far more believable. C'mon, you should be old enough to have seen a couple Apache helicopters in Iraq during the 2003 offensive being taken down by a combination of bad luck, bad weather and some rather archaic gunpowder weapons... i also remember the that East Timor guerillas in the the time of the Indonesian ocupation using effectively as mock up muskets bamboo filled with gunpowder and nails ... medieval stuff at best ( and they won ). 100 % odds of something is simply not real. 100% odds are Hollywood stuff at best ( not even them do that as much nowadays ).
Sure, you can explain to yourself why your unit died, but you're still taken out of the moment and thinking "that sucked, and there nothing I would do differently to prevent it from happening again". Then you start thinking that maybe it's late at night, and you really should get some sleep...
By the looks of it, it's not quite treating high odds battles as a guaranteed 0 damage kill. Those spear-men could still damage the tank, but never kill it.And to add, like I pointed before, treating a less than 100% odds event like a certainty introduces errors in the game sequence probablilities that do not come from the combat engine in it self: the odds of winning 20 97% battles are of 54% , meaning that there is almost a 50% error if you treat those 97% battle as 100% ones. that, by any standart, is a lot . This things would cascade a lot, especially if you ( or a AI ) started in a high tech unit rampage ( it is the diference between a rambo styled action sequence with a pile of enemy corpses and a alive hero , and the unit losing after killing 20 of their weaker foes by just bad luck ).
So your ok, with 90% odds becoming 99.999% odds, but not 100% odds?I can live with a combat engine that makes odds of 90-99,99% extremely unlikely, that would be far more than enough to kill the ( and to be honest, it is pretty much dead in Civ IV as it is now ). I'm just against getting a 98% odds combat and treat it like it was 100% .
I think this is actually close to what they are doing with the stalemate/marginal/decisive/total victory expectations. They aren't using CivRev's system out of the box, just the lessons from it. So you never loose your unit in what you expect to be a total victory.So in short, civ5 has ZERO indications of actually being a simpler system with straightforward outcomes. All they did was lie about the odds past a certain point, which helps nothing except for people who really don't get math I guess. There's no evidence to suggest that at, say 80% odds there is less variance than before. If you can win 99% guaranteed, fine, but if at a reasonable 80% battle you could still have an invulnerable victory or crushing defeat the system is just as random (and annoying in the same way to players) as always.
A simpler system, someone else said something similar in this thread and I and others have said elsewhere, would translate combat odds into a reasonable range of outcomes. No multiple rounds of combat, nothing decided entirely by RNG rolls where the 1 in 50 chance crops up to much frustration. Units not having to die is a good thing with the rest of the combat and war system at least. And if they have clear hitpoint totals, creating the range of outcomes would have been very easy. So then a battle would just result in "unit 1 takes a-b damage, unit 2 takes x-y damage" determined by final strength analysis. The system where any unit could win with no damage or be defeated by random chance is what should go, and it doesn't appear it has.
But who actually understands odds? I mean sure, we know math at a higher level. But it's only skin deep. People generally don't have a deep intuition about it. For instance, the birthday paradox. Intuitively it seems that the probability of two people in a crowded room have the same birthday should be small, but if there are more than 23 people there, the odds are greater then 50%. Yet that still surprises us, unless we step back and think. And Sid doesn't want us to step back and think. We might think it's time to stop playing then.I strongly agree with the argument that just because some people can't understand probability is no reason to mess the game up for those of us who can.
With a battle, players are going to have a small set of expectations of what might happen. We might group them into: I will loose, I am likely to loose, It's anyone's game, I'm likely to win, and I will win. With 99.9 odds we expect to win. Sid says that with 75% odds we expect to win.
On top of that loosing a high odds battle is hard to prepare for. You don't make many plans for that contingency. So when it does happen, you're left with not only a lost battle, but also a dent in your plans. And it sucks when plans go awry. Makes you want to reload some times.