Originally Posted by SuperSoupy
There is an unfair (or rather, too random) success rate when sending spies on missions. I've had a team of 3 spies plus locals infiltrate a HQ, with an abundance of intel to ensure a 'perfect plan'. The result: all spies and locals wounded, mission failed, plus one spy captured. Perfect plan.
Ouch, that indeed sounds unfair! I'm not up to speed with the current mission math (we tweak it constantly) but having all agents injured on a perfect plan is extremely rare. Mission failure happened because of the total team injuries so in a sense the team being all incapacitated overruled plan quality. Probably shouldn't be possible on hindsight.
As a fun fact we actually had loads of different semi-random elements in the game during beta stages and took most of them out because they felt unfair by nature. It's a bit tricky to come up with systems that are not completely deterministic (if-this-then-that) but also don't feel like crap just rain on you for no reason regardless of what you do
About healing and gold: we balanced the whole game to be played without any gold spend and in fact most of the top players have not bought any gold ever. We did end up adding a few points where it's possible to spend gold to recover from a bad situation, but we also made sure that by doing that you are putting yourself in an disadvantage in that particular operation. For competitive players paying actually lowers round results so that got a lot of positive feedback when we started testing it.
That said, we definitely need to become better at communicating how some of these systems work and what makes them fair or unfair. Live and learn
Thanks for the feedback! I'll make sure the team sees it.