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sannemanrobinson wrote:Solution could be to generate bonuses 100 times normal. This way the big numbers will normalise the outcome. For example 400 v 300 is more predictable than 4 v 3.

sannemanrobinson wrote:Solution could be to generate bonuses 100 times normal. This way the big numbers will normalise the outcome. For example 400 v 300 is more predictable than 4 v 3.

MrBenn wrote:sannemanrobinson wrote:Solution could be to generate bonuses 100 times normal. This way the big numbers will normalise the outcome. For example 400 v 300 is more predictable than 4 v 3.
City Mogul was developed in order to try and combat the effect of luck - hence the masssive bonuses on that map
TaCktiX wrote:MrBenn wrote:sannemanrobinson wrote:Solution could be to generate bonuses 100 times normal. This way the big numbers will normalise the outcome. For example 400 v 300 is more predictable than 4 v 3.
City Mogul was developed in order to try and combat the effect of luck - hence the masssive bonuses on that map
It doesn't really work, in my opinion.


natty_dread wrote:TaCktiX wrote:MrBenn wrote:sannemanrobinson wrote:Solution could be to generate bonuses 100 times normal. This way the big numbers will normalise the outcome. For example 400 v 300 is more predictable than 4 v 3.
City Mogul was developed in order to try and combat the effect of luck - hence the masssive bonuses on that map
It doesn't really work, in my opinion.
I agree
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