head to head
Neither is meaningfully harder - they pose close to the same test. The widest gap is variance, and it is a single point.

Optimization · Pure Optimization
Engineering optimal Wanzer configurations and skill allocations to dominate scripted mech skirmishes.

Optimization · Pure Optimization
A d20 Star Wars RPG where Force power selection and alignment routing define clear optimal paths.
Front Mission 1st: Remake leans Optimization (Pure Optimization); Knights of the Old Republic leans Optimization (Pure Optimization).
Same score on execution - which means the number cannot separate them. The difference is in what each one asks of you.
Front Mission 1st: Remake
Turn-based; no twitch; Wanzer part targeting is planning-based
Knights of the Old Republic
Pseudo-turn-based d20 combat removes all twitch; timing aids exist but minor
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Front Mission 1st: Remake
Enemy AI is scripted per mission type
Knights of the Old Republic
All enemies follow scripted AI behaviour trees without player modelling
Front Mission 1st: Remake leans a little harder on variance, though the gap is small.
Front Mission 1st: Remake
Hit rates and shield proc randomness create meaningful combat variance
Knights of the Old Republic
Loot rolls and pazaak draws provide hidden information layers
Same score on optimization - which means the number cannot separate them. The difference is in what each one asks of you.
Front Mission 1st: Remake
Wanzer part builds, weapon loadouts, and pilot skill allocation are the game
Knights of the Old Republic
Force power selection, feat prerequisites and light/dark routing are systematically solvable
A matching score does not mean a matching test. Two games can both sit at 10 on execution and demand completely different things of you - which is why the reasoning above matters more than the number beside it.