Losing the game should happen faster
Posted: Wed Sep 19, 2012 5:10 pm
I've played FTL for about 10-15 hours now, and of course I quickly noticed that it's a very random game. The game can choose to punish you at will (e.g. the Engi/Mantis event, or warping to a solar flare zone) or reward you (random weapons floating around in space) and is generally hugely capricious. While every event is, generally speaking, survivable, many of them are not winnable in the sense that you're better off after having completed them. You often accumulate more damage than the payoff from the event can repair, you can lose crew, and of course you're out the fuel/missiles/drones you used. These setbacks then make future events more challenging, too. And that's fine and all, except for two things:
1) You have to gain enough power to be able to defeat the boss at sector 8.
2) There's a time limit.
When you combine these two things with the game's occasional decision to just randomly punish you, you can end up with a situation in which you get knocked so down far that you can't possibly recover enough to be able to defeat the boss. For example, if you take heavy damage early on, then you have to keep spending your scrap on repairs instead of on upgrading your systems, which means you take even more damage -- it's a vicious cycle. There's no option to go hide, lick your wounds, and try to claw your way back from the pit you've been buried in -- get knocked too far back and you have effectively lost, even if your ship hasn't been blown up yet.
Then there's the secondary issue of build screw. Each ship starts out with certain offensive capabilities. If you don't find more offense somewhere in the reasonably early game (by end of sector 4 at least) then you're not going to be able to survive later fights. Many's the time I simply haven't gotten any additional weapons, nor a teleporter, and found myself with e.g. a Kestrel A (Artemis / Burst Laser 2) trying to take down a ship with level-3 shields and a 40+% dodge rate. One of those fights might be winnable at the cost of your entire missile stock; an entire sector of them is not.
I'm a big proponent for ending games as soon as they become unwinnable. If I play a game for three hours and at the end discover that I had effectively lost 90 minutes in, then I'm going to be annoyed. That in mind, some thoughts on how this problem could be mediated:
* Have a boss fight at the end of each sector -- a Rebel ship guarding the waypoint that you have to defeat to pass. These would be tougher than the usual fights for the current sector. If you fall too far behind the power curve, then you'll lose as soon as you run into one of these guys. However, the payout for defeating them would also be larger, and possibly allow the player to choose what category of reward they get (e.g. the ship is collapsing, but you have time enough to empty out the cargo hold, cut out a weapon, or download the ship's data and schematics). Of course these rewards should scale with the sector, so you probably wouldn't get a guaranteed chance at a new weapon for finishing sector 1.
* Scale what is sold at shops. Having the first shop in the game sell a Glaive Beam and Burst Laser 3 is just irritating. Expensive weapons and augments should usually show up later in the game, when the player has had a chance to upgrade their systems to use them. And shops should also adjust what they have on sale based on what the player has (had the option to) purchase. If you haven't seen a weapon shop yet and it's sector 4, then the next shop should sell weapons, because if you wait any longer you simply won't be able to kill anything.
On a totally unrelated note, when you get extra map data from an event, that should include marking all the jump paths on the map.
1) You have to gain enough power to be able to defeat the boss at sector 8.
2) There's a time limit.
When you combine these two things with the game's occasional decision to just randomly punish you, you can end up with a situation in which you get knocked so down far that you can't possibly recover enough to be able to defeat the boss. For example, if you take heavy damage early on, then you have to keep spending your scrap on repairs instead of on upgrading your systems, which means you take even more damage -- it's a vicious cycle. There's no option to go hide, lick your wounds, and try to claw your way back from the pit you've been buried in -- get knocked too far back and you have effectively lost, even if your ship hasn't been blown up yet.
Then there's the secondary issue of build screw. Each ship starts out with certain offensive capabilities. If you don't find more offense somewhere in the reasonably early game (by end of sector 4 at least) then you're not going to be able to survive later fights. Many's the time I simply haven't gotten any additional weapons, nor a teleporter, and found myself with e.g. a Kestrel A (Artemis / Burst Laser 2) trying to take down a ship with level-3 shields and a 40+% dodge rate. One of those fights might be winnable at the cost of your entire missile stock; an entire sector of them is not.
I'm a big proponent for ending games as soon as they become unwinnable. If I play a game for three hours and at the end discover that I had effectively lost 90 minutes in, then I'm going to be annoyed. That in mind, some thoughts on how this problem could be mediated:
* Have a boss fight at the end of each sector -- a Rebel ship guarding the waypoint that you have to defeat to pass. These would be tougher than the usual fights for the current sector. If you fall too far behind the power curve, then you'll lose as soon as you run into one of these guys. However, the payout for defeating them would also be larger, and possibly allow the player to choose what category of reward they get (e.g. the ship is collapsing, but you have time enough to empty out the cargo hold, cut out a weapon, or download the ship's data and schematics). Of course these rewards should scale with the sector, so you probably wouldn't get a guaranteed chance at a new weapon for finishing sector 1.
* Scale what is sold at shops. Having the first shop in the game sell a Glaive Beam and Burst Laser 3 is just irritating. Expensive weapons and augments should usually show up later in the game, when the player has had a chance to upgrade their systems to use them. And shops should also adjust what they have on sale based on what the player has (had the option to) purchase. If you haven't seen a weapon shop yet and it's sector 4, then the next shop should sell weapons, because if you wait any longer you simply won't be able to kill anything.
On a totally unrelated note, when you get extra map data from an event, that should include marking all the jump paths on the map.