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« on: February 01, 2013, 12:27:17 am »
The game IS a subset of the Roguelikes. It's expected for you to fail more often than not. The game is designed so that sometimes you're in a situation where you're going to die, and there's nothing you can do about it.
But it's not all about luck. Those screwed-over situations are by far the exception, and not the rule. A good player can take bad odds and make things stretch out much more efficiently than a bad player. Running out of oxygen, for example: did you know that when you're repairing a breach in a room with oxygen failing, you can open adjacent doors into oxygenated rooms and the air will rush into the vacuum, buying your repairman another second or two of air to seal the breach? Did you know that when you've got boarders and you're trying to remove the air from a room, you can turn off your own oxygen systems and make the room airless in half the time? The whole game is filled with little things like that, and I learn new ones every time I play, just like in Dwarf Fortress. I just watched a VerbalProcessing video of FTL, and I learned that you can have some weapons on auto-fire and some on manual at the same time by using the Ctrl key.
To those who think that the game is "unfair": of course it is, so deal with it. That's a staple of the genre. The thrill of a Roguelike(like) is to take a completely unfair scenario and overcome it anyway. If I want something with unlimited save/reloads that I don't even need to use because the game is so piss easy anyway, I'll go play Skyrim. Then I'll go cry in my bathroom because I just wasted a night playing Skyrim.