Scase wrote:The fact that 95% of the game is predicated on random rolls means it CANNOT be "unfair-to-impossible stack against me" you have just as many chances for it to roll in your favor as you do against.
False. "Random" is not equivalent to "fair" because the rolls are stacked. As a simple example, the game tends to generate enemies which have much more firepower than the player does towards the late game.
Do things sometimes not go your way? Do you die quickly and frequently? Yes and yes, that's one of the joys of rogue-like games. Basically your biggest gripe right now is the platform itself, so probably not the game for you.
Speaking as someone who's been playing roguelike games since probably before 50% of the members on this forum were
born, roguelikes are not about capriciously killing their players off. Every game in a roguelike should be winnable barring
extreme bad luck -- we're talking here like "game hit a literally one-in-a-million roll to generate a dragon twenty levels earlier than it should have and that dragon woke up and breathed fire on you before you could realize it was there" types of things. If you run into a bad situation in a roguelike, you typically have many potential options for how to mitigate that bad luck. You can maneuver yourself into corners where you have to deal with fewer incoming attacks. You can expend some limited-supply resources you've been hoarding all game specifically to deal with "I've-gotten-in-over-my-head" problems. You can employ risky-but-powerful techniques.
Compare that with fights in FTL: you have
no emergency backup options. If you get in over your head (and you will), you'd best hope your engine charges up to jump out before you get destroyed. Otherwise you just try to target the enemy systems as best you can, send over your crew if you have a teleporter, and hope for the best. Your control over your fate is laughably limited.
The degree to which your success in FTL depends on luck is
huge, moreso than in any roguelike I've ever played. Roguelikes mostly use randomness to determine the setting for the game, but they heavily constrain the range of difficulty to maintain a reasonably smooth difficulty curve. FTL doesn't have anywhere near a smooth difficulty curve.