I came to RimWorld because I love the aspect of do x and y or z will kill you, with RNG thrown into it.
Ex. try building more out of stone or a raider with molotovs will come burn everything, but maybe molotovs never show up so a wooden base could survive sometimes but not usually.
Ex. try your best to get a sniper rifle/mortars early or a mech ship will be hell.
The game currently has a few things in it (being one-shot in the best armor, because RNG) that the player can do little to nothing about. When you get destroyed by a raid that was too strong you can try to learn from the situation and improve. But, when someone just dies because RNG, then most people are just left with savescum. The game really does need ways to hurt the player for those up-and-down, but the more uncontrollable it is the less enjoyable the whole experience is. I would think that a system of risk management would be better than better luck next time/reload.
Although no mater how detailed a game is people will try to min/max it, and will find the best way to win. Having RNG come in and just say NO hes dead goodluck seems to be the best way to spices things up. So you shouldn't abandon a good part of what rim is just try to balance it with frustrating the player.
Ex. try building more out of stone or a raider with molotovs will come burn everything, but maybe molotovs never show up so a wooden base could survive sometimes but not usually.
Ex. try your best to get a sniper rifle/mortars early or a mech ship will be hell.
The game currently has a few things in it (being one-shot in the best armor, because RNG) that the player can do little to nothing about. When you get destroyed by a raid that was too strong you can try to learn from the situation and improve. But, when someone just dies because RNG, then most people are just left with savescum. The game really does need ways to hurt the player for those up-and-down, but the more uncontrollable it is the less enjoyable the whole experience is. I would think that a system of risk management would be better than better luck next time/reload.
Although no mater how detailed a game is people will try to min/max it, and will find the best way to win. Having RNG come in and just say NO hes dead goodluck seems to be the best way to spices things up. So you shouldn't abandon a good part of what rim is just try to balance it with frustrating the player.