But you are exactly right that calling the game "perfectly balanced" is ridiculous. It's a roguelike. There are so many random elements and sometimes you just get a string of bad dice rolls. This topic is brought up explicitly in the DCSS faq (another hugely popular roguelike) and I think it applies here:
>The possibility of unavoidable deaths is a larger topic in computer games. Ideally, a game like this would be really challenging and have both random layout and random course of action, yet still be winnable with perfect play. This goal seems out of reach. Thus, computer games can be soft in the sense that optimal play ensures a win. Apart from puzzles, though, this means that the game is solved from the outset; this is where the lack of a human game-master is obvious. Alternatively, they can be hard in the sense that unavoidable deaths can occur. We feel that the latter choice provides much more fun in the long run.
http://crawl.develz.org/other/manual.html#n-philosophy-pas-d...
Just the very notion of perfect play somehow ensuring a win is rather silly in the context of imperfect information and games of chance. Look at the game of poker: even a heavy underdog can win if he catches perfect.
Single-player games, even those with random elements, can be designed such that the odds of winning in perfect play can be 100% or (easier) extremely close to 100%.
A little off-topic, but I've been trying to come up with a way to quantify (or at least usefully bucket) the strength of the effects of chance on a game. Do you have any ideas for how do to that?
In a completely symmetric multiplayer game, Player A is measurably more skilled than Player B if, over a large number of games, Player A's win rate is higher than 50% by a statistically significant margin. This definition can be extended to both single-player games, and to non-symmetric multiplayer games, by saying that after Player A and Player B have played the same scenario a large number of times, that Player A's win rate is higher than Player B's by a statistically significant margin. The "same scenario" meaning identical starting conditions for single-player, or the same opponents for multi-player. This can be extended again by saying "the same scenario" means drawing starting conditions or opponents from the same random distribution (by relying on the nature of statistical significance).
So that's how you would define pairwise player skill. From this, there are several ways to determine total rankings for a population of players, using Elo or linear algebra techniques. I'm eliding details here because this is the step where they matter the least.
Finally, in order to determine the impact of Luck vs Skill: Take two players at different skill levels. Say, Player X is at the median skill level, and Player Y is two standard deviations above that (top 5%). What is Player Y's win rate over Player X? The closer to 100%, the more skill-based the game is. The closer to 50%, the more luck-based the game is.
Note that in general this will depend heavily on which two skill levels you pick to compare. For example, Player X is median, Player Y is top 5%, Player Z is top 1%. Players Y & Z could have a 100% win rate over Player X, but Player Z only has a 51% win rate over Player Y. This game would probably be described as heavily skill-based, but with a low skill ceiling.
In a multiplayer game, write a skilled/optimum player and a naive/basic player. The win-percentage of the weak bot can be a good measure of chance.
Many roguelikes (a category FTL is usually included in) have bots which facilitate this kind of analysis. But since competent bots are sometimes difficult to write well, some games also use "scummers" and/or stats modules which generate millions of randomly-generated levels and compute difficulty or reward heuristics for each, ensuring that the st. dev. is within desired ranges. If the heuristics are good, this can be sufficient.
Another option in a hosted game or one that can phone home is to have real-live players be the guinea pigs instead of the bots. Same basic principles apply.
In the case of single-player games such as FTL, people really do mean one single game when they talk about winning or losing. Otherwise, your odds of winning no matter how bad you are begin to approach 100% if you play enough games.
Reportedly, skilled FTL players can win nearly every game. Similar things have been reported about certain other roguelikes.
A good player can often get through the first sector without repairing at all, without spending a single point of scrap on minor upgrades and fighting as many battles as possible. This lets you buy a big ticket item such as a cloaking device, a teleporter or a powerful weapon right away. Big ticket items (especially the teleporter) have the ability to pay for themselves many times over.
The real beauty and elegance of FTL's design is that it makes opportunity costs a real factor in game play. Buying a lot of small upgrades makes you a lot more survivable early on but severely restricts your total scrap potential over the course of an entire game. The key to winning FTL is to coast along on as minimal a budget as possible until you land a big ticket item and then invest heavily into it so that you can earn more scrap and take a lot less damage going forward. Of course, none of this strategy works if you aren't playing battles very carefully and making optimal use of the pause button to coordinate your weapons.
If you die repetitively, you should try a change of strategy. Not finding any weapons? Try drones or crew transporters. Only finding wimpy weapons? Can you somehow combine their features and synchronize the attack to make them more powerful than they are alone?
But if you have a problem enjoying the irony of a suffocation death of your crew because you opened the airlocks to suffocate some intruders and the intruders took out your oxygen system with their last breaths, FTL might be too cruel for you.
I recommend reading up on the prevailing FAQs for the game. They go into great detail about how to optimize your runs through the first few sectors to gather the resources and items you'll need to survive the last half. For the life of me, I've never been able to beat the boss at the end of the game. I've come close, but personal circumstances forced me to stop playing for awhile, so I never climbed all the way up the learning curve. Even still, it's remarkable how different a player I was at that point from what I was when I started.
(I still enjoyed "fucking-around" runs, where I just sort of let stuff happen and bounced around from adventure to adventure. But that's a very different style from the min-maxing one needs to do to win.)
For example, if you're using the Kestrel (Missile and Laser weapons), then you want to hit Shields with the missile first to disable them. Only if you actually downed the shields do you want to shoot the laser so that all three shots have a chance at doing damage (preferably on the Weapons subsystem). If everything hits (which happens very often in the first 4 sectors), then you've just disabled the enemy's shields AND weapons - they are now easy pickings.
In summary, never use autofire (unless you have Ion weapons) and time your shots so each weapon gets a maximum chance of doing damage.
This is doubly effective, as if you kill all of a crew, then you (almost) always get the best reward possible, which often contains bonus equipment, and up to 50% more scrap.
By the end, you'll often have so much money that you'll be capped on energy, and just buying alternate max systems. Also, always destroy rebel ship Medbays, and the Fire Beam and Bio Beam are devastating for this strategy.
Finally, as noted in another person's comment, Teleporter makes the last boss remarkably easy. Just Teleport into each of the weapon rooms and kill the operator (starting with Missiles). Notably, don't kill every crew member, or the Super AI will take over for the final boss and it goes into crazy, Ultra-mode.
Even failing that, the starting ship has some decent weaponry; the missile can go through shields (so if you time it together with your lasers), you should be able to completely disable a 2-level shield with your first salvo. You may want to go for their weapons first, though. Disabling their pilot / engines removes their ability to dodge, meaning that all 3 of your lasers will hit.
I'd also recommend reading through the various wikis that exist, e.g. ftlwiki has great tips / strategies for each player ship. Here's their take on the Kestrel (starting ship):
http://ftlwiki.com/wiki/The_Kestrel
Other simple tips would be - always attack (and defeat) slavers, they usually offer a slave in exchange for mercy, which is a great deal. If they are non-human, you will get more "blue" options, which usually have (better) rewards. Later on, simply get to level 5 to unlock the engi ship, and play around with it to get an idea of how powerful drones can be.
In summary, the gameplay is actually very balanced, and pretty deep. With a lot of skill, you should be able to get to the final level on easy most of the time (and perhaps beat the boss half the time, depending on your strategy). But being a kind of roguelike (with all its randomness), sometimes you will just have bad luck...
But do keep in mind that door upgrades and a few others (I forget which) don't require extra power. That makes them much more attractive.
Can someone who's consistently beaten the game chime in on his or he preferred upgrade path?
Intruders and fires are basically a non-factor once you learn to use the pause button promptly and often.
Err what? I happened to play quite a few games where I advanced to sector 3 or 4, never found a good weapon in any shop. Then I was destroyed, because I couldn't kill enemies with 2 shields. And I fought as many battles as possible in each sector.
Since this happened in the majority of my games, I stopped playing.