Quote Originally Posted by Maeka View Post
Not all RNG is bad.

Some RNG is good.

RNG is bad when the RNG dictates whether or not you win or lose (regardless of your inputs). But if you took the idea I presented and tailored it enough that with the right decision-making (along with some margin of error being allowed, less margin for endgame crafting), you should be able to succeed 90% of the time, then you'd end up with the good sort of RNG that does not dictate win/loss unless you get extremely unlucky.

The idea is to make it all based on decision-making based upon the current condition, with some planning, forethought, and contingencies if things go wrong. The skilled player will look ahead and know when it is safe to take a gamble, or when he should play it safe and not do so. The skilled player will know what actions to use under what conditions.

The unskilled player will make lots of mistakes, and end up with NQs and failed synths, which is how it should be.
Maybe. It'd need fleshing out and serious balancing to make sure the game can't simply screw you and present an impossible synth. That's my primary objection to just adding more random factors into the process. You should never be able to do everything right and fail anyway.

Quote Originally Posted by JowyAtreides View Post
They should simply allocate a different skill being unusable for each masterbook recipe. (leave 1-79 stuff as easy recipes with zero restrictions)
That's actually kind of interesting... except:

Quote Originally Posted by JowyAtreides View Post
(or just a macro for each and every situation).
That is exactly what would happen.