[quote=“EditorRUS, post:5, topic:8366”]
RNG trickery I guess? Either way, I think that’s what you’re wanting right?
It’s more about unexpected (read !!FUNNY!!) stuff. At this moment places you recently discovered will remain the same. There is no reason to check them again. Moreover, if you know game mechanics quite well - you can always imagine what dangers are there. Just because the map is too static. Every change is made by player and that’s boring. Knowing how RNG generates your map, you can easily avoid most of deathtraps, falling to them only because of negligence. You never expect previously discovered area to change. That’s the problem.
Roadblock map tile? Ok, there will be military-grade vehicles, some turrets.
Some lab map tile colored dark blue? There is stairs down.
Lab map tile with 4 rooms? They may have turret room (with a turret and a console with maps), store room (wtih chemicals) and so on.
You know what you might get at certain map tiles. You don’t except them to have some random traps you can’t notice instantly, and especially you don’t expect them to be not what you think.[/quote]
This would be a major design shift and significantly increase difficulty if implemented universally. I’d say modpack-for-universal, or limited to areas around one/more tears in reality.
(The SCZ Hell Dimension was a nifty shock the first few times I saw it, but afterward it got pretty meh. “This isn’t scary or exciting, just tedious.”)