I need some good ideas then.
NPC letting you out is out at the moment (NPCs can’t use z-levels yet).
A guaranteed science id would make sense, but I’m not sure what would be a good place for it. Also a guaranteed teleporter drop could work the same way. Certainly not in possession of a NPC, unless reaching said NPC would be challenging.
Portal at the bottom of the lab teleporting you to a random place on overmap only makes sense for one type of lab.
Console opening the door could work, but said console would also need a good hiding spot or a tough defense mechanism (not zap or manhack spawn).
While I’d also prefer a non-RNG dependent lab challenge, I’d much rather have a moderately-low RNG-dependent concrete lab than “you will win if you reach lvl 0 at night” drywall lab.[/quote]
Fair enough, though building a homewrecker while still not too weak from starvation is still a decent challenge a good portion of the time (barring RNG win).
I would suggest not having ONE auto-escape option, but several possible, perhaps with one guaranteed, or perhaps just really like to get at least one, but seldom several.
The teleport option, for instance, is not literally guaranteed (that I can tell), but I’ve never seen a lab challenge lab without at least one.
Personally, I would add the science ID as a very rare drop to all scientists - makes more sense, really.
Some kind of master “open EVERYTHING” switch at the bottom, sometimes (with the downside being… it’s EVERYTHING - that shoggoth? Make sure you remember where it was and stay away on your way up!).
A “teleport to a random world location” thing does make sense for some types of labs… but it should have some serious risk, too (based on the lore).
SOME labs being normal walls at the top (but not all) would also make sense.
In short, you need to make the “challenge” be something that you have to figure out, not just know in advance.