The Colonists: An End Game Proposal
Posted: Mon Aug 11, 2014 5:14 pm
I appreciate one of the rules here is "keep it small" but as I can't find *anything* about the proposed end game outside of "This will be more exciting soon." so this needs to be farily wordy just to get started. My proposal continues to focus on production and automation as the main aim of the game, rather than combat or colony management. It also requires fairly low demands on the developers, the only massive new feature would be "Build things in the required zone", even the Colony Entrances could use the same code as the Crates if desired, but a Magic Tunnel would look better.
Goal: Stretch the players ability to automate and extract resources to their extreme, eventually consuming the resources of the entire planet and requiring the player character to be re-deployed to a new world.
Rocket Defense built: Map size locks to (8?) times wider and (2?) times higher. Left and Right edges join. Rocket Defence becomes Prime Meridian (centre of map).
Colonists select large (several hundred) area for colonisation. Requires construction of Colony Walls around perimiter. Once built, cannot be removed. Must be clear or all enemies. Colony walls which are part of a colony are immune to biter attacks.
New colony forms in centre of area, generating random Colony Buildings? (Or colony is roofed over to save computer/developer resources). Colony begins demanding resources. Player must provide these through Colony Entrances which are attachments/add-ons to the Colony Wall. These entrances can be breached by Biters and must be protected. Biters in the colony are very bad (possible loss condition?). Colony Entrances can be single tile (for a Transport Belt) or able to take a train (which will be returned facing the other way). Biters will always prioritise the Colony Entrance over other buildings for attack.
The colony will demand resources that are only usable by the colony (e.g. consumer items, decorative items etc.)
The colony has a Satisfaction score. Satisfaction increases when a good demanded good is consumed. Satisfaction decreases when a demanded good is not available. Satisfaction could be global (every consumed/missed item = 1), weighted (some consumed/missed items are worth more than others) or per resource. Power should also be considered a demand.
As satisfaction is maintained, new colonists will arrive, increasing demand on existing items and creating new demands.
Once the colony has peaked with a maximum population and demand, a new colony will be created elsewhere on the map (no closer than x hundred tiles to the existing colony) and the process begins again, with the player having to ensure the existing colony continues to be satisfied while setting up the new one.
Continue until either:
A colony, which could be the first one, cannot have it's demands met (Time To Move On)
Or
There is no more room on the planet for a new colony (Utopia)
Time To Move On
When any colony has reached a terminally low level in Satisfaction (perhaps through a luxury being completely unsupplied for a long time, or an essential item not being supplied in a short amount of time) the Colonists decide the planet cannot meet their demands and they must move on. The player is scored, and then redeployed to a new planet.
Utopia
Once there is no more room on the planet for a new colony, and all colonies are at maximum population, we begin the Utopia Timer. The player must ensure no colonies go unsatisfied for x minutes/hours. Once this timer completes, the Colonists declare the planet a Utopia. The player is retired, the score from their previous planets totalled up and a large multiplier is added to give a Final Score.
Goal: Stretch the players ability to automate and extract resources to their extreme, eventually consuming the resources of the entire planet and requiring the player character to be re-deployed to a new world.
Rocket Defense built: Map size locks to (8?) times wider and (2?) times higher. Left and Right edges join. Rocket Defence becomes Prime Meridian (centre of map).
Colonists select large (several hundred) area for colonisation. Requires construction of Colony Walls around perimiter. Once built, cannot be removed. Must be clear or all enemies. Colony walls which are part of a colony are immune to biter attacks.
New colony forms in centre of area, generating random Colony Buildings? (Or colony is roofed over to save computer/developer resources). Colony begins demanding resources. Player must provide these through Colony Entrances which are attachments/add-ons to the Colony Wall. These entrances can be breached by Biters and must be protected. Biters in the colony are very bad (possible loss condition?). Colony Entrances can be single tile (for a Transport Belt) or able to take a train (which will be returned facing the other way). Biters will always prioritise the Colony Entrance over other buildings for attack.
The colony will demand resources that are only usable by the colony (e.g. consumer items, decorative items etc.)
The colony has a Satisfaction score. Satisfaction increases when a good demanded good is consumed. Satisfaction decreases when a demanded good is not available. Satisfaction could be global (every consumed/missed item = 1), weighted (some consumed/missed items are worth more than others) or per resource. Power should also be considered a demand.
As satisfaction is maintained, new colonists will arrive, increasing demand on existing items and creating new demands.
Once the colony has peaked with a maximum population and demand, a new colony will be created elsewhere on the map (no closer than x hundred tiles to the existing colony) and the process begins again, with the player having to ensure the existing colony continues to be satisfied while setting up the new one.
Continue until either:
A colony, which could be the first one, cannot have it's demands met (Time To Move On)
Or
There is no more room on the planet for a new colony (Utopia)
Time To Move On
When any colony has reached a terminally low level in Satisfaction (perhaps through a luxury being completely unsupplied for a long time, or an essential item not being supplied in a short amount of time) the Colonists decide the planet cannot meet their demands and they must move on. The player is scored, and then redeployed to a new planet.
Utopia
Once there is no more room on the planet for a new colony, and all colonies are at maximum population, we begin the Utopia Timer. The player must ensure no colonies go unsatisfied for x minutes/hours. Once this timer completes, the Colonists declare the planet a Utopia. The player is retired, the score from their previous planets totalled up and a large multiplier is added to give a Final Score.