When I read Garm's note about consequences, my first thought was a "final enemy". Some giant bug. Or a really, really big worm. I thought about the game "snake" (everybody knows it) and the worm is such a big thing, than he can eat two trains at once. And when he does that, he gets longer. But he is slow and the radar warns really early.slpwnd wrote: - The lack of real consequences is a good point. We were talking about the pollution killing the trees in the long run. Maybe there should be other "more permanent" effects.
I also have always the special weapons of Supreme Commander in my mind. I loved the enormous differences in size. I loved the bug-thing there: slow, but powerfully and good shields.
Because when speaking of consequences: a really big enemy can pop up and every time he come, because too much pollution, he will be stronger. Some kind of tower defense can stop him.
Well, one of the things the game needs to find out and start scripts which does make some things happen. Just a list:- The "motivation to play" has been something we have in mind from the beginning. Actually that is the main reason why there is the fight in the game in the first place. On the other hand we found that it is quite interesting "just to manage the big factories": walk around, see how things are working, do small optimizations, etc. Anyway the examples you gave are good inspiration.
* is the player good or bad?
* how fast?
* how much standing around watching (afk) or always running?
* does he like fight or more build?
And so on. The point is, that depending on that, the game tries to create "tasks". Too less research? Award a bonus, if he researches X. Too less power? Well give him something, which needs really much power, so that he must learn to built it. To much pollution? A vulcano appears, which increases it. Pollution too low (too less miners)? Add some a course to his mining fields, which constantly decrease their amount. Right pollution? Never! Either too low or too high.
And so on. Well, the examples are too hard, but logic isn't needed, to start a task. We only need some semi-logic trigger. the tasks are just ... tasks and they should only help the player learning the game better.
Hmmm. There could be mods, which use this mechanism to offer their own tasks.