"It's about mortality, I suppose."
How dangerous is this world, and what are the stakes? What happens when some smarmy player tells a group of colonists to start running as far as they can into some dangerous area?
- Should colonists be able to die? How rare/hard-to-do should that be?
- On one hand, you want to let people get attached to these colonists and not be afraid that the game is gonna yeet them because your combat skills weren't good enough.
- On the other hand, some of my favorite memories from games are times when you got into trouble and there was some danger:
- The medic in Rimworld staying up all night to heal as many people as he could.
- The X-Com rookie pulling out that super clutch shot in a scary fight.
- Also X-Com: blundering into a room full of sectopods and having the "How are we going to get out of this one?" moment.
- Wildermyth spouse sacrifices themself for their other spouse to win a boss fight.
- Nate and his brothers fending off a sea monster in Valheim, trying to figure out whether to fight it or outrun it.
- Some weird ideas:
- There's something you can equip that makes you not die when you hit 0hp.
- Makes a weird situation of "well, would you ever go exploring without them? Does it become limiting because you feel like you have to have them or you'll be harshly punished?
- Maybe this "recharges" pretty generously.
- When somebody goes down, they don't necessarily die, but something has to happen to make them functional again.
- Cart them back to their house to recover?
- Med-kit-adjacent thing?
- This can effect relationships:
- Colonists who "rescue" others are well thought of.
- Maybe hurt colonists are grumpy at certain folks, but if they get help recovering, the relationships can be repaired and deepened.
- Healing time when somebody goes down.
- For a while, their speed and strength are debuffed. During this time, they want to do low-risk activities.
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