That's good in the sense that it allows for another element to be introduced: Radars as buildings/improvements. I like it. You need to work to get up your radar station to detect the most annyoing threats (although usually the less damaging, like pirates, who would steal rather than break). Well done sir.
Well, so, about real threats... http://community.playstarbound.com/index.php?threads/planet-galaxy-scale-monsters.2479/ I guess this is big and gives a big enough warning
What about the scale of how frequent these things happen? I wouldn't want to constantly be bogged down by pirate attacks, alien invasion, etc. It's gotta be pressing, unpredictable. More or less a in game SCARE tactic. Give the player about 20 minutes, let's say, to prepare, and the air raid sirens of your civilization start to sound and turrets and crap start to activate, all the ready and willing NPCs that are capable of combat head to their walkers, crafts, and manned turrets, and they all gear up for the large fight at hand. The largeness of the fight can be determined by a number of variables; size of the planet, size of the civilization being attacked, where the planet lies in the spatial grid of other planets discovered, how many planets have been discovered, and finally, how far into the game you are.
Killer Penguins crashing on your ship and terrorizing your NPC's. Maybe not penguins, but SOMETHING that crashes into your base or planet and will stay there and cause damage unless you kill them off. Goblin Army, really. Maybe you could buy/install a radar that detects the enemies, where as if you didn't have one, it wolud come without notice.
Well in the sense of destruction of the home, it'd be nasty to have bad guys go in and destroy actual blocks making the home impossible to traverse. I can see things like doors, machinery, and vanity items being broken (either entirely or requiring to be repaired) but not absolute removal. For the pillaging idea (pirates come in and steal NPC's and goods), there should be a follow-up mission to chase them and retrieve your supplies/NPC's back (without being so rewarding as to purposely let them steal goods for the purpose of chasing them). And it would be very entertaining to have pirates sneak onto your ship and be invisible unless they brush past you... just to make hunting them more fun!
Having my home destroyed would annoy me. Less so if there was a way to build it back that didn't require me to reamber how I did my bathroom. In terraria's sieges, I didn't like how the mobs would just spawn on the map till you killed enough of them. They should come from some place. Like a ship and you have to destroy that ship to brake the siege.
Nice idea! The ability to save custom buildings and so be able to redo them in case of destruction with material from the space station! ...or if this is too much, automated robots to help in the rebuilding... ...also, agree with you. Never-ending sieges are good... for the ones who like this kind of thing, so as you can deal with the threats with various means, you should have in most cases various ways to end it.
Like Teo said, maybe you could save as a blueprint the structures you already made, so that whenever it gets damaged or destroyed you can simply replace it with the blueprint and spend the destroyed materials/blocks. The problem with not getting it destroyed is that the opposite of that is not damaging it at all, which is absolutely boring. What is the point of an epic mothership alien invasion if you know they can't do nothing? Kill you, and then you respawn, and that is all. Which is why I posted this suggestion in the first place
This is a cool idea, but anything resembling the goblin army from Terraria would be horrendously tedious. I hope they roll this out the right way, either with not so many enemies on each wave or not having waves of attack so often.
I agree, because you spend so much time, money, and resource into making your beloved city, it's much more immersive and tense to have something that could threaten said home. It'd make you fight harder, and get more into it, as apposed to how Terraria had it where the only thing you'd lose is a few NPCs for a little while, you'd be less like, "oh crap, gotta set up my defenses, and outfit my men! I'll protect you My loving city, Chissale." and more, "eh... another stupid invasion of mindless mobs...."
Agree as well. As Dwarf Fortress says, losing is fun... ...but really, it isn't. What IS fun, is the story, the adventure, the fight. It's the path, not the reward, as someone said a long time ago. Okay, i lost my house. But i had a hell of way trying to defend it, faced alien invaders, I'M FINE AND WELL and so can rebuild it later, and can go there later and do a counter-strike! "But i don't want to lose always my house!" Well, now we are entering in the conjecture space. Probably the game won't have save/load, to go back in time and try again. So, you have one chance, and that's it. No trying multiple times, what in fact Dwarf Fortress avoid completely, and the variety in the game makes losing fun. And surely we will have lots of variety. To complete, still, i agree that not everybody has the same way of playing. So, the game would benefit of multiple difficult levels. The easiest won't have various things, as the Real Threats, and as it goes getting harder, more threats, more IA, more problems... ...and please, hardcore as a OPTIONAL feature.
Agreed. Very nice points you make, and of course difficulty levels should be for granted. And anyways, every time you lose, you re-build your home better prepared. You want to own those ****** and crush their skulls, so you'll do anything to reinforce to the best your homeland. And that will be hours of fun. And when they come back and you're ready and you've got a couple of buddies with you, you'll laugh until you cry when you own them for good and get your VENDETTA. Challenge is what makes games fun, not commodity. I bought The Binding of Isaac on steam, which is a zelda-type game (old school zelda in 2d, not 3d) where you explore dungeons. The thing is, if you die, you must restart everything. And every dungeon is randomized, so every playthrough is completely different. Well, I unexpectedly played more than 100 hours on such a small game. And it rocked.