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I'd like to see events that let you inflict negative things on your own town/fortress/etc forcing the npc's to handle things without the player being involved. The player would select the severity of the event, but wouldn't know which specific one was going to happen, so you can't abuse the system by preparing for that one thing. Of course, a random widget of some sort would be awarded if the town/fort/cardboard box/zeppelin/whatever overcomes the problem. Edit: \/ That's even closer to Dredmor's Statues of Inconsequentia than what I was thinking. It'd work really well in a game like this, too. I'd still like a basic "foul something up" button because of the whole risk vs. reward aspect of it. HamSmoothie fucked around with this message at 19:59 on Aug 29, 2012 |
# ¿ Aug 29, 2012 18:39 |
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# ¿ Apr 24, 2024 16:38 |
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Please, please, please draw inspiration from Eternal Darkness' insanity effects for people playing this. Colonists shouldn't be the only ones doubting reality. "Remember when I told you about those guys making a cult and meeting out in the middle of the forest? Well, after a few in-game weeks, I think some of the nearby bushes started bleeding and yodeling at random intervals. Weird thing is, I don't think any of the cultists noticed."
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# ¿ Apr 23, 2014 21:35 |