Cool idea! Does the connection means the stations can be destroyed and you lose the ability it gives you?
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This is a very intriguing possibility! The initial pitch for this game was something vaguely like an open world game (though, of course, scoped much smaller!) So the question becomes, do you want an open world with one-time Quests, like Arkham City, or an open world with perpetually replayable Events, more like Prototype?
Of course, even Prototype made its story Campaign Events one-time use, so the player had a critical path and could actually finish the game! (Otherwise, every time you're ready to face-off against the boss, you start losing stations, therefore losing progress.)
🤔So it turns out, by exploring this simple real-world consequence of the implications of a "connect" mechanic, what you're actually asking for is either:
- a separate type of mission objective that it's okay for the player to fail/ignore, or else stations would only be able to be under attack a limited number of times, perhaps once per station, (after which it gets its own guns or whatever and becomes immune to the event)
- or else there would have to be a way for the player to upgrade the space stations, either one at a time through some sort of resource collection and building, (basically the above but with more player interaction)
- or maybe by discovering some sort of alien artifact that lets each station build its own shield, or whatever (some sort of story-based Macguffin that permanently resolves the question of being able to lose a station.)
It's a classic example of Scope Creep, where a simple, intuitive idea can lead to problems that need more systems. And the most satisfying solution (probably the resource collection and building one) also requires the most new systems to be designed, programmed, and made pretty by the artists.
Definitely not the sort of thing it's easy to do for a game jam. But if the project grows into something bigger, who knows?
Thanks for the suggestion! 🌟