Hi!
Im designing a turn-based colony management game where you send survivors out on as grid-based map to search locations such as gas station, clinic, homes, police station etc. The location states what resources and items can be found (such as ammo in police stations, and medicine in clinics) and how much stuff there is there. You bring resources and items back to your colony (in the middle of the map) where you can build facilities and prepare defences for large attacks.
When scavening you can run into enemies and need to flee or fight, and more sound attracts more enemies (although this also drains the enemies, you dont just “create” more enemies by being noisy. This is similar to how “They are billion” works with the on-map zombies).
Each tile (location) has some parameters:
- Searched rating (when at 100% you cannot find more stuff here)
- Activity rating (how much enemies are still around, this goes down as you kill enemies, if you are noisy you can also attract enemies from adjacent tiles)
- Noise rating (goes up when you make noise stuff, such as shooting, dismantling stuff for resources or searching)
How can I make this interesting? One idea is to allow normal searching and “fast searching” which is more noisy but much faster. There can also be vehicles or other stuff that ALSO can be searched (apart from the “normal tile search”).
How could scouting be done? Would scouting be included in “scavenging” (collecting resources) or could this be a separate action survivors could do?
If noise is too high you can simply “rest” or “lay low” for a while, or move to another tile which has less noise for the moment. But maybe this isn't a too interesting game mechanic…
Any ideas?