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You need to explain how/why this would benefit the game in way.
Mechanics that force players into playing a specific way via punishment/debuff have no place outside of linear genre specific games.
If anything resource management should only provide buffs for incentive. People don't like being forced to do chores, but they will gladly choose to do them if they get rewarded.
re: base defense objectives
While the idea is neat, it would need an in world explanation. Would just be better to make night time horde spawns like in 7 days to die, that progressively increase in difficulty. The problem is the Story takes a few hours to beat so the average person wouldn't experience many of those to hook them. Maybe incorporate them into the story like you only get map updates on your phone every AM? etc.
This would definitely add a purpose to play, survive X # of nights. Rather than the non-existent end game.
It will add an element of realism to the game. This is a pseudo-survival game for now and more like Minecraft with better graphics. Imagine you are sleeping in tent when it's cold outside and somebody is sleeping at a comfortable warm home in his bed. Who should feel better? Except for providing an element of realism, it should also reward players who decided to build a proper house, walls etc. and make a little harder for players who want to quickly do storyline without even trying to build anything except tent to save game.
Good point on that players don't like to be forced to do something but this is survival game and in my opinion bad sleeping should be punished even just a little. We have starvation, thrist, stamina etc. why our characters should have always perfect sleep?
I know this mood would be hard to implement because requirements are over complicated but this is just suggestion and can be done much more simpler.
Don't want to punish players from the beginning of the game.
The game already has boring and annoying survival mechanics, it doesn’t need more. Games aren’t realistic and the successful “survival games” are closer to an RPG where players grow their character to not care about any of those mechanics. Green hell has what you want, it has a better story, more refined mechanics, and that game is also dead.
Survival and realism don’t arbitrarily make games better and survival mechanics become moot end game.
This also doesn’t work when all of the loot is client side and the combat is horrible. Sons of the Forest is just running around spamming a loot button, occasionally dealing with badly implemented enemies (easily killing them or running away), and then every 20 minutes oops my hunger bar is flashing better stop to eat something.