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... well it would be nice to have all this as a possibility although i'm not sure it will occur.
Seeing your co-op players city would be nice, would help for combined thinking/planning.
Here is an ideas dump on that note....
Ideas that I would see making this a possibility include:
- Make the two locations dependent on each other...
(No geographical/geological location is perfect with every resource).
- Make more variability in the starting locations:
- One has no wall drill location, just trees.
- One has minimal iron.
- One has no coal (make dependence on charcoal burners etc).
etc...
Thus making resource transfers mandatory.
- Make temperature conditions able to be different between cities (exposure etc) to create non-
even sided systems, and make one side a little more dependent on the other...
- People transfers when required between cities.
(Great if you needed to increase your research rate etc...)
(or maybe useful if one player doesn't have the space and another does
- Also a great way to reduce discontent and increase hope to reduce
overpopulation/unemployment)
- Unemployment could also be related to Discontent... would make it useful to prevent
people from hoarding people as a resource, and as an instigator to give away people to
improve your status.
Going a bit further than simply transferring resources:
- Potentially Instigate trade between the two cities (Make it a law or researchable building), but make it mandatory that both respect each other due to two-way trade relations (Not just resource transfers)
- You could break the laws of reality a little, and give players a little extra when they trade to instigate bonuses for creating trade relations. (could always be 'gamed' by people to gain resources for nothing [unless you want that as an element to increase the co-op experience or improve survival in endurance mode]).
- Decrease discontent/increase hope for every shipment arriving.
- As above, using outpost teams (or a new trade team) sounds a good idea.
- The question above is do you want to make it controllable trade (i.e. value for value exchange) or just "I will give you X resources".
- Downsides of the last idea in game include that you only really use very basic resources, so there is no real long term benefit from trade or of this apart from the immediate survival point, and where this is great for a single player, it may not altogether work with the co-op ideology.
- However this is where this game takes the cake, in which it excels in providing narrative to also push the game forward... thus creating co-op scenarios that means both will require to each provide resources to a final task sounds the best bet.
- Though if score ever crossed peoples mind, the amount you help others should be the measuring factor... maybe the ability to send requests and the amount of times that you responded well to requests etc...
Would love to hear other thoughts though.