Based on this comment, I thought this was worth its own thread:
-More on the permadeath - A totally interesting idea, but feels anemic atm. I think this would be a help to rewarding cleverness overall. A failed raid/ assault in AI war meant losing time to rebuilding and possibly losing something of value, in AVWW player death feels like it should matter more than it does now. I don't want corpse runs, don't get me wrong, but just something that felt like more of a setback and thus forced me to plan things out a lot more.
FallingStar is referencing some of the past times in AVWW when (pre-private-alpha, even) we had other permadeath mechanics that were more severe and which required corpse runs. That was tedious and annoying and obviously nobody wants that. But I quite agree that the permadeath mechanic needs... a little something.
One thing I will particularly note is that I think that the health tweaks need to get implemented first before a harsher permadeath mechanic can work in a non-annoying way. When death can happen so accidentally as it can now, I think that is an issue. Then again, I always play about 4 region levels above my level on master hero, so maybe I just need to keep it closer to my actual civ level.
Right now the permadeath mechanics are:
1. The character and their stats are gone forever.
2. Unless the character was a robot, you now have a vengeful ghost of them to deal with.
3. There's a grave for them in the citybuilding section, and if there are a lot of deaths you get a lot of graves that will later cause houses near them to have lesser morale, etc (nobody likes living in a graveyard).
4. Morale in general is depressed for NPCs for about 10 turns when someone dies.
5. None of your inventory is lost or affected.
I'm pretty sure that all of those five things we want to keep as they are. Losing your inventory just feels... punitive. It really encourages save-scumming, and feels like a punishment rather than a story event. What I'm looking for are ways that we can make this feel like a more impactful story event, through game mechanics rather than literal narrative mechanics. In a way that isn't annoying.
I haven't come up with anything in the last few months, and Keith hasn't mentioned anything, so for the time being it's the above five. If others have ideas, they are welcome as always!