Harvest count and production timers could be adjusted to equalise the resource gathering time i was not thinking about global block damage but all the parameters config wise not global.
Really dont think spending 6 days rebuilding a base is a good idea or want to support that idea or anything like it.
Gamestage multiplyer interesting concept ? what does that effect apart from the amount and type of zombies that spawn ?
I did not know SI was so troublesome hopefully someone will get some reproduceable systematic way to get it fail so it can be highlighted and fixed.
As far as I understand, Gamestage at a minimum affects what types of zombies spawn. Later Game Stages spawn harder zombies. So, more irradiated, more feral, more cops, etc in later stages. I thoooought it also impacted number of zombies that spawn, but at a minimum, types of zombies spawning are affected.
Though this doesn't exactly apply to POI zombie spawning. As you can specify certain types (by group) of zombies spawn in a POI/Prefab or within an area of a POI/Prefab. Though you can specify groups of zombies that do scale with game stage in a POI/Prefab.
Forget POI/Prefab spawning for a moment as it just complicates things. For the moment, I think the discussion focuses on Blood Moon (7th day).
I would assume, the zombies more apt to be hard core base destroyers, cops for example, are going spawn in a later game stage during horde night. Which, is true right now. But that may include newer zombies that are explicit base destroyers.
I'd personally prefer seeing # of zombies that spawn be something that ramps up more evenly with the game stage progression. Along with the difficulty of zombies.
Generally speaking, if I'm doing a tower defense game, as is one of the big arguments for destroying bases, I should have the ability to "play again". Almost ALL Tower Defense games, if you lose in defending, you're typically just halted in advancing further in the game. You're game's not just... over. And progression in the Tower Defense aspect is also halted, meaning enemies aren't getting stronger as you're failing to make it through the next stage of the tower defense. To a degree, TFP has addressed this by player death. There's already a Game Stage modifier based on a calculation of how well you're playing. But an additional, settings oriented nerf or boost in game stage difficulty, should help allow for more long term play or shorter term and more aggressive play styles.
Regarding Harvest and what not. There's already a ton of balancing going into tools, blocks being harvested, and cost of the various items built with what's harvested. I don't know if I'd want to add complication to that personally. Trying to play the "resource gathering rate = current difficulty modifier" game, i would imagine, is ridiculously complex. Having settings that allow for changing the pace of the game, not just the immediate difficulty, IMO would go a long way toward helping out people who have various styles of game play.
Game Pace adjustments, IMO, are just as, if not more so, important as immediate enemy difficulty. I.E. the current difficulty setting is rather generic game difficulty management. Game difficulty settings is one of the things that could use an overhaul. Right now, and some one please correct me if I'm wrong, but game difficulty really just changes how hard an enemy hits and how much damage they can take. That... Is far too generic for a game like this. Especially with so many goals and types of games 7D2D is trying to intertwine into itself.