Allow me to expand my points a bit more:
1. There is necessity to build turrets, and there is turret spam one is quite different from other.
2. Biters spawning close: I had biters spawn inside my perimeter when i deconstructed an area in order to improve the design, I also notice biters spawning awfully close to walls and defenses. Having a beacon or some sort of enclosure would greatly help, Otherwise it is really bothersome to plan new base, when biters spawning left and right out of thin air.
3. Consequences...oh boy. What I meant with that word was rather broad - I wanted the world around player to reflect and retain some of the consequences of the player's actions. This does not mean bad actions only. More like small details, that player will see and remember why they happened and for what reason. This will add uniqueness to the world as it will be somewhat shaped by each player.
Here are general examples:
Intentional, Immediate effect
- Craters "See that hole? Well there was a huge biter infestation there, which was too strong for me to eliminate using conventional methods. Nukes have been used instead."
- Open-pit quarries "Yeah readings suggested a huge deposit of copper there, but surface amounts were not sufficient"
- Waste fields "I wanted cleaner air around the base!"
Unintentional, Immediate effect
- Mass biter graves "I kid you not, like 100 of them ambushed me there!"
- Car/Train wrecks "Oops...well there was an accident last week here, he he"
- Forest fires "I just wanted to scorch one biter base...I didnt know that forest was 10 kilometers wide!"
- Pollution spills "Derailing train full of waste was not smart...at least not that close the the base entrance - smells disgusting!"
Intentional, Long exposure effect
- Player planted forests to curb local pollution "I was annoyed at constant biter attacks on my powerplants - decided to plant some trees so it would appear as everything is clean outside"
- Acidic rains "I burned metric tons of coal here, not that I intend to stop"
- Polluted lakes (new water biters? useless as source of water for steam?) "I didnt need that lake anyway"
- Badlands "No wonder nothing grows here! My mining machinery left nothing but fine rock dust"
- Swamps "No wonder so much stuff grows here - whole place is like 3 meters deep in rotting biter flesh"
Unintentional, Long exposure effect
- Unique waves from afar "I guess some new species of biters didn't like the air today...I guess I have to explore in that direction and wipe out their base, otherwise they wont stop"
- Bosses "Well dumping so much waste and rotting flesh into the lake was a bad idea after all, oh well something to do for my turret defence"
- Forest infestations "I just wanted few extra trees! *Sigh* where is my flamethrower?"
And so on. The intention here is to
write history into the world itself. This will make worlds unique and make players more attached to the world they currently inhabit - This increases amount of hours average player will spend on a single world.
N.B. Event though I've described mostly "bad" effects the game should not excessively punish players for their choices. Making the game tell player "pollution is bad; solar panels are good" is not a good approach imho. Each effect should be caused by something that is believable so players can predict and plan ahead. The main intention of balance is to reward player who knows how much his base can handle and utilities it to the maximum. As such main thought in player head should be not "I need to decrease pollution" nor "I am evil so I will amp the pollution to the max!" but instead "what is the optimal amount of pollution my base can handle now?"
Also as game grows there could be another "pollution": Player converting planet to the "Earthen standards" - Greener fields, flowers, trees, earthen animals. Granted biters will treat this as pollution too. These Could also add to the amount of consequences of player actions. Will you make the planet an industrial paradise? or lush green world? Either way biters will be pissed
4. Motivation to play. I am against any punishments to the player - if one designed a true self sufficient complex he should not be punished because one no longer micromanages it. But Player actions could always give an extra edge here or there to the complex or to the base in general.