>This looks and sounds exactly the retarded Avatar timer in XCOM2.
Never played XCOM2, but the idea here is not just to have an arbitrary timer, but to have a timer that is also giving you your primary resource. Maybe it's even a timer in which the amount of time remaining is not completely known to the player.
>Its retarded. It limits your freedom to chose how you tackle shit.
I don't think absolute freedom makes a game good necessarily - for example, NMS. You want to give the players a ton of different viable choices, but within the parameters of a game. I don't know that it's a good idea to just relax these parameters so much that there's no longer a challenge or fail state in the game. Of course, in thinking about this, I'm just staying within the premise that OP provided.
>where players can relax from other things and get to know the "doomsday counter" mechanic.
Yeah, I'm thinking a strategic-length game, so it probably would start off at a leisurely pace for the player to set things up and then ramp up the tension at some point as it goes towards some climactic showdown.
>Recearch may or may not always trigger the same thing.
Yeah, I thnk that's a good idea. It would add some randomness and risk to the choices you make about the countdown timer.
>And if u want to go with 100% fail state
I wasn't thinking that you would always fail, just that the engine (maybe a village around the wizard tower or something) would get its final test at the climax and you'd have to see if you could keep the thing you built over the course of the game alive when the wizards finish their research and the big bad happens.
>allow for player to retaliate again invaders
Yeah, something like that. Maybe not just combat, but with other possible final challenges. Maybe you wouldn't even know what you had to prepare for until halfway through the game.