There's two things I prefer to encourage in game design:
1) no save-scumming. I don't want players relying on aroma-backup as an actual gameplay element
2) in-game experimentation. I don't want players leaving their game to go into a creative version and tinker there.
XCom-like mechanics are hard to balance. You want to make sure that a disaster is survivable; you want to tell people to expect to fail once or twice, minimum.
Basically, you have to make sure that the meta-game is easier than the detail-game. XCom field battles were hard. The geoscape had to be made easy, and the alien's master plan was pathetically weak. (In fairness, they got major cheats on the subvert governments mission -- that is really the only danger facing the XCom people in a long game)
Apparently, the remake didn't get this balance right -- it was easy (I'm told; I don't have a PC to play it on) to get into a situation where you could not win, and at best could only learn for next game. In comparison, the original's only "whoops, you blew it" was that if you did not get a sectoid scout early for the psi-amp, your only way to get one was from a sectoid battleship. But in fairness, you didn't even need it -- I found the oddball room on mars, blew a hole in the roof, sacrificed one guy to scout, and then just sent a bomb up and over. No psi needed. (Guess how I learned about the hole in the game's supplies
.
No save scumming means that nothing can be a complete disaster. No bound picks (Blood Magic). No massive earth shattering kaboom (Reactor craft). No "Permanent exile" (mystcraft). Etc.
It is hard. Lots of mods have some sort of disaster awaiting.
No "play in creative mode to learn how things work" has a different problem. If you are experimenting in survival, then the costs have to be "small" -- you are going to have to do it 3 or 4 times, minimum. Worse, it's the *TIME* cost, not the game resource costs. Trying to learn how to set up a complicated redstone device can be massively time consuming. It becomes easier if you can fly around (creative flight), or have no limit on resources (survival inventory vs creative "just grab it"), or just the concerns of mobs hitting you in an area that isn't 100% secure. And working with something that takes time to adjust (hard blocks that don't mine quickly; blocks that affect others when removed; chain reactions of trying to shut X down; etc) -- basically, you need enough documentation that people don't have major surprises (anyone asking for a youtube video is effectively asking for a solved creative mode experiment, and evidence that the docs are lacking), low enough costs that an error won't bankrupt you, fast enough that blocks can be moved/adjusted (no silk touch needed; note that this implies low explosion resistance if the mining hardness is low), and safe enough that getting it set up wrong won't have you save-scumming.
I'll let someone that is current with these in survival say how many of these points are met.
It says energy is energy is energy.
One thing that I love from Gargoyles: in the episode where Oberon decides to attack, and Oden (Puck) helps defend the tower, he says that whether magical or technological, energy is energy. It can change form or be redirected, but not created or destroyed.
Sure, just as potential energy is not the same as kinetic energy or electrical wattage, you can convert between them. It's not hard to think that the 6 different forms in your wand are different with some way to convert between them, or that there are ways to convert physical and magical forms. There are ways to convert steam into motion (turbines) into electricity (generators) into steam (heating coil in water). Maybe some ways more efficient than others
(I think what I described is something like 37% if I remember my carnot cycles correctly)
Also, my servers and play worlds are as casual as you can get and this has never been an issue.
You've got the docs; you know what to do.