TheDeleter

spore ideas for spy

Jun 16th, 2013
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  1. Ideas for improving Spore
  2.  
  3. Cell
  4. • Allow user-created cells to appear – these appear at the relevant stage in the game.
  5. • A brief (5-10 minutes max) Bejewelled-style game, which determines if you spawn as a Herbivore or a Carnivore, along with other cosmetics. Gene stage?
  6. • Ability to modify cell parts as with parts in creature stage – longer jaws, etc.
  7. • Remove leg option in early creature creator – have them crawl on land first!
  8.  
  9. Creature
  10. • Greater interactivity between AI creatures – have determined predators and herbivores, and construct a simple food chain between them, so certain creatures hunt/are hunted by others.
  11. • Greater autonomy from ai creatures – have hunting groups, etc. Not just milling around the nest.
  12. • More gameplay styles – no restrictions to standard flock/nest. Have mobile herds (herbivore), pack hunters (carnivore), loner species, etc.
  13. o Herds – essentially one massive pack. Entire species follows you around. Better for social and defensive, but harder to add foreign/rogue creatures to “pack” unless herd accepts them.
  14. o Pack Hunters – similar to current. One large Alpha, several smaller. Again, harder to socialise with foreign creatures, but better attack opportunities.
  15. o Loner – rogue style gameplay. Move alone, but much more powerful. Harder to socialise. Can mate if you happen to meet another of your species.
  16.  
  17. • Sexual dimorphism – allow 1/10th DNA points for cosmetic changes to create male/female. Can be as varied as the player likes!
  18. • Larger amount of epics at this stage – have them become fewer as game progresses.
  19. • Make mating/evolving more difficult.
  20. o No mating cutscene – “real time” movement – keep it clean!
  21. o Eggs then appear in nest – must be defended at all costs from egg thieves and encroaching enemy creatures.
  22. o Eggs may be picked up and moved if danger is too great.
  23. o After time limit, eggs begin to glow. Can then access Creature Creator.
  24.  
  25. Tribal
  26. • Allow customization of main Tribal hut – building editor with some elements removed. Have only chimney parts?
  27. • Free build – only constrained by area around Tribal Hut.
  28. • Increase population via building customizable house-huts.
  29. o Initially, only one house-hut can be built. This allows you to get the maximum population of tribesmen at the start.
  30. o Each level-up allows new house-hut to be built.
  31. o House huts take up one space like tool hut.
  32. o Each houses three members. These members sleep in that house only.
  33. o Tool huts can be “attached” to a house. This makes the inhabitants “Specialists” with that tool – greater efficiency.
  34.  
  35. • Show more time-based changes – should be medieval by the time you reach Civ stage due to Renaissance.
  36. o New clothes/building parts to reflect this.
  37. o Changes to models of equipment and tool huts as time goes on.
  38. o Stone – Bronze – Iron – Medieval
  39.  
  40. Civ
  41. • Civics – can implement changes in society to improve efficiency of various things
  42. o Government – dictates level of control in cities, farming.
  43.  Lasseiz-faire – lower efficiency but more sporebucks overall. Medium happiness.
  44.  Bureaucracy – medium efficiency, lower-than average happiness
  45.  Planned – Highest potential efficiency, but requires the player to set targets for production over a certain time span. Happiness depends on how reasonable the targets are. Requires maths!
  46. o Transport – affects stats of vehicles.
  47.  Joy Ride – fast but lower power.
  48.  Convoy – weak individually, but boosts when in groups. Slightly cheaper.
  49.  Juggernaut – stronger and more health, but slower, more expensive.
  50.  Blitz – fast and powerful, but very fragile.
  51.  Cruise – default setting.
  52. o Foreign Policy – affects trade routes and how AI units behave in your territory.
  53.  Open Borders – anyone can pass with no penalty, trade routes free.
  54.  Traders only – only trading vehicles and small escorts can enter your territory freely. Sizeable military forces may trigger war.
  55.  No salesmen! – no traders allowed. Prevents foreign influence.
  56.  Isolationist – no entry or exit from your borders for any unit. ALL TRADE ROUTES ARE CUT OFF.
  57.  
  58. • Farms needed to support civilian population. 1 farm = roughly 100 people.
  59. o Look changes depending on diet, e.g. fruit farms for herbivores, animal corrals for carnivores.
  60. o Upgrades increase number of people supported.
  61.  
  62. • Greater military variety;
  63. o Footsoldiers – carry guns/rockets, can capture spice derricks and enemy buildings.
  64. o Tanks – main combat vehicle, can have carrying parts to carry Footsoldiers
  65. o Artillery – greater range and power, but more fragile and expensive
  66. o Cruiser – main combat boat, can carry troopers or helicopters. Fills many roles.
  67. o Battleship – massively-ranged ship
  68. o Sub – anti-navy.
  69. o Helicopters/Airships – can be fitted for various roles
  70. o Fighter – anti-air
  71. o Bomber – anti-ground
  72. Space
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