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- Ideas for improving Spore
- Cell
- • Allow user-created cells to appear – these appear at the relevant stage in the game.
- • 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?
- • Ability to modify cell parts as with parts in creature stage – longer jaws, etc.
- • Remove leg option in early creature creator – have them crawl on land first!
- Creature
- • 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.
- • Greater autonomy from ai creatures – have hunting groups, etc. Not just milling around the nest.
- • More gameplay styles – no restrictions to standard flock/nest. Have mobile herds (herbivore), pack hunters (carnivore), loner species, etc.
- 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.
- o Pack Hunters – similar to current. One large Alpha, several smaller. Again, harder to socialise with foreign creatures, but better attack opportunities.
- 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.
- • Sexual dimorphism – allow 1/10th DNA points for cosmetic changes to create male/female. Can be as varied as the player likes!
- • Larger amount of epics at this stage – have them become fewer as game progresses.
- • Make mating/evolving more difficult.
- o No mating cutscene – “real time” movement – keep it clean!
- o Eggs then appear in nest – must be defended at all costs from egg thieves and encroaching enemy creatures.
- o Eggs may be picked up and moved if danger is too great.
- o After time limit, eggs begin to glow. Can then access Creature Creator.
- Tribal
- • Allow customization of main Tribal hut – building editor with some elements removed. Have only chimney parts?
- • Free build – only constrained by area around Tribal Hut.
- • Increase population via building customizable house-huts.
- o Initially, only one house-hut can be built. This allows you to get the maximum population of tribesmen at the start.
- o Each level-up allows new house-hut to be built.
- o House huts take up one space like tool hut.
- o Each houses three members. These members sleep in that house only.
- o Tool huts can be “attached” to a house. This makes the inhabitants “Specialists” with that tool – greater efficiency.
- • Show more time-based changes – should be medieval by the time you reach Civ stage due to Renaissance.
- o New clothes/building parts to reflect this.
- o Changes to models of equipment and tool huts as time goes on.
- o Stone – Bronze – Iron – Medieval
- Civ
- • Civics – can implement changes in society to improve efficiency of various things
- o Government – dictates level of control in cities, farming.
- Lasseiz-faire – lower efficiency but more sporebucks overall. Medium happiness.
- Bureaucracy – medium efficiency, lower-than average happiness
- 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!
- o Transport – affects stats of vehicles.
- Joy Ride – fast but lower power.
- Convoy – weak individually, but boosts when in groups. Slightly cheaper.
- Juggernaut – stronger and more health, but slower, more expensive.
- Blitz – fast and powerful, but very fragile.
- Cruise – default setting.
- o Foreign Policy – affects trade routes and how AI units behave in your territory.
- Open Borders – anyone can pass with no penalty, trade routes free.
- Traders only – only trading vehicles and small escorts can enter your territory freely. Sizeable military forces may trigger war.
- No salesmen! – no traders allowed. Prevents foreign influence.
- Isolationist – no entry or exit from your borders for any unit. ALL TRADE ROUTES ARE CUT OFF.
- • Farms needed to support civilian population. 1 farm = roughly 100 people.
- o Look changes depending on diet, e.g. fruit farms for herbivores, animal corrals for carnivores.
- o Upgrades increase number of people supported.
- • Greater military variety;
- o Footsoldiers – carry guns/rockets, can capture spice derricks and enemy buildings.
- o Tanks – main combat vehicle, can have carrying parts to carry Footsoldiers
- o Artillery – greater range and power, but more fragile and expensive
- o Cruiser – main combat boat, can carry troopers or helicopters. Fills many roles.
- o Battleship – massively-ranged ship
- o Sub – anti-navy.
- o Helicopters/Airships – can be fitted for various roles
- o Fighter – anti-air
- o Bomber – anti-ground
- Space
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