The Sporum - The Official Spore Forum
  [Search] Search   [Recent Topics] Recent Topics   [Hottest Topics] Hottest Topics   [Members]  Member Listing   [Groups] Back to forum index 
[Login] Login 
More SPORE expansion pack ideas (in addition with original)  XML
Forum Index » Spore General Discussion
Author Message
Bankotsu


MouthBreather

Joined: 09/12/2008 17:22:00
Messages: 737
Offline

**be advised** there is only one flaming wall of text and that is a lump some example of most ideas on this post..please do not tell me its hard to read if so then by all means Reorganize it or give me some tips on how to ok? i've dont the best i can so far

General: A lot of my ideas put emphasis on depth and limitations on much of the first half of the game so as my first suggestion I say

Sandbox mode: through this on the fly i can advance or regress what ever race i am using from cell to space and do whatever i want, I'd have access to just about everything and am not pressured to do anything at all you can accelerate life or time in the galaxy or specific planets and cause events to see there outcome you can add or you can take away what you see in the galaxy and put into motion events such as galactic worlds extinction etc etc in this mode you play as the All guardian which is called to more detail below and can do what ever you wish and are limited only to your imagination (mostly)

Story mode: lol just lol but here me out this is for earning the bulk of the badges in game for whatever reasons the main story is Your species or more specifically you planet is being watched by Guardians these guardians observe and sometimes help certain species gain sentience and eventually access to the stars they are at times revered as gods or deities, Some let it get to their heads (how surprising..no really) and more or less control the races they watch over, while others disappear before they become too much of a visual influence on the world they watch over, you like everyone else starts off as a Cell and curiously enough your actions though infinitively small attract the attention of the guardian over your world who thus helps you along whether it be big or small or not at all or even tries to hinder you making you stronger or dooming your kinds existence all of this is based on your guardians personality or you can have 2 guardians at once or none at all but eventually you'll attract one, and all of this doesn't necessarily revolve around you and your species Other species and races can interact and be aided/hindered by guardians if any exist they can be cruel or callous, warm or inspiring or driving and motivating or a combination none the less they can be the ones responsible for your little brain popping into your head or you develop it on your own Then they come to you, leaves you guessing you know?

-Concept story the guardians are in a time of peril the fate of the galaxy hangs by a thread. the All guardian has been ensnared by a unknown force dooming all sentient life in the galaxy and enclosing the All guardian
to the center of the galaxy, through the help of Rouge Guardians this enemy of all life and prosperity dominates the Core worlds and hinders the all guardian by stagnating life closest to its center point of the galaxy, the other guardians still maintaining there belief in life and prosperity, how ever that is achieved do what they can to give that extra push to sentients in the galaxy and stop this unknown menace from permanently ending the flare of sentience casting the shining light of the galaxy into a shadow of death and despair.

RETURN ALL editors my concept of these editors are: the

-Planet editor: I'd like the precision tools used to make earth

-Flora editor: being able to make different type of plants their characteristics, viable/prime habitat is it Hot/desert cold/ice world tundra how well can it survive in a hot world if its meant for cold and vice versa even under water can it support treetop villages/civilizations, how big is it, what level of world does it require to prosper T1-3? does it bear fruit? what kind? what does that fruit look like? is it poisonous? does it make many fruits? what season?or special circumstances must occur for it to grow/bear fruit etc etc

-Full vehicle editor: this includes the Spaceships, Terrestrial vehicles, Submersibles, Airplanes, Boats. <---this counts as 1! editor not 5...thats a cheap way to go as i can make a tank that flies etc etc.......

-Galactic Editor: I know making planets in a galaxy seems pointless but these do not seem randomly placed (much) so yes as well as being able to place black holes connecting them with white holes/wormholes, gas clouds nebulae, suns and there lifespans/type/colors/size asteroid belts planet placement etc etc

Less events Spam: In general lets lessen down on the disaster Spam unless there is a *good* reason for it...Sandbox mode elevates this problem but the story goers are going to want a relief too..so lets give a few *good reasons* Civilization researches bio weapons or viruses, poor funding, bad luck causes and Ecology disaster that gets worse and worse as time goes by if it is not attended too, possibility of other nearby worlds/systems of getting infected if these worlds have ships in transit between them..if i stop it early it wont occur for a very long time due to - proper measures being taken- anti virus/bio disaster effects into place - No more experiments.
I've already clarified the Space pirate section below in the space stage section


Cell Stage: you are but a spec of life in a droplet sized region of water among countless others. You must carve out an existence for your self..or perish in the murk.

a few more special abilities would be great, electrocute and Poison where nice touches but
i figured if a cell or multicellular organism can generate electricity why not allow them to
camouflage from predators or prey? Or generate a flash to blind foes and flee or prey to strike,
also have different forms of movement.... not all cilia and flagella move in a wiggling fashion
some twirl and other whip in the water and please put more emphasis on the sentence
what you do now will affect your species- and everything around you millions
if not billions of years from now..I'll explain in the creature stage.

I'd like more forms of suspense I think Maxis did a nice job of conveying to the little cell it was in
Serious danger when s super megalith cell showed up in the screen -you know that dashing omfg your dead
music?- yeah but a little more suspense would be great like my little cell goes running into some plant matter
or a little crystal or shell to hide(could also be used to ambush prey)and more parts please..such as means or movement, feeding, attacking, a specials like camo or blind poison. also be able to designate how my species whether its asexual, sexual, or budding (if its called that)


More cell diversity- Really i know i can start at any stage i want but seeing the same cells over and over again gets redundant :/ and yes i know cell stage is short but really a little more depth please? I mean this is my
world Dominating Scourge of the Galaxy creature in the making....this is if not the DEEPEST part of the game

I do understand that cells are simple organisms so they shouldn't be all that complex

Ex. My cell is a voracious eater It Kills and Kills even if the victim is 3x larger than it. this should give me a trait in creature stage that makes my species hunt and eat a lot causing problems for the ecosystem if a balance is not met. ill be more specific in creature stage.

Creature stage:
After some time in growth in the water as a multi celled i should effectively become a creature and still reside in the water depending on the type of Cilia I have or i any at all as well as the make and shape of my creature i should either be fish like, near surface dweller, or bottom sea floor dweller depending on my style of play in cell stage. i should also (and i know this makes things complicated) be able to chose different organs, now nothing fancy mind you just the main basics like

--respiratory system-- whether its amphibious(made more available if i spend a lot of time near the surface or on land) Gills(fish like never venturing to the land as well as being a sea floor dweller) and lungs ans how many will i have?-

--Digestive system-- different kinds of Stomach's is it large? How many will i have or can support?, can i digest plant matter or meat or both is it resilient to poisons? and what level? how long does it take to digest? how much do i need to eat? how efficient is its delivery system to the body supplying energy? is it fast? forcing me to eat a lot to live? or is it slow so that i can get one big meal and not need to eat for months?

--Circulatory system/Cardiovascular system/Heart- How big is it? how fast does it beat?
how many chambers does it have? is it large or small can it go the distance? or am i only capable of
short bursts, am I warmblooded? or Cold Blooded effectively stamping my dependency on the
sun or other heat sources (effectively putting a Reptilian trait on me..I'll elaborate on this soon as well)


--Reproductive Organs- How i go about continuing the prosperity of my species with a smile on my face
if i am Aquatic..do i release clouds during mating? or must my species incubate there young in eggs or live birth
Does my species lay eggs? or does a cute Non graphic form of live birth take places? does it require physical contact (being in the vicinity) or am i a plant that can just release spores into the air/ocean. are my eggs kept in one place? or do they float with the potential to fall prey to other animals, are my species like seahorses?...


--Sensory organs: different eyes which can also have interchangeable view modes (within reason Thermal, can receive vibrations in the air or water, or a form of sonar through voice or a sound emitting internal organ) Am I blind? if so do i use antenna or olfactory senses to get around? do i *see* chemicals and smells through my nose? what if I'm blind and my nose if i have one isn't all that gifted? can i hear? what kind of ears do i have? can they receive high pitch noises? or low? or both- also having no ears should make a difference I should not be able to hear (at least until tribal stage or i evolve or place ears) can my nose smell food? do i use my nose or ears to listen to communication from my fellow species? or hostile animals? can my species develop 6th or 7th senses? (elaborate on that later as well) can my eyes perceive color? or a broader spectrum giving me advantages in space/tribal and Civilization stage.

Thats enough about organs lol

Different living habitats- we should be able to live in different forms of habitats- Water is a habitat all on its own, whether we live in reefs or large sea flora or submerged caves. but most of the variety comes on land. are my animals solely Subterranean? or Tree-top dwellers or do we stake it out in Caves/caverns for temporary shelter all of these would be Dependant on size and strength as well as the proper limbs to live in such environments (underwater it should be somewhat easier lest you are mammalian or Terran reptilian and must breath air from time to time

--Disasters-- I'd like a sense that there is a world, an existence before my species and that anything if it wished could wipe my creatures from the face of the planet (applicable in storymode) and have them make sense and flow into each other please? Nothing happens for no reason, Disasters are more dramatic in Creature stage than they would be in Tribal and civ stage because More tome is passing in creature stage than would be in Tribal and even less in Civ.

When I say nest's I mean how likely a nest is capable of surviving the effects of a disaster depending on where it is made, the resilience of a creatures eggs/infants and whether they can still procreate in such a condition and band together.

Earthquakes(caused by a significant impact or shifting plates), can force extinctions, migrations, changes in landscape (one less continent or new mountain range or vally) can destroy tree top nests (destroys the tree after all) ground level nests and subterranean homes and tunnels can be experienced under water through underwater landslides. And can cause whirlpools that can damage underwater nests and inhabitants.

Wild fires(meteor storm, lightning, droughts, volcanic eruptions) , burn's vegetation stagnating food sources, can destroy nests in trees or on the ground subterranean nests are safe, and it burns you, cannot be experienced under water.

Tornadoes (natural weather patterns or some sick joke of a visiting ufo), can destroy tree-top ground level and subterranean nests, can displace creatures (if they survive) can damage trees , cannot be experience under water but can suck up near surface animals if the tornado is on water.

Floods ( caused by heavy rains, Tsunami's, melting ice) can damage or destroy ground level and subterranean nests treetop nests are unaffected can kill animals depending on depth of the flood relative to height and swimming ability of the animal lest they be drowned or swept away, depending on the cause of the flood and its means can decide whether an entire continent or a large portion of land is flooded..also as with all disasters its effects do not diminish in 3 minutes..no long after the storm flood waters can remain at varying intensity's from avg human height waist to Knee deep all the way to a new habitat for fishes in shallow waters, depending on the type of cause these floods can be Permanent unless other events change it. Can displace and force migrations depending on intensity.

Tsunami's ( caused by earthquakes or significant asteroid/meteor Impacts as well as landslides underwater or otherwise and really powerful sea side Volcanic eruptions, or a mean UFO) similar to a flood except it is very active in its process, cappable of destroying all Terrain based nests in its reach including flooding subterranean tunnels destroying ground nests and if powerful enough wiping trees down destroying any nests within it, Can kill either by sweeping its victims down or dragging them back to the deep, like floods its affects can remain on coastal or depression areas if strong enough can flood entire continents and settle making new lakes or just reclaiming the land all on its own., does not effect underwater animals

Volcanoes ( can be caused by earthquakes, shifting plates, or a really mean UFO ) this like the Tsunami and earthquakes are categorized as Epic events meaning they can change the surface of the planet permanently and have higher chances of inducing extinctions, depending on its ferocity can cascade into other disasters like fire's Tsunami's etc etc and can change the planet scape...such as greenhouse gases which would cause droughts etc etc can also effect underwater creatures if its an underwater volcano it can boil the surrounding water killing its victims, it can eventually raise to the surface, and or finally dissipate becoming an Atoll.

Drought ( can be caused by varying weather patterns, Greenhouse gases from different sources such as Asteroid impacts, volcanoes or naturally occur on a planet due to its relative position to the sun, this is also increased depending on the type of sun in a solar system, with blue stars beings the hottest and most likely to induce a desert/drought world and red being the least but still possible due to common plants not being able to use Red sun light but can adapt and isn't hindering towards -alien- plants with the right traits. If intense enough )
Doesn't harm nests directly, more along the lines of survivability, Treetop-nests depending on intensity can render them useless/lifeless ground level nests are at most risk while subterranean nests are ideal for survivability, can wither away food sources dry up lakes and if powerful enough evaporate oceans -overtime- killing all sea life that hasn't or couldn't adapt by then. Droughts can cause Wild fires.


Blizzards/Ice age- (can be caused by the planets relative position to the sun, a mean UFO or occur as an after effect from a large volcanic chain eruption or asteroid impact through dust and debris in the air, or any form or event that lowers a planets temparture and inhibits it from gaining significant sunlight) kills over time, causes scarce food sources, can freeze over oceans and affects all land based nests, kills off plants that haven't or cannot adapt with Large trees being less likely to adapt and small grasses being most likely to adapt and survive, same goes for animals but not in the same category.


Meteor storm caused by mean UFO's planets with really dense rings, being in the vicinity of a gas giant as its moon or the planets orbit takes it into a asteroid field) level of damage varies can cause fires and can kill unlucky souls in the path of a meteor, can destroy nests it hits, less likely to harm treetop-nests or subterranean nests most likely for Ground level, nearly harmless to underwater animals, special fallen meteors can genetically change animals giving you a choice of selecting a power/ability for your creature.

Asteroid(s) (caused by mean UFO's chances increased by being the moon of a Giant planet, Gaseous or Terrestrial, intercepting the orbit path of an debris/asteroid belt, rouge Asteroid (low chance) this is labeled as an epic disaster, its very occurrence can Change the planets surface and ecology as well as causing other disasters depending on intensity and location of impact, Fires, Tsunami's, earthquakes(shock wave) and thick aerial debris depending on location of impact) can kill no matter what indirectly or directly regardless of your location requires significant adaptation or survival skills to continue your existence, This event however is rare somewhat, can affect underwater creatures as well.

Larger planet scape: indeed as a creature planets are big...but not that big at least not as big as some of the 2007 videos i saw, can we increase the scale of planets and have more than 2 continents from a creatures perspective? and i think* that vanilla spore has varied planet sizes (ones you can go on I'm not talking about gas giants) but a little more distinguished would be great.

More species: i think there is a total of 15 different species when you start of a game in creature stage..i think....can we have more in conjunction to the larger planet size from a creatures perspective? like 35

Having parts reinforces or effects how your species live similar to cell stage..
you see in cell stage the parts you picked such as electric and poison made you
Immune to those parts from other cells now its possible on the last stretch of the cell stage
in vanilla spore, to Spam these parts and become a god cell and in creature stage..your parts
did not matter so much as it did in cell and somewhat less in tribal diminishing to nonexistent in
space stage- Parts should have a sufficient impact on the creature relative to the position it was placed
For example my Terridrosaur has plates and spikes all across its back these plates are thick and heavy
and though I'm more or less safe from the large Ichiobeast with its large claws and teeth, i can become hindered
if my legs aren't strong enough to support my density also i at times fall pray to the small pack animals
Chiko'ko reptile like animals somewhat smaller and smarter than the Icosahedra who frequently charge me down
and knock my on my side exposing my Terridrosaurs vulnerable underbelly. Catch my drift?


heres another one but to put an emphasis on how parts can be limited by your internal organs and limbs as well as bone density Instead of this fail complexity meter that is hindering my creativity XD
Parts should only be limited by the creature who supports it i can have 50,000 plates and spikes but if my heart is not large and powerful I will tire quickly if my bones are not dense enough than the plates and spikes will be more or less useless easily breaking, i want to LEARN that i cant Spam 45 legs because my creatures is small not an insect and doesn't have the strong heart or multiple limbs trait needed to effectively use those 45 legs. I want to be able to come up with my own form of design on making this creature with 45 while still holding my freedom of creativity.


Dynamic Parts- Grow stronger become weaker or Improve at there functions through frequency of use
example- from cell stage my animal had flagella that it used constantly to flee from predators as well as a poison
cloud that though harmless to my predators distracted them long enough for me to flee, when became more complexand fish like my once flagella have become large durable fins allowing me to move swiftly and nearly effortlessly under the water due to my small size, though i spend much of my time near the surface in an dormant volcano atoll were i make land ventures every now and then, over time my Fins become more suitable to land though i still must remain near a source of water, after an allotted time I gain the chance to unlock basic -lungs- though not the most efficient of respiratory systems it allows me to traverse land more often now depending on what habitat i traverse the most i can -Effectively become a Terrestrial animal losing my gills by gaining stronger lungs and my fins over time get strong enough to support my body, Stay in water but continue to use my lungs by venturing to the surface for air, or Lose my lungs since i did not utilize them as much since the land was
not as prosperous as the sea for my species.


catch my drift?


More creature parts with different stats and effects please..something creative like the electric and poison there effects! In creature stage every part has a respectable cousin that does more or less the same thing maybe more time (sneak) distance (sprint) damage(countless crap ) or activations (wings) what would be better is to continue using the philosophy in cell stage Sure i could use 4 spikes but they hinder my movement and make running less effective. some diversity and dynamics as to what a part does and how it works would be great example i have 2 different species of Grass monkey and they both have there ways of evasion and un-detection GM 234 uses the Grass like projections on its back to imitate flora while it crouches on the ground and remains completely still while GM 243 uses chromatophores in its skin to blend in with its surrounding environment, so while 234 has to remain completely still 243 can still move slightly better its chance of survival

see?

Seasons- I mean really planets do have orbits and rotations which is an astonishing feat but seasons would be a beneficial addition I'd love to have to change my tactics towards hunting and gathering because food has become scarce in my region whether by migration hibernation or low producing levels.

--Creature size yields more meat- I hate the fact that i can eat a little two legged imp and a massive cow
and still get 5 pieces of meat from both of them what happened to cell stage? were smaller animals
made a short meal while large creatures provided a fest for 5,000 years?


--Consequences- Please be more harsh on this I know its an odd request and i know this is SPORE RATED E10 yes yes i know but no species ever made prosperity by receiving a light tap on the wrist and sent on its way no no no they were brutally slaughtered Induced with Terror and place into the extinction bin, I'd like a similar affect in spore through out all stages which i will get to in the general section but for the cell and creature stage- Cell If i continue to make a buffoon of my animal getting consistently killed and eradicated I should 1. lose a moderate number if DNA points 2. if i screw around even more I should lose more DNA points and the number of my species in the given area should dwindle somewhat 3 if i am having a large death rate over birth influenced by a variety of things such as how many other animals are hunting my species as prey? or enemies...How effective are they at doing it? am i adapting to compensate for my losses whether it be moving to new living grounds, evolving defenses or defining new meansto survive/escape or flee...If i fail to do so then my species should gradually go extinct. this is not limited to other creatures vs you but as well as the planet itself the Eco system and extra terrestrial means aliens or natural otherwiseIn cell and Creature stage You are the Progeny what you Decide and your actions shape your species as a whole if i am constantly feeding on a certain plant or animal so should my species if we are voracious and there is not a counter balance present on the world then my food source would either evolve to fend my species off or obtain better means of evasion and escape or have a better breeding Que than my species balancing the ecosystem or go extinct either dooming my species unless they locate a better food source also species should have genetic memory we already have a time line lets put that to more use..For example Also i know in the game already there are consequences for hunting a species to near extinction to the point where they hate you can we expand on this a little? as such species hold genetic memory from previous stages Example your species voraciously hunted species B to near extinction in creature stage, after a few million years apart both of you have drastic changes like your smaller and your once prey is now far larger than you and though it dosen't eat you (don't see why that couldn't be a possibility either. the hunters are now the hunted ) it still hates your species and attacks them at any chance it gets...some what of a evolutionary Irony


--Creature Dispersion and differentiation- at this point in time I am neither Sentient or sophisticated enough for my entire species to knowingly stick together as a herd or pack so my species as well as all others should be for a time dispersed among the land that i live on with their respectable habitats..some may live in caves others in trees and others under ground but there shouldn't be clumps of animals unless i have the Pack , Herds, tight nit or flock traits or when my species is nesting and then that can still be varied as well I should be able to tell the difference between males and females, alpha's and age differences. like elders and such.

--Gaining sentience- Never in the history of known history did a species gain sentience by killing/killing/killing now Maxis had the right idea about Social animals for Communication is the key to knowledge and sentience (even though the social aspects of the game needs tweaking) Animals should gain sentience through Communicating and interacting with each other..whether its a series or barks and hisses to organize a hunting group such as, Scatter herd, Retreat, return to nest, distract, chase, alarm, lookout, target weakest, target youngest, hide, ambush set, ambush release etc etc but all of this dosen't mean I'll automatically start building huts no no if that were the case wolfs would have snow towers for that my species must recognize that they are a people with a common ancestor and that my Mylaxai creature is no different species wise from the mylaxai from the mountains, and if i go to these i can receive mixed reactions for though i am the same as them
I am not apart of there group but through our own form of communication we would share information like Hunting/feeding grounds, the concentration of other predators whether we are competing against them, running from them or co-existing with them (another way to gain some sentience) and through the utilization of tools or using the environment to our favor then can we gain sentience and start building huts like bunnies) if not then we'll continue to live as herds/pack animals and other species will gain sentience (yes this should be possible)
making life for us a little more challenging.


Sentience should also be a step closer when your animals develop a sense of Communality and a Caste system such as alpha male/female etc etc

Creature stage missions- From the start i should already have missions for myself/my nest i(if we forge any) such as hunting for food or looking for a suitable place to set down (no being placed in preset areas..like next to an epic who kills everyone off) and if and when a permanent (sort of) nest is formed and i have my little
Pack i should then gain some sentience as a species but this does not mean I am automatically Alpha male/female no to do that I'd have to work for that it shouldn't be I am the demi-god of all Mylaxai i care not for my nests well being which should be the very thing i am dependent on for my survival no instead i care
for dragging hapless animals whether they be my own or some poor sap from another nest and force them to sing/dance/pose/skip and attack other animals with me or else my people wont hunt, they will migrate for no reason next to an epic and Spam eggs everywhere then disappear again Mating would be a right you'd have to earn..not prancing around like an idiot, it doesn't need to be graphic at all just be more creative if you please

--Creature missions continued-->Living on the edge--to make it better I as well as my species and every other organism should be striving to survive in an ever changing world thats still happening and going about its business with or without me. the Alpha (not limited to the player) should be directing his /her fellow mylaxai (increasing sentience and sense of self) to hunt, gather, migrate, explore, interact, survive, search for a species to coexist with if that is their fancy. and these very missions can be given to the play as well since they will need the nest to survive whether it be relatively safe haven to rest to return to for help or freebie on foods, and as the species become smarter missions should become more complex like attack species A and remove surrounding nests, lead 9 members to new living grounds and become alpha, interact with species H and make them allies or hunting partners etc etc.



--Well earned--the player should not immediately become the alpha male of the pack there are apart of if they choose to make/be apart of one this should be a right to earn through show of force/ strength/ superiority/ cunningness/ intelligence etc etc benefits would include mating rights, leader ship, respect and many others i don't feel like listing right now though the player is still the Pioneer of his/her species they are still governed by the rules that effect every plant/animal on that planet and every other in the galaxy.

6th 7th senses- this is more of a concept and i'm not really saying its necessary but it would be nice for creatures to have additional abilities/senses such as telepathy to communicate with each other, psychokinesis abilities for defense, and enhanced forms of basic senses...like certain eyes can develop super focusing or see sounds etc etc these abilities should be unlock able in story mode requiring you to play a certain way and experience certain events to gain them. Its a very light thing I'll touch on i wont get to deep into that.

Procedural animation is something i consider a great feat but i believe it should play a good part of the game procedural i mean- True evolution- Some people may not like this idea- I know spore isnt an evolution game but its as close as you can get...lets give it the extra push no?

Massive example of a game with few idea's within it
I should start out with a common set of parts - flagella on my sides and back should eventually grow (because i use them so much to either chase or flee) into Fins or tail the longer i stay in the water- there more i use certain parts the more they grow and become more pronounce- eventually if i choose it I'd become a Lochness like creature because over time i extended my neck and my fins became stronger from my size I am not allow to instantly change from bird beak to gorilla mouth in 34,000 years the mouth i chose in the beginning should be all I'm allowed with (this would help make people determine what they want there creature to be before it becomes it) after time i find that the oceans provide little sustenance for me because earlier as a cell i killed off what would have been the cow of the sea ( as i actively hunt a certain animal i set the example for the rest of my species that this creature is prey and because i actively hunted theses guys out and rarely went to another animal I inadvertently caused the extinction) but i notice large animals would come to the shore at times so over time I would make my way to the shore nearly beaching myself just to get a decent meal.....soon after i would start belly dragging across the sands, procedural evolution would say the bones in my fins would become exposed and become claws so thhat i would get a better grip and move faster to catch my prey..who is getting faster and smarter knowing the waters are now dangerous, I know make more use of my lungs, my size gets somewhat smaller without use of the editor and muscles in my fins become more pronounced so that i
may support my body on land to catch this prey, overtime i spend more time on land then i do in water but i am not an amphibian more or less Now here is a turning point i am not the only animal hunting this creature for food. a carnivorous plant once feeding on small birds or rodents have evolved into mobile killers thriving in the forest near the ocean, since my creatures have actively hunted these animals as well there is a sort of imbalance since I and these leafy-meat eaters also hunt the animals far better then I, still i made and impact and our food source gets scarce as the prey eventually migrates away on a sand bridge or are killed off, the plant eaters now turn on my brethren who come surface side and starve out searching for food and becoming dehydrated, we try to return to the seas since we're still fully capable swimmers we merely breath primarily air, but I'm shocked to find the once small fish we prey on a mullenia ago have become massive shark like predators, and we ourselves have gotten smaller and are not as agile of swimmers being that our fines are more or less suited to land we become an avid food source for the shartilious(the small fish turned carnivorous predator) and are forced to either Migrate to new seas or lands from the seas or become extinct, or even adapt defenses- now lets give it a little twist, a massive volcano system placed on our world by aliens before we were even a speck on this world erupts, spewing gases into the atmosphere and with our relatively close position to our 2 suns some what cooks under the intense heat and greenhouse gases for a time the planets ice-caps melt and drowns several islands and sections of lands killing off entire species the heat level nearly kills my species off but wipes out the predator sharks and sets much of the flora on the land a blaze for a while killing off the Carnivorous plants and food source for most herbivores in turn screwing over many carnivores who adapt new food sources us ourselves returning to land since the planets sea levels are now dropping from the intense heat do to our adaptations from the intense heat already acquired from our early beach excavations we somewhat can bear the temperatures which have now stabilized, and our small size means we don't suffer as easily from the heat as we hunt small rodent animals as well, still the heat is somewhat of a burden so we use our claws which came from exposed bones to help us comb the breach for prey as digging tools to thrive under ground from the heat we still haven't ventured far into the desert turned world as we stick around the moist soil near still existing seas. the devastation to the plant life on our world was staved off by plants the existed near the volcano chain these plants were hardy enough to propagate and replace the dominant plant life on the world eventually staving off the carbon diluted atmosphere and reducing heat levels as heat energy was capable of escape. by now a few more million years have passed living, a primary life under ground our beast no larger then young earth goat feast of the roots of the plants that..literally saved the living world since this is our primary feeding type now (the roots dig deep into the ground for more moister and nutrients) along with the Rodents and occasional fish, the plants are reduced in number allowing for a stronger tree to take its place our creatures having reduced eye sight now communicate and find there way by a form of echolocation they use both under ground and when they enter the water


(lol I'm tired I could go on- on how they use the echo location later in evolution much like elephants or something but i think you get my point XD)

Creature Traits: alright let me focus on what i mean here we classify animals in a number of ways detaling how they live, what they are etc etc let this be the same for spore with creatures being classified into animal traits that dictate how they live, but not what they are. these traits are decided by the type of reproductive organs they have as well as some other parts and set the bar for what organs/parts will be availible to them

Mammilian- prominant features- live birth, warmblooded, Sexual reproduction(contact), vertebrate, optional- Fur, claws, Teeth/fangs fins etc etc

Avian- Prominant features- Eggs- warmblooded, sexual reproduction(contact), vertebrate- optional- Feathers, beak, wings, light bone mass, etc etc

Reptillian Prominant features- eggs/live birth (this is spore) coldBlooded vertebrate- Optional Claws, scales, etc etc

Aquatic fish prominant features- eggs, gills Coldblooded- sexual reproduction(no contact) vertebrate- optional scales, fins, etc etc

Insects/Arachnids prominant features- Eggs, antennae coldblooded sexual reproduction (contact) Invertebrae exoskeleton optional - multi segmented jaws multi lense eyes multiple appendages

Flora(this encompasses terrestrial plants and underwater flora i know they are not related)
prominate features, Spore/pollen clouds/seedlings asexual/sexual reproduction invertebrates optional features
flowers, leaves, telendrils branches etc etc

Now the original spore already does the parts evolution slightly- all parts have improved versions of themselves following the 5th tier level of parts a nice little addition but IMHO not enough :/



Tribal Stage: at this point your animal is more or less done evolving they cant physically (there bodies) adapt to any severe changes to the world, and can still be hunted but what gives them the advantage is there sentience and Cooperation with one another. Epic disasters are less likely to happen since the sense of time passing is realized though you are still in danger of being significantly affected by an event and must control your tribe accordingly to avoid getting killed

This section covers 2 sections Under water and terrestrial most are terrestrial and any underwater references will be mentioned

-free form Buildings- should be placeable anywhere so long as they are in relative position to the main hut how this will work under water is beyond me as they probably wont be worrying about fire...being underwater, and I wouldn't say Under water volcanic vents either..because that is a bit of an extreme so any suggesting would be great...maybe the figure out the importance of the sun? lol or a Fallen meteor that doesn't stop glowing

-Discovery of flame/Sun/glowing meteor- Important tribal effecting circumstances- OK soi discovered fire......big whoop thats the feeling one gets when they reach tribal stage and other than using it for torches and dancing around and maybe the occasional dance around it seems useless how about letting fire play a large factor in the tribessuccess and daily life? do we worship it as a blessing from the gods? (religious) does it spark an internal existence long ferocity that we spent building up from the time we were little cells? (militaristic) or does the fires Consumption of the wood, its expenditure of the wood Continues the fires existence and the more wood given the greater the flame spark a sense or prosperity in the tribal members giving them the mind set that to survive we must expand and consume and have others feed us (or feed period) to thrive (economical) this would make the flames so much more useful (Terrestrials only)
while ocean dwellers can be affected in a similar way to Glowing Fallen meteors or harness the use of underground vents or put a profoundness in the existence of the sun when their minds reach a certain growth point.


Make the Fire and Important part of your Tribes existence, it marks your position on the map, keeps away creatures from your huts at night allows you to cook food , keeps your Tribe warm and healed.

mobile fire dancers- I should be able to move my village from one location to another truly becoming a nomadic tribe if i see fit, if i move too much and not settle down i will remain as a tribe and other species can surpass me and become Civilizations.


Tribal extinction- If i fail to manage my people and they starve to death/are killed off/or succumb to disease then it should be possible to go extinct when a sufficient number of my people are killed off meaning if i don't have a surviving male and female then the species is dead unless i am an asexual animal, also though disasters are less dramatic here than they are in creature stage I can still be put in a bad position say an earthquake wipes out the near by areas.

-Resources- Food.... a Hut with stone weapons does not make I know you where trying to avoid resourcing and keep it simple but i beseech you..have it possible to gather wood and stone for respective buildings and weapons please and make different tribal trinkets that would either give my people combat boosts or become useful trading and interaction objects with other tribes to promote peace........same for underwater they would focus on coral and limestone(or something similar to it) and their buildings would probably be cliff side chasms or sea flora sprawl homes.

Familiar faces[b][/i]-If my people are a long term allies with another species from the creature stage it would be great to see them IF they gained sentience with there own tribe huts and immediately being on friendly terms with you (genetic memory remember) or in contrast dire enemies if you gave them problems in the past...or for no reason at all(which is already in game..generally what im asking is for creature populations that I've seen in creature stage to be consistent with the ones in tribal, not randomly generated animals for every stage...

More special abilities applicable through all of my tribal members depending on there history like pure carnivores/predators would get War dance which after the *charged* up around a fire while dancing and chanting they'll get a boost of speed and attack power, or if they were herbivores/social they would get Tribal festival or something where they would invite all of the neutral or friendly tribes (or you can choose whom) back to the
home village and would basically throw a festival but this would require a good amount of food calculated by the game depending on the tribes how much they eat etc etc, this would improve your relations with all of the other tribes and make alliances and gifts more frequent, and if i was an omnivore/adaptable (cell-creature stage) I'd receive something called um..well i cant really come up with anything as of yet for that but also there should be different powers for different history combinations, like carnivore/social
herbivore/predator omnivore/predator/carnivore carnivore/adaptable herbevor/adaptable etc etc just to keep things fresh


More tools please and make them a significant contribution to what ever efforts they are to reinforce and have multiple uses
Axes: can be used to level trees for wood, fight and hunt,
Spears to hunt as well(i know this is sort of in game) fight and a crude way to hunt for fish. [/i]
Torches use to increase sight range and burn down buildings (yes i know just restating) and also to ward of wild animals that might come to the village at night (should require a healthy fire pit to use )
nets. to hunt fish ensnare prey fight and capture opposing tribes( can lead to slaver master traits).
Spore already has baskets and masks and other things to aid in gathering






Civ Stage: at this point your people have gained complete sentience -So to speak- and are more or less now devoted to living there existence on their world whether this be along side age old allies of other species through war or peace the goal is to gain an absolute Foothold on your own world through peace or force, Time progresses more slowly and world altering events like plate shifting and epic volcanoes occur even less than they did in Creature stage or none at all, evolution for your species has stopped.

Like tribal stage you should have free form construction of your cities so long as they are in relative position to your Main building/ power source whatever (because i personally don't like that idea of a City Hall) I know spore isn't meant to be a complicated game Duh but still I'd like the idea of the Civ stage being expanded a little...first you should have

-multiple cities- in your territories 3 at most not counting your Capitol City which is what must be taken/targeted so that you may acquire the entire Territory of your enemy/ adversary

- Multiple Vehicle types- for each Civ type ex Military would have bombers, fighters, tanks, scouts, artillery, frigate destroyers, battle cruisers, while economics's would have freighter, Trade ship, Cruise liner, Airliner, cargo plane, hauler, etc etc and Religious would have...well not sure lol

- specialized buildings for Civ types: military Barracks economic, Trade centers and religious, Monasteries or cathedral...sorry my ideas on such are not as sharp lol

- putting certain parts on vehicles yields different results, if i have rockets then this vehicle will shoot rockets, if i have a harp then i will hear a harp if its a gong then I'll hear a gong and if its machine cannon then i will see machine cannon fire...not glowy wave like things this is self explanatory

Natural disasters- earthquakes, fires Tidal waves(artificial or other wise hooray for the fishes) tornado's, volcanic eruptions meteor impacts the works...but not too drastic as i guess being killed off just short of reaching space stage would tic off a few people and besides Time doesn't advance as fast as it did in tribal stage and even far less than it did in Creature stage.

Research your gains, most civs would start off with basic power over time through research trade or conquering they would gain better power sources and technology to use..meaning all military civs wouldn't start off with nuclear weapons, religious civs wouldn't have massive hologram displays off bat power sources would improve from nuclear to fusion and maybe just maybe antimatter- etc etc I know this is spore its meant to be basic..but these are just my ideas of a little depth and sigularity is a power source only availible to ancient Races meaning your race must be around for a loong time after Civ stage

Nuclear- is the last power level to acquire while in Civ stage to reach space

(sorry if i don't have much to say on Civ phase really i didn't think too hard on it)

Space Stage- your species and its allies if any have advanced to the stars with their strongest power source (nuclear) and have only -One- ship to use at the smallest class (scout), they can do whatever they feel like but if there ship gets obliterated then it would take some time to get another one 10-20 seconds simulating years or so-


In space stage I would start off I with the basic Energy source, Nuclear, through research, exploration inducing researchand trade, I can advance the Power-level ladder yielding more technologies for my species to acquire, from

Nuclear- can colonize T0-ice worlds T1-ice/desert basic T2-worlds and T3- cannot colonize gas planets or Ocean worlds unless I am inherently an ocean dwelling creature, then I would not be able to colonize T0-ice/desert worlds I might be able to colonize T1-ice worlds on the grounds of finding frozen over oceans.
Technologies available-
Shields- none
Ship chassis: Scout, Gunboat
Weapons- Nuclear missiles, Solid projectile weapons/cannons/ bombs
Computers- Electronic, Optical
Engines- Rocket, electromagnetic
Domed/reinforced Cities
Can support low level terraforming tools like Atmospheric generators/devices
can build small space stations max number dependent on number of self sustaining colonies
Does not have the technology required to submerge under water unless your race is an under water race
Cannot enter the atmosphere of gas giants
Surface Mining facilities


Fusion: increased interstellar range and power can colonize T0-ice/volcanic worlds, as well as asteroid's available shielding and can colonize ocean worlds whether they be submerged or surface colonies,
Technologies available
Shields- Ray>Particle>Plasma>Disruptor
Weapons Fusion level- Missiles, Torpedoes, laser/adv laser beams, particle gun, Disruptor wave,plasma beam/bolt death ray.
Computers/sensors- Bio Computers
Ship Chassis- Corvette, Frigate, Destroyer
Engines- Graviton, warp, Trans-warp
Deep crust mining facilities, Automated.
Can support mid-level terraforming tools such as Heat rays/Cryo beams with more research can support comet/asteroid calling device
Shielded/floating cities
Can support medium-large space stations
Can enter only the first and second level of a gas giants atmosphere can research upgrades to enter third and fourth


Antimatter- Increased Interstellar range and power, can colonize Gas giants, as well as most worlds depending on your race..example..why would fish requiring water would dare attempt to colonize a Molten world unterraformed?
Technologies available
Shields- single phase deflector- adapts to one damage type during battle multiphase deflector- can adapt to multiple damage types, Absorption- absorbs a portion of damage and recharges the ship.
Weapons- Phaser bolt/beam/cannon, Mass driver cannon, antimatter death ray/torpedoes/missiles/bombs repulsion wave.
Engines- hyper drives, jump drives
Subterranean cities(comes naturally for subterranean race, cannot be used on gas giants/volcanic/ or ocean worlds
can completely dive into a gas giant till one reaches its Core


-Colony upkeep yeah most of us just plop a colony down on some random planet and just leave it, for depth purposes it would be decent to have to manage the colony a little until it gets its own ship meaning ferrying supplies and obtaining goods so that the colony can prosper without upkeep a colony would falter especially on a T0 world so making colonies has to be a want, a desire that you would stick with not carelessly plop and fly away, oh and your not pressured to make colonies you can do find with your home world as long as you keep it safe since home worlds upkeep themselves..let me be a bit clearer Fully developed worlds and or colonies Upkeep themselves through there own resources and ships if any.

-Colonies 101-
-Colonies would start off as a Central hub/facility that branches out into sprawls and eventually a city
Colony placement off start are slow and costly you yourself have to use your ship to carry inhabitants
to the new planet, you do not have the Colony incredi-pack, and can only colonize a limited type of worlds
for an effective facility and growth, you'll start off with basic colony facility/hub that can only be used on terrestrial
T3-T2 worlds with a stable climate, to Colonize a broader range of worlds you must first encounter them -Ice- desert ocean, gas, no atmosphere, thick atmosphere, molten/lava world etc etc then you must research that data to develop appropriate facility's to colonies these worlds, also depending on the type of planet a colony is on will affect its self sustaining ability if you have a colony on a desert world then that world would need a supply of H20 (if your species is really dependent on it which is more or less most species) until it develops more or obtain vaporators(must be researched)

Colonized Gas planets- I cannot stress that enough (technology level required: Fusion)

-More ships come with more worlds and upgrades to their own colonies, a fully upgraded colony on a
T0- world could support 1 or 2 ships for its own depending on weaponry and technology on that ship
(Scout-2, gunboat-1 )
T1 worlds 4 ships for each colony max would be 2 colonies on a t1 world in Vanilla spore right?
(Scout 4, Gunboat 4, Frigate, 1)
T2 world 4-5 ships per colony and 3-4 colonies
(scout, 6 Gunboat, 5, Frigate, 3 , Corvette 2, Destroyer 1 )
T3 world and 6 ships per colony when fully upgraded
(Scout 11, gunboat 9, Frigate 7, Corvette 6, Destroyers 5, Cruiser 3-4)
these ships would more or less run them selves and can be commanded by the player if need be..these ships take over the players original job to trade spice and other goods and supplies between worlds/systems and home system you can set them to be run by the worlds governor or races leader, Governor would be interested in that planets prosperity whether it be trade or sustainment while the race leader would be interesting in exploration, patrol, Defence, attacks and Trading with other races. So you would have to be choosy.

Currency & goods- Yeah I know spice is the basic less complicated way to go for currency, but I'd like (not saying it should be just a request) different forms of resources so different worlds have different purposes opening new forms of trade, a molten world would have priceless ore and metals to mine, a frozen world or ocean world would yield crystals or H2O to trade to desert worlds which in turn would have certain metals to mine, gas worlds can hold gases to be collected as a form of fuel, and spice would be found on a planet every now and then but not overly abundant (well reachable active Spice vents)

- Through Rank and exploration level would yield more technologies and devices my race can research and or acquire as well as witnessing events like Nova's(allowing sun destroying weapons) and gravitational anomalies(making way for technologies like graviton ray, meteor storm, asteroid/Comet call interacting with other races and salvaging their defeated ships, or buying from them (allowing interstellar drives and better weapons) as my power sources increase I'd get access to more powerful technologies like energy consuming terraforming weapons or planet destroying weapon(S) or even planetary shields ...i mean common i can ride black holes and destroy planets
even turn a rock into a paradise but i cant put a shield around my planet?

Space stations- these would be great and would serve as early warning systems from the empire Stations can build medium to smaller sized craft (new classes for space ships) to defend itself Also stations can only be placed around planets in systems not dead space, stations would be a cheaper but limited way to occupy certain systems and would not inhibit other races from evolving or colonizing worlds in that system.


The ability to enter Gas giants- with the Interaction and experience of a gas giant, then through either trade with another race(or conquering) or self development my ship(s) should be able to enter the atmosphere of gas giants going there for purely exploratory reasons or acquiring an artifact..also being able to descend into gas giants should be developed over time not all at once such as being able to enter the first layer...then second..then third then fourth then fifth ending at eight layers and finally the Core molten or solid.

Origin of Pirate attacks- its annoying to have pirates be the first sentients you meet in space and is pretty annoying,
1. Pirates should only appear to budding empires when you have 2 or more worlds they should attack prosperous or
invasive worlds/ systems with little defense, the should only attack targets relatively close to their stations or bases on planets, as your empire gets bigger you will still hear from them but not as much since you will have ships to defend your interests

More classes of ships- i stated earlier that at space stage you would have more classes of ships in your empire the reason for this was because if you notice the pirate attacks they have their fighters and main bomber this would be the same case for you as you would start off with your basic Scout or pioneer ship and as you travel and progress it will become your main jack of all trades but you will also have a variety of other ships to have built (but not control directly)
your bombers (for attacking) fighters (defending and attacking) frigates/freighters (i know they are not the same but its to accommodate the economic races) destroyers/space cruise ships battle cruisers and Flagships(this would be your main ship by the time you are Admiral or something or even you can leave it as a Npc controlled ship)

-Classes- Scout, Gunboat, Corvette, Frigate, Destroyer, Cruiser(battle/freighter) Flagship(only 1)
Subclasses- Fighters, bombers<--- Cannot be directly control, only utilized by their deployment ship

Nice day for a stroll-being able to leave my ship physically provided i have the right gear..so for instance my ship lands on a T1 world i would be able to leave that ship and go out and interact with whatever is there whether its big game hunting artifact finding (because it would be kinda hard to get a ship into a cavern or cave no?) and through research i can find better ways to explore a world like land rovers/mechs stable suits for those low/no atmosphere worlds those cold planets, and for the Extreme worlds then i would have use for Holograms if there is no colony on that world (also when i am in creature stage let other advanced civilizations have this ability as well)

Cosmic events use of the particle editor i used at the spore website thats in game-
I'd like to see a super nova or two over the course of the game or see those useless comets and meteors actually hit something (lol), I'd like to see a sun Go Nova and die and then the nearby gas giant absorbs the remnant gases and matter while planatae experience an apocalypse as solid matter from the closer unfortunate worlds slam on the hapless little outlying planets burning and Growing as the gas giant lights up into a new sun scorching closer frozen worlds and warming up father ones sparking life on those lucky planets i, black holes forming out of dead stars turning once beautiful systems into screaming dust, nebulae and gas clouds condensing from the effects of a near by super nova into a new system complete with its own star and planets.

More Varied missions: from your own colonies and other races in a nutshell most missions are rehash of each other -Pay this- -exterminate that- -stop disaster- -defend from pirates- -get spice- etc etc..I'd like to see
more developed missions like...hmm....well it seemed maxis had everything covered...well most...but its still annoying lol..how about this..the more ships you have the less frequently -YOU- have to do the missions
you can alway commit (an)other ship(s) to do the work for you, but you'd have to take in account to how long they'll be gone, are they fit for that mission and will whatever colony or duty they were supervising suffer for their
absence..you know things like that

(to be continued i guess)
Now yes I know the idea's listed are far flung from what spore really is, a Creation game/toy what ever you want to call it..but I believe a game of this magnitude should have a massive level of depth..I do not care for the casual gamers thats what I suggested sandbox mode for for the little kiddies this game spits at Mass effect on the scale it achieves by simulating a massive galaxy(KIND OF) so please give it life and no I beg you not DO NOT hand this over in the form of 20+ expansion packs please..through patches or -WELL- through thought out expansion packs THREE at the most make this a reality, pull a Peter molynuex I know nothing was promised and you were very articulate in saying this is more of a toy than a game etc etc ok..the kiddies have their toys..can we get a GAME now please

sincerely Bankotsu.

nogoodnames wrote:
TheGroxinator wrote:OOC: Nogood! What is Project Javelin? I have a feeling that is is similair to one of my previous exploits that was canceled due to mod annoycance....

OOC: No. It's nothing like your earthquake causing, continent splitting moon gun
Qball1134


Microbe

Joined: 09/26/2008 04:31:33
Messages: 11
Offline

wow, you summed it up nicely. Well done
Blastboy1211


Microbe

Joined: 11/10/2008 21:49:51
Messages: 2
Offline

These are great ideas and I have some of my own
Blastboy1211


Microbe

Joined: 11/10/2008 21:49:51
Messages: 2
Offline

I have some great ideas (maybe not as great as these) that I will try to list as soon as possible.
ERrnesST


Multicellular

Joined: 09/14/2008 23:07:18
Messages: 348
Location:
El Paso

Offline

bleep95 wrote:I like the plant idea. ! I've been saddened that how my current plant like creature is still a creature, rather than flora

Yeah, but also what is up with being an herbivore and only eating fruit, shouldn't you be able to eat grass or flora too.


If you click the image and drag and drop the png. provided by the link the Ishimura in the pic will be available to you in spore for editing.
[Email] [Yahoo!]
Jackuul


Civilized Sporeon

Joined: 09/16/2008 07:01:38
Messages: 2493
Location:
http://mafia-station.com

Offline

Your signature is horrifyingly over the limit.

Feel free to comment on my work! Also, I can has fanclub? I have 1038 creations and one feature...

My Sporefile | Mafia Station Role Play 5 | Jackuul Empire | Utopia-Project | Arachnists.com
[WWW]
LSunday


Civilized Sporeon

Joined: 10/26/2008 01:42:15
Messages: 1020
Location:
On the other side of your screen, duh. How do you think i can put words on here?

Offline

http://forum.spore.com/jforum/posts/list/11247.page

There are a lot more ideas posted here.


My Adventures:
junipe


Multicellular

Joined: 11/10/2008 23:14:29
Messages: 189
Offline

i had a pretty cool idea. seasons i think would be pretty cool for creature stage. but i thought of a pretty cool idea to go along with it. if you go too far from the shore you get eaten by the giant sea monster right? well maybe in the winter an ice shelf can form making you able to migrate to other continents. and in the summer water levels go down and some small straits of land can clear up and you can go to other continents that way too. and different types of animals would responed differently to different weather. an choice between amphibians, mammals, reptiles, ect. and im thinking sentiant plants could just generally be slower but since they gain sustenance from the sun they would gain more in the winter and summer because the snow reflects allot of light collected by plants and summer is generally more sunny.

also since they took out allot of the science ( ) they could make it so you make a male and female version of the creature. and some sort of set back every time your killed to show that your evolution choices weren't so smart.
futureracer


Civilized Sporeon

Joined: 10/31/2008 22:58:51
Messages: 1232
Offline

i would like "spore:realtime edition" so cell stage really lasts a billion years!

jasonclarke


Multicellular

Joined: 09/24/2008 14:45:16
Messages: 320
Offline

futureracer wrote:i would like "spore:realtime edition" so cell stage really lasts a billion years!


Yeah...
I don't have that kinda time on my hands.
funny though

This message was edited 1 time. Last update was at 11/11/2008 00:49:52


I Spore, therefore I am.

It's impossible to make anything foolproof because fools are so darn ingenious.
futureracer


Civilized Sporeon

Joined: 10/31/2008 22:58:51
Messages: 1232
Offline

jasonclarke wrote:
futureracer wrote:i would like "spore:realtime edition" so cell stage really lasts a billion years!


Yeah...
I don't have that kinda time on my hands.
funny though


i'm serious about this

jasonclarke


Multicellular

Joined: 09/24/2008 14:45:16
Messages: 320
Offline

futureracer wrote:
jasonclarke wrote:
futureracer wrote:i would like "spore:realtime edition" so cell stage really lasts a billion years!


Yeah...
I don't have that kinda time on my hands.
funny though


i'm serious about this


WHAT!!!

You found the secret to everlasting life?!!

I NEED to know!

This message was edited 2 times. Last update was at 11/11/2008 00:56:02


I Spore, therefore I am.

It's impossible to make anything foolproof because fools are so darn ingenious.
NICKY96


Microbe

Joined: 09/18/2008 21:05:49
Messages: 25
Location:
the galatic core

Offline

The planet should be more realistic like at the poles there should be ice caps and the equater should be warm and have tropical plants and it should have temperant zones that have all plants and if you have to many factories global warming should accure and if an asteroid on a collision cource with your planet you should be able to either build a giant shelter or destroy it. And there should be ice ages and other disasters and once you reach space after a while you sould be able to transport the people on your planet to another so your suns supernova doesn't kill them.And you should have space stations and floating citys in gas giants and mining facilitys and better editors with more parts. It would also be nice if they let the things you chose to power your ship with actually affect its preformence and mabey add something like solar sails. They should make terraforming more realistic like putting a giant mirror up to cool or warm a planet and to generate an atmosphere put small plants on it and as the atmoshere grows and the planets conditions become better add more complex things. To reduce and atmoshere send an asteroid to strip it off. And if there are ice poles they should melt during terraforming to give the planet water. We should after we got the technology be able to mine all of a gas giants atmosphere and collonize the core and mine it. It might also be cool if we could build artificial space habitats like the one in the book Rendezvous with Rama just wandering the galexie and if it came into your solarsystem you could visit it and see the animals inside of it. If you think of any more interesting ideas just write them down like I did.

This is not spam please click on it. http://s5.bite-fight.us/c.php?uid=165533
junipe


Multicellular

Joined: 11/10/2008 23:14:29
Messages: 189
Offline

i was just looking at some of the footage of the original desighn and it looked awsome for sea and creature stage. and it was awsome that you didnt have to go through any cutscene bull just to go to land. and the editor was beter too. everything happend allot smoother and more natural. i think the old version should have been released not the one we got.

This message was edited 1 time. Last update was at 11/11/2008 05:01:11

Latyntsev


Microbe

Joined: 03/28/2009 14:46:02
Messages: 4
Offline

Great ideas.

Here are some of my own:
1-More parts in the cell stage, also more body shapes
2-Evolution happens over generations, so that when you go on the cell/creature creator and plan your species, the change happens over, say, 20 generations
3-Make the size of your creatures limbs/body effect its attributes
4-Have a monocellular stage
5- For all stages, have a tech tree, so the transaction between stages is much smoother
6-Instead of just land creatures, you can have underground, underwater, insects, climbers, flyers, and parasites
7-Have a 1st person veiw on the creature stage
8-Make the graphics a little less cartoony
9-Many more buildings that require techs in the civ and tribe stages
10-Lots more resources on the latter stages
11-Can change between 1st and 3rd person in the later stages- play as your leader
12-On creature stage, make some species be roaming
13-On the creature and cell phase, you can go to 3rd person veiw to see how far your species can spread
14-2 different species can fork of the initially same one, under the different environments
15-Risk of extinction on all phases
16- Traits on 1st person (creature)veiws like:
-Tiredness
-Hunger
-Thirst
-Social
-Happyness
-Speed
-Stealth
-Carnivore/Herbivore
-Attack
-Stamina
-Jump
-Agility
17-Make the space/civ/tribe stages a bit more like decent rts
18-Lots of different types of transport like:
-Wagons
-Trains
-Underground trains
-Hot air baloons
19-Flora editor- and you can play as them
20(the big one)-Make te creators so that you can go inside things and edit their organs/machinery, and invent new ways that your animal/machine works
 
Forum Index » Spore General Discussion
Go to:   
 
Powered by JForum 2.1.8 © ( EA Dev Build 2009-09-21 18:45:57 ) JForum Team