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PacoPaco


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Here are some Tribal Stage Suggestion I have made. Feel free to add to the discussion with what you think and what else might be a good addition to the Tribal Stage.

Advancing through the Tribal Stage
Advancing to the Civilization Stage

I would like the Tribal Stage of Spore to have more gameplay elements. A simple technology tree which takes the Player from Stone Weapons to Iron Weapons. Points to the technology tree are added by accomplishing advancement tasks. There are different types of advancement tasks which will shift the Player's species toward one trait or another. A Player can complete multiple advancement tasks. Doing such would add to their total. However, it is the first advancement task that is completed in an Age that will be the major influence on the movement of the trait bar. Please keep in mind the Player may have to complete multiple tasks for a particular Age in order to have enough points to advance to the next Age. Now to begin.
Stone Age
- Establish the race's tribal village
- Build simple wooden, clay, and stone structures
- Build simple wooden, stone, and obsidian weapons and tools
Advancement Tasks
Economic Path
- Build 2 structures
- Equip at least 4 Tribal Members with gathering tools at some point during this Age
- Gather 150 units of food
- Have at least 1 domesticated animal
Social Path
- Ally with another Tribe
- Equip at least 4 Tribal Members with instruments at some point during this Age
- Craft 2 instruments <- This requires the introduction of an Item/Weapon Editor ->
Aggressive Path
- Destroy another Tribe
- Equip at least 4 Tribal Members with weapons at some point during this Age
- Craft 2 weapons <- This requires the introduction of an Item/Weapon Editor ->
Bronze Age
- Build bronze weapons and tools
Advancement Tasks
Economic Path
- Establish 9 Tribal Members
- Equip at least 7 Tribal Members with gathering tools at some point during this Age
- Build 2 additional structures
- Gather additional 150 units of food
- Have at least 2 domesticated animals
Social Path
- Ally with another Tribe
- Equip at least 7 Tribal Members with instruments at some point during this Age
- Craft 3 additional instruments <- This requires the introduction of an Item/Weapon Editor ->
Aggressive Path
- Destroy another Tribe
- Equip at least 7 Tribal Members with weapons at some point during this Age
- Craft 3 additional weapons <- This requires the introduction of an Item/Weapon Editor ->
Iron Age
- Build iron weapons and tools
Advancement Tasks
Economic Path
- Establish 12 Tribal Members
- Equip at least 9 Tribal Members with gathering tools at some point during this Age
- Build 2 additional structures
- Gather additional 150 units of food
- Have at least 3 domesticated animals
Social Path
- Ally with another Tribe
- Equip at least 9 Tribal Members with instruments at some point during this Age
- Craft 3 additional instruments <- This requires the introduction of an Item/Weapon Editor ->
Aggressive Path
- Destroy another Tribe
- Equip at least 9 Tribal Members with weapons at some point during this Age
- Craft 3 additional weapons <- This requires the introduction of an Item/Weapon Editor ->
Any of the three Ages
Advancement Tasks
- Defeat an Epic
Can be done by...
- Killing the Epic
-> Provides food
--> This boosts relationship with an AI Tribe if that Tribe was being attack by that Epic
--> This inspires the Player's Tribal Members; boosting their stats temporarily
- Befriending the Epic
-> Allows for the Player to domesticate the Epic
--> Can use it to attack or befriend other Tribes
--> Befriending an Epic can be done by the AI Tribes as well
--> AI Tribes more likely to befriend an Epic if the Player befriends an Epic
--> Can only befriend one Epic at a time
Dawn of Civilization Stage
- Switches the Player over to the Civilization Stage
- See This Thread for Continue Suggestions on the Civilization Stage
_________________________________________________________________________________

Farming
Farming should be introduced as an element of gameplay
• Farming becomes an option once advancing far enough in the Tribal Stage
- Farms are built near the tribal village and provide a steady source of food for the tribe
- The small plants could be used for the plant type of the farm
_________________________________________________________________________________

Tool Editor
• How I see the Tool Editor working is that there would be different types of tools. As the Player advances through the Tribal Stage they unlock different materials they can make tools from. The Tool Editor itself would have bases for each type of tool. As the Player progresses more tool parts open up.
The tool types and materials are as follows

Weapons
Weapon Types

1) Axes
2) Spears and Bows
3) Fire Weapons (torches, flaming oil pots, etc...)
4) Swords

Weapon Materials

1) Stone - All tribes start with stone weapons
2) Bronze - After advancing to the Bronze Age bronze versions/parts of weapons are available
3) Iron - After advancing to the Iron Age iron versions/parts of weapons are available

Fire Weapons Materials
1) Wood Torches - All tribes start with this weapon available
2) Pottery with Oil - Tribal Members can only carry a limited number of these

Weapon Variants and Parts

- Each type of weapon has a series of parts that can be used to build it. Adding certain things to a weapon will increase damage, range (i.e. feathers to guide spear thrown), and effectiveness against certain target types.

Instruments
Instrument Types

1) Wind (flutes, recorders, pipes, etc...)
2) Drums
3) String (fiddle, harp, etc...)

Instrument Materials

1) Wood, Stone, and Animal Hair
2) Bronze, Wood, Stone, and Animal Hair
3) Iron, Bronze, Wood, Stone, and Animal Hair

Gathering Tools
Gathering Tools Types

1) Sticks (foraging)
2) Pots and Baskets (foraging)
3) Nets (fishing)
4) Poles (fishing)

Tool Materials

1) Wood, Stone, and Animal Hair
2) Bronze, Wood, Stone, and Animal Hair
3) Iron, Bronze, Wood, Stone, and Animal Hair
_________________________________________________________________________________

High Ground Advantage - Any unit on high ground has a defensive bonus. Any range unit on high ground has increase range and damage due to being able to "see" farther.

Rivers - Obstacles that prevent crossing unless the Tribal Members can swim or fly.
_________________________________________________________________________________

Dynamic Camera
- Allow for up close view of the terrain: A Tribal Member View

Chieftain on the Battle Field
- Special weapon, tools, and gear options
_________________________________________________________________________________

Ancestral Lands
The territories of the Tribal people
• These are lands which a tribe controls
- Sparrior09 suggests the following, along with the idea of herds
sparrior09 wrote:I would like to suggest the implementation of herds and ancestral land areas (kind of like the territories in the civ stage). The player could see the boundaries of their lands marked by stones or other markers at certain places along the borders (or something like borders). Ancestral lands could grow in size by destroying other settlements (not allying with) but can also be diminished if another tribe attacks and removes the markers. Also, one tribe's lands could overlap another tribe's lands; if roaming herds of creatures were introduced in the tribe stage, one tribe may like the player's tribe less if herds were hunted on the other tribe's land and on overlapping lands.

As for elaboration on the herds idea, all creatures with nests inside the player's ancestral land will become roaming herds. These herds will migrate between tribal lands and may take altered migration routes based on the location of hunting. The herds can be hunted but they can also be used to 1)aggressive - increase amount of food from hunting, 2)industrious - increase gathering profits, or 3)social - increase favor with another tribe (like gifting animals). Herds are initially aggressive, but do provide an abundant source of meat. Herds that have been killed do not affect the creatures' outlook on the player's tribe since they were killed on the move and far from other members of the species. As a final addition, creatures from a herd could be used as mounts.

_________________________________________________________________________________

Voter wrote:A more complex hierarchy. You can make different classes and jobs (different outfits, job decided by tool).

I like the idea of having different roles in the tribe. Maybe it could be done like this.
Tribal Roles
Chieftain - They are the leaders of their tribes. Each Chieftain has special abilities unique only to the Chieftain. It will be very much how it is now. However, the Chieftain would have their own Outfitter for special Chieftain tools and weapons.
Warrior - They are ready for war. They do the fighting and defending of the tribe.
Bard - They are the singers, musicians, and diplomats of the tribe. They are used to impress other tribes with the artistic talents of the tribe.
Priest - They are the healers and holy people of the tribe. They help to study the world in which the tribe exists.
Obtaining and Switching Roles
Each of these tribal roles have their own Outfitter with special tools and weapons for each. When a Player wants to give a role to a tribal member they will send that tribal member to the corresponding hut for that role. For example, the Player would send a Tribal Member to the Warrior Hut to equip them as a Warrior. Then if the Player decides to switch the role of that Warrior Tribal Member to a Bard they would send them to the Bard Hut.

Voter wrote:Cheiftan staff editor. You have a bunch of different options and parts as well as the head of it being possibly between a few things. Predators can choose from any one of of the different skulls of creatures they extincted in creature stage (perhaps a skull editor should be incorperated into the creator editor for this purpose). Herbivores had different kinds of staff heads, I don't know what. Omnivores could choose from either. They would be colored like in the vehicle editor.

I think the Chieftain Outfitter should be able to incorporate these ideas here. ^_^
_________________________________________________________________________________

War Paint
A New Layer In The Paint Mode
• In this new Paint Mode the Player can add War Paint to their creatures. It would allow them to customize their creature's appearance to reflect cultural aspects of their creatures

Suggestion of Antispam
_________________________________________________________________________________

Tribal Dances Doing More
Different Kinds of Dances And Their Effects
Cyfu303 wrote:Tribal- Dancing around the fire is not limited to mariachi music, and adds additional buffs to your people. If they are warriors they get out drums and warcries, if they are religious have them do some weird rituals, if they are a peaceful people have them sing songs of joy.
From this thread - My Quest for the Perfect Game

Here's my take on this idea.
War Dance - Increase all stats by 5% and all combat stats by an additional 5%, total 10% for combat stats
Religious Dance - Increase all stats by 5% and increasing healing abilities by an additional 5%, total 10% for healing
Food Dance - Increase all stats by 5% and increasing gathering stats by an additional 5%, total 10% for gathering

I would like it so that these dances would have impact on the cultural development of the species.

Maybe something as simple as...
For Example:
War Dance - Moves the Player toward the Aggressive consequence
Religious Dance - Moves the Player toward the Friendly consequence
Food Dance - Moves the Player toward the Industrious consequence
sparrior09 wrote:Or alternative names could be:
  • Fire Dance - increases all stats and further increases combat stats; makes player aggressive
  • Rain Dance - increases all stats and further improves healing abilities; makes player religious
  • Harvest Dance - increases all stats and further increases gathering stats; makes player industrious

  • _________________________________________________________________________________

    The main purpose of this thread is that I realized that I was making similar suggestions about the Tribal Stage in other threads, over and over again. I know other people do this kind of stuff too. This thread is a place to quickly locate them and make reference to them. Also, anybody else is welcome to post their Tribal Stage ideas here. And consider this a place for brainstorming new ideas. Once an idea is fleshed out I suggest that it should be posted into one of the stickied threads by who ever came up with it. That way more people can see it and the suggestion will be organized well.
    _________________________________________________________________________________

    The stickied threads to visit:
    OPEN LIST: CHANGES TO MAKE SPORE MUCH BETTER
    - This thread has many pages of discussion on improvements to gameplay
    - It has a list that is influence by those who post their ideas
    Maga Spore Expansion Campaign
    - This thread has a list of ideas for each stage of the game
    - This thread adjusts its first post from suggestions given by others
    _________________________________________________________________________________

    Other threads tied to this one:
    Space Stage Suggestions
    - This thread has various ideas, such as having more in-depth alliances
    Civilization Stage Suggestions
    - This thread has various ideas, such as have a smoother connection between the Tribal and Civilization Stages

    This message was edited 8 times. Last update was at 05/09/2009 18:22:43


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    Carpman


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    I like it.
    warmslime


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    I agree.

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    sparrior09


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    I admire the feedback you are giving Paco, but it's helpful to be more elaborate in why you like the ideas. I particularly like the weapon editors, and I know a lot of other members like that idea too.

    I would like to suggest the implementation of herds and ancestral land areas (kind of like the territories in the civ stage). The player could see the boundaries of their lands marked by stones or other markers at certain places along the borders (or something like borders). Ancestral lands could grow in size by destroying other settlements (not allying with) but can also be diminished if another tribe attacks and removes the markers. Also, one tribe's lands could overlap another tribe's lands; if roaming herds of creatures were introduced in the tribe stage, one tribe may like the player's tribe less if herds were hunted on the other tribe's land and on overlapping lands.

    As for elaboration on the herds idea, all creatures with nests inside the player's ancestral land will become roaming herds. These herds will migrate between tribal lands and may take altered migration routes based on the location of hunting. The herds can be hunted but they can also be used to 1)aggressive - increase amount of food from hunting, 2)industrious - increase gathering profits, or 3)social - increase favor with another tribe (like gifting animals). Herds are initially aggressive, but do provide an abundant source of meat. Herds that have been killed do not affect the creatures' outlook on the player's tribe since they were killed on the move and far from other members of the species. As a final addition, creatures from a herd could be used as mounts.

    Feedback is appreciated!
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    PacoPaco


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    Sparrior09, excellent suggestions. I like the idea of having an ancestral land for one's tribe. It could be integrated with a cultural element too. So buying and making instruments, preforming dances, and commencing in religious ceremonies would help to maintain the tribe's influence over an area. These would be in addition to defeating other tribes in the area.

    As for allies, I think that the Player should be able to interbreed with the other tribe. In doing so they could form a strong bound that would unit the two tribes together. Each tribe would be independent, but they would look out for each other. This means the tribes would provide help to each other. So if a hostile AI tribe attack either the Player's Tribe or the Ally Tribe, they could call for each others help.

    As for the herds, I really like that. I think it would add more to the sense of building a tribal people. This opens up a new area of possibilities for gameplay. I'll have to think about it some more, but this is kind of my first impressions of these ideas.

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    sparrior09


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    PacoPaco wrote:As for the herds, I really like that. I think it would add more to the sense of building a tribal people. This opens up a new area of possibilities for gameplay.


    It also leads into the farming lifestyles during the Dawn of Civilization.
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    PacoPaco


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    sparrior09 wrote:It also leads into the farming lifestyles during the Dawn of Civilization.

    That's a good point.

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    PacoPaco


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    I made some minor changes to the first post to take into account the reduce column width.

    And remember, feel free to add your thoughts and suggestions.

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    wiggamach


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    All of the suggestions here are good in principle, however, there are a few things that I'd like to bring up.

    First, the advancement might get a bit sticky; what if the player wants to domesticate a lot of animals, and attack other tribes, and play around with instruments in the editor, all in the same age? There's also an issue with whether the card at the end works like the space archetypes (as in, certain combinations lead to one of the three types), or if it is just based on where you are at the end.

    Now, on to your suggestion of defeating epics to advance; doesn't this only fit in with an aggressive tribe? Perhaps a social tribe would socialise the animal and use it to perform for other tribes, giving a large boost to how much they are impressed, or an industrious tribe might want to domesticate an epic so that it provides large eggs. And then, of course, there could be a different mechanic to it; keep the domesticate/kill option that is present for other animals, but upon domestication, give the choice of using the epic as a very powerful mount, or to guard the camp, or to produce eggs, or to impress other tribes... This sort of thing needs to be worked out before the idea is feasible, and if it is to contribute to aging up then the "how" must be elaborated on.

    I'm sure this would be easy to work around by using wacky names for materials, but perhaps calling the ages the Stone Age, the Bronze Age and the Iron Age is not such a good idea. These names, and the use of these specific materials, are dependent entirely (as far as is currently known) on human prehistory and the abundance of certain materials on Earth. Given that Spore isn't set on Earth, it would make sense to use different names. Then, however, things get rather complicated; whilst one planet may be rich in diamonds that are suitable for weaponry, and another has an abundance of strong wood, another could be completely devoid of useful materials. This could be integrated into the Terra-Score, of course, but there's still the issue of what each planet has; there's no reason to say that all life-supporting planets will have mineral resources similar to those on Earth. An alternative to this too-deep-for-Spore feature would be simply calling the Ages by names not based on materials, and I'm sure there'd be room for creativity there.

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    warmslime


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    These names, and the use of these specific materials, are dependent entirely (as far as is currently known) on human prehistory


    Many things on Spore are too inspired of human history. Why should their buildings have doors for example? Because we have doors too.

    Also I'd like to add that an industrious tribe could befriend an epic and make it attack another one! woohoo

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    wiggamach


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    In fact, Spore doesn't force you to give your buildings door; it's completely up to the player, but most players do give their buildings doors.

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    warmslime


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    That's true.

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    PacoPaco


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    wiggamach wrote:All of the suggestions here are good in principle, however, there are a few things that I'd like to bring up.

    First, the advancement might get a bit sticky; what if the player wants to domesticate a lot of animals, and attack other tribes, and play around with instruments in the editor, all in the same age? There's also an issue with whether the card at the end works like the space archetypes (as in, certain combinations lead to one of the three types), or if it is just based on where you are at the end.

    I see your concern. However I already addressed that issue in my first post.
    First Post wrote:A Player can complete multiple advancement tasks. Doing such would add to their total. However, it is the first advancement task that is completed in an Age that will be the major influence on the movement of the trait bar.

    wiggamach wrote:Now, on to your suggestion of defeating epics to advance; doesn't this only fit in with an aggressive tribe? Perhaps a social tribe would socialise the animal and use it to perform for other tribes, giving a large boost to how much they are impressed, or an industrious tribe might want to domesticate an epic so that it provides large eggs. And then, of course, there could be a different mechanic to it; keep the domesticate/kill option that is present for other animals, but upon domestication, give the choice of using the epic as a very powerful mount, or to guard the camp, or to produce eggs, or to impress other tribes... This sort of thing needs to be worked out before the idea is feasible, and if it is to contribute to aging up then the "how" must be elaborated on.

    I see what you are saying about needing to elaborate on what is meant by defeating an Epic. Your suggestions are good. It could be that there are multiple ways of defeating an Epic. They could include, befriending an Epic, domesticating an Epic, or killing an Epic.

    However, killing an Epic should not mean that it is an aggressive act. If an Epic attacks a village and the villagers fight back I would not consider that aggressive. I would consider that an act of a defensive Player. The same goes for if the Player defends another Tribe from attack by an Epic, especially if that Tribe is an ally Tribe.

    I view this more like an act of protecting the weak. This would fall into the philosophy of the Knight. And in turn, befriending an Epic would fall under the philosophies of the Shaman and Diplomats. And domesticating an Epic would be something an Ecologist or Scientist may do.

    Basically, defeating an Epic as a threat can be done in various ways. And those ways can be viewed in different lights. I do agree, there should be more details added to the part on Epics.
    wiggamach wrote:I'm sure this would be easy to work around by using wacky names for materials, but perhaps calling the ages the Stone Age, the Bronze Age and the Iron Age is not such a good idea. These names, and the use of these specific materials, are dependent entirely (as far as is currently known) on human prehistory and the abundance of certain materials on Earth. Given that Spore isn't set on Earth, it would make sense to use different names. Then, however, things get rather complicated; whilst one planet may be rich in diamonds that are suitable for weaponry, and another has an abundance of strong wood, another could be completely devoid of useful materials. This could be integrated into the Terra-Score, of course, but there's still the issue of what each planet has; there's no reason to say that all life-supporting planets will have mineral resources similar to those on Earth. An alternative to this too-deep-for-Spore feature would be simply calling the Ages by names not based on materials, and I'm sure there'd be room for creativity there.

    The reason why I picked those names is because the fact Spore is based on Earth type evolution and development of societies. Also, as far as I can tell, planets where life would develop would be rocky planets.

    Rocky plants would most likely have a variety of metals from which materials could be crafted from. Now it is true that some minerals may not be as abundant as others for an alien planet. However, it could be assumed that each planet in the Spore Galaxy would have a similar variety of metals to varying degrees within which societies could be built upon.

    Iron is one of the most common metals because of its structure, so it makes sense that would be part of the development. Iron is very stable. In fact, it is the sixth most common mineral in the universe. So a rocky planet with iron becomes far more likely a place for a species to develop upon.

    Copper is the 25th most common element. However, it still appears around 60 parts per billion. More information on the elements can be found here.

    I do agree that there could be other elements that are far more common for a particular planet. In your example of diamonds it should be noted that diamonds form under high degree of pressure and heat. Also, diamonds are made of the element carbon.

    I also like the idea of setting up planets with richness in certain resources. Or maybe set it up so that certain regions of a plant has access to different levels for different kinds of resources. So a Player may have their Tribe start off in an area with little in the way of useful stones, but it has a tone of fish and wildlife. Or maybe the Player's Tribe is near a rich deposit of iron which would give them bonuses to developing Iron Tools and Weapons.

    Then again, maybe it could be taken in a more spice related way and have it so the Player uses Spice as a material for making tools and weapons. It could be a fuel like peat or coal. This in turn would be needed to smelt metals. So the ages would not be based on names of metals, but to the type of Spices used to fuel the furnaces of the Tribe. It could go something like this:
    Tan Spice Age
    Orange Spice Age
    Red Spice Age
    Spice appears on almost every single rocky planet in the Spore Galaxy so this might make sense. What do you think?

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    SuperWeb


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    PacoPaco wrote:
    wiggamach wrote:All of the suggestions here are good in principle, however, there are a few things that I'd like to bring up.

    First, the advancement might get a bit sticky; what if the player wants to domesticate a lot of animals, and attack other tribes, and play around with instruments in the editor, all in the same age? There's also an issue with whether the card at the end works like the space archetypes (as in, certain combinations lead to one of the three types), or if it is just based on where you are at the end.

    I see your concern. However I already addressed that issue in my first post.
    First Post wrote:A Player can complete multiple advancement tasks. Doing such would add to their total. However, it is the first advancement task that is completed in an Age that will be the major influence on the movement of the trait bar.

    wiggamach wrote:Now, on to your suggestion of defeating epics to advance; doesn't this only fit in with an aggressive tribe? Perhaps a social tribe would socialise the animal and use it to perform for other tribes, giving a large boost to how much they are impressed, or an industrious tribe might want to domesticate an epic so that it provides large eggs. And then, of course, there could be a different mechanic to it; keep the domesticate/kill option that is present for other animals, but upon domestication, give the choice of using the epic as a very powerful mount, or to guard the camp, or to produce eggs, or to impress other tribes... This sort of thing needs to be worked out before the idea is feasible, and if it is to contribute to aging up then the "how" must be elaborated on.

    I see what you are saying about needing to elaborate on what is meant by defeating an Epic. Your suggestions are good. It could be that there are multiple ways of defeating an Epic. They could include, befriending an Epic, domesticating an Epic, or killing an Epic.

    However, killing an Epic should not mean that it is an aggressive act. If an Epic attacks a village and the villagers fight back I would not consider that aggressive. I would consider that an act of a defensive Player. The same goes for if the Player defends another Tribe from attack by an Epic, especially if that Tribe is an ally Tribe.

    I view this more like an act of protecting the weak. This would fall into the philosophy of the Knight. And in turn, befriending an Epic would fall under the philosophies of the Shaman and Diplomats. And domesticating an Epic would be something an Ecologist or Scientist may do.

    Basically, defeating an Epic as a threat can be done in various ways. And those ways can be viewed in different lights. I do agree, there should be more details added to the part on Epics.
    wiggamach wrote:I'm sure this would be easy to work around by using wacky names for materials, but perhaps calling the ages the Stone Age, the Bronze Age and the Iron Age is not such a good idea. These names, and the use of these specific materials, are dependent entirely (as far as is currently known) on human prehistory and the abundance of certain materials on Earth. Given that Spore isn't set on Earth, it would make sense to use different names. Then, however, things get rather complicated; whilst one planet may be rich in diamonds that are suitable for weaponry, and another has an abundance of strong wood, another could be completely devoid of useful materials. This could be integrated into the Terra-Score, of course, but there's still the issue of what each planet has; there's no reason to say that all life-supporting planets will have mineral resources similar to those on Earth. An alternative to this too-deep-for-Spore feature would be simply calling the Ages by names not based on materials, and I'm sure there'd be room for creativity there.

    The reason why I picked those names is because the fact Spore is based on Earth type evolution and development of societies. Also, as far as I can tell, planets where life would develop would be rocky planets.

    Rocky plants would most likely have a variety of metals from which materials could be crafted from. Now it is true that some minerals may not be as abundant as others for an alien planet. However, it could be assumed that each planet in the Spore Galaxy would have a similar variety of metals to varying degrees within which societies could be built upon.

    Iron is one of the most common metals because of its structure, so it makes sense that would be part of the development. Iron is very stable. In fact, it is the sixth most common mineral in the universe. So a rocky planet with iron becomes far more likely a place for a species to develop upon.

    Copper is the 25th most common element. However, it still appears around 60 parts per billion. More information on the elements can be found here.

    I do agree that there could be other elements that are far more common for a particular planet. In your example of diamonds it should be noted that diamonds form under high degree of pressure and heat. Also, diamonds are made of the element carbon.

    I also like the idea of setting up planets with richness in certain resources. Or maybe set it up so that certain regions of a plant has access to different levels for different kinds of resources. So a Player may have their Tribe start off in an area with little in the way of useful stones, but it has a tone of fish and wildlife. Or maybe the Player's Tribe is near a rich deposit of iron which would give them bonuses to developing Iron Tools and Weapons.

    Then again, maybe it could be taken in a more spice related way and have it so the Player uses Spice as a material for making tools and weapons. It could be a fuel like peat or coal. This in turn would be needed to smelt metals. So the ages would not be based on names of metals, but to the type of Spices used to fuel the furnaces of the Tribe. It could go something like this:
    Tan Spice Age
    Orange Spice Age
    Red Spice Age
    Spice appears on almost every single rocky planet in the Spore Galaxy so this might make sense. What do you think?

    I like the "spice" idea. Makes the stages more connected.

    poisson14 wrote:
    Ocelot-Adamska wrote:What is the point of this conversation?
    Wait, we need a point to make a thread?
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    sparrior09


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    Hmmm... I like your original idea PacoPaco, with the stone, bronze, and iron ages. After all, a combat weapon in the tribe stage is stone axes, and I would imagine that tribes would utilize iron to make fishing spears, and bronze... well, it's just there. I'm not saying the spice idea is bad of course, but I think using it as fuel would come later like in civilization; most tribes would probably craft their own weapons by using stones or other hard surfaces to sharpen materials like stone, iron, and bronze. Just my 2¢, though.

    This message was edited 1 time. Last update was at 04/16/2009 00:05:27

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