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Multicellular

Joined: 04/23/2009 17:34:16
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Well i have a idea that could be added,war paint!Since in real life old tribes there was warpaint that was used for several things. It could be added as a new part to the tribal outfitter which could be used to scare enemies,help in diplomacy and so on.

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PacoPaco


Civilized Sporeon

Joined: 12/04/2008 22:21:02
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That's an interesting idea. However, how would it be applied?

Maybe it could be another paint option in the Paint Mode. So there would be a War Paint layer which the Player would be able to use. What do you think?

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skipp376


Civilized Sporeon

Joined: 02/09/2009 19:58:50
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How about there is an ability called "Burning tribe". You go with an allied tribe. The cheiftain of theirs and your tribe would put their staffs together. A huge fireball would fly at a selected tribes hut. It would automatically destroy it and the tribe would be destroyed. But you would have to sacrifice two tribe members and 50 food.

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Multicellular

Joined: 04/23/2009 17:34:16
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Yes like another paint mode thing,you could choose from several already made ones to making your own ones.
Here is a basic idea of what paints would do what:
Red:Scares the enemy,making them run in terror,common.
Blue:Make nearby animals like you and possibly aid you in times of need,rare.
Green:Makes negotiating and allying easier,uncommon.
Yellow:Can earn the ability to tame a epic for five minutes, yellow war paint is very rare and expensive.

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sparrior09


Civilized Sporeon

Joined: 02/23/2009 22:14:25
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PacoPaco wrote:That's an interesting idea. However, how would it be applied?

Maybe it could be another paint option in the Paint Mode. So there would be a War Paint layer which the Player would be able to use. What do you think?

Maybe there could be a specialized War Paint mode in the Tribal Outfitter that would allow the player to apply different war paint to his creature. This could also be extended to the Civilization and Space Outfitters to reflect the tastes and cultures of a rapidly growing society.
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cody343


Civilized Sporeon

Joined: 03/17/2009 19:31:54
Messages: 1489
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sparrior09 wrote:
PacoPaco wrote:That's an interesting idea. However, how would it be applied?

Maybe it could be another paint option in the Paint Mode. So there would be a War Paint layer which the Player would be able to use. What do you think?

Maybe there could be a specialized War Paint mode in the Tribal Outfitter that would allow the player to apply different war paint to his creature. This could also be extended to the Civilization and Space Outfitters to reflect the tastes and cultures of a rapidly growing society.
Bravo! Bravo! finally an idea for marine tribal peoples .

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ninja12321


Microbe

Joined: 12/10/2008 18:13:33
Messages: 47
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Probably the tool editor should work like this:

Part Types-

Bases: Stuff like sword/ancient axe bottoms/spear handles (weapons), tubing and mouthpieces/basic piece/bottoms (instruments), rods/weird sticks (normal tools). All these can be combined to make certain tools, the base doesn't matter, since it will only affect how a tribesman holds it, except for tools, which corresponds to the tip to add power (1 base part= 1 hand; 2 or more= multiple hands needed to hold). So you can use a bunch of instrument and tool parts to make a weapon, etc.

Tips: These are for weapons/tools only. They increase the damage/magic or power (how far it can be thrown, how much damage lost at a time; or, with tools, how much it can gather at a time) of tools. For example, if you use a speartip and make it huge, it will go up one point of damage, but will lose one point power and make it a closer-range weapon than other spears; on the other hand, using a powerful alchemical healing vial (for healing rods, Stone Age is a magic charm, Bronze a idol with mist in its mouth, Iron Age is a vial with alchemical potion in it) on a tool will make its magic extreme, but it would need a sufficient base (tubing/cheiftain stick) to have good power and heal the poor tribesmen with wounds on them.

I'll have more tomorrow!

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PacoPaco


Civilized Sporeon

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ninja12321, thanks for you suggestions. I like the idea of weapon part sizes playing a role in their stats.

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Shurimaru


Multicellular

Joined: 02/25/2009 01:22:12
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Yo Paco!

I think that when a tribe member would be able to learn from past experiance, like if a tribe member was a bard for a long time, he would be a very good bard and a very bad warrior; and if a warrior has killed a great many enemies he would be a very bad bard but a very good warrior.

The man who makes it doesn't want it, the man who wants it doesn't need it, and the man who needs it doesn't know it. What is it?

There is a square house with every wall facing north and there is an animal outside. Where is the house located, and what animal is outside of it?

PM me for answers or if you think you know the answers. Dont post the answers and ruin the fun.
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vihazur


Multicellular

Joined: 03/17/2009 23:49:35
Messages: 116
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Tribal stage would be my favorite, if they'd just make it more robust. Lot of good ideas here.

GoodGame


Microbe

Joined: 09/23/2008 02:12:00
Messages: 91
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I like a lot of the ideas in the OP, especially the general idea of taking the phase objective away from a competition with other tribes as the primary goal. Advancement of the tribe as the goal makes more sense as a primary goal.

Thematically, it's a little hard to figure out how to tweak Tribal phase, without Civ phase being really clear. We kind of assume Civ phase is in the 20thC., but it might as well be like late Stone Age for all we know. I'd assume it starts by about the bronze age, rather than the industrial age, even though the Civ phase opens up nifty modern clothing. To say civilization doesn't start until the industrial revolution is pretty silly, at any rate (though I know it's Spore).

I don't quite like the assumption of Stone->Bronze->Iron as the required benchmarks. I like the idea of having a pseudo-tech tree like that in the tribal phase and triggered by actions like the OP outlines it, but I think territory control would be more interesting. The goal I'd make for the phase would then be to expand to a number of neighbors tribal spots, and conglomerate them into a city site (e.g. maybe 3, maybe 6 tribal spot conglomerate to make one city, and trigger the civilization phase).

I think the key to a territory control system would be require expansion to neighboring huts. Rather than a destroyed tribe's hut being useful, I'd make it reinhabited by the conquering tribe. There'd also be options for peaceful methods for the possibility of grabbing empty hut locations, or asking your friends if they could move on to an empty location and trade a location to you for a large amount of food (say 100piece). The game would start with some empty locations (and newly spawned tribes would be taking an empty location that a fast player might pre-emptively take), so rapid early expansion would be a possible strategy.

I think a neat mid-phase reward for tribal would be the city hall design---say at conquering three huts. Victory would be then for taking 3 more huts adjacent to the city hall. At the half-point, the game play options might expand a little too---e.g. option to research/trade for new 'tech' buildings without befriending/conquesting more, options for a quick victory like exist in Civ phase. Maybe also options to treat hut areas as individual areas for specialized uses---e.g. one might be a farm (plant and grow crops), another a toolshop that makes tool buildings cheaper, etc...

To get the game being challenging, more new tribes might spawn initially, and all new tribes might spawn with a full complement of members.

Civ phase could then start at whatever it gets expanded to start at---Bronze age, Industrial era, whatever. The earning of techs, and Bronze/Iron eras could be made interesting by giving some bonus to the Civ phase----at least affecting starting number of vehicles, starting sporebucks, etc..

This message was edited 1 time. Last update was at 06/08/2009 22:10:50

PacoPaco


Civilized Sporeon

Joined: 12/04/2008 22:21:02
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You may be interested in checking out my Civilization Stage Suggestion thread.

In it I address how to bridge the technology gap between the Tribal and Civilization Stages.

Basically, it goes a little like this:
Advancing from Tribal to Civilization Suggestion

I would like the Civilization Stage of Spore to have more gameplay elements. A simple technology tree which takes the Player from Tribal Age technology to Space Age technologies. It could start off in this way.
Dawn of Civilization Stage
- Establish the race's first city
- Build simple wooden, clay, and stone structures
- Build farms and silos
- Build armories, barracks, and forges
- Build houses, a city hall, and mills
- Make alliances and wage war against neighboring cities
- Establish simple trade routes between your cities and other civilization <increase profits and relations>
-> Use pack animals for establishing trade route <domesticate creatures with a certain set of stats>
- Can capture up to one other city during this stage <max cities 2>
Medieval Stage
- Establish the next city of the race
- Establish more advance trade routes between your cities and other civilization <greater profits>
- Allow for sail powered ships and ocean trade routes
- Advance versions of all the structures <increases effectiveness of these structures>
- Can capture another city <max cities 4>
Renaissance Civilization Stage
- Gunpowder Technologies
- Ship now can have cannon weapons
- Advance versions of all the structures <increases effectiveness of these structures>
- Establish more advance trade routes between your cities and other civilization <greater profits>
- Can capture another city <max cities 5>
Industrial Civilization Stage
- Steam Power Technologies
- Mass Production Factories
- Establish more railroad trade routes between your cities and other civilization <greater profits>
- Allows for steam powered ships with improved cannons
- Allows for early land vehicles
- Allows for early air vehicles
- Advance versions of all the structures <increases effectiveness of these structures>
- Can capture another city <max cities 6>
Advance Civilization Stage
- Like the current Civilization Stage
- Advance versions of all the structures <increases effectiveness of these structures>

Note: There should be increase of the number of cities from 10 to some number between 11 and 15.

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GoodGame


Microbe

Joined: 09/23/2008 02:12:00
Messages: 91
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Those are some cool ideas too, but again I wouldn't tie the number of conquered cities to the social/technological evolution too tightly. I think attaining technology should make the game easier and maybe give bonuses to the next phase, but not be absolutely needed.

I like the idea of more complex cities (more buildings) but I also wouldn't throw too many of them out there. It might be a good idea to have one more, or a few more, types of resources and have a building linked to each.

Like maybe Sporematerial (to represent wood/stone/metal) and food, on top of sporebucks. A farm building to gather food, a sporematerial factory (could reasonably be represented as mines, mills, etc...), and a money factory.
New buildings would require sporematerial, sporebucks would be used to 'research' (buy new building types)/gifts/trade (maybe trade for materials with other civs on an instant world market), and city population growth would require food+happiness+houses. Number of buildings in a specific city would be tied to city population numbers. Lack of food = extra unhappiness.

Maybe have a non-vehicle unit made from population, and armed with weapons from the tool editor you suggest for Tribal phase. Those types of units auto-replaced by vehicles at the appropriate technolgoy.
BadMonkey


Microbe

Joined: 10/04/2008 07:42:13
Messages: 92
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I feel that the stage needs to focus more on advancement through technologies to conquer and get to the next stage. I mean you go from not even having invented the wheel to having armies of tanks and battleships. I would prefer the tribes started out nomadic and progressed to having a settled camp as well. This could perhaps give you some strategic control over where your village would be located as to best suit your needs. Your first objective in tribal could be to track your specific prey to its grazing and once located set up a camp. I think when tribe members are born and come of age they should be assigned a skill set they cannot change. For example I assign a member to be a warrior he gets a weapon and when he isn't being directly controlled by me he guards the camp or hunts for food. If I assign a craftsmen/artist he plays and instrument and builds the buildings and over time these guys will improve your buildings and thus improve their function. The other category would be like elder or medicine man something that correlates with religious for Civ. these guys would be healers and could also help grant your tribe good luck and favor in negotiations with other tribes. Also I think you should be able to trade with other tribes. I mean say I only eat meat but I'm surrounded by trees with fruit and my neighbor only eats fruit but is right next to a good fishing spot we could pick fruit and trade for fish or add some more interesting things to trade for.

<embed width="384" height="206" bgcolor="#FFFFFF" src="http://www.spore.com/flash/csa_widget.swf?userid=2263111291&username=BadMonkey&host=http%3A%2F%2Fwww.spore.com%2Fview%2Fuser-thumbnail" type="application/x-shockwave-flash" pluginspage="http://www.macromedia.com/go/getflashplayer" scale="showall" name="latest-creatures" /></embed>
wizard1996


Microbe

Joined: 04/17/2009 13:53:02
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i want goverment to be an important part of tribal, civ, and space. you can choose many different kinds of goverment, from dictatorship (full power, little happiness) to democracy (little power, lots of happiness). it will also make a choice on what your archetype is, as you decide your goverment for all cities and planets and such.

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