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MrLuso


Microbe

Joined: 10/01/2008 16:14:54
Messages: 53
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Portugal

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I think some things in this game should be improved by patch. Bold for things I consider very important and a must have for the game - it must be released in patches. They may be obvious lacks in the game or IMO easy to develop and put it in the game to make it much better. It it is not bold, then I accept it for expansion if the bold ones/other good ideas are included in the original game.

General:
-more complexity
-multiplayer (I accept in an expansion if the offline game becomes very good)
-more parts, but that's just optional, it is not the most important

Cell phase [The most acceptable phase as released in patch-less SPORE, IMO]:
-Internal cell parts evolution (nucleous, etc) - the graphics doesn't matter, they're inside the cell...
-Download cells from the internet
-More different cell forms. I mean, weird cells, very long cells, very branched cells, etc.
-More time to complete, but not like it is. I want a continuous evolution, getting new parts, evolving internal cell parts.
-I want to really chose a path, being impossible or extremely hard to get all parts together (of course this means lots of parts for it to be fun).

Creature phase:
-Precedural-generation-thing. That thing is Spore. If my creature sucks the problem is mine.
-A more complex part attributes system. I want the "Hey, I'm +0.1 faster than you!" 1-5 is just too simple.
-Numbers important. I mean if you put a 4 health part it is done, you have +4 health. If you put more of that part or another part lesser than 4 your health will always be +4. I do not like it. It should be, for example, for 3 of those parts we should have 4+4+4.
-More time to complete.
-Trees and terrain matters. I mean, eating trees, climbing trees, living in trees, running in sands, living in ice, etc. I want interaction with dead things, not only with animals.
-More terrains: ice, swamp, desert, etc.
-Rain and meteors that matter. Also blizzards, seasonal changes - migrations that will matter.
-Of course water, tree and subterranean creatures.
-Interaction with water ecosystems - fishing, being ate by water animals. I want rivers and lakes.
-Creatures out of nest. I want savannah-like environments.
-Ecossystem with AI-extinctions
-More species of creatures in the same game and more individuals of some species (e.g. lots of small herbivores).
-Different sized creatures. I want mouse-like and almost-epic-like creatures in the same environment.
-Herbivores eating different kinds of plants, not just fruits.
-Internal organs evolution. Just, yes, they must be there. I mean extreme capacity lungs, strong hearts, efficient kidneys, etc. - BONUS for development: you do not even need to worry with the graphics, it's inside the creature... no one will even see it, it may even be a cube, it just needs to matter to the numbers of the creature.
-Time to use your fully evolved creature, not after you get your super creature the game says "hey, go tribal". You can stay in animal phase but doing more things, like fighting epics and getting bonus points (like more god powers or searching artifacts).
-Epics killing in nests and really be deadly to everyone. Epics that cause extinctions.

Tribal phase:
-More resources. You don't build your hut or spear with fruits or fish.
-More tribes.
-Much much bigger map.
-More interactions with tribes, it's not just sing or fight.
-More time of course - may not be need if the upper ones are made.

Civilization:
-More resources, of course, and it is so obvious I really don't believe the game don't have them.
-Technologies to research -> upgradable units/buildings.
-Technology + resources + units/building interaction: if you don't have the technology nor the resources you cannot build thing X.
-Cities that expand and are not circles. I mean Babylon is just like Tokyo isn't it? I may like to build ports miles away from my city - Age Of Empire-like city building.
-More different units, better defenses.
-More complex diplomacy. Block alliances.
-More time to complete if it gets interesting.
-I'm not asking for Civilization or Europa Universalis-like complexity, I just want some complexity.

Space:
-MENUS, MENUS, MENUS!!!
-Lesser stupid ecodisasters and pirate/Attack things.
-No one-shipped-empire. I mean where are the other ships of your multi-star empire??? - example: you construct ships and instruct them to make a trade or patroll the system against pirates/enemys
-More strategical empire. You should not be selling yourself the spice, just create a trade route for that and see it in some kind of menu for example. Manage things as a boss, not as a slave. Even if your ship is in the center of the galaxy you may be able to build a ship in your home planet.
-Complex diplomacy, block alliances, etc etc. I want friends that ask for example to build a base in my planet.
-Real defenses in your planets: pirates should be destroyed without your need if your cities have good defenses.
-Go out of the space ship.

You assume too much terrestrial...
theultimateend


Civilized Sporeon

Joined: 09/12/2008 22:13:05
Messages: 1291
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SporeMasterNumerator wrote:Post the things you would like to see added to Spore.


http://forum.spore.com/jforum/posts/list/953.page <--- I want this. If you guys can accomplish this, I'm quite certain you'll make a grand deal of cash.

I'd repost it here but that would be obnoxious (considering how big of a post it is).

I could have done it better with the same funds and manpower. 'It' being the variable in this statement. - Me

"There is one rule for the industrialist and that is: Make the best quality of goods possible at the lowest cost possible, paying the highest wage possible." - Henry Ford

My website | If I had made Spore!

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ososumi


Microbe

Joined: 10/03/2008 13:57:12
Messages: 4
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Give us the option to opt out of the galactic code.
Omegadk1


Microbe

Joined: 10/08/2008 01:18:18
Messages: 3
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Don't know if these have already been said but here it goes:

1. I would love to have at least two more options for each function peice in cell stage... I really enjoy the cell stage and would love to be able to make a better variety of spores.

2. Be able to have two versions of our creatures... male and female... not the "special parts" but for example, for those of us who are trying to make a humanoid race, long hair for woman, short for male... smaller feature for females. Usually this is a pretty big deal on the procreation detail in life. even small differences like brighter colors on males like a lot of our creatures on earth... I think you get the picture.
Omegadk1


Microbe

Joined: 10/08/2008 01:18:18
Messages: 3
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more things.

1.When we saw all the videos before the release of spore, I am sure there was a water creature faze.
I want that. I want to fight and live in the water... Give us the water creature faze!!!

2.Real flight dor creatures with wings, if there is a concern as to how to attack them, make it so when they atack and swoop down if the attacked creature gets a hit on them, then that creatures flight should be disabled temporarily, as flight creatures are usualy frail.

3. I would like size to matter in some ways. larger should be stronger, have louder heavier steps, and be slower at attacking. and the opposite for lighter creatures.
keavaan


Microbe

Joined: 09/23/2008 02:51:13
Messages: 23
Location:
PA

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Ok, I'm Back!

Your Planet In General:
How about different regions? Colder near poles, warmer near equator. Add tundras, deserts, swamps, etc.. I find it hard to believe that all planets are an equal temperature and ground type anywhere you go on that planet. More weather events, rain storms ranging from light rain to typhoons, snow, etc...

Creature Phase:

I know this has been mentioned before, but I'd like to see less of creatures hanging around set nests. I like the idea of wandering herds of creatures.

Also, get rid of Kill X of creature 'quest'. You can still hunt a creature into extinction, but you won't know until you realize it has happened.

Make Creature stage a bit more Free Flowing, so to speak. I also prefer the idea of you choosing when your Brain Evolves, rather then at set intervals. As it is, the creatures you kill may change, but how many you need to kill stays the same.

Modify how you get parts, perhaps you only get a part from a creature that contains that part, or parts unlock depending on your play style.

How about being able to become an Omnivore, or Carnivore in this stage as well. Cell stage shouldn't be the only time you pick this. You're supposed to be evolving after all.

I also miss the idea of the size/shape of your creature defines how 'successful' it will be. While having a creature built to look like the word spore is neat and all, it does, in a way, take something out of the game when you run into a nest of them, at least for me.


Gameplay in General:
Blood, not enough to be excessive, but at least realistic.
Underwater Phase, as others have said before me.
More control over terraforming tools. Not the fire and hope it looks good land adjustments.

More later....

manictiger


Multicellular

Joined: 09/19/2008 12:40:35
Messages: 121
Location:
California

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Nice to see that my "requests" (if you weren't there, you didn't miss much, lol) were acted upon (feedback sticky).

Things I'd like to see in the next expansion:
1. A level up button next to a part. The part would be aesthetic only and cost little DNA and you would level them up or down to increase stats or the DNA pool. Ex: So a four paw *could* be faster than a more paw.
2. More weapons for the vehicle creator. Each one fires.
3. Wood mills and stone quarries would supply the necessary resources for buildings.
4. Ore mines would supply the necessary resources for vehicles, spaceships and spaceship repairs.
5. Fields and pastures would be required for cities to keep the population (pop decrease would result in abandoned houses). Food would keep the crew of a ship alive.
6. Spice would have a use (fuel, morale boost, food and/or buff?).
7. Inventory screen where you could buy, sell, trade and store the metal, stone, wood, food and spice in a trade station (stock market in civ phase). A warehouse could store these as could space stations. A capitol button would designate this city the trade capitol and all resources would be sent here.
8. A space station editor with the option to select weapons, cargo bays and/or fighter bays.
9. A fleet editor with interchangeable weapons, cargo bays and/or fighter bays.
10. An on-board crew which number affects the effectiveness of each ship. (The grox and other civs would also be de-buffed to accommodate this).
11. Morale system for the crew (ship damage, fleet losses, kills, supplies, empire size, empire gains or losses) affects the effectiveness of all ships (including enemy).
12. Natural disasters in space.
13. Creating "natural" disasters in space.
14. Drag and drop cargo hold where items can be used, rearranged, discarded or selected for beam down (on a planet).
15. A museum for placing artifacts.
16. Multiple resource stacks (don't forget every ship in the fleet has a cargo hold, the capitol ship obviously would hold more). So 120 spice would be a pile of 99 and another pile of 21. Balancing the economy so that acquiring material and currency is realistic is vital.
17. Third person perspective space stage.
18. Edit colonies and space stations from long distance like other commander type games.
19. The ability to send your fleet to different places at once.
20. A larger fleet.
21. Designable turrets and upgrades (similar to the level up button on the creature creator I proposed). For the love of all that is good, have the shift button let us auto place all turrets.

This message was edited 3 times. Last update was at 10/08/2008 21:32:56



I guess I just like war.
Dragonseye


Multicellular

Joined: 09/14/2008 22:53:44
Messages: 352
Location:
Fury Prime

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I agree with and support this entire thread.

I have a few ideas of my own--for the space phase, and most of them already mentioned, but I'll post them anyway:

First: The addition of two new buildings: the Starbase and Shipyard. Starbases would be massive structures that would provide high-level fire support against attacks on your planets. The presence of a Starbase would also completely negate the possibility of Spice raiding on the planet. A Starbase would of course be extremely expensive, costing you somewhere in the neighborhood of 3 to 4 million Sporebucks (I can’t believe I actually used that word), and would also be extremely difficult to destroy. Only one Starbase could be built per planet. The presence of a Starbase would preclude the use of a planet-buster until the Starbase is destroyed.
Now on to the Shipyard. A shipyard would allow you to add two additional vessels to your fleet per Shipyard, in addition to the ships on loan from your allies. The ships bought (yes, bought) from your Shipyards would function in much the same way as the various vehicles in the Civilization Phase, thus allowing you to manage multiple fleets simultaneously, which would in turn permit you to assign those fleets various orders to aid in running your interstellar empire. Shipyards would cost about 750,000 to 1 million credits and like Starbases, only one can be built per planet.
Starbases and Shipyards could only be built at planets that are T3 and have fully completed ecosystems and have three colonies. The colonies don’t need to be fully upgraded, but there does need to be three of them.
Also, planets with Starbases and/or Shipyards would need a tag of some sort so they can be easily identified at a glance from the galactic view.

Second: Trade routes should produce a very small but steady income for your empire, reducing the need to make tax collection trips to pick up spice on your planets. Though, if you need a very large infusion of cash, you can still make those spice runs and locate a planet with a good price like always.

Third: A couple of new planetary devices for your consideration. First, the budget alternative to a Starbase; the planetary shield. A planetary shield could be placed on a planet to reduce the chances of pirate attacks and very slightly reduce the likelihood of an eco-disaster. Planetary shields would be significantly cheaper than the investment of a Starbase (somewhere around 500,000), but would provide at least moderate protection until you have met the requirements for said Starbase.
Next is the planetary cloak. This device would render a planet completely immune to any attack, be it from pirates, raiders, or enemies of your empire. So if you actually had the savvy to run up enough cash to cloak every planet you control, you would completely invulnerable. Planetary cloaks would not become available until very late in the game, after you have received literally dozens upon dozens of badges. Also, the price of a planetary cloak should make you choke, about 15 to 20 million credits would be my guess but that’s small price to pay for total security, don’t you think?

This message was edited 1 time. Last update was at 10/08/2008 08:46:28


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doktorf


MouthBreather

Joined: 09/12/2008 11:20:59
Messages: 571
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Cambridge, MA, USA

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This was originally posted in general discussion, but I think it is suitable for this thread

I started a thread about colonists before only to have it deleted (accidentally, so claim the mods), so I'm going to
give it another go because there are issues worth addressing here. I will try to deal with them calmly and rationally even though some of them leave me wanting to tear my hair out.

The colonists are a far cry from the self sufficient frontiersmen of human history. They can't seem to fight off a band of pirates no matter how well equipped with weapons they are. Even an almighty uberturret won't find them without your guidance. All the colonials seem to know how to to with any reliability is process spice. They do it well and without supervision and I give them props for that. However, when it comes time for the complex task of hunting down a few sick animals, they need to call me from across the galaxy to do it for them for Spode's sake!

When I come to one of these worlds to help out, all they do is whine and don't lift a finger to help. They also refuse to sell me supplies to aid in their own rescue instead giving me a "Less talk, more action" line. Really, what is standing between disaster on your planet is just me and my ship and you won't sell me a power recharge at an inflated price?

Really? Seriously?

What we need are a few changes in the behavior of the colonies in the name of both realism and playabilty.

1.We should be able to place competent soldiers on planets who can be counted on to guard the colonists. Obviously maintaining a standing defense force is more expensive than mere robotic weapons systems and the cost should reflect that, but it should be available.

2.
the player's ship should be one amongst several, the flagship of a space navy that can assign other ships to attend to local disasters and invasions. To keep it challenging, these secondary vessels shouldn't be as powerful as your own ship, perhaps they can be permanently destroyed and have to be replaced at great expense thereby encouraging the player to still attend to most things personally unless what he is otherwise occupied with is really very important. At least the player could decide if he needs to drop an important military, diplomatic or business action to go on a bunny hunt in a colony a hundred light years away or weather it might not be a better idea to let one of the secondary ships deal with that. Secondary ships can be assigned a budget for missions they are sent on. As part of a game tactic, that budget should not be recoverable so the player must decide how much a mission ought to cost. Give them too little and the mission may not be completed or you might even lose the ship, give them too much and you're out the amount of overrun.

3. you should be able to purchase supplies from a colony you are trying to protect and the least they can do is recharge and repair you for free once the action is completed.

4.The player should be able to assign a budget to colonies that they can use to improve themselves as needed including things like adding buildings and wildlife management.

5.
Dealing with the Grox should still be left to the player.

This is likely only the tip of the iceberg as far as suggestions for improving behavior of the colonies. I'm sure other posters have other issues.



bigremo


Microbe

Joined: 10/08/2008 16:25:58
Messages: 1
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Things I would love to see:

All:
Waterways (rivers, streams, brooks, etc) and smaller bodies of water (lakes, ponds, etc).
Water adaptations to explore the above mentioned water features with water creatures.
A plant creator.
City Templates: let me drop a complete city! Placing turrets and buildings in the same configuration 3 times per planet gets really old and boring. Let me define a template and simply place it whole. Make me do it manually a few times to earn it, if you must. I want to avoid micromanaging cities when I should be exploring the galaxy.

Cell/Creature:
Special ecological niches (lava, steam, boiling water, poison vapor, frozen water, etc) that randomly occur and special creature adaptions to allow exploitation of those niches.

Space:
A full Spore community universe: everyone gets an entire galaxy in it that can be publicly explored by any other player.
earthbounder64


Multicellular

Joined: 09/09/2008 20:22:05
Messages: 211
Location:
Iowa

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I'm sure this has been requested several times already...

The ability to save city layouts and themes for your colonies!
It's tiring to have to choose every single thing for each colony you build.
I'd love to be able to save different layouts(and be able to share them) for my cities so I can place a colony and click just 1-2 things to get the layout all finished up.

http://www.spore.com/view/profile/earthbounder64


"This day I make my request. I put the sword to my chest. You see, it all comes down to this. "I'll knock you flat with a kiss" I'm full of blood and pea-pods. I'm full of mud and corn-cobs. And when the moment is right, I'm gonna go fly a kite..."
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StevenMC


MouthBreather

Joined: 09/09/2008 19:56:30
Messages: 551
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I tried searching to see if this was already out there, so apologies if it's been suggested.

I'd like to see an expansion that added capital ships. Maybe that's not the right term, but the really big ships that would be used as a galaxy exploring vessel. Sort of like a mobile home world. Then smaller ships would be used to explore solar systems and planets. So, the capital ships would act as a base when you're billions of light years away from your home planet. Once leaving a solar system, you'd dock with the capital ship and make repairs or refuel, and travel that way, instead of flying all over the place in your little fighter or shuttle. Capital ships would have much larger storage capabilities, longer range communication systems, seriously heavy weaponry (optional). The capital ship expansion might even be a separate stage, like the transition from galaxy, to solar, to planet... so you could fly around and defend your capital ship with your fighter in case it was attacked. Of course, you could visit and dock with or attack other capital ships in the same way. It would essentially be the exact same thing as the home world interface, only it would be a ship, not a planet. It would add something else to the galaxy phase too, so instead of flying from planet to planet, you could fly to a capital ship instead, either ally or enemy or your own. This would limit the capabilities of the smaller ships too, less range, less powerful weaponry, terraform capabilities, and give that stuff to the capital ships. Maybe you could fly your capital ship into a solar system and take out the enemy uber turrets, then fly your fighters in... that kind of stuff. Of course we would be able to design our capital ships, just like everything else. Assaulting a capital ship would be the same as a planetary assault, taking out turrets, bombing certain parts of the ship like the engines or the bridge... that might be a bit much, but it seems like the interface or capability is already in place, it would just need to be applied to a ship instead of a planet.

EDIT: also, not that we need another annoying disaster to take place, but imagine getting an alert that an enemy capital ship has entered orbit around your home world! Oh snap! Of course we would need orbital defenses that actually worked, like an air force or space force that would respond and give us time to show up and be the hero, but you get the idea.

This message was edited 1 time. Last update was at 10/08/2008 20:49:19


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StevenMC


MouthBreather

Joined: 09/09/2008 19:56:30
Messages: 551
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another thought based on the capital ship idea. Ground troops. We already have the option to beam things to a planet, why not give capital ships, with their larger storage capacity, the ability to beam a team of troops and vehicles to the surface. Then when you fly your little fighter or shuttle to the planet, you'd of course see your team down there doing their thing. We wouldn't necessarily need to control every aspect of their operation, just give them a target, beam them down, and let them have at it. It wouldn't have to be a hostile thing either, could be a religious squad or economical trading force or something. Maybe we could even beam down an uncivilized tribe to see if they can colonize the planet.

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Nanobots


Microbe

Joined: 09/20/2008 01:15:59
Messages: 38
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Probably all of these will have been said before, but to further emphasize them I will say them again, if only to indicate which ones I agree with in an attempt to make them happen through repetition indicating urgency/preference.

Did you understand that? Neither did I, but it sounds good to me.

Ability to stay in the ocean. In the first videos I saw of spore there was a whole extra stage in between cell and creature, which I would like to try and also so I can see Killer Whales take over the universe, which I suppose I can do now but it's so much less fun when they have to flop around on land for a couple of centuries and I really think it'd be fun to contact an aquatic empire and see them in a ship filled with water or whatever, as though they moved the captain's fish tank in front of the monitor to speak to you.

Planetary defense of some sort. The Uberturret doesn't count! Why? Because I still get a call saying "Please help us! We only ever built one ship and your flying it and these turrets don't do anything we modified them to shoot confetti."

Well okay they don't say that, but they might as well, it'd make the call less annoying if the message was at least different rather than the "[planet name here] is under attack. Help!" that is always there.

Allied ships that actually help. At the very least you can give them a code that puts up a shield when my ship does and give them more health. It would be really handy to not have to visit all my allies to beg for a new ship because their last one died in 5 seconds after chasing 5 other bigger ships.
At the very least.

The ideal thing to do would be to give the player control over them, let the player command them like vehicles in Tribal or Civilization stages. The "Regroup and stop trying to die" command alone would be a great help.

That's all that comes to mind right now, but I'm sure there is more.

This message was edited 1 time. Last update was at 10/08/2008 22:26:54


"Please help us! We only ever built one ship and your flying it and these turrets don't do anything we modified them to shoot confetti."
Fridgeman172


Microbe

Joined: 09/24/2008 07:42:05
Messages: 2
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it's probably been said before, but i want to be able to return to the ocean with my creature (or never come to land in the first place)
 
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