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 
OPEN LIST: CHANGES TO MAKE SPORE MUCH BETTER -- a campaign to ask Maxis for a Spore-SuperPack!  XML
Forum Index » Spore Feedback
Author Message
Moach


Multicellular

Joined: 09/11/2008 22:17:20
Messages: 336
Location:
São Paulo, Brazil

Offline

Spore can be a lot better, this is a list of how it can be done!

this thread organizes changes which cover MOST common player´s suggestions and complaints... such changes could be featured in some sort of "Spore Gameplay SuperPack" or in an expansion, in the worse case

the main concept of the listed changes is simple: MAKE SPORE MORE OF A SIM!! free us of the terribly linear, make-kids-feel-good gameplay where you can´t ever fail... at least as an optional "expert mode" thing

the whole point of this Campaign, is to provide a list of changes that sum up the most common requests and remove the causes for the most common gameplay complaints


IF YOU AGREE WITH ANY POINTS MADE IN THIS THREAD, PLEASE POST TO KEEP IT ALIVE.

YOUR SUPPORT IS MUCH NEEDED IN THE
CAMPAIGN TO MAKE SPORE BETTER



VALID NEW SUGGESTIONS MADE IN REPLIES TO THIS WILL BE EDITED INTO THE ORIGINAL POST

so that you don´t have to read all the many long pages of this thread, in this first post, i´ve organized the many ideas into reader-friendly lists, in which i´ll attempt summarize the suggestions by me and the various posters of this thread...

also, because of the numerous requests, i´ve divided the requests into two main lists.

the first, covers the changes of the Spore SuperPack, which require little new content but add great deals to the game

the second, is a wishlist containing "larger" ideas, that implementing would yield more work, but are very commonly requested - keep in mind those suggestions are much likely to be kept for expansion packs



in order to make the lists even easier to read, i´ve color-coded the topic titles in the following maner:

BLUE = Great addition - something that would make the game a lot better
OLIVE = Much required improvement - something that is very much missed
RED = Absoulutely Major must-add!! - something which´s absence detracts great deals from the overall experience
GREEN = Adressed! - something which´s implementation has been announced by Maxis


LIST A the Spore SuperPack

the list currently features 61 topics

2 of which, have been adressed!


1 extinction and failure as a real possibility
* in any stage, all creatures (including your own) should be subject to the possibility of extinction... this happens when ALL of them are dead (or only 1 remains, being unable to reproduce)... no kill 3 to make them extinct thing... this makes it important to ensure the survival of your species based on how you build it for it´s enviroment, and watch where you set up your nests (as proposed in topic #4)... you could also cause extinction on planets by starting ecossystem collapses if you choose to, and see what happens there... or you may have to survive as your own ecossystem threatens to collapse in any stage
the ability to FAIL is NOT present in the current game, making it frustratingly unchallenging for most players, this is an absolute MUST-FIX! (probably best to set this up as part of the proposed "expert mode")

2 full cell editor and sharing
* on cell stage, we should have a full editor (we know that´s already built in) and the ability to share cell creations

3 DNA points build up after ready to evolve
* another for cell stage, DNA points should CONTINUE to accumulate after i´m ready to evolve and be available for use in the "add legs" editor (parhaps with a due cost for evolving legs), so if i´m not in a hurry to get to land, i can build up a head start for when i do

4 Build nests anywhere and limited food sources
* on creature stage, remove the mandatory migration... since upgrading your nest is already in the game, this could easily be turned into the ability to BUILD your nest anywhere, maybe using those stick and stones we see all around but have no real use for them....
migration should be needed because fruit-bearing plants would NOT replenish so fast that herbivours/omnivours never have to worry about food... it should be possible to eat a region out of viable food sources, forcing the pack to migrate... predators should also have to deal with extincting nearby prey

5 parts - stats with upgrades using DNA
* on crature editor, change the way stats are accumulated, instead of different parts adding higher stats, a part just unlocks the ability, in which you can later invest DNA points to upgrade, regardless of what the part looks like on your creature... DNA points could be used to become simply larger and therefore, mightier... instead of that happening as a result of growing smarter

5 (alternative) parts - stats with upgrades from fossils
* as an alternative solution for what i proposed above, in order to maximize even further the creative freedom, instead of different stats giving you higher ability levels, a part just unlocks that ability, which you can later upgrade by collecting fossils... as mentioned above, a DNA points and fossils too could be used to buy a creature size and might upgrade

6 start as a baby after evolving
* this was in the game before release and they took it out for reasons unknown.... when you reproduce to evolve, upon hatching from the egg, you get to walk around as a baby for a while, not being stuck to your nest in a mini-tutotial thing, you can roam just like adults, but being much weaker.... over some time, your creature grows into an adult... this would take longer if your creature is larger/stronger, adding a tradeoff efect for strength over numbers

7 reproduction that matters
* reproducing should NOT always imply evolution... we should be able to gain DNA points from mating, getting more if we mate with a creature from another nest (simulating real-life need for genetical difference)...
it should be more of a challenge to find an available mate, giving the mating call ability some use, and in order to get to the mating process, the social-minigame should be necessary (simulates courting).... this automatically, makes herbivores more prone to living in packs, as they should...
in order to actually evolve, the player should be allowed to choose to do so upon successfully mating... being required to start the new generation as a baby (as explained above), if he chooses not to evolve, the mating process simply causes a new pack member to be born

8 brain upgrades using DNA
* based on what i said above, growing smater as a creature should not only depend in gaining DNA points... we should also be required to buy the upgrades of our brains... this way, if i want my creature dumb, i can leave it that way

9 buy pack slots
* more on creature stage, we should be able to use DNA points to BUY pack slots... so if i dont feel like making a strong creature, i can make several weak ones that stay together... also, when i die, i wanna be able to switch to a pack member of my species, only returning to egg if all my pack dies... slots should be cheaper for more more social pack-bound cratures and more expensive for great mighty predators

10 cheap useless parts
* if i add a part and it does not unlock any abilities, it should cost less DNA or should even be free... the gameplay stays balanced, but we get some nice creative freedom

11 being able to find all parts and jump-evolving
* even more on creature stage, i wanna be able to find ALL the parts available, including mouths which would change my diet, for sometimes, that´s what i feel like my creature needs... there should also be a cheat that unlocks all parts
in a related note, many ppl have voiced their dissapointment in not being able to use their pre-made creatures, i suggest we could browse the ´pedia upon evolving so we can choose a pre-made creature to jump-evolve to, being charged for the DNA point difference

10 & 11 (alternative) all parts available from start, fossils award DNA
* another solution to the creativity-vs-gameplay issue is to instead of having to "look" for parts, they are all available from start, which is irrelevant to gameplay since parts would just unlock the abilities, rather than building them, allowing full creative freedom without any impact on gameplay...
the fossils would yield bonus DNA points, which as mentioned earlier, are used to upgrade your abilities, grow larger and grow smarter

12 less dense population and more frequent out-of-nest behaviours
* more on creature... there should be LESS nests... lots more space between them, creatures should get away from those nests to hunt, migrate, drink water way more often... all these behaviours are already in the game, they just have to happen some more

13 geological eras
* geological era changes on creature and tribal stages could be implemented by using the terrascore functions... there could be periods of long droughts or ice ages... hey, that meteor could start a long winter period... this would definately "break the ice" a bit, hehe... such events would have repercussions such as decreasing the number of fruit plants around, requiring your creature to change it´s diet or your tribe having to move somewhere else to survive...

14 living ecossistems
* in creature, tribal and civ phases, alterations made to the environment, such as extincting a species, should have the same impact on the planet as we see on the space phase, allowing full ecossystem collapse if one chooses to cause such phenomenon (this feature could be selected upon game start, so casual players don have to worry about their actions causing mass extinction)

15 throw and bash
* when i first noticed there were grabbable items in creature phase, i thought i would be able to use them as rudimentary weapons... but i couldn´t... upon upgrading your brain (as mentioned above) to a certain level, i should get an increase in "strike" ability when holding a stick and be able to hurt creatures by throwing rocks at them

16 free flight and "jumping the pond"
* right now all the "flying" that a creature can do feels a lot like a "chicken-flight"... it´s almost pointless, specially because we need the highest-rating wing part just to accomplish that! the Campaign proposes that winged creatures woth flight abilities above 2 or 3 could be able to sustain pratically permanent flight, making it a viable mean of getting around...
in addition, once airborne, crossing an ocean ("jumping the pond", as RL pilots call it) should be possible... there´s no poinin getting eaten by the big mean fish while in the air

17 dark nights, nocturnal creatures and sleeping
* now, there is a day/night cycle... but it doesn´t affect anything whatsoever.... the Campaign suggests that such cycle would actually affect the gameplay... this gameplay difference would be provided by the fact that some creatures could be made nocturnal, a trait determined by the type of eyes placed on our creatures (some eyes could unlock the night-vision ability)
nights should also be much darker, making night-vision necessary, and creating a hostile environment for day-time creatures....
in addition, as in the SPUG and GonzagoGL prototypes, there should be an "energy" meter which is replenished by sleeping at your nest (watch where you build it!)...
during "sleep", time accelerates, like in The Sims, untill you wake up or something wakes you up

18 The object of tribal phase
* the tribal phase is the part of spore that comes shortest of it´s potential... the goal of tribe, should NOT, in no way, be the competition with other tribes alone... the MAIN purpose, should be the technological, cultural and populational development of YOUR OWN TRIBE!!... reaching CIV stage should come after you have expanded your population and influence enough... the challenge, in this case, would be maintaining your tribe fed, healthy (villagers should die of disease and old age) and defended against predators and other tribes (maxis, i reccomend gameplay research on a flash game called MicroLife)...

19 AI - AI tribes interact and not attack so often
* on tribal stage, tribes can defend themselves when i attack them... they can attack me... so, why can´t they do it with eachother... also, why can´t i summon my allies to fight with me? i can do it in civ, so that´s already built in the game.... more diplomacy could be very possible in tribal stage...
also, the other tribes attack way to often for the game to be more about developing your own tribe, this needs to be reduced

20 tribal farms/flora
* another on tribe, i know that moving/changine plants is already in the game... we can do it in space... couldn´t we do it in tribal so we can set up farms?? also, that would ba a good excuse for the flora editor...

21 uses for domesticated creatures
* yet another on tribe, our domesticated animals shoul have more use... we should be able to use them in combat (as with the beastmaster ability) and they shoud lay more eggs... those eggs should also be allowed to hatch, making breeding pets possible so we can grow them as cattle (that gives some meaning to that western cowboy glory music that plays when we domesticate a creature)

22 Nomad tribal behaviour
* unless your tribe has developed farms, or animal breeding, food would be a LIMITED regional resource (as described several points back)...
creating a nomad aspect to the gameplay of tribal stage, being that one would have to resettle from time to time, which would keep the population from growing enough to advance to civ (as described above)

23 tribal tools upgradeable
* tribe again, the tools we buy should have the ability to be upgraded (at a cost of food), making them more efficient as we progress in the stage...

24 non-restrictive city specialty
* on civ stage, i know my city has a specialy... but it shouldn´t limit me on what i can do... i should be able to build economic vehicles from a military city, and set up trade routes,,, they just wouldn´t be as effective as if i was an economic nation... this little change opens up the door for many possibilities...

25 civ vehicles fight ships
* vehicles built on civ stage should have some say against invading enemy spacecraft... they were so powerful in civ stage, why can´t they take down a ship or two?

26 better music editor and music sharing
* the music editor should have a larger interface... that thing is WAY too cramped... we can barely see the notes and their scales... editing is a real pixel-sized challenge and many have said its harder use do than writing real music... i suggest it is changed so we can edit the theme using real partiture notation, which not only eliminates the trial-and-error composing, is also a lot more educational...
in addition, the sharing of music through the sporepedia MUST be implemented, players now are forced to do it manually, removing this great aspect of creativity from the game

27 slower introduction to space
* the space stage, when i reach it... mr. rocket-boss is already telling me to go to a planet pick up a star-drive and get off into a pointless war which could be avoided... dude! slow down... it´s your second date and you´re talking children!!!.... instead, wouldn´t it be nicer if he simply said "we´re working on a star-drive, but it´ll cost many moneys... meanwhile, start up some colonies on our system to gather enough cash for us to build it"... then when i´m off i can start whatever war i want...

28 empires much further apart
* another on space, empires should be MUCH further apart... the SETI tool doesn´t feel atall like SETI, for i find that i´m actually searching for unoccupied stars in a fuzzball of other empires... there´s no search for intelligence here... i´m searching for some free space!

29 colonize occupied systems civ style
* space again, why can´t i settle on a star which already has a colony by someone else??? i should be able to settle on that colony´s PLANET if i wanted to! and then i would be able to deal with them as if i was playing the civ stage.. same goes for planets with tribes

30 colonies with docks
* more on the above, colonies placed near water should respect the water limit and set themselves up with a dock... this IS possible, we´ve seen colonies with docks, we wanna be able to build them

31 stop the emergencies while in-planet
* on space, when we are inside a planet, stop the incoming disaster and attack events (unless they take place on that same planet)... those should not bother us untill we´re out on planetary space, but they shouldn´t pile up either... being on a planet should make such things skip us ("someone else" deals with them)

32 only one emergency at a time
* based on the above, when such emergencies do occur, there should NOT be more than one at a time! it happens now, that such events are triggered at once and we end up with 8-10 situations to dealwith at once... an unforgivable game-design flaw

33 buy helper ships
* more on space, we can see ships like our own flying back and forth on our trade routes... it would be simple enough to allow us to purchase OURSELVES some of those and assign them to a certain task, such as spice freight or planetary defense, reducing the amount of micro-management

34 own empire fleet
* even more on space, since we have the diplomatic option to get a ship from our allies, make it possible that we can do it from our OWN empires, like picking up pack members on creature stage, but with ships...

35 ships bigger in planet atmosphere
* space again, ships should look like 4~5 times bigger when flying inside a planet... it´s very frustrating to design a ship that we imagine as being very large and having it appear as not larger than a tree, looking unable to hold the large crew i imagine it should have... same goes for boats on civ

36 incorporate other empires
* also on space, our empire should be a broader thing, instead of just including our own species, we should be able to incorporate other empires into ours by diplomatic or military means... doing so would have us meld their resources and relations and our own, think of it like a large company buying out a smaller one... this make particularlly great sense with species we monolyth´d into space age... this could be also possible for tribes and cities which we allied

37 view other empire´s relationships and star-chart screen
* in any stage above tribal, i suggest we´d be able to view what relations our empires/cities/tribes have with each other... this would allow us to consider properly before allying with an enemy of a previous ally, this could be done via a "space-chart" screen, where we can view all of our colonies´s status, known empires, their relations, last known spice rates, known wormhole paths, where our helper ships (mentioned above) are and more usefull info like that...

38 full diplomatic options and long range comms
* in any stage with inter-culture relations, the diplomatic options should include being able to mediate ongoing wars, threaten our enemies, ask them to surrender their cities, demand them money or ask them how much they want for the war to end and all that sort of thing... we should also be able to send long-range transmitions, as well as declining emergency calls

39 renaming, signs and UI improvements
* in any stage... i wanna be able to set up annotations, like the signs on SimCity2000... so i can name my locations or mark where i found blue spice.... there should also be a way to rename planets and whatever we encounter without using a cheat code...
in space, stars and planets with empires on them should display the names of present empires upon mouse-over
the sporepedia card that shows up upon scanning a creation should lead you to the sporepedia viewer upon clicking... it should also reappear upon re-scan
for creatures, it has been suggested that such card features a red/green/blue background for carnivores/omnivores/herbivores respectively
again in space, a flag (similar to the homestar or the ready-to-purchase flag) should appear on stars and planets when a colony there has reached it´s max spice capacity

40 set star cluster population density
* upon starting a new game, along with the "set diffuculty" dialog, there should be a dialog where we can set how densely our game is gonna be populated in that area... this way we can choose if we wanna be in an area where we would easily find other empires or if they would be more rare

41 stage and full game restart
* all stages SHOULD have the option to restart.... sometimes it happens that we put ourselves in a situation that cannot be solved, and then we´re trapped and the game on that planet is lost... also, there should be an option to fully reset our galaxies, keeping all downloaded creatures (as opposed to the result of doing this by reinstalling)

42 higher LOD range
* video options should alow me to set the LOD range higher and texture crisper (specially on creations out of the editor)... i have a good video card, it can take the heat

43 auto-save
* an auto-save feature should be included... sometimes we forget... could be turned on and off

44 no repeated creatures
* in any stage, the game should NEVER allow creations already present in any saves to be placed again ANYWHERE ELSE!
countless amounts of people have been complaining about runnning into their own creatures, or finding an empire that uses the same spaceship... THIS HAS TO END! big bug!

45 editor features missing
* on editors, some feature are available in some of them and not in others where they would be much needed... in the building editor, holding ctrl lets you move a part up and down, but in the vehicle editor, you cannot do this to move parts to the sides... in the other hand, in the vehicle editor, holding shift let´s you move/scale your creation as a whole... but, we can´t do this with buildings... another bother here is the absence of the paintbrush feature in the creature and clothing editors

46 assimetry support
* more on editors, we have seen that assimetry is somewhat supported... so i ask that we get a way to do it properly without havng to resort to using glitches or mods to do so (maybe holding SHIFT or something allows a part to be edited without changing it´s counterpart)

47 remember colony buildings and save colony templates
* the colony editor should remember what buildings we last picked, so we don´t have to go back in the sporepedia to re-pick them every time we set a colony, there should be also a button to place all turrets (if we can afford that)... also, numerous requests have been made for a system that allows us to save a colony layout as a reusable template, making it easier to setup multiple colonies (as far as our sporebucks can go, of course)

48 rearrange ship inventory and ship equipment trading
* items on ship inventory should be able to be reorganized as we desire! we should also be able to sell back equipment and ammo in our ships, which should also be more available than one item per colony... (making trading possible with more than just spice)... also, there should be some icon difference in expendible items and built-in, energy fed items...
a related note about ship equipment: holding SHIFT while using the abduct tool should stop it from beaming up creatures or plants, making it easy to retrieve war money or pick up spice boxes without sucking up those poor creatures

49 tag planets to start games on
* when we´re out on space, we should be allowed to "tag" planets so that they appear in the start-game screen... this way we can start our games wherever we want and have our creations interact with each other a bit more... also it would be very neat to start up on a gas giant´s moon, or on a T1 planet if we feel lke a challenge

50 full saved planet interaction
* our saved planets should be allowed to FULLY interact with each other... no limitations! if i wanna blow my guys up, i should be able to! this adds a whole Sims-neighborhood aspect to the galaxy and makes Spore a much more powerful storytelling tool...
also, i should be able to encounter my species in planets in ANY stage... once, visiting a saved creature-stage planet from a space-stage game, my species WASN`T THERE!

51 dynamic philosophy generation
* in space, maxis could have used a system similar to the simcity2000 newspaper (which generated news stories by mixing up semi-related paragraphs and phrases with open variable words) to create endless possibilities for empire philosophies, as opposed to the 10 CANNED (<-- intentional maxis sore word) ones they have built in

52 multi-stage interaction
* we suggest that in any stage, we could come across a more advanced species that has reached a higher stage... imagine all the possibilities that may rise from such interactions... so much fun!

53 efficient planet sculpting
* change the way the basic raise/lower terrain tools work, instead of missile-based, they should be laser-based, allowing us to sculpt the planet´s surface as we desire... the recharge period for novelty terrain tools and planet painting tools should be lower and we should not encounter repeated tools in planets (yes, it happens!)...
the fog effect created by using a sculpting tool should fade away faster...
also, there are reports of a recurring bug where oceans dissapear from a planet, reapearing instatly upon tampering even just a bit with the atmosphere

54 colony evacuation, dismantling and sale
* what do we do with a colony we don´t want/need anymore, if it gives you more headache than profit, or if we just desperately need the cash?... as of now, we can´t do nothing, so i suggest we should be able to take a colony apart (get the incredipack back), or sell the planet and even the whole system.... we could even throw them in as part of a peace offering to another empire... give it to the grox, maybe they´ll cut you some slack...

55 meaningfull allegiances
* as of now, not much reward comes from making allies in space, i propose that for each archetype of ally we´re given a "bonus" feature, such as: warrior empires help you fight attacks (by themselves), ecologists help prevent ecodisasters and so on...

56 original creator stamp
* every creation should feature a permanent "original creator" stamp, this would bring an end to creature-theft issues

57 planet timelines in sporepedia and planet sharing
instead of uploading our creations individually, the in-game timeline should be exported as a whole, in a manner that no creations are downloaded out of context, and also, allowing the game to reproduce the history on a planet...
on that line... we should be able to save a whole planet and upload it (making it possible to share our gloriously sculpted worlds)

58 in-game sporecast friendlyness
* there have been repeated reports on how the in-game interface hinders the creation, usage and editing of sporecasts, making them effectively pointless... we should be able to drag-n-drop stuff into and out of them, pick more than one as a theme and more stuff to make them user-friendly, which, quite frankly, as of now, they are not!

59 toggle auto-upload
* the auto-upload process is pumping the sporepedia full of unfinished creations! we should be able to DECIDE when a creation is complete and upload-worthy... this feature MUST have an on-off switch!

60 leave the spaceship - covered in upcoming expansion!
* one of the most commonly requested features: we should be able to leave our spaceships and explore "creature-style" this ability that removed from the game shortly before release, allegedly because it "wasn´t interesting"... well, IT IS INTERESTING! and we want it back! - i wanna extend this idea by suggesting it could be possible to walk out of cities in civ and tribes in tribal as well...

60 (remnants) creature controls in every stage
* pointing out the still-unadressed part of the above topic, i again propose that we should be able to pick a creature to control in creature-stage mechanics in every stage above creature

61 customizable controls - the implementation of this has been announced in this thread
* as in many other games, we should be able to assign different keys to each function... we should also be allowed to invert the mouse Y-axis, as many people have requested!




these are the main, broader improvements i could sum up from ideas of mine and of others that can be done using mostly stuff that is ALREADY in the game, in a way that very little additional content is necessary, making them viable to be featured in a downloadable gameplay Superpack




LIST B the Wish-List

the list currently features 16 topics


1 the return of the underwater stage
* in the beggining, there was a water stage, now there´s not.... we propose that upon being able to evolve from cell, we can choose (in the add-legs-editor) to add fins and/or guills allowing for the creature stage to be played underwater

2 creature morphology consequences
* as shown in the 2005 GDC video, we want the shapes of our creatures to REALLY influence the way they behave, such as center-of-gravity making a difference, skin color adding to camouflage, bigger mouths equals greater dammage, larger creatures slower.... that kind of thing... this could be enabled in "expert mode", so that everyone stays happy

3 SimCity-style city and tribe construction
* upon building a city, or tribe, we should be allowed to place building wherever we choose (no hardpoints), and the city walls (if we CHOOSE to have walls around our cities) should wrap around to accomodate whatever building placement we choose, allowing us to be able to build coruscant-like planets!

4 tribal tools and hut editors
* there have been numerous requests for an editor that allows customization of the tribal buildings and another that allows us to CREATE weapons and tools for our creatures

5 civ tools/weapons editor and infantry
* some military bigshot once said that you can blow up an entire country using just vehicles, but you can´t call it yours untill you have infantry there... the Campaign suggests a weapons/tools editor for the CIV stage, where we could give our creatures guns and whatnot, then, we could buy ourselves some guys wielding those weapons to use as infantry... not limited to military, this same editor could be used to create economic ad religious hand-held tools which would be used the same way

6 creature behaviour editor
* many different requests have summed into the need for a creature behaviour editor... perhaps an interface similar to the music editor could allow us to determine key behavioral features of our creations, creating a FAR richer experience

7 planet editor
* instead of relying ONLY on ship tools to edit a planet, in the "create" mode, we should have access to an editor which allows the free and unlimited editing of planets, also allowing us to upload them and place them in our galaxies with the option of having them elegible for starting new games on

8 senses
* as of now, we have a number of useless parts in the creature editor, such as ears and antennae, which serve no purpose... the Campaign proposes those would add "senses" to our creatures... as in, better eyes that can see farther, or in-the-dark/heatvision, ears that provide accurate directional feedback for sounds, noses that gives us the ability to track down scent tracks (as in Zelda: Twilight Princess) and so on...

9 climates and environments
* we propose there should be different climate areas on planets! such as frozen artics, deserts, rainforests etc... those would influence the climate on such regions (rainforests get more rain than deserts), and therefore, this would affect the population of wildlife in them

10 riding pet creatures
* there have been tons of requests for the ability to use other creatures as transport (riding)... this could be done via a "saddle editor" which allows the player to position his creature on a chosen pet and decide how his creation should sit while mounted on it... this would allow the rider to 'borrow' the abilities and strength of his ride.
this ability whould be present from tribal stage on and the player should be able to control the creatures directly, using creature stage mechanics

11 the "medieval" stage and tech development
* many have stated their desire for a smoother transition from tribal to civ stage... the Campaign then proposes that upon reaching enough population (as described in topic #18 ) we progress to an early civ stage, where motor vehicles are not available... becoming available after some progress... instead, as describe above, we must rely on foot travel or mount creatures (as mentioned above) to get around... a tech upgrade system, similar to the ability upgrade from DNA proposed earlier, would allow us to progress over the civ stage untill we are ready to reach space.

12 multiple saves per planet
* why only one species/game per planet? we should be able to re-pick an already started planet and "insert" another playable species into it´s environment... this would allow many very fun experiments to be done

13 different genders and mating roles
* gender diferentiation could be implemented by adding a "edit opposite gender" section in the creature editor... that section would allow us to edit the creature to a limited extent, such as changing some colors, resizing and moving limbs and spine sections within a limited range from their original positions...
"females" would get the ability to do a mating call, as "males" would "hear" such calls and would have to find ther partners in order to mate

14 space stations with editor
* many have suggested that there should be a way to set up a space station in orbit around any planet (including gas giants)... the Campaign proposes that such stations could work as "mini-colonies" adding diplomacy, trading, re-supplying and missions to a planet while yealding no spice revenue (can´t mine from space, right?)
space stations are much cheaper than a regular colony, and provide an effecient way to set your presence on a system...
there should be also an accompanying editor to allow us to make our own space stations

15 fleet editor
* many have suggested that it would be tremendously cool to have an interface that allows us to organize several created spaceships into a fleet... this would feature being able to assign somewhat diferent roles to said ships having different classes, such as 'corvette', 'cruiser', 'flagship' and so on...

16 get rid of SecuROM and 3-install limit
* a request-list classic! seriously, that thing is bad for our computers! patch it out... the 3-install thing is also one of the leading causes for player dissatisfaction



Appendix 1: New Cheats that need to be added

- unlock all parts in creature/cell stage
- unlock evolving to next stage
- give unlimited staff-of-life uses
- give all ship tools unlimited uses
- unlock all ship tools
- remove cooloff period for all ship tools
- adjust a creature´s ability level as desired
- eliminate a given empire/creature instantly
- map all black holes in the proposed "star-chart" screen
- reveal entire empire extents upon first contact
- toggle emergencies


Appendix 2: Other related threads

-- the pinned suggestions thread
-- the official suggestion thread for the upcoming space expansion
-- the Sporeum.com version of the Campaign
-- a thorougly devised implementation of more depth in creature phase
-- a major wishlist and suggestion repositorium
-- the list of 35 things that would improve Spore
-- the "stuff that needs to be added" thread
-- a wishlist dedicated to new achievements
-- an official thread dedicated to reporting BUGS in gameplay
-- thoughts on Spore by an ex-Maxis intern (and several neat ideas)
-- EA contact information
-- a clear summary of the reasons we´re unsatisfied
-- the "things you cannot do in spore" thread
-- the Spore vs Science thread
-- our insatisfaction in numbers, almost 80% prefer "Science Spore"
-- a boycott of the upcoming parts pack (in favour of fixing the core game)
-- "hurt & heal", a forum game on the strenghts and weakenesses of each stage
-- a page full of mods that may help in making Spore a bit better


if you got more good suggestions, post yours and if they aren´t covered yet, ill edit them here!


note: unfortunatelly, due post the increasing length of this thread, i can no longer feature quoted suggestions separated by their authors... nevertheless, i will continue to update the main list with new ideas thrown in...

i feel immensely honored that my thread has risen to the position of being a grand compilation of player´s requests, i vow to not let it´s supporters down and will keep this campaing always updated with the sum of their wonderful ideas!



if you wanna do more for the campaign, copy-paste the code below to your signature and let your every post spread the word!



thanks to all the posters! keep the campaign alive!



This message was edited 229 times. Last update was at 03/04/2009 22:52:55


"just want one thing, just to play a sim,
but that castle crumbled and we´re left with just a game...
where´s our Spore, Sim-Nothing?!"


if you think Spore could be much better, support the CAMPAIGN TO MAKE SPORE BETTER!
an open compilation of player´s suggestions to make Spore as great as it can be with a Spore SuperPack!
Battsknox


Microbe

Joined: 09/12/2008 00:42:01
Messages: 100
Location:
Smoky Mountains

Offline

ALL good ideas. bump!


I am TYPO DIVA, I invented TYPONESE
[WWW]
cortez09


Multicellular

Joined: 09/12/2008 15:20:56
Messages: 355
Location:
Portugal

Offline

battsknox wrote:ALL good ideas. bump!


copy paste







[MSN]
Moach


Multicellular

Joined: 09/11/2008 22:17:20
Messages: 336
Location:
São Paulo, Brazil

Offline

thanx for the support, let´s hope THEY see it....

oops... bump again

"just want one thing, just to play a sim,
but that castle crumbled and we´re left with just a game...
where´s our Spore, Sim-Nothing?!"


if you think Spore could be much better, support the CAMPAIGN TO MAKE SPORE BETTER!
an open compilation of player´s suggestions to make Spore as great as it can be with a Spore SuperPack!
pullthepin


Microbe

Joined: 09/13/2008 16:19:24
Messages: 12
Offline

These are great suggestions!

Riain


Multicellular

Joined: 09/14/2008 01:54:20
Messages: 117
Offline

It would be freaking brilliant if these changes were made.

I would still think an expansion would be needed but if it were to be patched like this I would have way more fun playing the game...

My converstation with my homeworld:
"Hello space command."
"Yes?"
"I think maybe you should start employing some more captains now that I have expanded our empire to 100 star systems."
"Ahahahah. You're kidding, right? We will build only one ship to defend our people at a time. That is all. You fail."
"Doesn't matter that you can clone me and build a new ship in a matter of seconds?"
"No! Now go away!" *Click*
"Well fine. I'll go back micromanaging my colonies. And see if I don't!"
jelly22


Microbe

Joined: 09/25/2008 01:42:17
Messages: 6
Offline

I have two suggestions for the space phase

1. I think we should be able to have more space ships helping us with the space ship we control becouse when another empire attacks your planet they have like 15-20 ships on their side.

2. I think it would be nice if we could actually land our ships on other planets and interract with other species in character instead of being limited into a space ship.
aim icon [MSN]
xdarkcodex


Microbe

Joined: 09/12/2008 08:47:22
Messages: 88
Offline

whats bump?any way i agree with you.those are some great ideas you have there.
[Email]
nunez1212


Multicellular

Joined: 09/18/2008 04:07:21
Messages: 245
Offline

Yeah..I also have a very good computer, and I would love for the distance to be a little further.
ChessPimp


Multicellular

Joined: 09/15/2008 21:43:55
Messages: 150
Offline

* more on creature stage, we should be able to use DNA points to BUY pack slots... so if i dont feel like making a strong creature, i can make several weak ones that stay together... also, when i die, i wanna be able to switch to a pack member of my species, only returning to egg if all in my pack dies


I like this, and it would be good if we could use DNA points to become bigger creatures, which gives more HP and greater attack.



* on more for creature... there should be LESS nests... more space between them, creatures should get away from those nests to hunt, migrate, drink water way more often... all these behaviours are already in the game, they just have to happen some more


this is so obvious i will be suprised if they don't do this.

* on civ stage, i know my city has a specialy... but it shouldn´t limit me on what i can do... i should be able to build economic vehicles from a military city, and set up trade routes,,, they just wouldn´t be as effective as if i was an economic nation... this little change opens up the door for many possibilities...


this lack of feature is annoying. I was using a trade civilization and a giant creature attacked me, well my vehicles cannot attack. I had to use turrents to take it out. When it attacked my vehicles, I had to trade with another city.

* space again, why can´t i settle on a star which already has a colony by someone else??? i should be able to settle on that colony´s PLANET if i wanted to! and then i would be able to deal with them as if i was playing the civ stage.. same goes for planets with tribes


this would be awesome! Of course we would have the problem of putting more settlements then the planet could sustain.
ChessPimp


Multicellular

Joined: 09/15/2008 21:43:55
Messages: 150
Offline

I would like to be able to put a sententiant being on an empty planet and see him colonize it depending on his kinds advancement as well.
GrundyTheGolem


Microbe

Joined: 09/13/2008 02:04:18
Messages: 14
Offline

* the music editor should have a larger interface... that thing is WAY too cramped... we can barely see the notes and their scales... editing is a real pixel-sized challenge

* in any stage... i wanna be able to set up annotations, like the signs on SimCtity2000... so i can name my locations or mark where i found blue spice.... this is just a simple UI modification


I support this thread!

Chrisrv


Microbe

Joined: 09/12/2008 06:13:02
Messages: 2
Offline

Well, I read your post... and only have one reply.

Why aren't you on their dev team?!?!


good ideas all. if half of these were implemented, it would be a much better game.
Kaliban


Microbe

Joined: 09/19/2008 13:15:49
Messages: 20
Offline

Developping a game is not an easy process - I am currently making one, and you have no idea how many good ideas you have to sacrifice because of concerns as time, money, stubborn marketing or editors, or technical problems...

Anyway - some of these ideas are good. I'd like to add one thing: when in Space, give us the possibility to become everything we meet!

I'd like to take the control of a new creature met on a new planet - and explore this world in creature mode. Or to take the control of this intriguing tribe on the eco destabilized T1 moon of this gazeous giant... Or taking the control of a city on this civilized world I just met.

Or "creating life" on a new world by playing the cell stage.

It even doesn't have to be useful for the player - even if there is no "rewards" for taking control, even if you can't "win", it would be fun to do.

I've seen so many planets I would like to "zoom on" and explore as a local creature...

And now for something completely different: Editors.
Not the plant or the hat editor, no: game play editors.

I would like to have an "game play editor" allowing me to choose the exact game play condition of a specific save: density of nest, density of fruit trees, carnivore/herbivore ratio, rarity of new parts, spice well density, will the game be more "diplomatic" or more "military"? How many dna point do you need to end creature, how many tribes to "conquer" before the end of tribe phase?
At the galactic scale, something like choosing the frequency of empires and their degree of technological advance, etc...

And I'd like a "quest editor". the ability to create mysteries, quests, secondary goals - a scenario of my own. And to upload it

This message was edited 1 time. Last update was at 09/25/2008 09:42:32

Basista


Microbe

Joined: 09/16/2008 10:26:15
Messages: 21
Offline

Bump!

Agreed, there should be more complex quests .



 
Forum Index » Spore Feedback
Go to:   
 
Powered by JForum 2.1.8 © ( EA Dev Build 2009-09-21 18:45:57 ) JForum Team