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SporeMasterNumerator


Spore Master

Joined: 09/10/2008 21:41:54
Messages: 1683
Location:
California

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Post the things you would like to see added to Spore.
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irrelevant


Microbe

Joined: 09/09/2008 06:46:14
Messages: 69
Location:
Beyond north.

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I would love to see a bridge system implemented into space I just made a thread about it, here -

http://forum.spore.com/jforum/posts/list/7028.page

"What if we took the current tribal layout system and applied to some sort of spaceship bridge – ala Star Trek? The captain’s chair would replace the camp fire and the tribal hut would become the door to the bridge. Surrounding the captain’s chair there would be places to install stations – much like weapon/tool/instrument huts are placed in tribal."

ShadowofCreation


Microbe

Joined: 10/02/2008 03:07:08
Messages: 11
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A more open ended and purposeful creature phase! (well, could be seen in all other stages but creature stands out for me!).

1) I would like to see some population control and actual creature phase tribe management! Like food levels and dominance on the planet. I dislike the fact that no changes are seen (aside from our creatures) in future phases based on decisions we make in say creature and tribe phase. It makes said phases seem lacking in purpose. In such a case.. Why not just skip straight to space every time? Need more purpose, more alternatives and content in the first few phases!

2) We want to leave the spaceship! Cant we ditch the space rig and interact with the planets we created one-on-one every now and then? Taking a stroll on my first t3 planet would be a dream come true! I wish i could enjoy my content outside of the confines of my craft sometimes.

3) Gameplay too linear in first few phases and space is too frustrating! The first few phases feel like im walking a straight line to the end of the game without much of a say so. My decisions do not affect the evolution of the planet, plants or surrounding wild.

4) 3rd person toon interaction with planets during space phase! Spore kinda reminded me of 'Genewars' by bullfrog. I was thinking how infinitely cool it would be to be able to build scattered structures in a 'main character 3rd person view' or make better use of the space on your planet 'and' be able to truly experience the surface of your personalized planet. Whether it be cool research buildings or novelty buildings simply to make your colonized world feel 'alive' and like its blooming. Not 1 planet with 3 bubble towns in it surrounded by a rather dead landscape with trees and an occasional herbivore.

Id say introduce population control, population management, food, more resources and more ways to interact with any given world. Walk on the surface, build structures, hunt wild(adds an awesome twist in maintaining the ecology! The risk of throwing off your T3 planet due to poachers or such), trade furs(anything but spice! bleh!). Build roads and maintain networking between cities in a given world.

As a universal consensus.. spore community doesnt seem to like:

1) Planets that are unable to defend themselves no matter how many turrets you outfit them with.

2) Having minimal time to respond to attacks and ecodisasters when you are lightyears out in the middle of nowhere exploring.

3) Having to babysit everyone of your allies! Or perform emergency missions else lose reputation! Maybe there is another way to do this, but the babysitting and ecodisaster part of the game is plain 'NOT FUN'. I have encountered 'NOONE' that enjoys it. Perhaps be able to maintain an 'emergency response fleet/team' to help relieve some responsibility. Not only would this introduce a cool new management aspect of the eco-balance/distant emergency crisis, but it actually sounds fun vs. having to fly 30 minutes back to your home world to see it annihilated.

4) Not being able to revisit previous creature phases in the same race. It seems the community would like to be able to walk the earth on foot with their advanced and oh-so-decked-out creature. Why cant we? A big win if you ask me to implement. Why not be able to start cell stage anew on one of your civilized worlds and see how you interact with advanced civilization whilst trying to climb the technological ladder? You will re experience the joy of creating a new creature and marvel at your accomplishments with your previous race while doing so!!

These are just a few i thought of. I don't like to 'impose' gameplay fixes, but it would look mean if i only pointed out the errors and didn't help meet in the middle some way =P

Thanks!
Sephiriot


Microbe

Joined: 09/12/2008 03:00:46
Messages: 43
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FIX BUGS.

This message was edited 3 times. Last update was at 10/22/2008 22:22:18



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Cerberus013


Microbe

Joined: 09/23/2008 23:36:52
Messages: 2
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A toggle auto upload creation button.

I am sick of playing through the game and having all my 10000001 only slightly different variations of the same creature clogging up my spore account and showing up throughout all the rest of my games as well. PLEASE make it so that they can instead replace the current copy of that creature in my sporipedia.
Joeycool


Microbe

Joined: 10/04/2008 06:17:32
Messages: 4
Location:
Lower Saxony, Germany

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I think a turret creator would be great!

Greetings, Joeycool

PS: Please watch my creations! (clic the pic)
Gaurune


Microbe

Joined: 09/16/2008 20:24:42
Messages: 9
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I have a (theoretically) simple request.. a patch allowing us to use the cell part variations which can be seen via the -state:CellEditor command line option. There are some great herbivore mouths I'd love to carry forward through the creature stage.
hmspepper


Multicellular

Joined: 09/15/2008 06:35:37
Messages: 108
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I would like to be able to have an swim feature on some creature parts (fins, etc) that allows you to take the creature underwater in Creature Phase (maybe have some more planets with inland lagoons so you don't have to worry about the monster in the sea).

Also please put a Pending Achievements area where you can view achievements you earned that aren't uploaded on the achievements server yet. Thanks

williwalli


Multicellular

Joined: 09/28/2008 07:51:47
Messages: 500
Location:
Ontop a Mountain

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Ahhh, finally it´s sticky. Thanks @Numerator.

I already posted it several times, but it was gone forever, after 1-2 Days, so another try...

1. Starbases and Installations

Just as the Title says. There could be Spacedocks, Depots, Outposts, Mining Bases, Science- Stations etc. The Bases could be classified as religious, economy or militaric Installations and have different Abillities. Economy-Bases could improve the amount of Trade Routes, Religion-Bases could improve diplomatic Relations, while militaric Installations could support defense of Systems and Trade-Routes.

2. completely rename everything

A Feature should be included into Sporepedia, to give us the Option to rename any Content. Planets, Stars, Plants etc. It should also be possible to write Descriptions for the different Stars, Planets and other Space Stuff like Comets and Black holes.

3. customizable Galaxy

Give us a free Galaxy Grid, where we can build our own Galaxy from the scratch. Included should be the Planet and Planteditor, also maybe a Star-Editor and something to bring in Asteroids and Black Holes and such things.

4. Fleet Feature

Different Ship types for different purposes and not to be limited to just one Ship. The Ships could also be classified as religious, economy and military Spacecrafts. I would also like to see different size of Ships to build speciallized Ship-Classes, like Fighters, Cruisers or Carriers.

5. extend the Space Stage

Space Stage should have more of everything. More Items to do trade with, more complex diplomacy System for you and your Opponnents and more Missions. Star-Systems should not only be limited to one Species. Planets should be suitable for different Creature-Types. There could be silicon-based Creatures that can´t exist on Oxygen-Planets etc.

6. Auto-Save Function

Badly needed incase of crashes.

7. Intelligence Feature

Intelligence could be depended to your Social Stance and how many Body-Parts are used. The more Parts you use and the more agressive your Race is, the less Intelligence it will have.

8. Customizable difficulty Settings

Give us the Option to modify and set up Events in difficulty Settings.

This message was edited 1 time. Last update was at 10/04/2008 22:50:58


Basista


Microbe

Joined: 09/16/2008 10:26:15
Messages: 21
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Creature Phase:

1.More interaction between you and other creatures. "Upgrading your mind" should affect means of communication and maybe inventions or new tactics.
2.Nest editor. You should be able to create your own nest, whitch would be an primitive chiefs hut when your species advance to tribal stage.
3.Primitive weapons, like pointed sticks, broken rocks also, because i see creature stage as something like caveman stage, this would give the game more smooth timeline.

Tribe Phase

1.Editors for all huts , all weapons and tools.
2.Advanced economy, you shouldnt build huts from food.
3.Ability to conquest other tribe without burning it to the ground.
4.Primitive defensive buildings like outposts or watchtower, or an order like "stand ground" or "defend food stack".
5.Different look for your chief/shaman, you could do that by additional editor.
6.Diplomacy. Ability to call your allies to fight, or defense.
7.Primitive trade. Food for tools for example.
8.Longer gameplay and more to explore, maybe some different missions.

(Missing species: between the tribe and the civilisation stage there huge gap, the other tribes are from different races, even when you convert them to your cause they dissapear in the next phase. Something should left from them as an artifacts or special hidden cities for you to explore in civ stage.)

Civ Phase

1.More types of buildings.
2.Three types of vechicles(economic, religious, war) for every type of civ, but with additional bonuses for type you actually have.
OR
Three types of ground war vechicles for all factions (flying and swimming vechicles may depend on the type of your faction) but with different and scallable features, that should make civ stage more interresting.
3.Defensive structures outside the cities, buildable near the spice vents.
4.More missions and achievements.
5.More interaction with inhabitants of cities.
7.Technology Tree. As your civ advance You should be able to invent more complex weapons or economic and social buildings, maybe some monuments buildable outside the city, providing big bonuses for the builders?

Space stage

1.Different colony types: mining , space ports (economic strict), defensive, cities (maybe All-in-one colony), laboratories ( maybe even archeologic?).
2. Ability to conquest planets using ground forces, whitch could be deployable from your ship.
3.Different ship types, economic , cruisers , collonization, starfighters and such.
4.ability to make and manage fleet , giving orders to attack from great distance, or recalling them if in perill.
5.Ability to make hidden collonies or outposts on the plantes near your enemy to spy on him.
6.Some Space life types like in space operas, big and dangerous even to your ship.
7.Interesting and non linear missions .
8.Space stations and space battles.
9.Partial conquest of solar systems.
10. Interstellar communication -like when you re threatened for money- diplomacy and trade without need to travel on and on to the planets you already visited.

And Now For Something Completely Different
Flora editor, underwater phase, cell editor , planet editor and external
modding tools .
Good luck!



Lutefisk_Mafia


Microbe

Joined: 10/04/2008 16:02:14
Messages: 2
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Mine seem pretty minor in comparison:

1. Fix the graphics for small and large lower terrain. They are switched around. This bugs me.

2. All of the tools in the spaceship tool bar should be able to be moved around to different slots. Same for cargo. The player should be able to organize the order of action buttons and cargo into a preferred pattern, and NOT just be stuck with the order in which things were acquired.

3. There should be three default pallette slots in the Space stage colony editor for both buildings and vehicles. The player would be able to assign individual building or vehicle styles to a given pallette. That way when you make a new colony and advance it to T1, you could just click on the pallette button and essentially say, "hey, just use my racial default buildings for everything." This would save time over having to go through every building and vehicle and assign them individually for every new colony.

4. Let's do something with gas giants, shall we? At least make them destroyable with planet busters. Or perhaps create a new high level tool that let's you create a new barren planet out of an asteroid belt or gas giant.

5. A new tool that let's you make a one-time double distance jump. Call it a jumpdrive collumnating super condenser or booster or whatever. This consumable resource would let you finally reach those many systems that are out of reach of even Drive 5 equipped ships. (But before you visit one of these systems, make sure you have TWO boosters, so that you can return home, too!)

6. A solar disruptor super weapon? Why settle for destroying a planet when you could destroy an entire system? This weapon converts the sun into a nova, and destroys all planets in the system, too. Use of this weapon carries an even worse diplomatic penalty than using a planet buster.

7. Once in a blue moon, an alien civ should drop a monolith on one of your creature, tribe or civ stage planets. This would allow an immediate jump to the next stage.

8. The Planet Smoothinator super tool. A one-use tool that makes a planet as flat as a cue ball. A good way to start terra forming from scratch.

9. Yet another super-tool: The Planetary Spice Virus. Unleashing this virus on a planet does two things. First it makes half of the spice geysers dry up and disappear. Second, it changes the color of the spice on a planet to a new randomly selected color. If a colony city ends up no longer being close enough to a spice resource, it disappears, too. So, this would be a way to potentially increase the value of spice on a planet, but it is a huge roll of the dice.
Bluhman


Civilized Sporeon

Joined: 09/11/2008 01:26:08
Messages: 1828
Location:
Shallow Space.

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Creature Stage
  • More diverse creature AI. Again, I'd like to see creatures that actively wander around the forests and plains, grazing and hunting, not creatures centered around nests

  • Price discount on stacking items. For items that offer the same bonus, such as a pair of heycorns, the 2nd heycorn's price should be reduced to a superficial amount of like 10 DNA points. The same goes for other parts, such as several pairs of feet, an upper-rank part taking priority over a lower-rank part (like Morepaw's stats rendering Fourpaw's stats moot, thus reducing the cost of the Fourpaw to 10 DNA), or even mouths. Would allow a much greater scope of customization in our ingame creatures, without us going wack in DNA cost.

  • Learned abilties. By having a certain attack, ability, or socialization type over several generations at high level (4-5), some new abilities can eventually be picked up.
    -Bite - Maul; very high damage biting attack.
    -Strike - Fury; A 360-degrees attack that has knockback and does very good damage. Has a long recharge however.
    -Charge - Crash; allows you to knock hostile creatures out of the way by simply running through them.
    -Spit - Venom; close ranged bite attack that has a permanent DOT damage effect, which can eventually waste their victims to death.
    -Jump - Air maneuvers; makes your aerial movement much more responsive.
    -Sneak - Unnoticed; naturally, your creature is hard to detect; its trail is very easy to lose track of.
    -Glide - Slowfall; your falling speed is reduced
    -Sprint - Speed Bonus; your movement speed has been increased by a point.
    -Sing - Stunning Scream; makes your creature do a very high-pitched scream that stuns all creatures within earshot. Allows you to escape!
    -Dance - Dodgy; Your creature has a 15% chance to avoid incoming attacks.
    -Charm - Cute; Creatures will have a lower chance of attacking you.
    -Pose - Grand Entrance; The initial social bout you have with another creature will have a much greatly effected social bar.
    -Speed Bonus - Swift; Slightly reduces the cooldown time of all your abilities.
    -Health Bonus - Guard; this ability can be used to hide in a ball-formation, and take no damage. Though you can't retaliate to enemies, they can easily get disinterested in you due to your immunity to damage, and might leave after a period of time.


  • Tribal Stage
  • Greater Allied Tribe interaction - Tribes you've allied with can come to your aid if you're home is getting wrecked.

  • Slower reduction of rival tribe relations, please. It's very easy to find oneself swamed by all the tribes eventually hating you.

  • Have enemy tribes do things to one another; have wars with one another, ally with one another... Whatnot. If you defeat a tribe that has already destroyed another one, it will have a totem pole piece in place, and taking out that tribe will offer you the bonuses of both the tribe you destroyed, as well as the tribe they destroyed.


  • Civilization Stage
  • 3 (or 2) unit types per city type. As is, there's not much strategy in this RTS game. More unit types could spice up the action.
    -Military
    --Artillery - The unit type that's most similar to what's in place; fires high-arc projectiles that have a blast radius. However, they don't home in on their targets anymore, and as a result, this makes them very poor against other units. Arial Artillery Units bomb their targets.
    --Gunner - Gunners shoot a rapid stream of DOT shots, that, though do poor damage against buildings, can hit their targets quite constantly. Good against other units.
    --Miner - Miners lay down invisible mines in the ground, which do incredible damage. The mines usually have a pretty forgiving blast radius for their placement. Very good against offending units, but pretty much useless against cities.
    -Religious
    --Preacher - The unit type that's in place currently. Fires arced, accurate shots that do slight damage to units, and tries to convert cities with large holograms and loud voices.
    --Mission Delivery - This is a more subtle approach to the Religious path; it places several silent missionary units within an opposing city, trying to spark up a revolution, and as such, disappears after being used.. If the missions get sighted in the city and caught, your relationship with other nations tend to go down for trying to use such underhanded tactics. Enough missions, however, can turn the city over to you quickly and effectively, allowing you to save other units for later.
    --Crusader - Crusaders are the strong guardian units of the Religious cities; they do excellent damage to other units with a DOT gun, but can't convert enemy cities.
    -Economic
    --Trader - The unit type that's in place currently. Has no offensive measures; just transports goods from city to city.
    --Entrepreneur - Entrepreneurs set up shop in opposing cities, which sell various products in the city. They remain in the city and make money until their power runs out. They don't require the civilization to give consent to trading either, but instead, if the Entrepreneur is not wanted, they'll just get kicked out, and your relationship with the civilization will decrease.
    --Guard - A purely defensive gunner unit, which shoots an effective DOT gun with great accuracy. It can drive off offending units well, but has absolutely no capability to attack cities. Guards also have an attack bonus against Epic creatures, that might get in Traders' ways.

  • Faster repairs when your units are stationed at home, please. In the tribal stage, sending your units home to recover was a viable option, but here, it's just more effective to sell damaged units and then buy a new one.

  • Maybe a general-access repair unit can be issued? Can be used by any city type, and repairs quite quickly, but cannot attack enemy cities at all.

  • Multi-track anthems. Allow us to give our anthems harmony and bass lines in addition to melody.


  • Space Stage
  • More Classes. Within 2 days of exploring space, I had pretty much met every single possible philosophy available; all nine of 'em. For such a vast galaxy, I simply don't think that's enough.

  • Extra Ships that you can build. We're an empire just like any other empire. Why do we have to be limited to just one ship? We should get the option to build two smaller ship types;
    -Atmosphere Patrol - Effective ships that patrol the atmosphere of a given colony. Purely defensive, and are basically just cheaper, slightly weaker uber-turrets.
    -Strike Fleet - These are the fleets that enemies often send at your colonies; a large, core ship with many smaller wingmen at his side. These can be ordered to attack an enemy colony through the diplomacy menu with one of your colonies.
    -Shippers - Shippers can ship produced spices to locations of greater spice storage, such as your home planet.

  • Auto-Spice collect; an option that simply enables you to collect all spice in a systems' colonies, without having to zoom in on it.

  • Let us get out of our ship! The space stage plays quite a bit like an RPG actually, with us controlling our captain, leading his ship. As a result, I really feel that letting him get out of his ship to explore cities, colonies, wild planets, or even do missions, would add a very nice extra layer to the Space Stage.
    -You cannot land and exit your ship on a T0 planet. Well, I guess it would be possible if a bubble-helm shows up around your creatures' mouths when you do...
    -Cities act as areas where you can speak with other creatures. Just click on them, and they'll have a short little blurb. Sometimes it's information, like returning feedback to you about how the city is doing or subtile hints to missions that might be available. Other times, they might just say things retaining to the situation.
    -Wild animals can attack you. I'd imagine the best way to adjust this is for the animals to have greatly increased health from the creature stage, as your captain is also going to be way stronger.
    -Speaking of the captain, you can choose his armaments and stats when the space stage begins; you can choose weapons from swords and hammers, to guns and tasers, to lasers and light-blades. Up to four of these weapons can be chosen and equipped.
    -Missions that involve you exiting your ship can vary from doing a one on one duel with a warrior race, to doing espionage missions; infiltrating town halls and getting important items.
    -Interiors of buildings are procedurally produced, generating a general style from the parts used on the building, as well as the colors on them. In the case of espionage missions, a large labrynth of hallways with guards could suit the interior of the hall.
  • This message was edited 1 time. Last update was at 10/05/2008 04:30:50






    Shaidon


    Microbe

    Joined: 09/12/2008 15:18:12
    Messages: 76
    Location:
    Pendar

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    Sporepedia
    - Show a better icon on both normal and large preview to say what type of vehicle (sea, land, air) and buildings.
    - If large images dont keep the code to upload creations to the game, there should be a link to download the normal image.
    - The rate don't appear sometimes. Guess when you click on the creations from the creators front page.
    - Slots to add your own images to your creations, like with The Sims 2. So you can show how it is in the game.
    - Auto clean up same name & account creations, and leaving only the last uploaded. Sporepedia needs to loose this fat. Maybe some different creations will be lost cause the creator didn't gave it a unique name (compared with his own creations), but then just need to reedit it, change the name and reupload it.

    General - game
    - Unique change phase button. So we can still check the evolution without changing phases.
    - When you use cheats, will get a message warning about achievement will be blocked and continue to be on the save.
    - The traits get bound to the png of the creature, so it will act the same on other peoples games. So this creature will also be unique in the planet/universe, to avoid clones.
    - Restart tribal and civ phase. This is good to people who saves on a bad situation, so when they loose, won't return to the last bad save.
    - One more menu on Sporepedia to show all creations that was randomly added.
    - Turn on/off auto-sharing. Seriosly, we don't need dozen of the same creatures evolutions. People should created different creatures and upload it. Don't help the laziness!
    - Check box to what I want to download from: Random, Buddy, Sporecast. Also a checkbox on each buddy and sporecast that allow me to stop downloading from them.
    - Better in game cache management. Really deleting stuff that I don't want more, reset galaxy. Without need to worry about .packages deletion.

    Editors
    - Allow the same testing of the creatures to buildings, vehicles and OVNIs.
    - The effects on the editor should work the same way on the game. Like the directions of the smokes when direct it to the ground, it show going to the ground on the editor, but on the game it going up.
    - Fine tunning hotkeys to give more accuracy on all creations. Maybe something showing the X,Y,Z. Tool for perfectionists.
    - More animated parts, like fire breathes, spikes with lighting (one and two between parts), wind, mucos. At least to buildings, vehicles and OVNIs.
    - Can change the color of all lights and effects, if you change the color of the piece of that part that produces the effect/light.
    - More human type clean skin, the ones there are gives more a look of old, shiny, zombie or burned.
    - Asymetry and hidden parts, without need to use game glitches to it. Like it was with The Sims 2 pool building, before Nightlife.
    - Joints can be connected forming polygons. Can choose what side will connect the joints. Can joints get very close without auto-connect or keep the distance from the center, like there is this magnetic barrier between them.

    Tribal
    - Allow to keep playing music to already friend tribes or attack them so you can change you traits even if you about to change phase.

    Civilization
    - Vehicles could be more like stone, paper and scissor. One better to destroy another.
    - City with ports can buy defenses against sea vehicles.

    Space
    - Console command to reset your homeworld or bugged planet, so maybe this will fix the crashing problem. And this code will not block achievements, of course!
    - Where is the underwater colonies? As least allow build colonies with ports.
    - Can make a fleet of your own ships by visiting your colonies.
    - Auto and manual inventory organizer.
    - When you reach the max level, you can change to real sandbox space, when all your tools got unlimited with no use delay (achievements might get blocked).
    - On this suppose to be new sandbox phase for space, you can buy tools that will complete turn off the random disasters and attacks on the planet that you put that tool. And if you just want it to return, just need to destroy this tool.

    This message was edited 1 time. Last update was at 10/04/2008 18:08:10


    Tomatella Corp. is spreading the O-virus!

    No matter how many times you save the world, it always manages to get back in jeopardy again. Sometimes I just want it to stay saved, you know? For a little bit. I feel like the maid. ''I just cleaned up this mess. Can we keep it clean for ten minutes?'' - Mr. Incredible
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    Jonandra


    Multicellular

    Joined: 09/16/2008 03:36:29
    Messages: 453
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    An option to turn on/off an auto-save would be nice. Default OFF.

    How often you would like it to auto-save would also be nice. A choice between auto-saving for 10, 20, or 30 minute intervals, for example.

    Did Spore ever return? No, it never returned.
    -
    The MTA - an oldies protest song
    -
    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!
    yukonrye


    Microbe

    Joined: 09/30/2008 16:31:28
    Messages: 1
    Offline

    Can you guys please add an extra layer of protection from games being deleted? My entire family plays this game and I believe when my 3 year old son was playing he accidentally clicked my planet and the trashcan icon and clicked OK and deleted it. I'm not asking for a password protect but at least prompt the user to type "delete" before deleting a game. I was lucky that it hadn't been a game I had been playing very long. It frightens me the thought of spending 80 hours on a game and having it deleted by a curious child.

    Thanks
     
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