Joined: 09/04/2010 20:42:44
For the last week I have been working on a HUGE "Wish list" And I want people to see it, So I'm going to post it under this Fourm.
Bluefirecomet's Spore wish list
That's right EA. Get your programmers in gear! Because this is what everyone wants on the next version of spore! And you think this is too much? While there's a trend. It's the same thing that happened with "Simcity 5" Issue. You just made "Simcity creator and left that. Then Monte Cristo made Cities XL, what simcity 5 could have been, but you didn't make that! You gonna do the same thing with spore? Some company is gonna take spore out of the dumps and make this! Why not you!
-Fewer,faults,errors,problems,(No more losing two hours of work on an adventure because of error code 1xxxxx or 2xxxxx)
-Stop the "Banned creation"Gllitch
-No more core spore glitch.
-The ability to view creations with parts packs you don't have, but in a "read only" sort of way.
-All coloring setups should be done on an RGB coloring instead of pallets.
-The GA prop tag should not decrease, but FORBID any creations from appearing in space game. I still find "Mayor Joe" empires, and find my wall parts and mailbox announcements used as buildings.
-The "set:" tag should have a more powerful effect as well. It's weird to find a city where the city hall looks like a tribal village tower, yet the buildings around it look like something out of a science fiction movie.
-No "Cute" planets that look like they were torn out of a preschoolers coloring book.
-More scientific accuracy, but still a splash of humor.
-All editors Deserve an upgrade. The interface is good, but They all deserve new parts that taylor to how most players create in them.
-The ability to create and locate stars and planets anywhere in your galaxy (Galaxy editor) Below are some New Ideas for how space should look in spore.
-Terrestrial planets of different sizes
-Gas planets have multiple moons, and terrestrial planets can have at least two or three.
-Triinary(Three) Quadrary (Four) Quintuple (Five) star systems.
-More planetary decoration variation. Planets where only one side faces the star(s) Double rings in an X formation and other fantastical worlds.
-Instead of having designated Red,Yellow and Blue stars, In the galaxy editor, There is a slider that you can drag to create a star from a red dwarf to a blue hyper giant.
-The galaxy editor will also allow you to create nebulas,black holes,white dwarfs, even design the space around your galaxy. I want to feel like I'm creating a scrap-book from the hubble space telescope.
-Other players can visit your galaxy in a "read-only" mode.
-You can also get more precise with the galaxy editor and select colors,flora,fauna,and create a landscape
-More landscape objects like glaciers,waterfalls,caves, arcing rock over canyons.
-Also, Very steep cliff terrain should obtain a more deeply textured look. Steep, extreme mountains appear overly smooth, and sometimes, rather glitchy.
-Also, Forests should be denser and more detailed then before. More bushes and shrubs on the forest floor.
-A similar slider could be used to create a planet from an oversize asteroid to a body so massive, It almost became a star.
-Perhaps in the galaxy editor, you start from scratch. It is just a void of space, ready to be filled with your creativity. This could also remove many nuances (I'm talking about the Grox.) and opens up so many intriguing possibilities. Perhaps after you've made your home star system, and nothing else. Then there's nothing you want to do. Just fly around, and terraform the planet's moon. If that's all you want then Ok. Spore should be a real simulation toy, a universe in a box. Not five stages of pain in your butt.
-Flora also has a more profound effect on gameplay (In creature game, Fruits you eat and get nutrition,Vegetables you eat and the plant disappears, and seed you eat that will later grow Into new plants in areas you visit later) Also in tribe, civilization and space game agriculture and fishing become a more important part of making sure your populace does not starve.
-Planetary weather and natural disasters(Serve disasters can be prevented with good terraforming habits)
-City Stage (Between tribe and civilization)
-Fish stage(Between cell and creature)
-Every stage should be more in-depth and take more than 30 minutes to complete.
-An "Adaptive Difficulty" system where the game is always rather challenging, but is still at a fair and doable level.
-The ability to create and adjust your homeward and the planets and stars in your solar system before you begin cell stage.
-More cell parts and more advanced abilities (Suction cups that cause cells to stick to you are just one Idea I had)
-Cells are more scientifically accurate in appearance
-"Waves" in the ocean and storms that create numerous waves
-More diverse sizes of cells
-Stationary plants and creatures (Tube worms,coral,ETC)
-Armored cells/armor plates where your cell cannot be damaged,or shells.
-The ability to have a cell that moves on the ocean floor,beginning to walk or wiggle.
*These Ideas could be used in fish stage as well.
-Creatures can be amphibians and dive into the water. Gills or air sacs could add to these abilities
-Players can choose a variety of basic traits 1.Does your creature give live birth or lay eggs? 2.Is your creature warm or cold blooded? 3.How large is your creature(From mouse-sized to T-rex sized) Larger sizes cost DNA but have health and damage bonuses. 4.How many creatures travel together from the home nest(from you and your mate to dozens of others) 5. Pronounced differences between male and female creatures. 6. Classes of creates (Worker drones,soldiers,queens)-Perhaps your creatures have an ant-like society. 7.Able to choose and design your creatures Nest/Hive/Burrow/ETC.
-More in depth biology/Food chains (Hawk eats mouse,mouse eats seeds)
-Competition for mates
-Permanently airborne creatures that nest in high trees.
-Herds or packs of creatures that do not have home nests.
-More interaction that occurs with out you. If your are creature playing as creature A, I want to see Creature B trying to hunt and eat Creature C.
-Widespread species that have many homes spread over an area.
-Various types of terrain (Desert,Temperate,Tropical,Tundra,Mountain,Arctic,Swampy,Etc)
-Mass extinction's your creature must survive due to disasters.
-More varieties of creature attacks (Electric,fire,stingers ETC.)
-More intricate social system.
-Armored parts, rather than adding health, decrease the amount of damage you take from an attacking creature, and have a larger effect (As much as a 75%) Damage reduction for a level five part
-Tribes are built and spread on a ground control radius instead of a fixed plaza.
-Agriculture plays a key part in establishing civilization,and NO, The second rate lump of sticks behind your main hut that your domestic creatures are stupid enough not to run away from, that does not count as agriculture.
-Tribe population cap is higher and harder to max out and is much higher
-Feeding your tribe members is more crucial
-Tribes must surround a construction site and build (more tribe members=a faster build) of a building.
-Tribes can build defense structures such as walls and watchtowers
-Tribal building editor
-Domesticated creatures can be given weapons,be armored, or even become mounted creatures, of course mounted creatures need a saddle in a proper location.
-Tribes can construct ancient wonders (Sporehenge, Etc) That can grant powerful warriors, Summon an epic to another tribe,Or cause your tribe to launch fireworks, attracting friends.
-Tribes Can live in trees or on the beach,or simply be a standard tribe,Depending if you were an amphibious or airborne creature.
-Rare objects such as gemstones could be exchanged between tribes to form alliances or pay tribute to a superior tribe.
-New musical instruments such as drums.
-New weapons such as poison darts.
-A requirement for building that tribes must cut down trees to obtain wood and build your buildings.
-Water tribes(Created by amphibious creatures) can build small rafts for fishing or transport.
-Tree tribes(Created by flying or select normal creates) can mount on large flying creatures,and attack from above, and normal tribes simply get an attack bonus.
-Perhaps tribe and civilization blend into one another until there is a "Revolution"where you officially become a civilization.
-Cities Constructed on a ground-control radius instead of a fixed plaza.
-Ablility to select a type of government (Democracy/Monarchy/Dictatorship) Although you still have control over your civilization, different governments have unique bonuses for your civilization.
-Cities can have parks. These are cheap and cause a happiness boost.
-An ability to construct spice refineries around geysers that allow you to gather large amounts of spice.
-As in tribe stage buildings (perhaps vehiles too) take time to construct.
-All vehicle (Particularly sea) should appear larger in game. even a large bulky vehicle is a wonder a single member of even a small race can fit inside comfortably.
-Cities should have do deal with logistics (A simple system of power and water supply)
-Trams and rail transit
-Above ground Skywalks between buildings.
-Cities have more diverse building geared towards the three strategies (Military bases for the aggressive player,Corporate headquarter towers for anyone who likes to trade,And Temples for the followers of spode.)
-You have the ability to edit the plazas your buildings rest on, your city, walls,gates and turrets.
-You can edit how much health a building has, more cost will make buildings cost more.
-When your create your military vehicles, You can select from several shooting animations (Land vehicle can shoot more than blue cannonballs,sea vehicle something other than missiles, and planes are the worst with those beam lasers)
-Troops,Commandos,Anti-Aircraft tanks,scouts,and a good variety of other units should be essential to military capture.
-Economic power of a vehicle is determined by "Cargo space" Instead of how many spinning moneybags you can hide under the cockpit. I haven't thought of mechanics for that, But they should also not carry giant balloons around.
-The construction of roads,trams,bridges, and tunnels should be crucial to trade.
-The process of buying a city should be more intricate than establishing a trade route for 15 minutes, then having your mayor walk in with a pile of sporebucks and boom! The city is yours.
-Religious capture should work by a means other than how many Megaphones are sticking out of vehicle. I haven't thought a better method, But it should be a stealthy, yet effective way to capture unhappy cities.
-"Useless" vehicle that drive,fly or float around your cities(these could be representations of cars,jet liners,and ferries) These are not under your command, but seeing many means your population is thriving.
-Less displays and visual clutter in civilization stage. I should be able to turn off the boundaries multicolored streaks behind my vehicle.
-All buildings become rubble piles and take some time to remove the rubble.
-Boundaries are not fixed chunks of land that can be captured,but are based off a player's ground control of the area.
-More than ten cities can be built on a planet.
-If you are an Amphibious or Airborne race you gain special bonuses:
-An airborne race gets aircraft immediately at the start of the game. They also have access to larger aircraft, that in the editor have increased complexity and room. Large aircraft Get A 500% Health and Power bonus. They also cost a lot more.
-An Amphibious race always starts with a port city. They can build their buildings out on platforms on the ocean. They also gain access to large Sea vehicle, That work in the same way as large air vehicle.
-There are multiple species competing for your planet in civilization game.
-A normal species (Not aquatic or air) Gets all vehicle and buildings slightly cheaper.
-Civilizations must advance their technology (Create satellites and attempt to reach space) Perhaps in the final stages of civilization, The Moon(s) or your homeward could be places to establish expensive, yet powerful colonies.
-Overall graphics improvement
-There shouldn't be the same opening with the crashed ship and the destroyed colony every time your begin space game. I've been though it 14 times now!
-In the first stages of space game, you should simply be able to colonize your own solar system instead of having your first colony around another star system.
-Your civilization stage veichles should help you defend your planet
-Decreased Grox Raids,Disasters,wars,Pirate raids,and other crap where you have to drop whatever your doing to save some dumbo.
-Easier in the early phases, and more challenging at later phases.
-I'm tired of half the empires in the galaxy crowding around mine. Empires should originate only at random locations.
-Alot more "Dead space" that's not full of empires. Good for hunting for rares or practicing your terraforming skills
-Spaceships should gain abilities for adding parts.
-Larger ranges for interstellar drives (I should be able to hop across the galaxy if I earned it.)
-In space game, your spaceship is always small, only singe person or small crew sized ships. Although this is ok for attack fighter type ships, In the later stages, your ship should expand from a small prototype to your empires "Mother ship" Therefore, your ship should be large, and have huge amounts of health (100,000) or more, and be able to transport hundreds of units of spice and troops, tanks and fighters.
-More diverse sets of missions geared towards each empire's archetype. (Economic civilizations should ask for deliveries, warriors ask to attack another planet,Etc)
-No more bard empires who come on the screen and talk like their drunks or something. The bard empires should be more mature on screen.
-Empires geared towards the personality of the empire creature(selected by the player who creates it) I'm tired of getting my alien but kicked every time I fly into the Pink bunny empire that somehow became warriors.
-Planetary Shielding (Every child's made up world has planetary shielding).
-Your home world and colonized worlds should automatically give you all tools and supplies they manufacture. I'm sick of paying my own empire $5,000,000 Every time I need a planet buster. Of course, You can gear them to manufacture the supplies you need (Need more Antimatter bombs?) Call up your colony and order some. Come back later, And you automatically get your bombs the same way you get spice.
-Ability to edit/customize colony structures (bio protectors,spice storage keeps,Etc)
-More complex terraforming system.
-Planets have more atmosphere(No I'm not saying I run out of atmosphere generators too often), but all planets are the same "Shell". I want to see perhaps a low terra score planet that is entirely covered by small hardy plants. Or a planet dominated by giant rock-eating parasites, Or a diverse planet covered in Dozens of different creatures shrouded by a canopy of plants.
-Spaceships should not all be the same design,but have random sizes and health amounts. There should be designated types of ships including Terraformers,Fighters,Freighters,Large attack ships(Similar to a large air/sea veichles mentioned in civilization stage)
-You as well as other empires should be able to have your other ships, and command them. (Terraformer number three, terraform planet zorktar. Large Attack ships one, two and five, attack the Grox at planet hydra.) Of course these ships would be expensive, and therefore an investment.
-There should be special structures or shipyards that periodically build ships.
-There is no population cap for your number of spaceships, as long as you have the time and resources to create and upgrade your classes of ships.
-Your empire's computer controlled spaceships should NEVER do something you don't ask them. I don't want to zoom out to galaxy and find my favorite allies' empire destroyed by all my attack ships.
-Spaceships equipped with landing gear are able to land and walk/drive across a planet's surface.
-Your captain can beam onto any planet that is Not Terra score 0, even if it's not an adventure planet. From there, your captain should be able to attack an enemy colony, battle creatures, or just fly around.
-Terra sculpting tools laser (not missile) based. I want to be able to terra sculpt like god mode in SimCity 4.
-Terra sculpting tools are easier to unlock.
-Terra coloring tools are easier to unlock.
-More terra sculpting tools that allow the placement of rock formations or forests.
-Rare objects are harder to find and are worth more.
-The Game designers claim you can "Create" planets in space game. But what they meant by that is you can fight the grox for two months then get the crappy staff of life (I was very disappointed when I reached the galactic core.) What A ripoff! I want a refund. Because when your empire has the might to get the staff of life, yo've already terraformed dozens of worlds to T3, and really don't care for it anymore. Therefore, A good High level tool for a UFO could be a limited galaxy creator.
-Some reward for finding earth! When you reach the galactic core, Steve claims that you get something if you find earth, and you don't! You can get the "Oh the humanity" Achievement if you blow it up with a planet buster, but what else?
-Artificial planets (I want my homeward to be guarded by a death star type moon)
-Resources (other than spice and rare objects) should be available for trade.
-An auto colony function for your spaceship. (Place a pre laid out colony on a planet for a slightly higher price) But not to forget that all buildings and veichles take time to create, so perhaps your spaceship deploys a lander, and in a few minutes it grows into a colony.
-Able to construct port colonies in space stage.
-Able to attack colonies with planetary landings in an RTS style mini game. Where your empire must deploy troopers and tanks. Perhaps you could beam down your captain and he/she could take part in the battle.
-Able to make robot armies for your empire (gonna need an editor for that)
-Floating colonies on gas giants (Able to visit gas giants)
-With the ground-control based City function, you could create planet-wide cities.
-Faded Tribe/Colony,City plazas disappear after awhile. A hotly contested world that has been colonized multiple times starts to look ugly with all of the colony plazas. You cannot even terra sculpt on a spot where there was once a colony.
-An auto repair function where damaged yet not destroyed colonies remember where all the original structures were, and automatically rebuild after an attack.
-An extreme yet Fun Idea is that you have complete control over every empire and could pit them agents each other in war, And see who falls apart first.
-More captain parts (particularly weapons) I've seen so many things where the jet pack is used as a flamethrower.
-More music for adventure editor.(i shouldn't know exactly how every music object sounds as in, playing an adventure and some music starts playing, I shouldn't immediately recognize it as "Down hill" or any other music object)
-Ability to load anthems into adventures.
-Aircraft behave better in adventures. Behavior should no longer be helicopter and aircraft based. Aircraft should no longer do a Dolphin swim around a planet or should only be able to hover in place unless you set them to.
-A captain that originated from an empire can unlock more than 10 accessories.
-Handheld blasters or guns for creatures (gonna need an editor for that)
-A GA prop Building,veichle,ETC editor.
-More complexity available in adventure editor, able to create adventures with approximately 5 times the complexity and up to 20 acts.
-A helpful thing for adventure series makers, lock an adventure,and a player can only play it if they complete another adventure.
-Adventures can be set to only be playable from quick play menu.
-A player must complete an adventure with their own captain before it can be posted. The player's captain level will be on the adventure's sporepedia card. This will stop people from posting adventures that you get in space game and cannot beat.
-The details of an adventure planet can be edited (moons,rings,etc)
-Co-Op adventures. You and your buddies can beam down simultaneously and tackle a challenge too big for one captain.
-Another intriguing idea is that battlefields could be created, and multiple players could beam down their captains for a team battle or something. A kind of Xbox type thing.
-Perhaps similar to the space game, players can pit their civilizations against one another in RTS style battles.
-A special creation that can be used as an announcement. This has unlimited description room, and Behaves like a blog for the named topic. Players can also post pics of their creations.
-Spore "clubs" like subspore or the guild should be allowed, and encouraged.
-Chat rooms should exist. Beam down with a bunch of online captains and chat. Or bring one of your favorite creatures and show them off.
-People could be able not copy your creations without editing them significantly.
-You should be able to rate all content from In game. I'm tired of making lists of things to rate up or down, exiting spore, then having to find and rate all that content from the spore website.
I hope you liked my Ideas, and will hopefully use some of them if you make a sequel to spore! I bet this is the kind of game will wright wanted BTW. Will Wright is awesome.