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 What should spore improve?

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Lazernugget
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PostSubject: Re: What should spore improve?   What should spore improve? - Page 3 EmptyWed Dec 22, 2010 2:42 am

Yeah...that could work...

Remaining:

City stage
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Drew
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PostSubject: Re: What should spore improve?   What should spore improve? - Page 3 EmptyWed Dec 22, 2010 2:43 am

What is in the city stage. Please elaborate.
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Lazernugget
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PostSubject: Re: What should spore improve?   What should spore improve? - Page 3 EmptyWed Dec 22, 2010 2:44 am

Before civ. stage, where you have only bits of electronics, and you get a house and there's banks and cars, and farms...It's like the 17-1800s
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Drew
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PostSubject: Re: What should spore improve?   What should spore improve? - Page 3 EmptyWed Dec 22, 2010 2:48 am

It seems like a Civil stage would be useless in that case just a newer look to it with new tec :|
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Lazernugget
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PostSubject: Re: What should spore improve?   What should spore improve? - Page 3 EmptyWed Dec 22, 2010 2:49 am

But It would be like an adventure, with missions and you get to walk around
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PostSubject: Re: What should spore improve?   What should spore improve? - Page 3 EmptyWed Dec 22, 2010 2:50 am

I think city stage is a bad name... it should be called the rural stage instead. You start a small village with your species, other small villages are established. You can make alliances with other villages, take them out, or buy them out, much like the civilization stage. The difference being that you can actually use infantry in your wars, and there would be medieval weapons and stuff. Your village would eventually become a bigger town, and you would soon end up with a castle and stuff.
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PostSubject: Re: What should spore improve?   What should spore improve? - Page 3 EmptyWed Dec 22, 2010 2:51 am

Yeah!
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Drew
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PostSubject: Re: What should spore improve?   What should spore improve? - Page 3 EmptyWed Dec 22, 2010 2:53 am

I think if they were to make it, you should have the option to be one of your creatures. Go down there and help them attack like said above in a similar manner as adventures. I see no problem with that.
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PostSubject: Re: What should spore improve?   What should spore improve? - Page 3 EmptyWed Dec 22, 2010 2:55 am

That's what it would be.
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Drew
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PostSubject: Re: What should spore improve?   What should spore improve? - Page 3 EmptyWed Dec 22, 2010 2:57 am

I can see it now..
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Lazernugget
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PostSubject: Re: What should spore improve?   What should spore improve? - Page 3 EmptyWed Dec 22, 2010 3:07 am

razz

Yes...
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Drew
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PostSubject: Re: What should spore improve?   What should spore improve? - Page 3 EmptyWed Dec 22, 2010 3:10 am

Now what shall we move on to?
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Mitchz95
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PostSubject: A Problem   What should spore improve? - Page 3 EmptyFri Jan 14, 2011 9:04 pm

FrostieRabbit wrote:
The cut-scenes are like if you're making a movie and you have the option of placing the creature down into the cut-scene and you have a timeline and you can move the creatures limbs and facial expressions, you can also make them speak in the spore made language or if they're an animal they make the same noises that regular animals speak.
Good ideas, but what about the player's custom captains? You can't predict what physiology their captains will have, so you can't adjust how they'll move. That would only work for characters in the Adventure. And I guess locked captains.
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PostSubject: Re: What should spore improve?   What should spore improve? - Page 3 EmptySat Jan 15, 2011 1:09 am

I would like to be able to make creatures interact with objects. Nothing too complicated, just stuff like the ability to sit in a chair, or look like they're reading a book or typing on a computer.
A thing I'd fix is the glitch that sinks my captain's feet down into what ever surface I'm walking on (except the ground). That's probably the most annoying thing in GA.
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PostSubject: Re: What should spore improve?   What should spore improve? - Page 3 EmptySat Jan 15, 2011 8:13 am

Loon wrote:

A thing I'd fix is the glitch that sinks my captain's feet down into what ever surface I'm walking on (except the ground). That's probably the most annoying thing in GA.

I think that is only second to getting stuck in walls.

That definitely takes away effects from the adventure. I would want that changed too!
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PostSubject: Re: What should spore improve?   What should spore improve? - Page 3 EmptySat Jan 15, 2011 8:38 am

Mitchz95 wrote:
FrostieRabbit wrote:
The cut-scenes are like if you're making a movie and you have the option of placing the creature down into the cut-scene and you have a timeline and you can move the creatures limbs and facial expressions, you can also make them speak in the spore made language or if they're an animal they make the same noises that regular animals speak.
Good ideas, but what about the player's custom captains? You can't predict what physiology their captains will have, so you can't adjust how they'll move. That would only work for characters in the Adventure. And I guess locked captains.

I was mainly talking locked captains.
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PostSubject: Re: What should spore improve?   What should spore improve? - Page 3 EmptySat Jan 15, 2011 4:42 pm

I think all those ideas aren't necessary to Spore, they can be done without.

All I'd like to see is more varied and less repetitive gameplay. Mashing buttons over again get's kinda dull, but I do love some aspects of gameplay.

(Like different ways to play the game; you get the conventional omnivore, carnivore and herbivore, but it's sometimes interesting to play scavenger ETC.)

Spore is a mile wide but only an inch deep. Advanced gameplay is the only thing I'd like to see.
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PostSubject: Re: What should spore improve?   What should spore improve? - Page 3 EmptySat Jan 15, 2011 6:19 pm

SugarRush99 wrote:
I think all those ideas aren't necessary to Spore, they can be done without.

All I'd like to see is more varied and less repetitive gameplay. Mashing buttons over again get's kinda dull, but I do love some aspects of gameplay.

(Like different ways to play the game; you get the conventional omnivore, carnivore and herbivore, but it's sometimes interesting to play scavenger ETC.)

Spore is a mile wide but only an inch deep. Advanced gameplay is the only thing I'd like to see.

I think it would be nice to see attacks miss. I know that rockets eventually miss, but if they fired in a straight path and took more skill to work with, that would be awesome. Some sword weapons would be cool, especially if they worked like in BF2.

- 3DBlenderRender
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Mitchz95
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PostSubject: Another Galaxy!   What should spore improve? - Page 3 EmptyWed Feb 16, 2011 4:14 am

There should be another galaxy. Not one you can visit in Space Stage, but sort of like a new Region in SimCity. Each galaxy would be exactly alike, except without any changes that might occur during games (no destroyed planets, new empires, no saved games, etc).

If they can't do that, there should at least be a reset button that restarts your current galaxy.
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Dymblade
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PostSubject: Re: What should spore improve?   What should spore improve? - Page 3 EmptyWed Feb 16, 2011 9:06 pm

New weapons would be good but I also wished they would patch the falling into buildings glitch it is SOOOOO enoying.
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PostSubject: Re: What should spore improve?   What should spore improve? - Page 3 EmptyThu Feb 17, 2011 12:06 pm

Dymblade wrote:
New weapons would be good but I also wished they would patch the falling into buildings glitch it is SOOOOO enoying.

Turn floors into gates... problem solved.
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Mitchz95
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PostSubject: Space Stage Improvements, and lots of `em!   What should spore improve? - Page 3 EmptyThu Feb 17, 2011 5:13 pm

(sorry to repost, but since "Let's Make a Better Spore!" was locked, nobody will see my ideas. Here goes.)

These are suggestion for improving the space stage. They are NOT ranked in order of desire.

1) Fleets should be available. You can design (or choose) fighters, frigates, cruisers, and transport ships at military colonies (you can select and build them in the same way you build vehicles in the Civilization Stage). You can name each individual ship (except fighters, though you can assign them to squadrons) and assign them to different missions. You could send them to attack another empire, patrol the border of your space, guard and defend colonies, or escourt convoys through enemy space.

2) There should be different types of colonies. Examples are:

Mining Colonies for harvesting spice. These would be exactly like the current Space colonies, except they'd look different.
Scientific Colonies for recieving data about the region (empires, planets, wars, alliances, etc). The more buildings you have, the wider the range (1 or 2 would reveal stuff within 5 parsecs, 3-5 would do 8 parsecs, and 6+ would do 10 parsecs.
Military Colonies for building fleets. See 1).
Spaceports for improving relations with other empires (you could choose which empires are allowed at certain spaceports. The colony must be within ten parsecs of that empire's colony).

In addition to terrestrial colonies, there should be Space Stations that can be built orbiting planets, gas giants, stars, wormholes, nebulae, or even just in plain space. These would be slightly more expensive than terrestrial colonies, but would perform better. And since they can only be attacked from space, the only way to defend them (besides building turrets beforehand) is if you have the auto-blaster. You can select buildings or vehicles to work as space stations.

Also, if the solar system contains asteroids big enough (half the size of a moon, at most), they can be colonized like a planet (though they can't be terrafomed, they CAN perform the duties of whatever type of colony it is). While their temperature can vary, they will never have an atmosphere. The same applies for comets, except that they'd always be cold and can't be colonized except with Space Stations.

3) Moons should be recognized as moons rather than planets. Also, there should be a maximum of four moons orbiting a gas giant, and two orbiting a terrestrial planet. And there's a 25% chance your homeworld would be a moon (unless Maxis adds #7, in which you can design your solar system).

And moons orbiting terrestrial planets would be more common.

4) There should be more advanced diplomacy. You can request permission to colonize a planet in an alien-controlled solar system, ask for more than one allied ships for your fleet, and be able to trade for creatures, plants, relics, etc. Some empires could even sell citizens, like slaves and/or criminals.

You can also sell your star systems for money, if your trading meter fills up. You may be contacted by an empire you have a trade route with, and they'll offer you some money in exchange for the system. If you accept, they get the system and you get the money.

5) More missions are a must. Escourting a convoy (yours or an ally's), attacking a pirate outpost, search for a missing ship/probe/relic/etc, and destroying a planet-based superweapon are just a few possibilities. There should also be more disaster options (examples: asteroid collisions, gamma radiation bursts, supernovae, planetary collisions, etc). And there should be more than one possible "starting mission".

You can destroy an asteroid or comet with either one Planet Buster or a LOT of Anti-Matter Bombs, which would blast craters until you reach the core and the asteroid/comet would explode into debris.

6) We should be able to enlarge our colonies. Dragging out wall segments would add room for more buildings, and therefore more productivity. However, doubling the size of a city would cost more Sporebucks than placing another one. This would also be true for the Civilization Stage.

7) I like your suggestions, Gamer027, the advanced planet choice in particular. I'd like to build on that.

First, there should be a Planet Editor like the Adventure Editor. As well as using them as templates for Adventures, they can be selected for use in the space stage. And there should be more unique home systems, too. I'm sick of the current setup: 1 homeworld, 1 moon, 1 hostile planet, 1 gas giant, and 1 planet with a spaceship wreck that NEVER CHANGES. You should be able to choose a type of star, and completely design your solar system. You can determine the number of planets (1-5 terrestrial, 1-5 gas giants), comets and asteroids (1-5), moons (1-10 in total), asteroid belts, and other stuff. Use your imaginations!

Once you're done designing your solar system, you can determine their terrascores and choose which planet or moon will be your homeworld. It can be anywhere between T-1 and T-3.

Naturally, there'd be a Randomize button as well.

8) Different sized planets. That goes for moons and gas giants, too. The largest moon size depends on the size of their host planet, but varies from half of current size to current planet size; the size of planets varies from current moon-sized to half of current gas giant-sized; the size of gas giants varies from twice current planet size to the size of a yellow star.

9) More star types. How can the Spore galaxy be limited to THREE types of stars?? There should be red giants, yellow dwarfs, and even stuff like pulsars, neutron stars, brown dwarfs, etc.

10) Gas giants should get a lot more respect. First of all, they should come in more colors (like Saturn's beige, or Uranus's turquoise). They should also have storms and weather patterns, like the Great Red Spot. Second: you can approach them just like terrestrial planets, but instead of land it's just a thick layer of clouds your ship can't penetrate. You still can't colonize them, but you can establish Space Stations (see #2) in orbit. You can also use Planet Colouring tools on them (and the Planet Buster). They also need to fix the glitch where the gas giant's rings overlap its moon. And would it kill Maxis to make some of the rings more visible?

They should also be included in the star system's planet chart, as well as the Sporepedia.

11) You should be able to do whatever you want with your homeworld! If it falls, you choose another colony to replace it as your empire's capital. You should also be able to fully interact with other saved games.

If all your colonies are lost, you can still place/conquer more. But if your ship is destroyed before you can do that, you'll be returned to your last save point.

12) I think that clouds should be visible from space. Colonies, on the other hand, should NOT. And aside from the thunderstorms and twisters on the thick-atmosphere planets, there is absolutely NO weather! There should be tornadoes, hurricanes, blizzards (on cold T-1 planets), volcanoes, earthquakes, etc. Hurricanes would be visible from space as well.

Also, the "night side" of planets should be really dark from space, like in real life.

13) When cities/colonies are destroyed they should form ruins like the ones in your first mission. Those will disappear over time.

14) The Hologram Scout should be replaced with your real captain, like in Galactic Adventures. If the captain is fatally wounded on the surface, his corpse is beamed back to the ship and text appears, saying the crew managed to revive him/her.

And speaking of GA, you should be able to fly down to Adventure Planets like normal. You can do whatever you want to them...AFTER the Adventure has been completed. One exception is the Planet Buster, which you can use on the planet whenever you want. However, if you haven't yet completed the mission, it will count as a mission failure.

15) There should be a list in the corner naming all the planets/moons/asteroids/comets/gas giants in the solar system, and by clicking on them you can fly to that planet/moon/asteroid/comet/gas giant.

16) It would be neat if the stars went through stages. Eventually they would die, either going up in a supernova or becoming a red giant and eventually a white dwarf.

I understand the problems exploding stars could present, so I have a solution: when a star goes supernova, the explosion will create a wandering black hole (see #35) and a background nebula. After roughly five minutes, a proto-planetary disk will appear inside the nebula, in the exact spot the original star was. That will eventually become a normal star, with several lava planets orbiting it.

If a star explodes, all its planets would be vaporized. If the star becomes a red giant, the inner planets would be destroyed, the Goldilocks planets would become lava planets, and the outer planets would become habitable. When it becomes a white dwarf, only the innermost planet has a chance of survival, and only if it's very close and very small. It would become a blue-orbit planet.

If an endangered star houses any of your colonies, you'd get an alert that you must evacuate the colonies before the star dies. You'd have maybe five to ten minutes to do so. Allies may ask you to help them evacuate their own systems. There could even be a new tool that allows you to scan a star and - in addition to adding it to your Sporepedia - determine how long it has until it goes to its next stage (supernova, red giant, white dwarf, etc).

17) There should be a new tool, which slowly reassembles destroyed planets. If a planet is blown up, this tool can be used in orbit to slowly clump the debris into a tiny lava planet roughly the size of a moon. Any nearby comets or asteroids will become moons.

18) I don't really care for the planet sculpting tools (except Terra Seas), but there's one thing I've noticed. You don't really have much control over what they do. I think the sculpting tools should be laser based, like in SimCity. And there should be more Colouring options, too. I think there should be a light, medium, and dark version of every color. White/grey/black is a must, as is beige/brown/dark brown.

19) I think I speak for every Spore player that's reached the space stage when I say...MORE ARCHETYPES!

Well, sort of. My idea is this: every archetype has three sub-archetypes. Each one would have a different level of aggressiveness.

20) The rename planet and rename star cheats would work on other saved games, and would allow two words for a name. (ex: Regulus Prime)

21) The number of colonies you can build on one planet would be limited by the planet's SIZE, not Terrascore. You can place as many buildings as you want in each colony. The terrascore would, however, affect the amount of spice your colony brings in. You'd get more spice per hour on a T-3 planet than a T-1.

22) If a disaster occurs on a moon, its host planet may be affected as well. For example, if it was destroyed, either from a Planet Buster or natural means (see #5), the host planet may experience severe climate change for a while, such as a thicker atmosphere, lower temperatures, and more meteors. If the moon is not restored (see #17), it will eventually form rings around the planet.

Vice versa: if the homeworld is destroyed, the moons (now planets) would be damaged as well. How badly depends on their size, atmosphere, distance from the host planet, etc.

And if the planet and moons were all destroyed, if they're not restored, they would just become a big cloud of asteroids that could devestate passing planets.

23) Rename the Planet Buster! You just can't take it seriously with a name like that.

24) More than one sentient race can exist in a single system. In your home system, they wouldn't have advanced to the space stage, but they might be there in tribal or even civilization. And you can use a monolith on them if you want.

Whatever sentient race is more technologically advanced controls the system. If both are space-faring, whichever one reached space first controls the system.

And if you want to colonize a planet, but a space-faring race controls that solar system, you must ask their permission. You can still do it if they say no, but it will drastically lower their opinion of you.

25) Pirate outposts can be found as well as empires. They're not as powerful as a normal empire, but they have a LOT of colonies throughout the galaxy, some of which may be hidden in alien-controlled star systems. Of course, they may raid each other as well as you.

If you fly one of their planets, a lot of spice and other resources would be available for you to take.

In the communication screen, the screen would just be static-filled, and you wouldn't be able to see the speaker.

26) You don't always have to be called "The ___________ Empire". You can choose to call your empire whatever you want, regardless of the species. For example, if you want to pull a Star Trek you can choose to call your empire "The United Federation of Planets" instead of "The Terran Empire".

In this manner, I think the Grox should just be called "The Grox" instead of "The Grox Empire", because that makes them sound kind of normal.
____________________________________________________________________________________________

(Whoa, I didn't realize I had so many issues with the Space Stage! Sorry if I'm boring you.)
____________________________________________________________________________________________

27) Colony vehicles would be able to fight, though they'd be VERY weak.

28) Why do all empires have PLANETS as their homeworlds? There should be some moon homeworlds too!

29) Colonies can mount an uprising if they're not satisfied with your performance. They'll break off from your empire, start their OWN campaign, and often declare war on your empire. If you manage to get them back to friendly terms, they'll rejoin your empire (with your permission, of course). You can also join the resistance if you want; just fly to one of their planets and let them know.

30) I've noticed that certain planets (lava planets and ice planets in particular) look distorted from space. Fix it!

And if a planet has a thick atmosphere, there'd be a LOT more cloud cover (see #12). The planet's surface may be entirely blotted out, like on Titan and Venus.

31) I've noticed that some planets and moons have names like "Rusaux-4" even though it may actually be the second planet from Cheon (therefore should be called Cheon-2). Fix that!

32) Why would an empire sell off its last colony? It doesn't make much sense.

33) You should be able to interact with civilized species just like space-faring ones, except they can't do anything outside their solar system (attack your colonies, trade routes, etc). But they CAN attack neighboring planets and moons with ICBMs. You can, however, destroy them from space before they reach your planet.

34) The first few missions you get would take place in your own solar system. You might have to colonize and/or terraform the nearest planet or moon to your homeworld, scan everything in your solar system, blow up an asteroid menacing your homeworld, etc.

35) Some black holes would wander the galaxy, occasionally getting close enough to damage a star system. You'd have some warning, though, and some time to evacuate your colonies. While these black holes can destroy all the planets in a system, the star will never be destroyed. Sometimes the star and black hole could even form a binary, like Cygnus X-1. Once the star dies (see #16) the black hole would stay there.

If you enter these with a Wormhole Key, you'll come out of a random wandering black hole.

36) If you enter a black hole without a Wormhole Key, your ship is destroyed.

37) It seems odd that your diplomat empire would order you to destroy an alien colony, especially when you haven't even MET that empire yet. The different archetype philosophies should be evident even with your own empire.

38) Get rid of the "Locate the Grox" mission, or at least make it optional.

39) Planets without spice would be a lot more common. While you can't place the traditional Mining Colonies on them, you can establish Military Colonies, Scientific Colonies, Spaceports, and, of course, Space Stations (see #2).

40) When colonies make spice, they should automatically convert it to Sporebucks. You'll collect the according profits whenever you return to the planet.

41) There should be a Reset button in the Galaxy Screen. If you click on it, your saved games will be deleted and the galaxy will be completely restored to its original settings.

42) The Sol System needs to be redone, or at least fixed. First, Saturn and Uranus need to have their real colors (beige and turquoise) as well as more visible rings. Second, Uranus and Neptune need to have moons (Triton and Oberon, for example). Jupiter should have all four Galilean moons, and Mars needs Phobos and Deimos (both asteroid-sized, see #2). Third, Mercury should be a crater planet, and be more grey than red. And Venus must be a lava planet, but still look yellow from orbit. Fourth: Uranus should be on its side. Fifth: Pluto, Ceres and Charon should be included as asteroids (see #2). And sixth: Earth's oceans should be deepened so they actually look blue from space.

43) Not all T-0 planets should have geological activity.

44) In the inter-planetary view you can fly your ship around like in the planetary view. You'd have all the same options, too, except the tools that are specific to use on planets (Terraforming tools, bombs, Terra-Coloring, etc).

45) When you use a monolith, if the species has a version of itself that has tribal/civ/space outfitting, it should adopt those as it advances through the different stages.

Also, if you use it on a creature planet, you can choose which species it will affect.

46) If one of your colonies is attacked, the Mission Log and transmission from the colony will indicate the attackers instead of saying "an unknown assailent". And you can be attacked by species you haven't met yet. In that case, "unknown assailent" works fine.

Oh, and if one of your colonies is captured or destroyed, you'd get an alert that says, for example, "The Warzoleski Empire has captured/destroyed your colony on Ralliah-2 in the Ralliah system!". That'd be a lot more convenient.

Also, when you go into the colony editor you can determine whether it will surrender to an empire or keep fighting to the end.

47) When your enemy surrenders a system, you can choose from three options:

Accept - The colony becomes one of yours, just like it does normally.
Reject - Blow the colony to smithereens!
Occupy - You take control of the colony, but citizens are still those of the alien race that used to own it.

48) There should be some planets with strange characteristics, like Uranus on its side. Also, crater planets should be a LOT more common, particularly on planets with no atmosphere. And the planets should also have different day lengths!

49) I just got an awesome idea! Once you've got the "Dance with the Devil" badge in Hard Mode, you can go back to the galaxy screen and replace the Grox with another alien race of your choosing! There'd be no change in behavior or philosophy, just in: appearence, symbolic color, name (including all times in which the Grox are mentioned), buildings, and vehicles.

50) Artifacts should be more common on habitable planets than T-0 ones. Homeworlds should have most of them.

51) Some enemy ships should have some of the combat tools you can buy, like shields, cloaking devices, and even the Anti-Matter weapons (rare). No Planet Busters, though.

When you declare war on a previous game, whatever weapons you had on that game will also be given to all that empire's ships.

52) Whenever I use a Terra-Sculpting tool on a planet and then leave, whenever I return the terrain has returned to normal! This is also true with the Terra-Coloring tools. They should fix that!

53) The Planet Scan tool should scan everything, not just plants and animals.

54) When the Grox defeat a planet, the planet's Terrascore will gradually drop to T-0.

And I think the Grox should attack Tribal and Civilization planets too, but mostly Space Stage planets.

55) If an enemy fleet enters one of your star systems, your colony will contact you and warn you. They won't send the actual "Help, the _______ Empire is attacking us!" message until the aliens reach their planet. They'd also send a transmission if an unidentified alien ship enters your system. Once you reach the system, if the aliens are still there you can contact them and therefore meet their race.

56) When you break off a trade route or alliance, you should get an "Are you sure? Yes/No" option.

57) The Sporepedia leaves a lot to be desired. There should be a LOT more info on it.

When you open up a Planet Card, you’ll see its Terrascore Meter, its known plants and animals, its affiliation, and its home star system.

When you open up a Star Card, you’ll see its type, a list of planets and their Terrascores and inhabitants, and the star’s location on a map of the Galaxy. There could also be an event list, where you’ll see any events taking place in that system (attacks, trade routes, etc).

When you open up an Empire Card, you’ll see its archetype, homeworld, spaceship, and a list of planets/stars that race controls. There should also be a list of that empire’s allies and enemies.

When you open up a Spaceship Card, you’ll just see its affiliation(s).

58) When you ally an empire (or civilization, see #33) you should automatically download everything of theirs into your Sporepedia: ships, buildings, planets, plants and animals, etc.

59) Here’s another idea: in the space stage, you can “tag” a solar system. You can then start a game in that solar system from the Galaxy screen.

60) The Galactic Code shouldn’t apply in your territory. You should be able to do whatever you want in your space without being punished by everyone in the area.

61) The shields should work differently. They should have their own health, and when you're attacked they will lose health instead of you. When they run out of health, they will shut down. When the shields are off, they will gradually restore their health. If you recharge your ship, they will automatically go back to full power.

The same thing should apply to cloaking devices, only if you're hit both you and the cloaking device will lose health. It should not turn off whenever you do anything; though if you shoot at enemies while cloaked they may start firing in your general direction.

(If that's too long, I guess I can shorten it using that scrolling thing...but I'd rather not.)


Last edited by Mitchz95 on Fri Feb 18, 2011 2:28 am; edited 2 times in total (Reason for editing : editing #42.)
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Mitchz95
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PostSubject: Civilization Stage Improvements!   What should spore improve? - Page 3 EmptyThu Feb 17, 2011 5:17 pm

(Again, sorry to repost. I can shorten it later, if you want.)

These are suggestion for improving the civilization stage. They are NOT ranked in order of desire.

1) The nukes (ICBMs and Gadget Bombs) should completely destroy the city they land on. Ruins will take over the spot, much like those in the first mission in the Space Stage. Over time, they will fade, and you may establish a city of your own there...as long as you control at least 1 city on that continent.

2) Fewer epics. I know they're fun to kill, but they get kind of annoying after a while.

3) Better nation names. I know the color-coded ones are easier to remember, but would you really name your nation after the color of your species' stripes? I think not.

4) If your planet is mostly water (see my Space Stage Improvements! post) then some cities will float on the water like giant barges. Wouldn't that be awesome? You could even direct them around the planet like ships, though they'd be VERY slow. Of course, they'd make up for that in firepower (turrets). If a floating city is destroyed, you (or another nation) can build another one.

Water planets wouldn't become available until the player has the "Adamantium Civilization" achievement, for completing the normal Civ Stage in Hard Mode.

5) Disasters would be a great addition. There could be biological disasters like diseases, astronomical dangers like asteroid collisions or nearby supernovae, or even a possible alien attack! Your turrets and aircraft would have to fight off UFOs and other alien vehicles. But that one would be very rare, and again, only after Adamantium Civilization.

Also, some disasters might drop the planet's T-score. If it drops to T-0, you fail the stage and must start over (or from your last save). Alien bio-weapons, nuclear winter, and asteroid impacts are examples. Nuclear winter will occur if five or more nukes are detonated.

Once your T-score drops, you can't restore it until you unlock terraforming technology in the Space Stage.

6) The stage shouldn't just be about conquering each other. You could direct funding towards different tasks, such as the space program (which would allow you to unlock the space stage earlier, as well as amass defenses against astronomical threats) and ecological study (allowing you to maintain your planet's T-score and resources).

7) Aircraft wouldn't use lasers until you either invest $100,000 into the space program or take control of six cities. Until then, they'd use bombs.

8) You can name any continent on which you control all cities.

9) Since when is spice the ONLY resource on your planet? There should be other minerals and stuff as well. Also, the spice shouldn't shoot up as gysers. There should just be a spot with a symbol on it, which indicates a deposit.

10) Spice symbols and nation borders can be turned off, like the filters in the space stage.

11) Occasionally a peaceful UFO may visit the planet, abducting a person/animal/tree. They may also drop crop circles.

12) We should be able to enlarge our cities. Dragging out wall segments would add room for more buildings, and therefore more productivity. You could extend your city to cover the whole planet if you want! However, expanding a city would cost more Sporebucks.

13) First-person view. You can choose a vehicle and manually control it as you attack enemies or claim spice gysers. If your vehicle is destroyed, the view automatically switches to another one.
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PostSubject: Re: What should spore improve?   What should spore improve? - Page 3 EmptyThu Feb 17, 2011 10:09 pm

Mitchz95 wrote:
(Again, sorry to repost. I can shorten it later, if you want.)

These are suggestion for improving the civilization stage. They are NOT ranked in order of desire.

1) The nukes (ICBMs and Gadget Bombs) should completely destroy the city they land on. Ruins will take over the spot, much like those in the first mission in the Space Stage. Over time, they will fade, and you may establish a city of your own there...as long as you control at least 1 city on that continent.

2) Fewer epics. I know they're fun to kill, but they get kind of annoying after a while.

3) Better nation names. I know the color-coded ones are easier to remember, but would you really name your nation after the color of your species' stripes? I think not.

4) If your planet is mostly water (see my Space Stage Improvements! post) then some cities will float on the water like giant barges. Wouldn't that be awesome? You could even direct them around the planet like ships, though they'd be VERY slow. Of course, they'd make up for that in firepower (turrets). If a floating city is destroyed, you (or another nation) can build another one.

Water planets wouldn't become available until the player has the "Adamantium Civilization" achievement, for completing the normal Civ Stage in Hard Mode.

5) Disasters would be a great addition. There could be biological disasters like diseases, astronomical dangers like asteroid collisions or nearby supernovae, or even a possible alien attack! Your turrets and aircraft would have to fight off UFOs and other alien vehicles. But that one would be very rare, and again, only after Adamantium Civilization.

Also, some disasters might drop the planet's T-score. If it drops to T-0, you fail the stage and must start over (or from your last save). Alien bio-weapons, nuclear winter, and asteroid impacts are examples. Nuclear winter will occur if five or more nukes are detonated.

Once your T-score drops, you can't restore it until you unlock terraforming technology in the Space Stage.

6) The stage shouldn't just be about conquering each other. You could direct funding towards different tasks, such as the space program (which would allow you to unlock the space stage earlier, as well as amass defenses against astronomical threats) and ecological study (allowing you to maintain your planet's T-score and resources).

7) Aircraft wouldn't use lasers until you either invest $100,000 into the space program or take control of six cities. Until then, they'd use bombs.

8) You can name any continent on which you control all cities.

9) Since when is spice the ONLY resource on your planet? There should be other minerals and stuff as well. Also, the spice shouldn't shoot up as gysers. There should just be a spot with a symbol on it, which indicates a deposit.

10) Spice symbols and nation borders can be turned off, like the filters in the space stage.

11) Occasionally a peaceful UFO may visit the planet, abducting a person/animal/tree. They may also drop crop circles.

12) We should be able to enlarge our cities. Dragging out wall segments would add room for more buildings, and therefore more productivity. You could extend your city to cover the whole planet if you want! However, expanding a city would cost more Sporebucks.

13) First-person view. You can choose a vehicle and manually control it as you attack enemies or claim spice gysers. If your vehicle is destroyed, the view automatically switches to another one.

Those are all great suggestion, Mitch! Only if Maxis could do them by making a patch. But I comletely agree with 9 and 13. But the point of the vehicle system was so you can control many vehicles. If you can only control one vehicle it might be your city's doom.
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PostSubject: Re: What should spore improve?   What should spore improve? - Page 3 EmptyFri Feb 18, 2011 12:02 am

A patch is out of the question for expanding on anything.
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PostSubject: Re: What should spore improve?   What should spore improve? - Page 3 Empty

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