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Will Wright's Spore => Spore: General => Topic started by: Zamaza on September 05, 2008, 12:50:37 pm

Title: Non-Combat Space Improvements Discussion
Post by: Zamaza on September 05, 2008, 12:50:37 pm
Aside from the widely discussed "OMG I'm constantly attacked" and related problems, I think there's room for other improvements in space phase. Mainly the minimap.

The game is huge, very much so, and it's easy to get lost when you have nearly two dozen different star systems, many of which with more than one colonized world.

Suggestions:

     Your empire should not change color on a whim. I don't know if this is a bug, but when I reload space game from having closed the program my empire is often a different color, as are the other people around me. This makes knowing who is who and what's yours very hard. Not to mention being recolored as my previous enemies color is bad. Maybe you should be able to pick your color when you start space.
     Black Holes/Worm Holes are difficult to keep track of. They have realistic to our earth names, but it's hard to remember Is2345c connects to 7c9873 even more than it's difficult to keep track of your own planets. There needs to be a better way to track how they link up after you've been to them. They show an arrow, but when it goes through the center of the galaxy it's impossible to tell where it goes. This gets more confusing when you take Wormhole 1 to 2, to 3, to 4, to 5 and then try to go home. By then your bread crumb trail doesn't go all the way back.
     Galactic Map Quest Maybe I'm just lazy, but I frequently take the same route over and over and over gathering spice. It'd be nice to be able to either pre-program this (create a route and be able to select it and have it run) or at least be able to draw a "galactic road" between some of your systems even if it's only visual and not auto-travel.
     Captain's Log Call me crazy, but when I find some off the beaten path planet that buys red spice, of which I have thousands, for 40,000$ a pop I'm all over that. The thing is, by the time I collect said spice, I forget where the planet is. Either an in game "notepad" or a way to leave notations on the map would be nice. (Sell red spice here)
     Collecting Spice Having spoke with several others, this seems to be a bigger complaint for them than the above. I don't see it as a big deal, but when you have 5 planets in the same system making spice, it would be nice if you didn't have to visit them all one at a time and the have to go to even more solar systems.[Not to mention having some sort of auto-spice collection or galactic Fort Knox to store it in. Maybe then pirates could only attack one, or a few places?]
     Uber turret(s) should not need my help. After you've polped a few of these suckers down, I really shouldn't need to come back when all I do is SIT THERE and watch the pirates get shot down. No buildings are destroyed, nothing is stolen, nothing is even damaged. Maybe your people should only call you when they need you, after all you just spent all that money on their defense.
     Spice Color Indicator The map could have a new option to view numbers next to stars, showing the colors of spice in the system and a numeric scale of the quantity.
     Colony Buildings Buildings colonies is great, but gets tedious. Especially when you have to go select your buildings again from the sporepedia every time. Perhaps a "Set this as my default building of this type" option. Also, a template or two for placing colonies would be nice. (Thanks SporeForSure)
     Colony AutonomyIt's enough to place the buildings once, but going back each time your terraform or are attack gets to be a chore. Maybe you could have a "rebuild previous buildings" after an attack button, and it could charge you the money and place the buildings without going into the planner.
     Expanded Diplomacy: Who is who Being allied with The Green and The Yellow is fun, until they go to war with each other. Picking a side is generally easy enough, but a way to ask them to negotiate would be nice, or, a way to see who they're at war with before you go getting each other's names tattooed on your ship. Maybe some kind of relationship web? Your allies could even introduce other races to you, or recommend other race's extermination. This may require more complex AI logic though.
     Expanded Diplomacy: Agreements Trade, ally, destroy is kind of a short list of options. "Non-Aggression Pact" "Trade Embargo" "Defensive Pact" sound like a few things that would really open up a lot more options. On the combat side of this, there's no way to really force other races to pay YOU tribute money, and what about protection money? Galactic mafia needs shoes too.
     Quick Zoom From inter-system view to planet surface without excessive mouse wheel scrolling. A one button push would be nice. (Thanks Veraal)
     Cargo Bay Sorting Ability to re-arrange items or sort them. (Thanks Rusted)
     Museums Instead of zoo planets (which are for organics), a place to collect artifacts at for display. Being able to display your enemies/allies vehicles or building somewhere would be cool too, especially after you drive them extinct :)


Please feel free to add more suggestions and discuss. In the mean time, I'm drawing my empire on paper DX While it's certainly possible to live without much of this (unlike some of the other combat problems people have had) a lot of it would make the game easier for younger players and new players, and I think adjust the learning curve back toward the other phases.
Title: Re: Non-Combat Space Improvements Discussion
Post by: SporeForSure on September 05, 2008, 01:07:49 pm
I want an "auto rebuild mode" so i dont have to rebuild every time a house is destroyed in the city.

Also a city "templating" system would be nice, i.e. factory goes into that slot, entertainment there (etc) for when establishing new colonies.
Title: Re: Non-Combat Space Improvements Discussion
Post by: Zamaza on September 05, 2008, 01:12:58 pm
@SporeForSure: Oh I forgot about those when I was writing this, very true!
Title: Re: Non-Combat Space Improvements Discussion
Post by: Sasha on September 05, 2008, 01:17:29 pm
I want to be able to colonize a planet or simply be on a mission, without a bunch of messages from my colonies and allies requesting help.
Title: Re: Non-Combat Space Improvements Discussion
Post by: Speussipus on September 05, 2008, 01:43:13 pm
If I don't go to defend a city, how fast does it get damaged? Does it even make a difference at all if I've got a turret or satelite or something, if I don't go there myself?

-Kris
Title: Re: Non-Combat Space Improvements Discussion
Post by: Zamaza on September 05, 2008, 01:46:22 pm
From my experiences, ignoring the attacks even with full turrets and defense satalite results in spice loss and building destruction. But if you show up and just SIT THERE and DO NOTHING they all get destroyed : /

I can't tell what's going wrong when I'm not there (obviously) but it seems the game is calculating the damage wrong.
Title: Re: Non-Combat Space Improvements Discussion
Post by: Veraal on September 05, 2008, 01:52:17 pm
it's clear that for some reason even after two three years of developing, i think that the space stage was rushed. i could also say that i feel the cell stage to be the only really good stage with the most polish, for some reason the rest feels rushed through with absolutely no thought laid in.

what i want the most is a simpler quest system, i just want an arrow pointing to where i need to go, for some reason there isn't when i play, even with display missions turned on.

also, the ability to go directly to a planet without having to scroll all the ****ing way down, this gets reaaaally tiresome to scroll all the way in to a planet. why not just a button or a menu selecting which planet to go to?!

gawd dayum... when is it that the patch comes along? i really hope the developers address all the problems already stated.
Title: Re: Non-Combat Space Improvements Discussion
Post by: beta592 on September 05, 2008, 03:40:01 pm
Perhaps this thread should be stickied. Although if all of those ideas were implemented, Spore would begin to look more and more like Galactic Civ or some other 4X game. That wouldn't bother me at all but I know some people who were all about Spore being something different. Maybe they should have just made 'Galactic Spore' and have been done with it. Who doesn't love a good 4x game?
Title: Re: Non-Combat Space Improvements Discussion
Post by: eleazar on September 05, 2008, 04:28:34 pm
Maybe they should have just made 'Galactic Spore' and have been done with it. Who doesn't love a good 4x game?
Unfortunately most people don't.  That's why there's thousands of other game titles for every 4X published.

But yes a 4X build with some of the technologies Spore pioneered would be extremely awesome.
Title: Re: Non-Combat Space Improvements Discussion
Post by: Anisi on September 05, 2008, 05:01:38 pm
Great topic. :) I hope Maxis reads this.
Title: Re: Non-Combat Space Improvements Discussion
Post by: Hydromancerx on September 05, 2008, 05:12:31 pm
Great topic. :) I hope Maxis reads this.

I hope so to. Zamaza  has some great ideas!
Title: Re: Non-Combat Space Improvements Discussion
Post by: Cow on September 05, 2008, 05:26:09 pm
Wow, I hope they fix these before Sept. 7th. Great ideas man!
Title: Re: Non-Combat Space Improvements Discussion
Post by: SporeForSure on September 05, 2008, 05:49:20 pm
Maybe they should have just made 'Galactic Spore' and have been done with it. Who doesn't love a good 4x game?
Unfortunately most people don't. 

Most people would if it was available, but not forced to play it. I find the social game to be a bit less fun that to go around and bite set my teeth into other creatures, but i then dont have to play the social game if i dont want to. Thats what a sandbox is all about - you do what you want to do!
Title: Re: Non-Combat Space Improvements Discussion
Post by: Zamaza on September 05, 2008, 09:37:54 pm
Space is still awesome XD I keep reading that other people are using paper to keep track of things like buy/sell prices on paper and stuff so I think some of these things would be greatly appreciated by more involved and casual players both.
Title: Re: Non-Combat Space Improvements Discussion
Post by: Rusted on September 05, 2008, 10:04:18 pm
I'm just posting here cause I was going to mention cargo holds, but not only did you mention it you gave me credit..


:tear:

Otherwise great list, I can't think of anything else...
Title: Re: Non-Combat Space Improvements Discussion
Post by: Doomsday on September 05, 2008, 10:09:40 pm
Just some simple things would be nice.. like a better way to navigate. The current "Ring of Lies" method just doesn't work. Because of star position, size, and brightness variance it sometimes looks as though you can move to a star when you can't. If you're in a rush to get back to your home colony which is under attack, this could get annoying. Perhaps as soon as you travel to a star system all paths are highlighted, instantly telling you which paths are available.

For example:
(http://i104.photobucket.com/albums/m163/OpDDay2001/star.png)

It's a crude sketch, but you can see what I mean. The red stars are within the circle but they are still out of range because of their Height.

Edit: Or the "Last Traveled" list can last longer allowing you to back track further.
Title: Re: Non-Combat Space Improvements Discussion
Post by: Rusted on September 05, 2008, 10:57:03 pm
OPday:

Great idea have you played star control I?  The full game had something almost exactly like your diagram. I would think it could e overwhelming towards the core though.  Would be a good toggle option.

As a random sidenote, navigation near the core is obscene.
Title: Re: Non-Combat Space Improvements Discussion
Post by: Doomsday on September 05, 2008, 11:09:26 pm
OPday:

Great idea have you played star control I?  The full game had something almost exactly like your diagram. I would think it could e overwhelming towards the core though.  Would be a good toggle option.

As a random sidenote, navigation near the core is obscene.

I might have, but I only really remember playing Star Control II. T'was a classic that one.

Actually my diagram may be over simplified, but I don't see how it would overwhelm. It's telling you where you can and can't go... though I suppose I can see your point a little. People are stupid after all, lol. A toggle would be fine, but just some way to be able to know where you can and can't move.. Heck.. I'd love something like a "Route Planner".. like the one mentioned in the original post.
Title: Re: Non-Combat Space Improvements Discussion
Post by: superstartran on September 05, 2008, 11:12:22 pm
What I would really like is for a better way to tell where I am. Coordinates or something please? It took me literally 2 hours to even get anywhere near close to the "Easter Egg". If you jump a blackhole, sometimes you can't even tell where you are because there's nothing but that small point you call home for you to go by.
Title: Re: Non-Combat Space Improvements Discussion
Post by: Gzillafan1 on September 05, 2008, 11:37:04 pm
I would love a "jump-to"function sort of like Celestia(sp?) It could be like a captain's log but contain info only about places you've been.It could be divided up into things like types of stars(proto,dwarf,giant,binary,ect),types of planets
(T-0 through T-3),locations of colonies,homeworlds of other sentient beings,tribes,civs,primitive life,and any other space bodies.All of this info would have a "jump-to" function sort of like the bookmark function in Celestia.It wouldnt clog up the map because it would have its seperate page like the Sporepedia.It would take you right there and you wouldnt need to spend a lot of time mousing over stars.
Title: Re: Non-Combat Space Improvements Discussion
Post by: CosmicD on September 07, 2008, 12:06:38 pm
I would like a searchable galaxy.. when i search for star X, it would blink and show me where it is..

No really i'm serious: because, there's stars enough to go to and things enough to see without this ruining any gameplay.

I'd still like the challenge of searching for a planet which is 2 parsec away from this star you have to look up though.
Title: Re: Non-Combat Space Improvements Discussion
Post by: Veraal on September 07, 2008, 12:24:31 pm
i'd like to set up signs, like; sell pink spice here for lots of money, or try to improve t-score between fighting off pirate raids(every ten seconds).

also, i highly approve of this post and it's suggestions, and i pray to the nine that maxis will take most of them into consideration for a patch(again, when will there be one?)
Title: Re: Non-Combat Space Improvements Discussion
Post by: Zamaza on September 08, 2008, 02:52:36 pm
Added some more stuff.
Title: Re: Non-Combat Space Improvements Discussion
Post by: j99450 on September 08, 2008, 03:16:39 pm
...and i pray to the nine...

The Nine Divines?  I don't have the game yet so I can't offer suggestions on how to improve it, but I'll be sure to come back once I've played for a while in space.