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Will Wright's Spore => Spore: General => Topic started by: Gorman Conall on September 18, 2008, 08:42:21 am

Title: The Valid Suggestion Thread For Maxis
Post by: Gorman Conall on September 18, 2008, 08:42:21 am
For the most part the huge wave of negativity seems to of subsided and most people seem to be enjoying spore. I wanted to make a valid suggestion thread for the Maxis team to read, Its better then everyone spamming them with PMs, Emails, And bugging Lucky whenever she enters a thread.  ;D.

The unofficial rules for this thread is as follows.

1: No complaints or whining that Spore does not have a feature.

2: Do not suggest bug fixes as there are already places to do that.

3: Only make valid suggestions that could be realistically implemented in the current iteration of Spore as a patch, update, or expansion.

Ill Start, They are in no particular order of what i would like to see most.

1:Creatures acting more like creatures in the creature stage:
I would like to see the creatures behave more like animals. Like foraging food and hunting or roaming and grazing in herds. Some should be in packs herds or flocks and some should be solitary. I am Aware that they do act like this sometimes.

2:Thirst Meter: I would like to see a thirst meter implemented so your creature would have to drink water. Whats more i would like both the hunger meter and a thirst meter applied to all CPU controlled creatures in the creature stage but at a decreased rate.

3:Claw attack for some feet: I would like to see a few feet parts support a claw attack like a lion or bear would do.

4:Other players Cells: I would like to see other players cell appear in the cell stage.

5:CPU consequence powers: On the Normal and Hard difficulty's i would like to see the CPU tribes and and Civs use the consequence powers excluding the take over all city's powers.

6: Auto defenses or Friendly AI controlled space craft for planets and colenys: While you can already take a fleet in to battle on the offense it would be nice to have friendly space craft to protect your planets like your allies and enemy's do.

You have already done a great job Maxis i am in love with the game  ;D.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: spiritofcat on September 18, 2008, 08:46:35 am
"Add to Sporecast" function accessable from each creation's sporepedia file rather than having to search it up again in the sporecast editing page.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: econundrum on September 18, 2008, 09:02:16 am
 1. For an Expansion add aquatic creatures back into the mix, not a seperate phase more as an expansion of the creature/tribe/Civ game.

e.g. Add gills and fins to creature creator this will allow players to make Aquatic/amphibious and land creatures and evolve their creatures habitat, obviously this would add complications to the nest system and 3D movement would need to be accomidated again.

You would also need to accomidate Terestrial, aquatic & amphibious creatures in later levels so certainly this could form the basis of a major spore expansion.

2. Finish and polish the flora editor then release it.

3. Have a proper beam down function so you can explore worlds in third person like in the creature phase. You could be armed and armoured for this. This would make interaction on alien worlds more fun and immediate.

4. Add an advanced asymetric toggle to the creature editor, we recognise this could cause problems in some animations but the mod proves players like the feature and can always test drive the creature to check the animation.



Title: Re: The Valid Suggestion Thread For Maxis
Post by: Parkaboy on September 18, 2008, 09:05:53 am
1:Creatures acting more like creatures in the creature stage:
I would like to see the creatures behave more like animals.

I second this. Perhaps make a "territory" feature for carnivores, making them a bigger threat (I feel that you usually just have to fear epics, not predators). And so the player could have a mission card to claim a territory for his/her creature, having to chase out rivals, etc.

On the herbivore side we could have "herds", wich wouldn't be like packs; just a large number of creatures that would migrate or search for food together.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Telluric on September 18, 2008, 09:21:34 am
2. Finish and polish the flora editor then release it.

This would probably be the first thing on my list.  We can mod animals, but not plants?  Even if just a tool at Space that lets you mod plants through genetic engineering.

More "mission" based game play at all stages - at Cell, find different structures floating or defeat number of predatory enemies or achieve certain swim speed.  At Creature, explore features of the world, collecting them, hunt for objects and return them to the nest, adopt and raise a baby creature of another type.  At Tribal, build some structures, such as an idol to a god, a training ground for warriors, or a trading post.  Domesticate crops as well as animals.  Interact with aliens who visit your planet.  At Civilization, discover various technologies beyond flight, perhaps power stations (steam, oil, solar, etc).  Deal with large scale disasters like earthquakes or volcanoes.

Ideally, all additional mission based content is optional - things to engage in while playing through the stage that unlock achievements, not just advance you to the next stage.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Bellum on September 18, 2008, 09:24:26 am
Spore's strongest point is it's details, and there are a few I'd like added in the future.

City trade: In space stage, I'd like to see cities and colonies trading with each other. Perhaps add a 'civilian vehicle' editor where you can choose between land, air, and (if applicable) sea trade. Doesn't necessarily need to have a gameplay effect, but planets would seem more alive if there was more traffic.

Defense/disasters: I'd like to see planets that can take care of themselves. In the beginning, the occasional eco disaster/pirate raid is sensible, but as your empire grows, developed colonies should be able to deal with these problems themselves. That way you can concentrate on more important things, like exploring or fighting wars. Also, government vehicles in the planet view (as opposed to civilian vehicles if the above is implemented) should aid in the defense of planets instead of standing around doing nothing as they currently do.

Creatures: Animals should act more like animals, especially in the space stage. As it is, if you get any reaction at all, it's them running from you're ship in terror. Otherwise they just kind of mill around. Perhaps add a stealth button or something, and give the creatures behavior more attention. This isn't like SC4 where the creatures don't really matter and are really just an added visual bonus. These creatures are an important part of the game, and they deserve that extra mile.

Empire Info: As it is, it's kind of hard to keep up with your empire. I'd like to be able to access more data. Say a menu with a list of all your colonies and a few statistics to give a rough idea of how developed they are. In the same menu, colonies could have an 'auto travel' button, and the auto travel system should be able to use wormholes you've used already.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Telluric on September 18, 2008, 09:28:51 am
Empire Info: As it is, it's kind of hard to keep up with your empire.

Oh heck yeah!  I need high level information on my empire, like who is producing how much of what how fast (so I can know when to collect but also who to improve) and who lives on what level of what type of world (so I can prioritize my terraforming).
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Parkaboy on September 18, 2008, 09:33:49 am
For the Civ and Space Stage:

I'd like to see the option to build wonders. Perhaps one per planet, with a variation of the building editor for making them, and parts that give special bonus, such as more happiness, better defense or spice production.

The wonder editor could also have a feature where you capture a model of your creature to make a statue of sorts.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Plank of Wood on September 18, 2008, 09:50:43 am
All I need is a few bug fixes, and self-populaing planets, and I'll be happy. ;D
Title: Re: The Valid Suggestion Thread For Maxis
Post by: smjjames on September 18, 2008, 09:56:14 am
I agree with the colonies bieng able to defend themselves. While its understandable that new colonies are pretty much defenseless (except for a few turrets), so maybe its something that you would have to earn. I know there is that Uber Turret, but I haven't gone far enough in the game to see it in action or how effective it is.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Uroboros on September 18, 2008, 10:07:02 am
Plumping, details, high-end machines, and you! :
Spore is a great game, and barring a few overposted tweaks, there is only one thing that really strikes me. Even mid-rage machines seem to be able to run this game on max detail with absolutely no graphical lag whatsoever. It would be nice if there were some extra graphical options to toggle on/off or through detail levels. One particular thing that I can think of, is the 'plumping'. You know, when at a long distance, some things appear larger than they are, so you can spot them. Well, i've noticed that vehicles and buildings, in-game, dont display any of their effects, such as roving fog-beams, blinking lights or smoke trails, unless you zoom your camera so far in that it is practically mashed against the unit in question. Needless to say, this makes the game unplayable. Higher end machines should be able to view such details at far greater distances, given much of the post-tribal stage is viewed from a far distance away.

Terrasculpting, and new games :
I think I speak for a lot of people, when I ask that we can designate planets we terraformed, so that they appear on the main screen, so we can start a new game on them. I understand there are issues here, like having a good-sized landmass to support enough creatures, and being careful of the ground gradients (as something that looks very gentle from a UFO, can be deceptively punishing on the ground level). Though it would be REALLY interesting for me, to see how a game might play out on say... an archipelago planet... or one with plenty of steppe-like mesas with winged creatures on. Im sure there are plenty of other people who wanted to try their hand at surviving an incredibly harsh magma-planet, having to run quickly across certain patches of land or get blasted by scalding steam, find ways to navigate lava lakes, having to run like hell if a volcano erupts, all whilst trying desperately to scavenge for food if you're a herbivore, or if a carnivore, having to put up with the constant high degree of competition. I dunno...
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Gorman Conall on September 18, 2008, 10:09:33 am
That second one i fully agree with Uroboros i can't believe i never thought of that!.

Who wouldn't want to evolve on a planet they terraformed and/or sculpted!!?
Title: Re: The Valid Suggestion Thread For Maxis
Post by: whistlinjoe on September 18, 2008, 10:40:34 am
Empire Info: As it is, it's kind of hard to keep up with your empire.

Oh heck yeah!  I need high level information on my empire, like who is producing how much of what how fast (so I can know when to collect but also who to improve) and who lives on what level of what type of world (so I can prioritize my terraforming).

Agreed.  This would be extremely nice. The data is already there, it just needs to be presented.

Most of these have already been mentioned by others but I like to hear myself type:

Title: Re: The Valid Suggestion Thread For Maxis
Post by: macweirdo42 on September 18, 2008, 10:50:52 am
You've already got my primary issue - creatures not acting creature-like enough in the creature stage.  Yeah, they do occasionally, but not enough.  I think that itself, without adding any gameplay, would add a lot of depth to the creature stage.  Imagine being able to go around and just watch the creatures in their natural habitats.  What I want is part game, part nature show.  Especially for creatures I've designed, God, I could just spend hours watching my squidicles if they actually did something.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: jarnomiedema on September 18, 2008, 11:05:23 am
Different fleet possibility
I would really like it if the player had the ability to build its own fleet of warships. Right now the only way to get more than one UFO is to ask your allies for their help. It would be nice if people who don't like allies or want to go on a rampage on their own could build additional ships, perhaps selecting other models or building different ships; just so you don't need to rely on allies for additional firepower..

Automated trade / build orders
For those players who prefer not to actively engage in trade, it would be nice if there were more animations to show interaction between your empire and other empires; trade lanes and travelling ships, a steady income based on the development of your empire / colonies and the possibility to allow colonies to improve themselves without aid from the player. I find it a little strange that your UFO is the only spaceship your empire has made, whereas you're constantly attacked by either fleets of Grox ships, pirate ships or enemy ships.. I think it would be nice therefore if you can build your own fleet or automated defenders for your colonies?
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Legodragonxp on September 18, 2008, 11:42:11 am
For Space

- Allow for the renaming of controlled planets/stars
- Allow for a 'landing craft' rather than a hologram. I'd rather fly a small shuttle or drive a little tank across the planetscape than stare at my holographic butt all the time.
- Add a toggle key to switch between mini-map and the terraform/lifechart thingy. I find it annoying to grab the abduction beam and loose the mini-map view.
- Allow a graphic option to turn off the green circle trail on the UFO, when I already have rockets leaving a trail, I don't need those as well.
-Allow for a reduction in the graphics on the Uber Cannon, it can be a frame-rate killer
-Add a toggle so that other UFOs in formation will fly above you so that firing weapons/abduction beam at ground targets is not interupted.
-Add a feature that says 'always use this house/entertainment/factory' when building a colony.
-Add the ability to sort your cargo bay.
-Add the ability to see your whole cargo bay (double the height of the window)
-Display note/tone value numbers in the music editor so we can tune music easier
-Add a toggle to only abduct one item at a time.(where the hell did all these trees come from?)
-Increase the draw range on 'visited stars' square box icons. Right now you don't see even nearby stars unless you jump in their general direction.
-Disallow the same species name to exist in the same area at once. I was once Allied with the Birdy race and at war with a Birdy race, right next to each other.

-Lego
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Crowster on September 18, 2008, 11:44:49 am
1. I'd like more galaxies. >_> I mean, sure, filling the one up would be an insane amount of work, but to be fair, filling up a custom Sims 2 neighborhood would also be an insane amount of work, and yet I made new ones all the time. A galaxy selector would really be appreciated. Maybe you could even click on the galaxies in the background to reach 'em. Just a thought.

2. Of course flora editor, but when that's added I really hope they give us some space phase tools to create them, like the space phase creature editing we have now. That coupled with the creature editing/creation and the terraforming, a higher level race could, more or less, create any world they wanted out of any barren rock they happened to find.

3. I want to be able to boot a ready made creature into creature game. Once we've beaten it, we should have the option to NOT start from a simple cell creature, but rather something we've already created with the creature creator. If there is a way to do this, I'd love to hear it, but I haven't been able to figure it out. =/ Check! Wow, that was fast.  ;D

4. I'd also like to be able to start a cell or creature game from a planet that another race terraformed. Like, maybe a high end tool could tag a designated planet and allow you to start a new game on that planet from the galaxy menu. I want to play creature game on the moon of a gas giant, or in a twin star system. In creature stage, I want to be able to look into the sky and see something completely amazing like that. The tool would probably have to be set to only work on T3 planets, and there would probably be some other limitations, but I can live with that.

5. One more small change that I've been dying to ask for. In the vehicle and building editors, would it be possible to randomize the default color of the blocks? It seems a lot of people will just build, save, and upload without painting, and I'm getting tired of seeing a really nice looking UFO with the default shiny white paint. Just randomize the default color, and maybe default texture so that un-painted buildings and vehicles have some variety. You know, similar to what they did with the creature creator's default body shape.

EDIT: Edited with numbers to make it a bit easier to read.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Branko on September 18, 2008, 11:48:34 am

3. Have a proper beam down function so you can explore worlds in third person like in the creature phase. You could be armed and armoured for this. This would make interaction on alien worlds more fun and immediate.


I like this idea.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Lippy on September 18, 2008, 11:53:30 am
The biggest thing I dislike is having to click and drag buildings OVER AND OVER AND OVER when deploying a colony.  I want the ability to save a colony blueprint, which automatically places buildings and turrets where you like them, as long as you have the cash to do it. 

In the same token, perhaps having different placement layouts for colonies.  There's only one real optimal layout for colonies right now, and I always use it, which is the reason for wanting automatic placement.  Having several different, or even random layouts would make the player have to think about placing buildings in each colony. 

So, either have an automatic building placement button, or take away some of the tediousness of building.  Perhaps having a hot key to keep placing buildings without having to drag from the tool bar every time.  Such as holding shift to place another of that same object in The Sims. 

And also, I agree with cargo hold sorting, or the ability to drag the objects to different slots.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: whistlinjoe on September 18, 2008, 07:06:07 pm
The biggest thing I dislike is having to click and drag buildings OVER AND OVER AND OVER when deploying a colony.  I want the ability to save a colony blueprint, which automatically places buildings and turrets where you like them, as long as you have the cash to do it. 

In the same token, perhaps having different placement layouts for colonies.  There's only one real optimal layout for colonies right now, and I always use it, which is the reason for wanting automatic placement.  Having several different, or even random layouts would make the player have to think about placing buildings in each colony. 

So, either have an automatic building placement button, or take away some of the tediousness of building.  Perhaps having a hot key to keep placing buildings without having to drag from the tool bar every time.  Such as holding shift to place another of that same object in The Sims. 

And also, I agree with cargo hold sorting, or the ability to drag the objects to different slots.

Oh, those are nice.  I would love to have both of these.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Robertbobby91 on September 18, 2008, 07:17:51 pm
no recharge on planet shapes. And more tools.

And a use for holograms.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Bellum on September 18, 2008, 09:03:36 pm
Also, I'd like to be able to ban creatures without reporting them. Sometimes I'm really just not fond of a creature, but there isn't anything wrong with it.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: spiritofcat on September 18, 2008, 09:55:50 pm
This is a really simple one, but it irritates me a lot.
In the in-game My Spore Page, and in the web-based Profile page, the Comments section displays recent comments that have been made on your creations and have a link to the user who made the comment, but no link to the creation itself!
The web-based version is the worst. It doesn't even tell you which creation was commented on.
The in-game one at least has the name of the creation, it's just not a link.

On the editing version of your web-based profile page it shows a picture of the creation that an as-yet un-approved comment is on, but still no link.
On the public version of your web-based profile page it only shows the comment and a link to the user that made it. There is no indication of what creation the comment is on!

I'd really like it if all the different places where comments are shown had both a picture and a link to the creation.

(http://img520.imageshack.us/img520/6088/needlinkshj2.jpg) (http://imageshack.us)
(http://img520.imageshack.us/img520/6088/needlinkshj2.07b11b53bc.jpg) (http://g.imageshack.us/g.php?h=520&i=needlinkshj2.jpg)
(http://img363.imageshack.us/img363/6342/sporeapp200809191520108ys5.jpg) (http://imageshack.us)
(http://img363.imageshack.us/img363/sporeapp200809191520108ys5.jpg/1/w800.png) (http://g.imageshack.us/img363/sporeapp200809191520108ys5.jpg/1/)
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Arachoid on September 18, 2008, 10:58:57 pm
'Aight. I got a few to add.

1) The flora editor. There isn't much to say here that hasn't already been said. Just caulk up the holes in the secret flora editor everyone knows about, throw in a few more parts, slap a Maxis-brand clever name on it, and sell it to me in Space.

2) Friendly fleets. I mean really, the ability to station fleets on planets would just pwn. They could take care of biodisasters on my tutorial colony while I'm on the other end of the galaxy, and defend the motherland from pirates while I'm away on a crusade. Plus the fact that everyone else, even those my empire could (literally, in respect to the Vopa) eat for breakfast, has about fifty kajillion ships flyin' about, while I have to be all by my lonesome.

3) Make planet sculpts always take. Have you any idea how frustrating it is making a really delicate world of isthmuses, only to zoom out and have all that work ruined?! That's, like, an hour of my life, gone, right there!

4) Commando squads. Heavily armed and armored conquistadors ready and willing to be beamed down to a planet and pwn anything in their way. The hologram is cool, and it would still have its place. Whereas the hologram is for scouting, the commandos are for less dainty pursuits.

5) Galactic bookmarks. You can bookmark any planet or phenomena anywhere, and keep as many as you want. Maybe even attach notes to the bookmarks, like, "Don't forget to get the herbivores for T2!" or "Good spot for colony." Little reminders like that would be such a time saver.

6) Planet Creator. Not what your thinking! Essentially, it plops you down in a limited Space Phase, where you have a UFO with all the terraforming tools and a single giant planet to terraform as you like, all changes taking hold. You can also summon an infinite number of creatures and plants from the Sporepedia for placement there. Then you can save the planet and upload it for sharing. It would be just like zooming over to a T0 and terraforming like in Space, but without any worries about an empire or anything. I always thought terraforming was... Relaxing. But when I have to go defeat some pirates fifty jumps away, it breaks it.

7) Reasonable neighbor placement. Many a time have I gotten to space only to find that all five nearby empires want me dead just for stepping in their territory on my first time out of my solar system. That quite a good bit of my time spent, going from cell to space, only to be wiped out again and again thanks to my demon-spawn neighbors.

8) Hand walking. And wing walking. Like gorillas and bats, respectively. That would be a pile of pwn.

9) A button in the creature creator to prevent limbs from bonding together. Like when you stretch a limb out and move it just so into the perfect position, then move the camera and it ends up wrapped around your beastie's leg (and yes, that was a Beastie Boys reference, not a misspelling).

10) More tools. Just over time, in patches. You could do like WoW, and have free content patches alongside expansions, and you could add stuff packs of parts. Apparently those Blizzard guys are rollin' in the dough about now, so it seems pretty successful.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Ondaderthad on September 19, 2008, 02:55:36 am
I don't think anybody has mentioned the cost of parts in Creature stage.

Remember the wonderful detailed creatures BEFORE the game was released?

People were making some really nice creatures with multiple parts (turtle shell, lots of eyes, etc..)

But now.. Most creatures are just look-alikes. No creativity anymore because we have to go for the Stats and not the looks.

Parts abilities (charm, spit, etc.. ) don't stack and there is always a shortage of DNA points.

I would like to see the cost of a second set of parts to be either free or at least much cheaper.

If I want 7 sets of eyes, I pay for the first and the others are just for decoration.

Title: Re: The Valid Suggestion Thread For Maxis
Post by: spiritofcat on September 19, 2008, 03:43:00 am
I don't think anybody has mentioned the cost of parts in Creature stage.

Remember the wonderful detailed creatures BEFORE the game was released?

People were making some really nice creatures with multiple parts (turtle shell, lots of eyes, etc..)

But now.. Most creatures are just look-alikes. No creativity anymore because we have to go for the Stats and not the looks.

Parts abilities (charm, spit, etc.. ) don't stack and there is always a shortage of DNA points.

I would like to see the cost of a second set of parts to be either free or at least much cheaper.

If I want 7 sets of eyes, I pay for the first and the others are just for decoration.



Yes, I agree. Maybe not for legs and arms, but all the detail parts should be free after the first one. The Complexity Meter will still stop people from making creatures with too much stuff on them, but at least this way the DNA points are only spent on making your creature better in terms of stats.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Crowster on September 19, 2008, 07:51:28 am
Maybe not free, but at a greatly reduced cost I could definitely get behind.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Legodragonxp on September 19, 2008, 08:05:27 am
On the note of fancy creatures. parts should be allowed to be added as dummy parts. Say for half cost I can add a horn that provides no stats but allows for creativity. Call it camouflage.

-Lego
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Gorman Conall on September 19, 2008, 08:10:15 am
I don't think anybody has mentioned the cost of parts in Creature stage.

Remember the wonderful detailed creatures BEFORE the game was released?

People were making some really nice creatures with multiple parts (turtle shell, lots of eyes, etc..)

But now.. Most creatures are just look-alikes. No creativity anymore because we have to go for the Stats and not the looks.

Parts abilities (charm, spit, etc.. ) don't stack and there is always a shortage of DNA points.

I would like to see the cost of a second set of parts to be either free or at least much cheaper.

If I want 7 sets of eyes, I pay for the first and the others are just for decoration.

I always make an idea in my head and then make that creature while playing in game so i never have that problem i never go for stats period. So doing that would greatly lower the difficulty for the creature stage for me. And people still make awesome creatures from what i have seen. Whats more people can jump straight in to the creature creator by itself to make awesome creatures if they want. So i can't really agree with that suggestion.

Just my opinion.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Telluric on September 19, 2008, 08:15:53 am
I'd like to be able to provide a whole space faring civilization as a package for other people to pick up.  When I build all the vehicles for all types of city, a space vehicle, all the buildings, and sculpt the planet they are on, they are all thematically linked by style and color and it just doesn't really work for someone to get just the economic land vehicle randomly in their game... nor me get theirs in mine.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: tuggles on September 19, 2008, 08:35:30 am
Ok a lot of these have already been said so I wont go into too much detail on them.

-Planet and flora editor! Enough said...I checked out the flora editor and it has potential...I would love to see my worlds populated with player created plant life and even worlds created by players (anyone notice that the in game sporpedia page has a creator name on planets?)

-Bookmarks that I can leave for planets that I might want to return to with the ability to add notes like some others have said.

-Ability to stack lower level parts for higher stats. Like others have said make the equivalent cost of 5 lvl 1s the same as 1 lvl 5 so you dont have people trying to exploit but still add lots more creativity.

-Ability to buy fleet ships from your own planets so if I dont want alliances with anyone I can still cruise around with a full team.

-More variety in the vehicles. Instead of having just one ground, one sea, and one air for each archetype how about have different ones for different vehicles? I can think of a lot of changes to the vehicle game...will make it more RTS style so will probably never happen but it would make me happy. First...have a limited range on aircraft...I feel that the aircraft are completely unbalanced. Have say an aircraft carrier that can transport planes across oceans. On that same line a ground troop carrier that can take my tanks or what have you to other continents. Then allow infantry, tanks, artillery, etc.

-In space allow me to INVADE a planet...let me bring my ground vehicles to take over cities instead of just shooting up the city and allow my own character to beam down to a planet and walk around the cities and such. I would love to walk around watching the citizens doing their thing.

-Allow defence fleets in on my colonies.

-Allow me to change/destroy my homeworld. If my world gets destroyed by an enemy or an eco disaster I should have to set up a new one.

-When colonies have been established and optimized on a T3 planet for long enough, allow me to convert them to cities and have more so it would be like another home world.

-everything everyone has said about creature phase...make creatures act more like animals!

-If I abduct a sentient creature and put them on a planet at the very least have them revert to creature phase on the other planet. It would be cool if they created tribes/cities based on their tech and such as well though.

-Last one that I havent seen mentioned is allow the research and development of wormhole tech. Say I find an amazing area but its on the complete other side of the galaxy...I want to be able to create a wormhole that can connect say my home world with the area. Make it a very hard tech to get but it would be awesome if it was in there. Would also allow for greater exploration for NON shaman characters.


Title: Re: The Valid Suggestion Thread For Maxis
Post by: Elyas on September 19, 2008, 11:26:54 am
Something that I would like instead of Sporecast would be Buddy Groups.  These could be groups that contain a list of "buddies" that they can share on sporepedia so other people can use it.

Someone here on Gaming Steve (I forgot who) has a long list of buddies from Gaming Steve.  It would be nice if they could just put everyone in the group and say "Go here for everyone on Gaming Steve".
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Ittiz on September 19, 2008, 11:45:08 am
2. Finish and polish the flora editor then release it.

This would probably be the first thing on my list.  We can mod animals, but not plants?  Even if just a tool at Space that lets you mod plants through genetic engineering.

Yeah maybe a plant tweaker tool, just like the creature tweaker.  

As for other suggestions:

Cell Stage:
   1: Allow pollination of cell creatures. (already mention)
   2: I'm not sure if plants in cell stage are hard coded, but it would be nice if we could design them too.  Not sure exactly how, maybe some kind of microbiology tool in the space stage.
   3: Make the cell editor available through other means besides command prompt and editing your cell during the stage, again maybe in space phase as a tool.
   4: Allowing your cells to acquire internal as well as external parts.  Like chloroplasts for instance, which would have a bearing on your creature's future like maybe not getting hungry during daylight hours.
Creature Stage:
   1: Water creatures! (already mention)
   2: The ability for creatures with certain foot and hand types to climb trees and steep inclines.
   3: Having other senses besides eyesight be beneficial. Like smell and hearing.  So a creature with no ears wouldn't hear anything. This wouldn't have any effect on the creature itself it would have an effect on the player being able to hear the noises of other creatures during game play. Just like if you have no eyes.  Although this could have an effect on Tribe stage because music is used during that stage to impress other villages.  Maybe dances could be incorporated as well to work around this.
   4: Senses having varying degrees of effectiveness.  So if you use a cheap compound eye everything is blocky.  Or if you use a good night vision eye the night time is brighter.  Also players could see more or less color depending on the eye as well, giving them more or less advantage.  An example of the well know game that used stuff like this is Everquest.  The people who played Elves could see in the dark very well compared to those who played Humans.  These things probably wouldn't carry past Tribe stage since by the Civ stage it can be assumed the race would have the technology to compensate for their short comings.
   5: Would be nice if there was a motive system like in the sims.  Right now the only motive is hunger.
   6: A wider range of sizes for creatures, I made some creatures that were quite large (Tortunged (http://www.spore.com/sporepedia#qry=usr-Ittiz%7C2263094532%3Asast-500003601317%3Apg-40/) and Tortenged Longbow (http://www.spore.com/sporepedia#qry=usr-Ittiz%7C2263094532%3Asast-500006446066%3Apg-40/)) yet in the game they are scaled down to be like all the others.
   7: Differences between males and females!
   8: The ability to have live birth.  It must be interesting to watch the human like races lay eggs.
Trible Stage:
   1: Probably not easy to implement because the design of the game, but more buildings and tribesman types.  
   2: I think the design of village (and city) is quite limiting to the game play.  It borrows some ideas from Populous and Sim City, but isn't nearly deep or complex enough.  I think the villages need to be more loose and flexible, like Populous and Black and White.
   3: More tribe stats, for you own tribe and for other known tribes.
   4: Husbandry!  Maybe some creature you domesticate can be used like horses.  Although this would add a whole new aspect to the animation headaches.
   5: Tribal boats, humans have had boats since they were nomads!
   6: As per suggestion #3 from Creature stage, allow there to be dancing as a way to impress other tribes.
   7: Separate clothing for men and women, as per suggestion #7 in Creature Stage.
Civ Stage:
   1: Ability to see your relationship with single city civs in the same detail you can see with the multi city civs.
   2: More stats for you civ and others.
   3: More intricate economy system.  Something like the game 1701 AD (aka Anno 1701), that game had a beautifully intricate economy and great city  options too.
   4: More commodities (per the previous suggestion).  They should need food, water, wood, metal, ect... ect...
   5: A greater variety of vehicles, just one of each type is pretty boring.
Space Stage:
   1: More time in interplanetary phase, right now you get you Interstellar drive in the first mission.  It would be fun if you had to colonize your system first, almost like a mini stage.  It would also give a better step to the rest of the space stage because right now you get plunged into the space stage without being able to build resources first.  This would allow you to grow in strength before moving on.
   2: More empire stats (already mentioned).
   3: The ability to "land" on Gas giants.  Obviously the gas giants would have no ground but just a point where you ship would be crushed by the pressure.  Would be good if you were running from an enemies and your hull was stronger than their's, you could go deep into the planet's atmosphere where they would get crushed.
   4: Also per the previous suggestion being able to make floating cities in Gas Giants (ala Star Wars) after you obtain the right tech.
   5: Per the two previous suggestions, being able to terraform a Gas Giant.  It would obviously be much harder because of their size.  Also special engineered plants would be required, and flying animals only of course.  Another possibility is special artificial platforms.  There would be no naturally occurring living gas giants since the probability of the is slow low.
   6: More planet and moon varieties!  Right now all hot planets are lava planets, there should be Venus like and Mercury like planets too.  Also Ice moons and planets as well right now all icy bodies are either completely rock exterior or partial rock exterior.  There should be places like Europa.
   7: As per the previous suggestion and also suggestion #1 of the Creature stage, people should be able to find, colonize and terraform Ice moons.  So you could have an underwater cities under the ice.  It would also be neat that if someone chose to be a water creature, that they could start under the ice on an ice planet/moon.
   8: The ability to have a more third-person perspective in the space stage, kind of like civ stage.  So normally you are centered around your ship, but you can switch you view to any planet that has one of your colonies on it in order to defend it or work on it.
   9: Automated fleets to protect your cities (Already mentioned)
  10: More commodities, again just havening a few types of spice, non of which have any real uses isn't exciting.

probably more later...
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Bonemouse on September 19, 2008, 01:06:22 pm
Mostly from a content creation and content aggregation standpoint:

1. "Test Drive Mode" in Early Creature Editor.

2. A lesser "Test Drive Mode" for the vehicle, building and UFO editors. Basically a way to change the background to transparent and save screenshots more easily.

3. The ability to load different vehicle and building types in different editors. For example, loading a military land vehicle in the religious land vehicle editor and have it just remove the "military parts."

4. More reliable synchronization between the web based Sporepedia and the one in game.

5. The ability to thumb up/down and add a piece of content to a Sporecast while playing.

ETA:

6. The ability to delete content from within the game without "banning" it.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: spiritofcat on September 19, 2008, 06:08:49 pm
Something that I would like instead of Sporecast would be Buddy Groups.  These could be groups that contain a list of "buddies" that they can share on sporepedia so other people can use it.

Someone here on Gaming Steve (I forgot who) has a long list of buddies from Gaming Steve.  It would be nice if they could just put everyone in the group and say "Go here for everyone on Gaming Steve".
That was probably me :)
I agree. I would love to be able to group my buddies, and then select a group of buddies as a theme when I start a game.
Currently I can only select and individual buddy, an individual sporecast, or my own creations as a theme.
I mainly just select my own creations as my theme, but since I haven't made enough stuff to populate a whole game I end up mostly with content from my buddy list. At least I don't get so much Maxis stuff.


3. The ability to load different vehicle and building types in different editors. For example, loading a military land vehicle in the religious land vehicle editor and have it just remove the "military parts."
Yes! I really want to see that too. Same for buildings. Let me import the basic architecture of a house into the entertainment editor and just remove the "house only" parts.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Ondaderthad on September 19, 2008, 08:53:57 pm
I'd like to be able to provide a whole space faring civilization as a package for other people to pick up.  When I build all the vehicles for all types of city, a space vehicle, all the buildings, and sculpt the planet they are on, they are all thematically linked by style and color and it just doesn't really work for someone to get just the economic land vehicle randomly in their game... nor me get theirs in mine.

That's what Sporecasts are for.


I always make an idea in my head and then make that creature while playing in game so i never have that problem i never go for stats period. So doing that would greatly lower the difficulty for the creature stage for me. And people still make awesome creatures from what i have seen. Whats more people can jump straight in to the creature creator by itself to make awesome creatures if they want. So i can't really agree with that suggestion.

Just my opinion.

Sorry but the reason we get mostly similar looking creatures while playing is because most other people go for the stats.  And creatures created in the creator (not while playing) are not suitable for pollination.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: spiritofcat on September 19, 2008, 09:26:10 pm
I'd like to be able to provide a whole space faring civilization as a package for other people to pick up.  When I build all the vehicles for all types of city, a space vehicle, all the buildings, and sculpt the planet they are on, they are all thematically linked by style and color and it just doesn't really work for someone to get just the economic land vehicle randomly in their game... nor me get theirs in mine.

That's what Sporecasts are for.


I always make an idea in my head and then make that creature while playing in game so i never have that problem i never go for stats period. So doing that would greatly lower the difficulty for the creature stage for me. And people still make awesome creatures from what i have seen. Whats more people can jump straight in to the creature creator by itself to make awesome creatures if they want. So i can't really agree with that suggestion.

Just my opinion.

Sorry but the reason we get mostly similar looking creatures while playing is because most other people go for the stats.  And creatures created in the creator (not while playing) are not suitable for pollination.


But you can only choose one sporecast as a theme when starting a game. There needs to be a way of tying creations together into coherent themes and being able to have a game wse multiple 'tied-together theme packs'.

Why are creatures created in the creator (not while playing) not suitable for pollination?
As long as you build only for looks and not for stats you should end up creating creatures with a variety of different stats, making them suitable for pollinating a variety of slots in the creature game.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Pietoro on September 19, 2008, 11:57:43 pm
There needs to be adjustments made to how the Communication Screen in Space centers on creatures with long trunks with a mouth on the end. The camera attempts to keep the mouth perfectly centered in the middle of the picture, but if its on a long trunk, it will often cut off top of the creature while leaving a big empty area on the bottom of the screen. Instead of only tracking where the mouth is, it should also attempt to avoid leaving large empty areas of the screen and cutting out parts of the creature's body.

I found it impossible to make a working Space version of this creature (http://www.spore.com/sporepedia#qry=sast-500087907487), regardless of how short I made the legs and how contracted I made the trunk, because it would consistently end up cutting off the top of the creature's body in the screen. All that would be needed would be to scootch the camera down a bit, and the entire body would've fit just fine into the picture, but the mouth placement just kept throwing it off. I have a similar issue with this creature (http://www.spore.com/sporepedia#qry=sast-500078237948) as well.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Crowster on September 20, 2008, 12:18:29 am
6. The ability to delete content from within the game without "banning" it.

I know that this is already possible. I go through my Sporepedia on a regular basis deleting all buildings and vehicles that are not painted. I just go to the everything tab, select the card I want to delete, and hit the trashcan icon. >_>
Title: Re: The Valid Suggestion Thread For Maxis
Post by: smjjames on September 20, 2008, 12:30:04 am
I don't think anybody has mentioned the cost of parts in Creature stage.

Remember the wonderful detailed creatures BEFORE the game was released?

People were making some really nice creatures with multiple parts (turtle shell, lots of eyes, etc..)

But now.. Most creatures are just look-alikes. No creativity anymore because we have to go for the Stats and not the looks.

Parts abilities (charm, spit, etc.. ) don't stack and there is always a shortage of DNA points.

I would like to see the cost of a second set of parts to be either free or at least much cheaper.

If I want 7 sets of eyes, I pay for the first and the others are just for decoration.



you can always use the addDNA cheat to allow for more parts. There is less room complexity wise though.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Gorman Conall on September 20, 2008, 01:07:35 am
I'd like to be able to provide a whole space faring civilization as a package for other people to pick up.  When I build all the vehicles for all types of city, a space vehicle, all the buildings, and sculpt the planet they are on, they are all thematically linked by style and color and it just doesn't really work for someone to get just the economic land vehicle randomly in their game... nor me get theirs in mine.

That's what Sporecasts are for.


I always make an idea in my head and then make that creature while playing in game so i never have that problem i never go for stats period. So doing that would greatly lower the difficulty for the creature stage for me. And people still make awesome creatures from what i have seen. Whats more people can jump straight in to the creature creator by itself to make awesome creatures if they want. So i can't really agree with that suggestion.

Just my opinion.

Sorry but the reason we get mostly similar looking creatures while playing is because most other people go for the stats.  And creatures created in the creator (not while playing) are not suitable for pollination.


Most of the creatures i made i have made in the creature creator while not playing. All of them are suitable for pollination. They have all shown up in the creature stage. Where do you get your info? because its false. The ones not suitable for pollination is rare and they have a red DNA symbol on the sporepedia card.

And i honestly don't see this simler looking creature trend that you see. I see pre evolutions of creatures but they all look good.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: SiestaGuru on September 20, 2008, 01:18:01 am
Ive posted loads of suggestions on other threads and cant be bothered to go repeat them every time someone makes a new suggestion thread  ;)

I did come up with a new suggestion: In the military aircraft editor there arent really any weapons that aircraft would use, aircraft use missles and bombs, maybe machine guns but they dont use gun turrets. The sea vehicle weapons would be much more fitting for aircraft.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Gzillafan1 on September 20, 2008, 02:08:07 am
I would love

1) A wider variety of starting worlds.I don't know about you guys but Im sort of tired of evolving on the perfect little word.Where's the harshness? I would love to be able to start on a barren desert world or humid,rainy,swamp world.I know T-score would be a problem here but mabye something can be worked out.

2) Planets with more than one moon.I was hoping this was in the game but its not.I dont know how hard it would be but it would be cool.I just think the planet would feel more alien if it had many moons.

3) Prey running away from predator.I see it in the cell stage but after that It stops....why? It would feel more realistic and fun to chase down my prey.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: spiritofcat on September 20, 2008, 07:58:23 am
There needs to be adjustments made to how the Communication Screen in Space centers on creatures with long trunks with a mouth on the end. The camera attempts to keep the mouth perfectly centered in the middle of the picture, but if its on a long trunk, it will often cut off top of the creature while leaving a big empty area on the bottom of the screen. Instead of only tracking where the mouth is, it should also attempt to avoid leaving large empty areas of the screen and cutting out parts of the creature's body.

I found it impossible to make a working Space version of this creature (http://www.spore.com/sporepedia#qry=sast-500087907487), regardless of how short I made the legs and how contracted I made the trunk, because it would consistently end up cutting off the top of the creature's body in the screen. All that would be needed would be to scootch the camera down a bit, and the entire body would've fit just fine into the picture, but the mouth placement just kept throwing it off. I have a similar issue with this creature (http://www.spore.com/sporepedia#qry=sast-500078237948) as well.
What happens if you put a second mouth on the top of the creature?
I know that isn't a perfect solution, but it might be worth doing if it forces the camera to try to get both mouths on screen.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: nightk on September 20, 2008, 08:37:09 am
An turret editor.
Like the vehicle creator but only balacing between attack force and hit points.


More food options for creature phase like smaller fruits,leaves,fish,algae(i don't know why i want this)


Make the creature phase look a bit more like real life.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: spiritofcat on September 20, 2008, 08:48:04 am
An turret editor.
Like the vehicle creator but only balacing between attack force and hit points.

Yes! Or even just for looks, like with the building and UFO editors.
It's annoying to be able to make all your buildings and vehicles to a certain theme but then have the turrets pre-set with a certain look.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: MisterBibs on September 20, 2008, 11:14:04 am
- The ability to set a house, entertainment building, and factory for my entire race.

- A small shrine or something in the Space phase that is located on your homeworld, where you arose from the water.

- A "recently used" tab in the Sporepedia, so I don't have to slightly tweak someone's thing so that it shows up as "mine" so I can find it easilly. (So if you see one of your things with the name of MisterBibs, I mean no offense.)
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Robertbobby91 on September 20, 2008, 11:50:22 am



Make the creature phase look a bit more like real life.

Yea I know, all animals do is sit by their nest and dance, growl, or both.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Bonemouse on September 20, 2008, 12:09:21 pm
6. The ability to delete content from within the game without "banning" it.

I know that this is already possible. I go through my Sporepedia on a regular basis deleting all buildings and vehicles that are not painted. I just go to the everything tab, select the card I want to delete, and hit the trashcan icon. >_>

But you can't delete it while playing. Like you can't come across an unpainted building while in the Civ stage and just delete it right then and there. Or am I missing something?
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Yannick on September 20, 2008, 12:10:36 pm
I don't think you can while playing. And I don't want to delete content everyday that will get uploaded again after a while.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Crowster on September 20, 2008, 02:36:16 pm
6. The ability to delete content from within the game without "banning" it.

I know that this is already possible. I go through my Sporepedia on a regular basis deleting all buildings and vehicles that are not painted. I just go to the everything tab, select the card I want to delete, and hit the trashcan icon. >_>

But you can't delete it while playing. Like you can't come across an unpainted building while in the Civ stage and just delete it right then and there. Or am I missing something?

Actually, you're right. I ran across this today. I flew down to visit an alien empire and sprinkle them with my super happy ray to find that one of their buildings was 3 white boxes stacked on top of each other with no other features whatsoever, while another of their buildings was some obscene content. Couldn't get rid of either of them without hitting the ban button. Ended up leaving the white boxes because I don't want anyone getting in trouble over something silly like that.  :-\
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Bonemouse on September 20, 2008, 03:08:47 pm
Exactly. They obviously have the technology in the game to remove a piece of content and replace it with something else (it'd be nice if it wasn't always Maxis made, though). They just need to remove the reporting part.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Rct2mad on September 20, 2008, 03:11:56 pm
- A "recently used" tab in the Sporepedia, so I don't have to slightly tweak someone's thing so that it shows up as "mine" so I can find it easilly. (So if you see one of your things with the name of MisterBibs, I mean no offense.)
Same here - but obviously under the username Rct2mad :)
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Darcie on September 20, 2008, 04:27:08 pm
I would very much like to be able to tilt building pieces 3 ways without first attaching them to a connector, tilting and then taking off.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Pietoro on September 20, 2008, 05:19:13 pm
I really like the idea of having an ingame chat feature, so you could talk with other people on your buddy list who are playing.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Bellum on September 20, 2008, 08:30:44 pm
I really like the idea of having an ingame chat feature, so you could talk with other people on your buddy list who are playing.

That's a great idea.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Prathik on September 20, 2008, 08:33:56 pm
I really like the idea of having an ingame chat feature, so you could talk with other people on your buddy list who are playing.

That's a great idea.

Seconded.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Ondaderthad on September 20, 2008, 09:13:56 pm
I really like the idea of having an ingame chat feature, so you could talk with other people on your buddy list who are playing.

That's a great idea.

Seconded.

Third"ed"

At least we should get a message while playing that one of our creatures got a comment to approve. 
Then you could have a basic messaging system using comments.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: spiritofcat on September 20, 2008, 11:07:47 pm
I really like the idea of having an ingame chat feature, so you could talk with other people on your buddy list who are playing.

That's a great idea.

Seconded.

Third"ed"

At least we should get a message while playing that one of our creatures got a comment to approve. 
Then you could have a basic messaging system using comments.


It would also be nice to have a way of leaving a comment on a person's profile itself rather than on a particular creation.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Ichthyostega on September 20, 2008, 11:47:19 pm
Title: Re: The Valid Suggestion Thread For Maxis
Post by: smjjames on September 20, 2008, 11:53:47 pm
I kind of like that idea of seeing the domesticated animals in the city, either pulling some kind of cart or on a leash or something. The hardest part might be where to attach the cart or the leash, as there are some strange configurations out there.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Robertbobby91 on September 20, 2008, 11:57:45 pm
Foot-hand
If I can do it, Maxis can. Something that is both a foot and a hand.
Don't know what I did, but I got it with some editing, and I want maxis to expand on it

Quote
Point's of interest:

2:08 Onward: toying with the enemy
2:15 onward: attacking and eating with hand-foot
3:00 onward: hawk swooping assault move
5:00 onward: dive bombing
7:20 onward, fly-swimming, like seagulls

http://www.youtube.com/watch?v=B96JXJDypaw
Title: Re: The Valid Suggestion Thread For Maxis
Post by: spiritofcat on September 21, 2008, 12:28:10 am
Foot-hand
If I can do it, Maxis can. Something that is both a foot and a hand.
Don't know what I did, but I got it with some editing, and I want maxis to expand on it

Quote
Point's of interest:

2:08 Onward: toying with the enemy
2:15 onward: attacking and eating with hand-foot
3:00 onward: hawk swooping assault move
5:00 onward: dive bombing
7:20 onward, fly-swimming, like seagulls

*Video*
What sort of editing? Using the creature editor or modding?
Also, are those creatures uploaded? I'd love to check them out in the editor.

Edit: Nevermind.
I found you in the sporepedia.
They're not hand-feet. They're just hands.
The animation system just moves the limbs like legs because they're the lowest thing on your creature.



Another suggestion:
Make a way of selecting and deleting more than one object at a time in the sporepedia.
I added tacobob1 to my buddies list when I first got the game because I saw one of his creations in the featured list, but I've since decided that I don't really like his stuff. I removed him from my buddy list, but his stuff will keep appearing in my games until I manually delete all 117 creations of his from my sporepedia.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Harlander on September 21, 2008, 02:18:36 am
I'd really like to get rid of the tutorial messages. They're not as obnoxious as some in-game tutorials I've seen (I'm looking at you, Black & White), but you still don't need to see 'em more than once.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: spiritofcat on September 21, 2008, 03:59:10 am
I'd really like to get rid of the tutorial messages. They're not as obnoxious as some in-game tutorials I've seen (I'm looking at you, Black & White), but you still don't need to see 'em more than once.
Uh...
(http://img55.imageshack.us/img55/9470/tutorialsqw0.jpg) (http://imageshack.us)
(http://img55.imageshack.us/img55/tutorialsqw0.jpg/1/w706.png) (http://g.imageshack.us/img55/tutorialsqw0.jpg/1/)
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Harlander on September 21, 2008, 04:14:40 am
Well, now I look stupid...

Thanks for pointing that out. It should still disable 'em automatically after the first time through, IMO.

Title: Re: The Valid Suggestion Thread For Maxis
Post by: spiritofcat on September 21, 2008, 04:32:54 am
Thanks for pointing that out. It should still disable 'em automatically after the first time through, IMO.
Yeah, I saw that there because I checked all the settings tabs before I started playing, but when I started from Cell a second time I definitely didn't want the tutorial messages and made a point of going in and turning them off.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Robertbobby91 on September 21, 2008, 05:42:26 am



Edit: Nevermind.
I found you in the sporepedia.
They're not hand-feet. They're just hands.
The animation system just moves the limbs like legs because they're the lowest thing on your creature.


Seriously? I was told that they just float and that walking on hands is not possible.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: spiritofcat on September 21, 2008, 05:45:18 am
Edit: Nevermind.
I found you in the sporepedia.
They're not hand-feet. They're just hands.
The animation system just moves the limbs like legs because they're the lowest thing on your creature.

Seriously? I was told that they just float and that walking on hands is not possible.

If you've got no feet on your creature, then the game chooses one pair of limbs and animates them as legs.
I tried a few different ways with four-legged creatures and it always seems to be the front set of limbs.
As soon as you put feet on though, it stops animating the non-leg limbs as legs.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Robertbobby91 on September 21, 2008, 06:36:00 am
oh well, thought I had something special.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Insani99999 on September 21, 2008, 06:41:55 am
Water Stage...

In this trailer:
http://www.youtube.com/watch?v=v00nxRoS3iw&feature=rec-fresh

They have the water stage, but no water stage in game.

The Water stage would be EPIC
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Yannick on September 21, 2008, 06:54:07 am
That trailer is from 2006.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: fdkotor on September 21, 2008, 10:15:31 am
I think they should incorporate inter mixing of species during space phase because its weird seeing a species just vanish after you take over a system, it would seem more spacey that way with so many different species of empires out there.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Robertbobby91 on September 21, 2008, 10:29:05 am
also, when you drop a sentient species somewhere they make a new civilization, not a fire and starve to death.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: eleazar on September 21, 2008, 10:35:48 am
also, when you drop a sentient species somewhere they make a new civilization, not a fire and starve to death.

I think a tribal sentient should be able to start a new tribe, but it makes sense that a civ/space-level sentient doesn't have the knowledge/tools to start a civ from scratch.  At the very least they should have to start at tribe.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Robertbobby91 on September 21, 2008, 10:39:42 am
yea, defiantly.

I want my slave race.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: smjjames on September 21, 2008, 11:32:23 am
I think they should incorporate inter mixing of species during space phase because its weird seeing a species just vanish after you take over a system, it would seem more spacey that way with so many different species of empires out there.

yea, just about every major sci-fi thing with multiple alien species has thier equivalent of the Mos Espa Cantina or some place where there are multiple alien races going about thier business.

I have an idea, how about a listing of all of your colonies. Given how the sporepedia is already categorized, it shouldn't be too hard to get it to list your colonies. It would be an easy way to keep track of them when you are terraforming them and you generally have a sprawling empire with the homeworld as the hub.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: eleazar on September 21, 2008, 12:07:16 pm
I have an idea, how about a listing of all of your colonies. Given how the sporepedia is already categorized, it shouldn't be too hard to get it to list your colonies.

Sporepedia shows all the planets you've found, but unfortunately gives you no information.  They just need to add the basic info there:
And of course allow you to sort by some of these things.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Darcie on September 21, 2008, 12:25:03 pm
I saw a few people ask about more creatury creatures.  I think a good spin off of Spore could be a nice AI AL sim with dDNA etc.  I think that now that the procedural parts are in it wouldn't be too hard to link them up to dDNA at the very least.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Pietoro on September 21, 2008, 01:29:05 pm
I'd like to see, when you mouse over a planet with your colony on it, that on the title bar or somewhere it has icons for Storage/BioStabilizer/UberTurrets that it has, so you can easily see which could use those or not. When you have a lot of colonies, you forget where you dropped what addon sometimes...
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Robertbobby91 on September 21, 2008, 01:34:05 pm

6. Swap out content! I want to be able to swap out content I don't like in game, for any reason at all... no complaints, banning or other Felgercarb.


Quote
property  EditorAllowXMLFileDrop    0x0594a0fb bool false

Maybe if made true, you could download and drag and drop your own things.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Logan Felipe on September 21, 2008, 01:42:37 pm
Edit: Nevermind.
I found you in the sporepedia.
They're not hand-feet. They're just hands.
The animation system just moves the limbs like legs because they're the lowest thing on your creature.

Seriously? I was told that they just float and that walking on hands is not possible.

If you've got no feet on your creature, then the game chooses one pair of limbs and animates them as legs.
I tried a few different ways with four-legged creatures and it always seems to be the front set of limbs.
As soon as you put feet on though, it stops animating the non-leg limbs as legs.

I tried that with Deinoquabrachis, but it doesn't look right in the test drive. does it look different ingame (could someone download it an test it ingame? I don't have spore yet.)?
(http://i172.photobucket.com/albums/w32/Logan_Felipe/DeinoquabrachisTrial.png)

BTW; when I do get it, I'll update several of my creatures, including Deinoquabrachis.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Robertbobby91 on September 21, 2008, 02:01:05 pm

4. Galactic Wipe!  I want to be able to restart with a fresh Galaxy... maybe even have the option for randomizing worlds visited in a saved game when I delete it.



Quote
   property GGE_SkipWriteStarDB         0x0542db1b                      bool false      # if true, generate a new galaxy every time until you save. Also means you won't get ptolemaic imposters in creature/tribe/civ
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Logan Felipe on September 21, 2008, 02:19:28 pm

4. Galactic Wipe!  I want to be able to restart with a fresh Galaxy... maybe even have the option for randomizing worlds visited in a saved game when I delete it.


Quote
   property GGE_SkipWriteStarDB         0x0542db1b                      bool false
# if true, generate a new galaxy every time until you save. Also means you won't get ptolemaic imposters in creature/tribe/civ

That sounds cool. by ptolemaic imposters, I assume you are referring to the issue of a creature encountering previous forms of itself?
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Robertbobby91 on September 21, 2008, 02:30:10 pm
Don't know, didn't write the code. lol
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Logan Felipe on September 21, 2008, 02:46:15 pm
Don't know, didn't write the code. lol
oh. I thought you wrote that part...

EDIT: looked up ptolemaic. I think the dev team has a different definition...

from dictionary.com:
1. of or pertaining to the dynastic house of the Ptolemies or the period of their rule in Egypt.
2. of or pertaining to Ptolemy or his system of astronomy.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: SiestaGuru on September 21, 2008, 02:50:11 pm
Multiple galaxys like multiple neighbourhoods in the sims would be great, I kindda destroyed earth in this one and someday I might do some roleplaying involving earth Having a new galaxy for every save is a bit overkill though, being able to let multiple empires work together against the grox is fun aswell..
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Robertbobby91 on September 21, 2008, 02:52:40 pm
I did some editing and checked, but don't know.


Does anything look different?

http://(http://img88.imageshack.us/img88/4640/ffdjw6.jpg) (http://imageshack.us)
By Gorman91 (http://profile.imageshack.us/user/Gorman91)
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Logan Felipe on September 21, 2008, 03:09:20 pm
there's some more detail around that extinct volcano.

Were you able to use more tool useages?
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Robertbobby91 on September 21, 2008, 03:15:12 pm
uh, I don't think so. I found the planet, not made it.

I think the terrain is more flat too.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Logan Felipe on September 21, 2008, 03:28:32 pm
uh, I don't think so. I found the planet, not made it.

I think the terrain is more flat too.

less mountains.

you probably lowered the maximum terrain height or something.

Does the planet sculpting utilize a water table? (i.e. you make bodies of water by dropping elevation beneath the water table value).
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Robertbobby91 on September 21, 2008, 03:45:41 pm
I tell it to lower and it makes oceans, yea.

I was exploring, a lot of new effects are visible and planets generally look more realistic as well as more detailed. More wrinkles and terrain effects.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Logan Felipe on September 21, 2008, 03:50:57 pm
cool.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Robertbobby91 on September 21, 2008, 04:32:58 pm
Back after some editing.

In ANY way, does this look improved?
(http://img263.imageshack.us/img263/1111/sssssssssnm2.jpg) (http://imageshack.us)
By Gorman91 (http://profile.imageshack.us/user/Gorman91)
Title: Re: The Valid Suggestion Thread For Maxis
Post by: smjjames on September 21, 2008, 04:41:19 pm
What are you editing there? Just wondering what you are doing with the files.

I'm not sure how much improved that pic is.

Title: Re: The Valid Suggestion Thread For Maxis
Post by: Robertbobby91 on September 21, 2008, 04:43:50 pm
Yea, that's the point. I don't know if it's just my imagination.

Basically, I made LODs of planes from 32 to 512, along with multiplying a few other things.

SP-_CHT-024A0E52-00000000-F6D4A4B9
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Logan Felipe on September 21, 2008, 06:17:00 pm
OMG

Its beautiful!  8)
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Robertbobby91 on September 21, 2008, 06:20:13 pm
So does it look different? did I successfully edit image quality?


Also, as you can see from the messages, "let them eat cake" is my motto.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Logan Felipe on September 21, 2008, 06:26:50 pm
The grass texture and water texture scale has increased it seems.

The slopes also look much smoother.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Miclee on September 21, 2008, 06:36:47 pm
Can you upload the .package file somewhere?? I wantz it nowz!!
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Robertbobby91 on September 21, 2008, 06:59:02 pm
Still toying with it, and you should too!

Better? or worse?

(http://img340.imageshack.us/img340/9702/ftbtfhdfthtdsp0.jpg)
(http://img523.imageshack.us/img523/982/dfsedvsdsvqf9.jpg)
(http://img223.imageshack.us/img223/4913/sdvsecesiv2.jpg)

(http://img519.imageshack.us/img519/2231/zvzszcadw6.jpg)
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Logan Felipe on September 21, 2008, 07:08:33 pm
water looks nice. Also the detail from a distance has improved.

Has this affected your game lagwise?
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Robertbobby91 on September 21, 2008, 07:13:16 pm
not really.

For info purposes, I have 2 nvidia 7950s, 2 gigs of ram, and some semi-old AMD processor.


I happened to raise the refresh rate also, so who knows.

There was also something that seemed familiar to me from another game called a "present changer" or something. It was on 1, and usually turning it to 2 or 4 increases frames quite a bit.

I'll upload a video later.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: eropS on September 21, 2008, 07:21:00 pm
You should share those touch-up mods...
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Robertbobby91 on September 21, 2008, 07:27:05 pm
I'm still looking around a bit.

Plus, I don't know if they'll brick others.

Currently, I have settings that were at "16" set to "2048"  It may fry other's computer!
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Arachoid on September 21, 2008, 08:33:25 pm
Ooh, I just thought of a suggestion! When you open the Sporepedia, it should show you the nearest location of things. Like if I wanna find some specimens of a certain plant for a terraforming project I'm doing, I should be able to click a little button and when I exit the 'Pedia, a little marker appears over the nearest world with a stock of 'em. The markers could work just like the one for your homeworld. And it should be able to do this for multiple things simultaneously; that is to say, I should be able to track multiple species in one Sporepedia opening. Then a little 'mission' could appear in the missions column of the screen, like a shopping list, and when I'm done, just exiting the mission removes the markers.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Logan Felipe on September 21, 2008, 10:09:54 pm
Ooh, I just thought of a suggestion! When you open the Sporepedia, it should show you the nearest location of things. Like if I wanna find some specimens of a certain plant for a terraforming project I'm doing, I should be able to click a little button and when I exit the 'Pedia, a little marker appears over the nearest world with a stock of 'em. The markers could work just like the one for your homeworld. And it should be able to do this for multiple things simultaneously; that is to say, I should be able to track multiple species in one Sporepedia opening. Then a little 'mission' could appear in the missions column of the screen, like a shopping list, and when I'm done, just exiting the mission removes the markers.


like a MMORPG?
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Koronii on September 22, 2008, 10:49:02 pm
There several things already mentioned here I want, and a few I haven't seen yet.

Firstly, I think that a really good variant of the idea that we should be able to start a game on a planet we've sculpted, would be that would be the function of a wildlife reserve, like once you finish filling up its ecosystem one of your techs calls you, and says that an anomalous meteor is approaching the system, and you are given the option to blow it up, or observe it and play as the new cell, or just ignore it and have it remain as a wildlife reserve, rather than a new save-game.

Secondly, though still on the subject of wildlife reserves, I'd really like creatures on wildlife reserves to act more like actual creatures, not like the static, uncaring way they do in the creature stage, so that filling out that ecosystem rewards you with seeing the creatures all interacting with one-another.

Thirdly, carnivorous life in Spore is very random, for you don't know what your next meal is, or how strong it is. But playing herbivores is quite dull in comparison, because fruit is pretty much always available, so a simple plant and weather sim would liven up that aspect of the game, so the herbivores are totally at the mercy of the climate. It would make it much more varied I think.

Fourthly, FLORA EDITOR PLZ! The Maxis plants are fine, up to a certain point, and at that point all the plants look like there are only a handful of plant models, and what you keep bumping into are retextures of those models, which really detracts from my enjoyment of the aesthetics of Spore.

Fifthly, the graphics of Spore are, to be frank, rather disappointing, I'm not one of those people who thinks that CPU-hogging graphics define a game, but the lack of anti-aliasing, and especially the low rez in-game graphics for buildings and vehicles, really bugs me. It makes me think that doing some cheap, slap-dash paint job for my creations would be just as effective, and far less time-consuming.

Lastly, I, like an apparently increasing number of people, am suffering from the crippling crash of the game, as it is loading. I'd like this fixed please, and if possible, for the person whose fault it is to be publicly flogged for his sins.

Title: Re: The Valid Suggestion Thread For Maxis
Post by: Enoch on September 23, 2008, 12:00:22 am

9. Associate styles with an Empire! ... so I don't have to keep selecting House, Factory, and Entertainment for every planet... and maybe even save those styles so they will be used by the Empire as an AI.


YES. I've been wishing for this since I made my first colony.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Uroboros on September 23, 2008, 12:46:50 am
There isnt really any benefit to being able to reach the fruit in the higher trees, given low fruit is readily available. Had there been less fruit, or fruit restoring far less health, then the fruit up on trees could be 'worth' more in the health/hunger meter, or simply mean extra fruit to eat, if there was less lower down.

Extra behaviours and 'filler stuff' in the modes. Things without specific purpose other than adding more 'life' to the world. Things like babies occasionally wandering off on their own to investigate a seashell. Little 'insect'/'pest' creatures made from standard creatures, but shrunk down (like the scavengers in tribe), which sneak around, occasionally get the childrens interest, some of them might 'nip' or 'sting', or carnivores might be able to eat them for a tiny hungermeter boost, if they're starving. Maybe even a 'nest' of pest creatures, like an anthill, that causes you to get bitten and such, whenever you're too close, but you can eat from it if you stomp it/crack it open. Similarly, a bees nest type pest creature thingy, for creatures with high jump/glide.

A large creature rubbing against a tree to scratch its side (rocking the branches around, dropping fruit, maybe). An epic creature that doesnt outright attack everything on sight, but instead just tramples things as it walks around dopily, or perhaps treats smaller creatures as toys. Doesnt kill them outright, but flicks them, kicks them, or carries them around hugging them or something. Think of the loony tunes 'stupid monsters'. "I'll love him and squeeze him and call him George", whilst waving you around like a ragdoll, finding you hilarious. Things just add spice to it all, y'know? A creature with high ram that hits a tree to knock down fruit (and tries to drive you off it you come to take any that fall). A hoarding behaviour so that ocasionally, smaller creatures might gather fruit and run off to their nest with it, maybe like an ant-line.

Randomise the spaceship encounters in tribe/creature stage. New random events like perhaps an 'earthquake', complete with 'terrasculpting' and dramatic shaking and such. A rockslide. Perhaps make the sea-beast occasionally use a random epic instead. The addition of a flying epic, if the user tries to fly over the sea-beast instakill (it plucks them out of the air, sweeping down from directly above). More ways to earn creature parts, to keep the variation. Useless little curiosities, like perhaps a half-exposed root, that when you click on, your creature tries to tug up, likely failing (a 1/30 chance it'll succeed, uprooting a useless creature part like an ear or a nostril, or giving you a tiny DNA boost.. just because). Or a little premade shelled creature that you cant hurt, that scuttles around looking weird, that you can harass by trying to eat, which just causes it to retract into its shell, immune to your attacks, or you can throw it about, or ram it and such, roll it over, unable to hurt it. Eventually i'll come out again and start scuttling around. Follow it around and it'll try climb one of the giant trees to escape.

Some small/tiny creatures in the shallow waters, for carnivores to hunt if they're more the social/friendly type, relying more on speed than power. Perhaps using legless creatures or 'early creature' creatures for the 'fish'? Perhaps using slightly larger creatures (or the epic seamonster) as a deterrant, hanging around in the water too long triggers a jaws-like theme, that gradually grows, spawing the creature in if you stay in the water too long (for a brief 'coming to get you' chase, as it rises near to he surface and closes in on you). Or just some big tentacle that snatches at you.

An alternate or two for the 'creature switching' thing. I like the facehugger-like pods, but some others would be fun too. Or a random UFO encounter where instead of using a beam, it uses a big vacuum hoover attachment thingy, and actually chases the things it tries to abduct, the closer it gets, the more it pulls, until they get plucked off the floor. Naturally, this one can also consider the user a target, too, and if you dont escape it, and you get abducted, it gets treated as a 'death' scenario as your little creature is 'gone'. Maybe a UFO encounter where they beam down one of their own kind, which thinks it is hilarious to pull faces at you, or throw fruit/sticks (probably uses the bard voice :P). Or a UFO that beams down a 'bio weapon', some creature like a "mini epic" or a "rogue" that wont kill you outright, but is still a crazily tough fight. Or a UFO that lowers a fishing hook with a piece of meat/tiny cute and wriggling prey-creature/fruit piece on the end, that if you try to take it, there is a 90% chance you will get abducted (yanked up into the ship, comically). A weird event where a UFO beams down a 'clone', which is like an adult of your species, but its features are all distorted, a bit like an inverse-baby... an adult with strangely proportioned features, colours that are a few notches out of place, slightly different pattern, makes weird noises, eats the wrong things, talks to itself, follows you even if its not befriended. A 'scout' vehicle gets dropped from a UFO and drives around aimlessly (ground vehicle from Civ phase), complete with running things over, as it 'scans' things... meaning you have to keep dodging it whilst it rambles around.

Speaking of rambling, yeah, I think i'll shut up and save the pipedreams :3
Title: Re: The Valid Suggestion Thread For Maxis
Post by: gec05 on September 23, 2008, 05:19:02 pm
I'd like to express my concerns about the music in the building editor.

Overall the use of procedural music in all the other editors have been enjoyable and appreciated. But the music in the building editor could use tweaking. At times it can sound very awful and icky, especially when adding parts and decorations in a successive and rapid pace. The original melody becomes very dissonant and indistinguishable. It's just messy. If this can be fixed in a patch it would be appreciated.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: vonboy on September 23, 2008, 05:31:54 pm
make the "fish" you capture when you send your tribal mates of to fish actually be cell creatures from the cell phase, instead  of the fish-like things with a bug mouth you always catch.

for a random event, they could a event where a group of cell freshly from the cell phase come swimming out of the water, and either attack or try be nice to you.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Blulightning on September 23, 2008, 09:59:43 pm
Ok I've got an annoying problem that should be incredibly easy for Maxis to fix...

Searching the in-game online Sporepedia only shows a total of 8 results at a time... those 8 results only fill up my screen about 1/10th, the rest is blank.
In order to browse, I have to keep clicking next, next, next!

I would PREFER to be able to CHOOSE how many results are displayed per page.
I personally would like it to show 100 per page... that way it could download them all at once, and I don't have to click NEXT so much.

AND even though it downloads their pictures , you can't look at them up close (or in the editors) unless you "download" them? That seems like it should be common sense to see the things I'm downloading.

The Browser version of the Sporepedia works fine, why is the game's Sporepedia lacking so many features!? You can't even vote in the game like you can do on www.spore.com.


If there are any other PROBLEMS with the game that can easily be fixed, post them here!
NOT glitches, there is already a topic for that.
NOT things you want, because they've got other things to do.

Just problems, like missing options. Things that should be there but aren't.
Hopefully Maxis will get to them all quickly in the next patch.

Mod edit: Clarified title
Title: Re: The Valid Suggestion Thread For Maxis
Post by: TDKenyon on September 23, 2008, 10:14:37 pm
I don't want to sound rude, but we don't really need another thread for complaints about what Maxis "needs" to fix. Certainly not a thread demanding Maxis NEEDS to fix such a small thing like browsing Sporepedia.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Blulightning on September 23, 2008, 11:02:36 pm
Well, honestly, this is my biggest problem with Spore right now.
AND it's very easily fixed, I could fix it within a couple minutes if I had the source code to Spore.... and I want Maxis to see that it needs fixed.

Plus most other complaint topics are things that people wanted to see in the game, rather than things that SHOULD be in the game.
But yeah, I understand your complaint. I just really need Maxis to see this problem. :-X
Title: Re: The Valid Suggestion Thread For Maxis
Post by: SporeForSure on September 23, 2008, 11:05:08 pm
Ok I've got an annoying problem that should be incredibly easy for Maxis to fix...

Searching the in-game online Sporepedia only shows a total of 8 results at a time... those 8 results only fill up my screen about 1/10th, the rest is blank.

Take a 28k PNG file. Multiply them by 8. We now have 224K data. Multiply 224K by 50000 Spore users and we get 10+ MB data rate per second.

To be able to deliver that kind of data on a dedicated line, you need some sort of expensive network connection.

Are you getting this yet...?
Title: Re: The Valid Suggestion Thread For Maxis
Post by: spiritofcat on September 23, 2008, 11:19:55 pm
I get 15 results per page.
(http://img354.imageshack.us/img354/4219/sporeapp200809241616001ey1.jpg) (http://imageshack.us)
(http://img354.imageshack.us/img354/sporeapp200809241616001ey1.jpg/1/w800.png) (http://g.imageshack.us/img354/sporeapp200809241616001ey1.jpg/1/)

Sure, it's annoying, but like SporeForSure said, it's a pretty heavy operation when you consider how many users there are.


Since we're talking about things that could easily be fixed about sporepedia, let me share my suggestion which truly would be easy to do and wouldn't add significant extra load to the servers.
(http://img135.imageshack.us/img135/7378/needlinksol7.jpg) (http://imageshack.us)
(http://img135.imageshack.us/img135/needlinksol7.jpg/1/w965.png) (http://g.imageshack.us/img135/needlinksol7.jpg/1/)(http://img363.imageshack.us/img363/6342/sporeapp200809191520108ys5.jpg) (http://imageshack.us)
(http://img363.imageshack.us/img363/sporeapp200809191520108ys5.jpg/1/w800.png) (http://g.imageshack.us/img363/sporeapp200809191520108ys5.jpg/1/)
Title: Re: The Valid Suggestion Thread For Maxis
Post by: TDKenyon on September 23, 2008, 11:23:49 pm
There's really no validation for why this "SHOULD" be in the game. It's a minor aesthetic feature, not one that makes any difference to the gameplay or anything important.

There could also be valid reasons for the way they chose to make the in-game sporepedia differ from the browser one. One reason could be they're simply trying to put more emphasis on the browser community. They could also be trying to put less effort on the game server and redirect the Sporepedia traffic to the web server, which could be more optimized for browsing and easier on the server than the game connecting to it.

I just get tired of reading posts with people complaining about the most meaningless things, as if their complaints should take Maxis's priority. They're a long-standing game developer, they know what they're doing. They'll fix what's important and fix smaller things when they feel it's in the best interest of Spore.

There's already a thread for "VALID suggestions for Maxis", you could have dropped a little post in there without demanding all this.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Poised on September 24, 2008, 10:51:13 am
Please make a more diverse colour choice for alien races in space, this is my new fledgeling empire, Im red, in between the 2 other red empires, this happens every game, no matter what colour I chose, my neighbour seem to fancy that exact same colour, making the overview confusing for no reason, if Im red then no other empire should be red,
(http://i60.photobucket.com/albums/h27/Poised_photos/Spore_2008-09-24_19-45-20.jpg)
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Robertbobby91 on September 24, 2008, 12:36:20 pm
they look hot pink actually.

I mean, in a galaxy of hundred something empires, you're bound to run into your color.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: smjjames on September 24, 2008, 01:03:51 pm
they look hot pink actually.

I mean, in a galaxy of hundred something empires, you're bound to run into your color.

Looks more bright red while Poiseds own empire is a darker red. Robert has a point anyways because if they are using all of the color choices available in the editors (or most anyways as pure black would be impossible to see in space for obvious reasons), there are far more empires than color choices.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Yannick on September 24, 2008, 01:06:52 pm
-walloftext-

Give this man a winner badge. You just described the perfect creature stage.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Poised on September 24, 2008, 01:08:28 pm
Yes the empire on the side is slightly more pink than me, but the empire right on my doorstep is the exact same colour as me, wich is prolly why neither of you noticed it, but look at the planet with the buy icon above, thats my exact colour choice.
And I see no reason why I shouldnt have a unique colour, the other empires have no problem distinguishing eachother since they are AI, just give some of them identical colours, if they can share "my" colour then they can certainly share eachothers colour without it being a problem, I mean the palette is quite large.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: smjjames on September 24, 2008, 01:16:49 pm
You can always extinct them, but I see your point there. At least the map filter buttons and the colony markers help.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Poised on September 24, 2008, 01:19:20 pm
You can always extinct them.

Im saving up to buy those 3 red ones next to me, luckily the orange empire killed off 2 red planets already, so it will soon be fine :)
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Fumanchu on September 24, 2008, 01:22:34 pm
I tried to read through all the pages, so apologies if these have already been mentioned:

More Data on Spore Card Popups
During Space (or really, any besides Cell) phase, when you click on a creature, vehicle or building, a fleeting glimpse of the thing comes up with very little information. It would be nice if it contained much more information (kind of like in the old vids with the spore-cards), but especially like (# of times killed, # of times allied, favorite food / fruit, birth-date (creation), etc.). Also, if it has to go away after a certain time (right now, it seems like mere seconds), at least minimize it on-screen so the user can click back on it to view at their leisure, then manually close it / remove it from their screen.

This would help people feel a kinship with the creatures they meet and immerse them more in the game. Also, it would help when everything appears so uniform from the height of the UFO and the little details are lost. Bonus points for adding some kind of animated gif to each creature/building/vehicle that people click on.

Scripted Events Tied to Random Structures
Mostly in Creature phase, but if your world happens to have some kind of Stonehenge-like formation, have a scripted event start up so exploring with your creature is rewarded instead of being indifferent as it is now. There's probably a finite number of these types of formations, so it would just take some coding to add scripted-events for when they appear in-game. Maybe landing in the middle of the thing would trigger a glowing effect or light-show of some kind. Or maybe even some cool artifact that you can take with you to Space.

More Interactions in Creature
Maybe some form of rhythm game for dancing (ala DS Creatures or Guitar Hero), where the creature first dances with its feet, then looks at you. So you can click on your feet (icon or whatever) and you start dancing. Then it shakes its head to the music, and then you follow suit. Gradually, it gets faster and the tempo of the music (procedural) amps up accordingly. Even if you don't "win" the creature as an ally, maybe you get some food or something else out of the exchange. Same kind of thing for carnivores, except that you can attack with parts of your body or fling things at creatures.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: eleazar on September 24, 2008, 01:23:11 pm
The best solution is if they let you change your empire color whenever you wanted (preferably without changing your creature).

It has happened to me that an adjacent empire was nearly the same color... rather annoying.  But considering how many empires you can have, and the unpredictable way empires can move around it's not really possible to absolutely prohibit similar colored empires from being next to you.

Of course they have the same problem in Civ, and with at most 12 nations, the problem could be prevented, but still exists.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Pietoro on September 24, 2008, 02:59:44 pm
Dunno if someone said this already, but I'd like an easier way to bring up a creature's Comment Window other than pausing, opening the ingame Sporepedia, and finding them in the listing there. Commenting on stuff ingame is a pain as it is now.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Uroboros on September 24, 2008, 03:00:58 pm
Dunno if someone said this already, but I'd like an easier way to bring up a creature's Comment Window other than pausing, opening the ingame Sporepedia, and finding them in the listing there. Commenting on stuff ingame is a pain as it is now.
You can use the spyglass on something, to cut down the number of steps :P
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Doomsday on September 24, 2008, 03:25:37 pm
For what it's worth I usually only see 8 Results at a time too. It's something that should get corrected. I don't think it's a problem, but neither is it a suggestion. It was probably an oversight on their part.

What's you're screen Res Blu? Mine is 1152x864 at 75Hz in Spore... does changing resolution change anything? Smaller Res? Larger Res?
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Pietoro on September 24, 2008, 03:29:12 pm
Dunno if someone said this already, but I'd like an easier way to bring up a creature's Comment Window other than pausing, opening the ingame Sporepedia, and finding them in the listing there. Commenting on stuff ingame is a pain as it is now.
You can use the spyglass on something, to cut down the number of steps :P

Then you have to have the creature physically in front of you. I'm thinking like an option to open the window from clicking their dot in the ecosystem window, even.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Null on September 24, 2008, 03:30:36 pm
At risk of receiving a verbal lighting bolt, I think that 8 is better because I hate scrolling down the lists, 8 means I have seen everything there is to see on that page without having to scroll down much.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Doomsday on September 24, 2008, 03:32:25 pm
That's fine for you. The issue is that we should be given a choice to display the results in a manner that we most like. If 8 is fine for you, than okay. I personally like viewing as much as possible, because I can read/browse quickly and it lets me find what I'm looking for/catch up faster.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Blulightning on September 24, 2008, 03:54:33 pm
I need an option to change the amount of items downloaded in the in-game Sporepedia.
When I'm searching online, it only displays a total of 8 at a time!

Here's a pic as to why this is such an annoying problem to me.
(http://img264.imageshack.us/img264/3087/missingsporefeaturege6.png)

Over 70% of that page is completely blank.
And I am constantly clicking next, next, next, next in order to browse the Sporepedia.

I checked and the Browser version loads 20 items at a time, as opposed to this 8.
I wouldn't have been so upset at this problem if they wouldn't have limited the number so small.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Doomsday on September 24, 2008, 04:07:49 pm
Yea.. that's a far worse problem than me. I only get a line and a half (well a line and 2 spaces) per search but I don't search using the In-Game Sporepedia often... it's not worth it for so many more reasons than just this issue. Still that would be HIGHLY annoying.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Robertbobby91 on September 24, 2008, 04:12:51 pm
hmmm. I suppose a code preventing duplicate colors X amount of distance apart could temporarily help, but eventually you're going to run into color clones.


More sug.

Slavery: I'm sorry, I need my slaves.

Borg-like play: I was promised my "Borg vs Klingon" battles by Will. I want my species to be a collection of individuals as drones, not one species.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: TDKenyon on September 24, 2008, 04:57:25 pm
I think a Borg-like race option would be wonderful. I think I would more prefer a Covenant-like race though, as I'd prefer to absorb other races and allow them to keep their identities, just working for me, rather than a hivemind concept. That would also tie in slavery.

@Blulightning:
I wish your thread hadn't turned into a spamfest between some parties. It was a valid suggestion and I understand you wanted to separate thread so Maxis would see, but the way you demanded things was rude and not too helpful to Maxis. I agree it's pretty crappy, I'm only at 1440x900 but I could still fit 3-4 more rows of the same sized icons. I wished no offense and hope you did not take my posts personally.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Doomsday on September 24, 2008, 05:29:44 pm
Anyone know where a collision file exists to make creatures collide like the original vid 35 min vid?
That... wasn't... a real... you know what.. never mind. It's not worth it for the thousandth time.

No. There is no collision file of any sort.

Title: Re: The Valid Suggestion Thread For Maxis
Post by: Danzik on September 24, 2008, 05:39:19 pm
That took longer than I'd planned it would.  The thread has been cleaned up.
Now then, what other things would you guys like to see improved on?
Title: Re: The Valid Suggestion Thread For Maxis
Post by: eleazar on September 24, 2008, 06:57:15 pm
Evolution and Style linkages for Creatures... So the game won't use multiple stages of the same creature so often and the creatures will get the right buildings and vehicles.  (adding evolving creatures in game would be a plus... like in the old demos.)

Yeah, i'd like to see a certain amount of intelligence in what is seeded where.  Currently it seems totally random, except in Creature.

To the best of it's ability it should try to seed the universe a creature only once per galaxy, failing that only once per saved game.  And of course it should try to keep buildings and vehicles with the species they belong to.
And the Player's UFO should not be seeded in his galaxy.

Also i'd like to see more individuality in the space empires you meet.  While the avatars are of each empire are cool, it very frequently reuses the same creature.  But besides the creature we just have one of 9 randomly chosen philosophies for each empire.  (And 2 of the empires use the exact same dialog.)

I keep finding the same creatures on planets, and i have thousands.  A universe with less repetition would be nice.

It's hard to get too interested in any of these empires (unless you founded it) since they are pretty much alike.

Ideally space-faring creature could garner some sort of "personality" from the way the creator plays it, but failing that some random traits, favored tactics, etc. (beyond the 9 traits) could help make each empire more interesting.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Logan Felipe on September 24, 2008, 07:05:18 pm
Evolution and Style linkages for Creatures... So the game won't use multiple stages of the same creature so often and the creatures will get the right buildings and vehicles.  (adding evolving creatures in game would be a plus... like in the old demos.)

Yeah, i'd like to see a certain amount of intelligence in what is seeded where.  Currently it seems totally random, except in Creature.

To the best of it's ability it should try to seed the universe a creature only once per galaxy, failing that only once per saved game.  And of course it should try to keep buildings and vehicles with the species they belong to.
And the Player's UFO should not be seeded in his galaxy.

Also i'd like to see more individuality in the space empires you meet.  While the avatars are of each empire are cool, it very frequently reuses the same creature.  But besides the creature we just have one of 9 randomly chosen philosophies for each empire.  (And 2 of the empires use the exact same dialog.)

I keep finding the same creatures on planets, and i have thousands.  A universe with less repetition would be nice.

It's hard to get too interested in any of these empires (unless you founded it) since they are pretty much alike.

Ideally space-faring creature could garner some sort of "personality" from the way the creator plays it, but failing that some random traits, favored tactics, etc. (beyond the 9 traits) could help make each empire more interesting.

not Seeding the player's UFO would actually work rather well. Plus, for those that do want others to have their ufos, they could just save the same creation twice.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: eleazar on September 24, 2008, 08:15:13 pm
...And the Player's UFO should not be seeded in his galaxy...

not Seeding the player's UFO would actually work rather well. Plus, for those that do want others to have their ufos, they could just save the same creation twice.

Note the bold type.
I don't care if other people fly my UFO.  I just don't want AI empires attacking me with the exact same ship i'm flying— which has happened more than once.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Blulightning on September 24, 2008, 09:36:56 pm
Yeah, I experienced a race in my galaxy that I allied that was using MY SHIP.
It was annoying, and I quickly disbanded it.

One similar problem I'm annoyed with, is the fact that it is also seeding my creature that I'm currently playing to my planets! ARGH!!!

It's stupid when I see my species run into it's un-evolved ancestors in a completely different star system hundreds of parsecs away from (or right next to) my homeplanet.

Not only that, but I just encountered my newest species' most evolved ancestors on it's own home planet.
Out of 20,000 downloads, you would think it could have chosen a different creature!!!!!!!!!

AND I keep running into the same creatures that I made (and a couple I didn't) over and over again, and I've NEVER even seen a few of the others that I've made.

Basically, I think the game's pollinator is completely broken.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: benjaminge on September 25, 2008, 03:44:46 pm
Remember building preferences

I'd really like an option to have my space coloney buildings remain in the design boxes whenever i create a new colony. Going through and selecting the same buildings i always use is getting really tedious.


Variety of cut-scenes

Just to add to replay value
Title: Re: The Valid Suggestion Thread For Maxis
Post by: fish on September 25, 2008, 10:34:16 pm
My suggestion is just a simple one at the moment:

Bio-luminescent creature parts. I don't know how hard that would be to do, but seeing as we have glowing parts in the vehicle editors it seems plausible that glowing creature parts could be added too.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Gzillafan1 on September 25, 2008, 10:43:58 pm
You can sort of have a bio-luminescent feel when you have a dark base and a very bright coat and or detail.I have many creatures with this combo and it sort of feels like they are glowing.However,I too would like bio-luminescent skins
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Pietoro on September 25, 2008, 11:47:09 pm
Being able to moderate between other warring empires and getting them into peace would be cool for the Diplomat philosophy, I think.

Heck, having more unique abilities/options for all the philosophies would be cool. =)
Title: Re: The Valid Suggestion Thread For Maxis
Post by: benjaminge on September 26, 2008, 04:52:36 am
Oh, i'd also like to see

Auto collect spice
Click a button and your ship flys around your colonies collecting spice for you, until you tell it to stop (e.g. mission) or you have 99 of each spice or it has visited all the planets once.

I have lots of colonised planets producing spice and it takes a lot of clicking to collect it all. my hand hurts :(

Info on empire
A table or something that can tell me what planets have what. It would be cool if it could be filtered as well, so i can choose to sort through by spice, colonies, defences etc.

Would like to be able to monitor planets all together rather than having to visit them all. I often forget some of them.



Being able to moderate between other warring empires and getting them into peace would be cool for the Diplomat philosophy, I think.

I like this idea too, or at least be able to see who my allies are allied/at war with.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Parkaboy on September 26, 2008, 05:45:50 am
I personally feel that the Space Stage should be more like Master of Orion II.

They could learn lots of great stuff from that game:

- The need for food production, to the point of having to especialize a few agricultural planets;

- Population affects production, and you can relocate population to different planets, and to different functions such as scientists, factory workers and farm workers;

- More options for diplomacy, such as the possibility of having spies and a galactic "senate";

- The possibility of building freighter ships for inter-colonies trade;

- Difference of fertility and mineral richness;

- Screens for diplomacy, or lists of colonies;

And a lot more.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: econundrum on September 26, 2008, 06:29:20 am
I have a couple of simple suggestions.

1 – A clear down button that replaces the old Galaxy with a new one sans all your save games, not missing all the planets you’ve destroyed in your save games, etc.

2 - Options for how many T1, T2 & T3 planets the galaxy is likely to contain (very rare, rare, common, very common).

3 – Similar options for how many of these worlds will have animal life.

4 – Similar options for how many Tribal & Civilization stage worlds you will come across.

5 – Similar options for how common Space faring civilizations are.

Will I agree with some of the points Parakboy discusses I would suggest he play GC2 & it’s expansions great space strategy games much better than MO2 which I also enjoyed. Spore would have to be radically changed to support the sort of detailed strategy game at the space level.

Also keep in mind if implementing my suggestion I believe spore only populates star systems with planets as you first reach them.

I also think you should be able to swap themes mid game.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Rubric on September 26, 2008, 06:31:56 am
Evolution and Style linkages for Creatures... So the game won't use multiple stages of the same creature so often and the creatures will get the right buildings and vehicles.  (adding evolving creatures in game would be a plus... like in the old demos.)

Yeah, i'd like to see a certain amount of intelligence in what is seeded where.  Currently it seems totally random, except in Creature.

To the best of it's ability it should try to seed the universe a creature only once per galaxy, failing that only once per saved game.

I disagree with this.  I DO think the pollination system has lots of room for improvement, but I like finding my own creations (or other players' creations) more than once.  It just needs to be toned way down. 

And it shouldn't put fully evolved versions of your creature as wild animals in the same game where you are playing Tribe with that creature.  This has happened to me several times.  Last game I played, about half the nests in Tribe were my own creature that I was playing.  Not earlier versions, but the exact same version (just without clothes).  Something is definitely wrong there.

Quote
And of course it should try to keep buildings and vehicles with the species they belong to.

That would be a great thing to add.  It would help to increase the incentive to design good buildings.  The way it is now, I can't help thinking that I'm the only one who will ever see these buildings grouped together with this creature, and it really hurts the creative process.

Quote
And the Player's UFO should not be seeded in his galaxy.

Within the Saved Game where you're using it, that's fine.  I would still like to see my UFO's in other games, with strong preference over random ones.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Prathik on September 26, 2008, 06:37:22 am
I personally feel that the Space Stage should be more like Master of Orion II.

They could learn lots of great stuff from that game:

- The need for food production, to the point of having to especialize a few agricultural planets;

- Population affects production, and you can relocate population to different planets, and to different functions such as scientists, factory workers and farm workers;

- More options for diplomacy, such as the possibility of having spies and a galactic "senate";

- The possibility of building freighter ships for inter-colonies trade;

- Difference of fertility and mineral richness;

- Screens for diplomacy, or lists of colonies;

And a lot more.

Totally agreed. The galactic senate idea is totally awesome. Or maybe not even that.. maybe form your own senate.. like a senate for the arm of the galaxy that your in. Imagine a war in the scale of that thing :P

Agriculture thing I dont agree with.. too much micromangment In my opinion, but yeah planets should offer more things than just spice.. kinda seems dumb.

Hopefully Maxis beef up the space stage heaps for the next expansion. Screw the underwater phase..
Title: Re: The Valid Suggestion Thread For Maxis
Post by: eleazar on September 26, 2008, 06:46:08 am
Quote
And the Player's UFO should not be seeded in his galaxy.

Within the Saved Game where you're using it, that's fine.  I would still like to see my UFO's in other games, with strong preference over random ones.

That's not a valid distinction.  There are no boundary lines between saved games.  I can visit any planet from with any of my species. (assuming i build up the UFO enough)



I personally feel that the Space Stage should be more like Master of Orion II.

They could learn lots of great stuff from that game:

- The need for food production, to the point of having to especialize a few agricultural planets;

- Population affects production, and you can relocate population to different planets, and to different functions such as scientists, factory workers and farm workers;

- More options for diplomacy, such as the possibility of having spies and a galactic "senate";

- The possibility of building freighter ships for inter-colonies trade;

- Difference of fertility and mineral richness;

- Screens for diplomacy, or lists of colonies;

MoOII was a great game in a lot of ways, but it's not a great model for Spore.

MoOII is a turn-based game with dozens of planets, Spore is semi-real-time, with hundreds of thousands.  Lots of features that work find with dozens of planets become horrible with hundreds of planets.  Sure there are things they could add, but trying to make Spore feel like MoOII would end up producing an monster, unless you throw everything away and start over.  Sure, they could put more detail in Spore, but the level of detail in MoOii is way too much for a non turn-based game.

How do you determine who is on this galactic senate?  Is it really going to be fun to "vote" when your empire has 1/10000th of the total vote?

Shuffling population around IMHO was one of the worst features of MoOII and got quickly got annoying when you had more than a small empire.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Doomsday on September 26, 2008, 07:30:36 am
If people are going to start saying phases of Spore should be more like X game, this threads starts to lose it's validity. Not that we aren't guilty of it a little, especially since that's the way Spore was introduced to us, but still Spore is it's own game now. I'm not complaining just making a note. :-p

Now, on a hypocritical note, if Space Phase should take it's cues from anything, I would think that the Imperium Galactica Series (specifically the "Promotion System", and the use of Fleets) would be the most prudent, since Space Phase as it is now is most adaptable to that style. Imperium Galactica was real-time (in Space and Space combat; turn-based [sorta] in ground combat), and a lot of it's features were inspired by 4X games. I miss those series of games. *Prepares to install DOSBox and Imperium Galactica 1, again*
Title: Re: The Valid Suggestion Thread For Maxis
Post by: benjaminge on September 26, 2008, 08:26:33 am
Bookmarks

would like to see the ability to bookmark places in the game and leave comments about why. Specifically planets, I always forget where my high produce planets are, and which planets generally pay well for spice.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: smjjames on September 26, 2008, 11:18:09 am
One thing I would REALLY like is to have the same textures that are available for buildings also be available for vehichles, especially the starships. The current selection kind of leaves starships a bit bland. I know that I can use the paint as and then use the dropper tool (the alt button), but you can't do it more than one at a time, and every time you do paint as, you lose any changes you made. So really, you can't grab more than two color schemes from the buildings. But even with the paint like feature, it doesn't always put the one you want on there.

Hopefully it would be possible to mod it so that the textures are available for vehichles.

Edit: or I could just use the ctrl Z button.... but I think you guys get my point.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Rubric on September 26, 2008, 11:28:54 am
That's not a valid distinction.  There are no boundary lines between saved games.  I can visit any planet from with any of my species. (assuming i build up the UFO enough).

It's valid, because when I'm playing a game and using a particular space ship, I don't want to see other people using it.  But when I'm playing a different game, and using a different space ship, I don't mind running into my own creations.  In fact, I want it that way.

I'm just saying "once per galaxy" is not enough of anything, in my opinion.  I might make some really cool creation, and then one of my kids finds it in some game they start and play for 5 minutes and then quit (which they do fairly often).  Then what?  I never get to see that creation anywhere else?
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Crowster on September 26, 2008, 02:02:22 pm
I just thought of something that I would really like to see implemented.

Ever had one of those moments when you are trying to avert an ecodisaster, but the creatures you are trying to hunt keep hiding in forests? Sure, I can fly my UFO into the forest, but actually getting my camera in a position to line up a shot is a pain, and wildly firing my lasers in the forest result in me killing many healthy creatures. If you're not careful, killing too many healthy creatures can result in an extinction.

I think this kind of situation would become infinitely easier if they simply added a "first person" toggle. Fly the ship into the forest, flip it to first person, and fire away. It would also work for getting screenshots of a planet without your UFO always hanging in the middle, and under certain circumstances it would make space battles easier.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: IamMe on September 26, 2008, 02:08:58 pm
-Bookmarks that I can leave for planets that I might want to return to with the ability to add notes like some others have said.

5) Galactic bookmarks. You can bookmark any planet or phenomena anywhere, and keep as many as you want. Maybe even attach notes to the bookmarks, like, "Don't forget to get the herbivores for T2!" or "Good spot for colony." Little reminders like that would be such a time saver.

Bookmarks

would like to see the ability to bookmark places in the game and leave comments about why. Specifically planets, I always forget where my high produce planets are, and which planets generally pay well for spice.

Go into Sporepedia during space stage. There is a filter for planets like there are for creatures, tribal, buildings, etc.

There is a primitive bookmarking system when you click the compass icon on the planets Sporepedia card. It shows where it is, but you can't write notes and you can only have one at a time.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: smurfslayer on September 26, 2008, 04:03:14 pm
My suggestions for patches are this:

Make space less densely populated. Seriously, it's ridiculous how crowded the galaxy is in Spore. At the most it should be like 1 out of 10 star systems contains life.

Have creature leave their nests. This is my biggest problem with creature stage. Rather than seeming like a functioning ecosystem you just have a bunch of species who camp at their nest and never leave.

Some form of auto-money making. I think it is good that there is such a focus on trading in the game, as it makes it seem like the galaxy has an actual economy, but it can be overly monotonous at times. Perhaps trade routes should just automatically give you cash (they are trading, after all).

An infinite planet buster tool. The planet buster is awesome but not all of us have empires capable of buying these all the time. A more expensive one with infinite uses would be awesome.

Give the Staff of Life infinite uses. Seriously. I fought my way to the galactic core for this thing. I expect better.

More sculpting and terraforming missions. Sculpting and terraforming are two of the most awesome things about space stage but for some reason they are never missions. Instead I just get abduct, scan, or kill missions. It would definitely make the stage less repetitive.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Crowster on September 26, 2008, 04:21:33 pm
Some form of auto-money making. I think it is good that there is such a focus on trading in the game, as it makes it seem like the galaxy has an actual economy, but it can be overly monotonous at times. Perhaps trade routes should just automatically give you cash (they are trading, after all).

More sculpting and terraforming missions. Sculpting and terraforming are two of the most awesome things about space stage but for some reason they are never missions. Instead I just get abduct, scan, or kill missions. It would definitely make the stage less repetitive.

1. I came up with an idea for this when I was thinking about space stations. Like, what could Space Stations accomplish if they were added in an expansion? I figured maybe there could be different types you could set up. One would be an economic station which would gather spice from nearby stars and move it for you. The drawback would be that it wouldn't get nearly as good a price as you could if you were out looking for buyers, but hook it up to some good spice planets and you could get a steady income without having to go Spice collecting / selling.

2. There ARE terraforming missions. I don't know how common they are, but some of my ecologist friends seem to give them to be from time to time. I don't tend to do a lot of missions, usually only for relationship points rather than money, so I really don't know how common they are, but I HAVE had, "Terraform this T0 world up to T3" missions.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: smjjames on September 26, 2008, 04:53:44 pm

2. There ARE terraforming missions. I don't know how common they are, but some of my ecologist friends seem to give them to be from time to time. I don't tend to do a lot of missions, usually only for relationship points rather than money, so I really don't know how common they are, but I HAVE had, "Terraform this T0 world up to T3" missions.

And they end up not colonizing the planets they ask to terraform. I've only had that mission a few times. After I had something that went to the same system I had a terraform mission on (or maybe it was when I went by it), and they hadn't settled it. So I decided to either plop down a monolith or claim it for myself for these.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Prathik on September 26, 2008, 11:14:52 pm
My suggestions for patches are this:

Make space less densely populated. Seriously, it's ridiculous how crowded the galaxy is in Spore. At the most it should be like 1 out of 10 star systems contains life.

Have creature leave their nests. This is my biggest problem with creature stage. Rather than seeming like a functioning ecosystem you just have a bunch of species who camp at their nest and never leave.


Agreed. Has anyone ever seen any creatures attacking your nest? or attacking other creatures? not just a random "oh they ran into each other and now theyre attacking" but like a full scale attack with tons of packs on another species. would be pretty exciting.
And yeah, space should be less populated.. it just doesnt feel like space.. you know the entire loneliness of space..
Title: Re: Yet another What Spore Could Have Been topic
Post by: Crowster on September 26, 2008, 11:22:05 pm
Given that, at least in my opinion, the most powerful and valid complaint about Spore is how disjointed the stages are, I can see them implementing this kind of thing in Spore 2. It would definitely feel more like one game if, instead of the jump from one stage to the next, we had one stage kind of evolve into another. It would also give the player that feeling of crafting their species from the ground up. It's definitely a direction I could see them going, and honestly it would feel a lot more like a maxis game that way.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: smjjames on September 26, 2008, 11:58:08 pm
My suggestions for patches are this:

Make space less densely populated. Seriously, it's ridiculous how crowded the galaxy is in Spore. At the most it should be like 1 out of 10 star systems contains life.

Have creature leave their nests. This is my biggest problem with creature stage. Rather than seeming like a functioning ecosystem you just have a bunch of species who camp at their nest and never leave.


Agreed. Has anyone ever seen any creatures attacking your nest? or attacking other creatures? not just a random "oh they ran into each other and now theyre attacking" but like a full scale attack with tons of packs on another species. would be pretty exciting.
And yeah, space should be less populated.. it just doesnt feel like space.. you know the entire loneliness of space..

I second (or third) that notion about space bieng too crowded. If there are scattered tribal and civ phase inhabited worlds, thats fine with me, however, there seems to be way too many empires close together.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: nightk on September 27, 2008, 12:17:57 am
A pre-tribe stage that is a simple tribe stage but you control a creature and you aren't always in the same place.you must look for food for your tribe, natural resources (such as hard wood or some thing that works as a glue) to make tools would be cool i guess(i think some people will not like it)
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Luperion on September 27, 2008, 12:28:35 am
Lots of good suggestions in this thread and decided to add some of my own.

First thing: no discrete stages. The only reason we have stages currently is because each new stage 'gives' you the things you need to play it. But what if you had to WORK for those things as part of the gameplay?

From Cell: float to surface, go to land. Other creatures you attack/ally have parts that you need - those are given rather than something random, just like how the critter with spikes in Cell gives you a spike when you kill him.

In Creature stage, introduce trading in the form of rocks, sticks and shells, thus giving them use as a form of currency.

Every action, as it does now, has consequences. The progress of play thus teaches you: how to be social, how to be aggressive, how to trade, and the benefits of each.

End of Creature: Once having learnt how to do all of the above, player rubs two sticks together in nest and makes fire. Realises ability to make tools and starts using tools to do things (make a stone axe, make a fishing spear, make drums.) Learn how to make tools for everything required in Tribe 'stage'. Trade or kill for knowledge of how to do new things that you haven't learnt yet, from other creatures that have the knowledge. Nests all over the world are now becoming tribes. The ones you allied are still your allies because everything has consequences. Your enemies are still your enemies too but now attack you with weapons, and knowledge.

Along the way you start making clothing items for your tribe which act like clothes in Tribe Stage: more gathering, more social, more combat, etc. You start making your nest into more than just a nest.

Once all tool-making has been learnt, you learn to make a tribal hut. Maybe having professions for making tools, or build a hut to house the tools you build. Once again, you trade/kill/share for the knowledge of building a type of hut that you don't have. All of this would replace Tribe Stage.

After hut-making, game becomes about villages. You have to ally or kill or trade with other villages in order to progress. As you progress through this 'stage' you learn about making vehicles. Start with land, and then sea, and then air. Progress towards Civ 'stage' thus involves making the parts you need in order to BE a civ.

Insert Civ stage here.

After you ally/trade/destroy everyone else and conquer the planet, you make a spaceship that can only fly to other planets in your solar system. Maybe make it that there are always 5 planets: three on green orbit paths (you're in the middle), one red path and one blue path. Maybe have some moons on some of the planets. Make it at this stage that collecting spice becomes important, or at least it gives you something to do with all the spice you collected during Civ stage. :-) Solar System Stage is thus about becoming the dominant force in your solar system.

And there's a million different ways to improve everything that comes after this.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Blulightning on September 27, 2008, 04:58:36 am
I just realized something that has really annoyed me. (Yet again...)

After "completing" a stage, but before moving on to the next, you can no longer adjust where your 'line' is.
If you end as a carnivore, yet immediately afterwards turn herbivore it doesn't matter a single bit.

Not only that, but you can't see where you are at, at the end, unless you actually choose the button to move on.

I think this should definitely change. I just spent about an hour in creature stage trying to make my creature more social, only to end up realizing that I'm stuck as a carnivore.... it really ticked me off.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: eleazar on September 27, 2008, 07:00:18 am
After "completing" a stage, but before moving on to the next, you can no longer adjust where your 'line' is.
If you end as a carnivore, yet immediately afterwards turn herbivore it doesn't matter a single bit.
Not true.

In several of the stages, (i assume almost all work this way) i've checked my time-line status just before completing the stage, and then committed a bunch of one kind of action.  When i ended the level, the line had moved noticeably from where is was a few DNA/Food points away from finishing.  All my actions were on the timeline.

I don't know if there is a way to adjust your civ status after completing the stage, are there still any points to be earned without cities?

Not only that, but you can't see where you are at, at the end, unless you actually choose the button to move on.

Unfortunately true.

It's not very good design, since the time when it's most important to check on your timeline to see which card you are getting, is when that function is taken away, and replaced with the "end level" function.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Yokto on September 27, 2008, 10:16:46 am
Fix you darn severs! That is what annoys me the most! I have been trying now for days to get my sporecast running but nooo..... I can not update the damn thing with all my stuff. I made the "mistake" of fixing one of my buildings in spore. Well now i can not even add it to my sporecast! Damn it annoys me so much! and they do not tell you why it does not work. Just that there severs suck! I mean i am a bit of a perfectionist and i do not like it when things are not perfect. So i often try to fix them. But that is a bad thing to do in spore. You may end up in some limbo where you stuff is up but one one can reach them! ARGH! I will play TF2 now!  >:(
Title: Re: The Valid Suggestion Thread For Maxis
Post by: fish on September 27, 2008, 10:44:47 am
I second the "Fixing the servers" thing, as for about 2 days now I've been trying to add someone to my buddies list but every single time I try I get an "Error connecting to the sporepedia" message. It's highly irratating.

Title: Re: The Valid Suggestion Thread For Maxis
Post by: smjjames on September 27, 2008, 10:49:50 am
I second the "Fixing the servers" thing, as for about 2 days now I've been trying to add someone to my buddies list but every single time I try I get an "Error connecting to the sporepedia" message. It's highly irratating.



Same here!!! Although the error connecting to sporepedia thing has been happening to profiles for me for quite a while.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: fish on September 27, 2008, 11:00:34 am
Quote
Same here!!! Although the error connecting to sporepedia thing has been happening to profiles for me for quite a while.

Yeah it has been happening to me for quite a while too, but I only really noticed it when I started adding loads of GamingSteve members. For example I just tried to add you to get a better look at your stuff but it just point blank refuses to let me. What annoys me the most is that because I don't post here all the time, I forget peoples names / sporepedia names and so some awesome stuff that I could have been going "ooooh" at becomes lost if I don't make a note of things.

I don't know, maybe another valid suggetion seeing as I'm on the topic of the Sporepedia is to eaither just go the whole hog and give it "social networking" capabilities (instant messages, in-game chat) or to allow people to post comments / love on someones main sporepedia page. Also, in the sporepedia I think it should show more creatures without you having to "click for more", simply because there is all that space with nothing in it.

:)
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Ichthyostega on September 27, 2008, 12:53:38 pm
Title: Re: The Valid Suggestion Thread For Maxis
Post by: smjjames on September 27, 2008, 02:02:46 pm
  • When a creature from the Tribal Phase eats, the food should disappear when he puts it into his mouth.
What exactly do you mean? the eating animation is the same as in creature phase and if you have gathered more than one type of food, say meat and fish, you'll notice that one pile will dissapear.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Ozymandias on September 27, 2008, 02:39:48 pm
Each creature should include a time line for that creature up to that point, so you won't end up seeing lots of less evolved versions of the same creature, also if a monolith is used the creature if possible should follow the time line created by the person who made it.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: spiritofcat on September 27, 2008, 09:41:31 pm
Not only that, but you can't see where you are at, at the end, unless you actually choose the button to move on.

Unfortunately true.

It's not very good design, since the time when it's most important to check on your timeline to see which card you are getting, is when that function is taken away, and replaced with the "end level" function.

Actually, not true.
Just use the keyboard shortcut 'T' to open and close the timeline as often as you want without progressing to the next stage.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Blulightning on September 27, 2008, 10:59:06 pm
In several of the stages, (i assume almost all work this way) i've checked my time-line status just before completing the stage, and then committed a bunch of one kind of action.  When i ended the level, the line had moved noticeably from where is was a few DNA/Food points away from finishing.  All my actions were on the timeline.

I don't know if there is a way to adjust your civ status after completing the stage, are there still any points to be earned without cities?

I think maybe this was changed in the last patch ?? ?? ?? ??
I thought I too had a game where I changed my 'position' after the phase ended... but I wasn't sure, I thought I was mistaken.

But, I allied about 10 creatures after the phase ended in my latest game (yesterday) and it didn't move my line even the slightest bit, and I only extincted (is that a word?) 1 creature because they attacked me and I had no choice...

Maybe it's a glitch that my line won't move? I don't know, all I know is that now I need it fixed. Because I wanted to end that phase with Blue! :'(

And thank you spiritofcat for the tip to open the timeline without ending the phase!
I'll try that next time! I thought opening it always ended the phase, so I never tried it.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Edward on September 27, 2008, 11:09:50 pm
I didn't have patience to read all 12 pages of other members' posts... but in a quick read I saw some interesting ones...
Here's mine:

- A New Way for Conquering Enemies Star Systems: Instead of just take your UFO and zap their colonies/cities... Make it more RTS like... something close to Civ phase... you know... This would include setting a Ground base on the enemie's planet that could sustain a few couple buildings some for combat and other for defensive purposes... the the option to start creating vehicles for taking over the place. That would be nice. Also leaving the option of UFO diplomacy we have up... lol... Just in case you are in a hurry to take those colonies out as the games gets more complex you become a busy man... lol... That's it.

EDIT:
Here's a good one that has just came up along my mind: More customization feature on Tribal stage... Things such as building your own hut and weapons from scratch and more room or slots or whatever you call to place them... I would like to see the situation where we have more than one tribe as we ally or conquer them we have one extra hut to deal with, that would lead us to developing a defense system for each of them (towers maybe?)... the mount ability would be nice to see as well...
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Insani99999 on September 28, 2008, 12:40:29 am
- Usable Grox Parts. Face It---Who doesnt want access to cybor Borg parts?

-UnderWater stage I would love to swim around in my oceans, not just swim around for 10 seconds then get eaten by beegfeesh.

Title: Re: The Valid Suggestion Thread For Maxis
Post by: Yokto on September 28, 2008, 02:59:52 am
I got a suggestion.

- Default Culture button. One should somehow be able to set the default culture of you civilization. Useful when you whant to speed up colonization or if you delete the HQ of you civ and now you wish to change it (What happens is that any new colony made now will have no HQ at all and you have to set it manually.) Simplest implementation would be to have you home planet culture as base culture (That is that all building there are the default buildings when you build a new colony.) As always you can override the setup on you new colonies.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: DaMuncha on September 28, 2008, 05:14:31 am
1 thing thats been bugging me.

I want to be able to make hollow shapes, like tubes in the UFO editor. And I want to be able to tell how I want a texture to be applied to a surface. like stretch and flip. or apply animated textures and shaders to the surfaces.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: eleazar on September 28, 2008, 06:00:14 am
I'd like to be able to sell planets as well as buy them.

Sometimes you want to help an ally out, or you have a planet in an area you really can't defend.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Vaeadin on September 28, 2008, 06:27:39 am
Just a few suggestions that I don't believe have been mentioned yet.

1. Colony placement on sub T3 worlds.  I'm not really sure I like the idea of colonies being dependent on how terraformed the world is.  Maybe you can fully develop and build all 3 colonies on T0 world, but then spice production is limited unless it supports life or your species is acclimated to that world. A combination of these factors could be interesting.  If there is life but it's not within a T-score that your species likes spice production is higher than if the planet had no life, but lower than if it had ideal conditions for your species.  Also the laser shield is cool, but if there really isn't a colony under it, I don't see the point. It would be neat to see a planet not in your species T3 score range, but still fully populated with T3 life of another type and have all your cities have the laser shields up so your people can survive there.
Basically I would like to see us have the option to have planets like the Grox and remove the destruction of colonies due to de-terraforming. I find this to be a cheap and easy way to defeat an enemy(especially their homeworld), and can be annoying when say a planets eco disasters destroy it's T-Score, then having to rebuild after I get the planet back up to T3.

2. Terraforming. (Goes right with #1 as well as touches on modifications to the creature and plant editors)  A T3 World for your species doesn't necessarily have to be the T3 for another.  Each creature created in game can be chosen by the creator to select it's ideal living conditions.  Give that creature a T-Score somewhere on the Terraforming circle.  That point, wherever it is, is that creatures T-Score and it can only live within that range. Also I would like to see the option to change things like atmosphere.  Like Nitrogen, CO2, Oxygen, Ammonia etc. altering temperature behavior in various orbits.  I think just that the system can be more diverse than it is.  When you terraform a world you can select a point on the circle to shoot for, and an atmosphere changer tool could be added, or modify the cloud seeder.  Some worlds may need devices to be installed on them to maintain a T-Score at certain orbits, as plants and animals wouldn't keep an ice world cold that is only .2 AU from the systems Star.  This idea could be implemented to the current terraforming system as I fail to see how an Earth-like planet is stabilized by plants and animals at this distance as well :P
*As a side note on terraforming, I like all the tools you can buy to terraform a planet, but I don't think you should always need to buy them.  The permenant tools you get make things a little too easy to terraform the planet.  Perhaps we can just get energy based abilities based on the ones you have to buy

Starting a game on these types of worlds can be just as interesting as starting on an Earth-like planet.  Maybe instead of starting with cell on these types of games, you could start right at creature only as there may not be any liquid water, and the planet had some cataclysm or outside influence that caused life to grow there.  Starting the game with a different cut scene.  Perhaps even just a challenge type game could form these types of worlds.  Just short games not quite as long as the cell/creature/tribal/civ game.

To detail the idea:

     A) Animals - Animals can have a wide range or a narrow range depending on the creating player, either in the creature creator or what is selected when a new game is started.  For the actual game it will only be populated by creatures of that type. The player just uses a slider control or just picks a point on the terraforming circle, which just has a little graphical representation of the planet type they have selected right next to it.  Then just clicks a check box for the type of atmosphere or uses a slider control to change percentages of composition and another slider for atmosphere density.  Same would go for the plant editor if/when that is released :)

     B) Planet types supporting plants/animals - The amount of plants/animals allowed on various planet types should also be dynamic. Depending on what tier ring that animal or plant lies in, from the center of that planets T3 score, could determine the population of that creature on the planet or if it can survive there at all. For say a cold world with a moderate atmosphere, maybe only small plants can survive, so a T3 of that planet type could support all 9 slots filled with small plants.  Where an equally cold planet, but with more atmosphere can support up to medium plants, so a third of the slots (3) would be able to support medium plants, and the rest would need to be small.  Same might go for a hot world.

This in particular has been mentioned :)   I think the above would be a good way to implement it.
1) A wider variety of starting worlds.I don't know about you guys but Im sort of tired of evolving on the perfect little word.Where's the harshness? I would love to be able to start on a barren desert world or humid,rainy,swamp world.I know T-score would be a problem here but mabye something can be worked out.
Also going along with this. Instead of having a starting planet, you get a solar system to choose from.  That way you can pick the planet and everything else you want. IE if you choose a planet close to the star then decide you want it to be slightly cooler the slider moves the planet into a farther orbit or you use a slider to decrease atmosphere density.

3. Allow the species eradicator to remove plants. :)

I don't think any of these issues would be too difficult to implement as they are only modifications to existing systems.  The terraforming at least would add a lot more diversity to the types of planets that you see inhabited by life.  Diversity in the systems will allow more diversity in the creations.  More specialization and more choice.

Also someone mentioned colonizing gas giants with floating colonies.  I REALLY like that idea. :P

Other things I like that others have already suggested.
(I figure i'd just add to this post rather than making the thread longer.  Makes it easier for people from Maxis to actually read all this stuff :P)
Auto collect spice
Click a button and your ship flys around your colonies collecting spice for you, until you tell it to stop (e.g. mission) or you have 99 of each spice or it has visited all the planets once.

I have lots of colonised planets producing spice and it takes a lot of clicking to collect it all. my hand hurts :(

Info on empire
A table or something that can tell me what planets have what. It would be cool if it could be filtered as well, so i can choose to sort through by spice, colonies, defences etc.

Would like to be able to monitor planets all together rather than having to visit them all. I often forget some of them.

I think a Borg-like race option would be wonderful. I think I would more prefer a Covenant-like race though, as I'd prefer to absorb other races and allow them to keep their identities, just working for me, rather than a hivemind concept. That would also tie in slavery.

My suggestions for patches are this:

Make space less densely populated. Seriously, it's ridiculous how crowded the galaxy is in Spore. At the most it should be like 1 out of 10 star systems contains life.

Have creature leave their nests. This is my biggest problem with creature stage. Rather than seeming like a functioning ecosystem you just have a bunch of species who camp at their nest and never leave.

Some form of auto-money making. I think it is good that there is such a focus on trading in the game, as it makes it seem like the galaxy has an actual economy, but it can be overly monotonous at times. Perhaps trade routes should just automatically give you cash (they are trading, after all).

An infinite planet buster tool. The planet buster is awesome but not all of us have empires capable of buying these all the time. A more expensive one with infinite uses would be awesome.

Give the Staff of Life infinite uses. Seriously. I fought my way to the galactic core for this thing. I expect better.

More sculpting and terraforming missions. Sculpting and terraforming are two of the most awesome things about space stage but for some reason they are never missions. Instead I just get abduct, scan, or kill missions. It would definitely make the stage less repetitive.
I like everything here and the terraforming missions go right along with a more in deapth terraforming system. Followed either right after your finished or shortly thereafter by that race colonizing the world.

The biggest thing I dislike is having to click and drag buildings OVER AND OVER AND OVER when deploying a colony.  I want the ability to save a colony blueprint, which automatically places buildings and turrets where you like them, as long as you have the cash to do it. 
To add to this perhaps you can setup a build order so that each building in each slot is built in order until it's done or you don't have any money left.

2) Planets with more than one moon.I was hoping this was in the game but its not.I dont know how hard it would be but it would be cool.I just think the planet would feel more alien if it had many moons.




Title: Re: The Valid Suggestion Thread For Maxis
Post by: Yokto on September 28, 2008, 06:31:19 am
I do really agree on eradicating plants. I have a plant on one of my planets that a absolutely loath. I would love to remove it form my plant.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Robertbobby91 on September 28, 2008, 07:08:43 am
there's a code somewhere about starting the game in the sol system. Can't find it, but if you can, please tell me. Earth is a t-1, so that's as close as you'll get.


I'm sure altering planet scripts eventually will help in your wishes of starting on a desert world.

(it'd be funny to go onto land only to explode form no atmosphere.)
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Insani99999 on September 28, 2008, 10:43:04 am
quote author=Robertbobby91 link=topic=14632.msg621561#msg621561 date=1222610923]
there's a code somewhere about starting the game in the sol system. Can't find it, but if you can, please tell me. Earth is a t-1, so that's as close as you'll get.


I'm sure altering planet scripts eventually will help in your wishes of starting on a desert world.

(it'd be funny to go onto land only to explode form no atmosphere.)
[/quote]
TOTALLY. It would be so funny lol
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Uroboros on September 28, 2008, 01:06:55 pm
A little more size variation in the creature phase would be nice. It seems that no matter how large you make 'em in the creature editor, they get squashed or stretched to be the size they're "supposed" to be, for that level of brain advancement. The end effect is that most other creatures you encounter are pretty much your size, unless you deliberately wander back to the starting area, or to the far end of your continent, and even then its not certain you'll find much size difference. A creature I designed to be extremely small, was the same size as a mid/large sized creature, both at the start of a creature game.

If the size variation isnt loosened substantially, then perhaps at least make it so that your size really means something. If a creature with nearly maxed brain size (and body scale to boot), encounters a creature fresh out of the tidepool, then rather than have to fight it, if it is weak enough, perhaps allow them to be simply eaten, swallowed whole (if you can catch one). Or in the case of much larger herbivores, allow them to use the epic creatures "stomp" attack on the far smaller creatures. A rhino against a mouse wouldnt really have to duke it out, and a T-Rex against a cat wouldnt really need to determine the outcome of the fight.

Perhaps some fruit variation too. Red squishy things are all nice, but perhaps some other appearances too, if just different colours, a few textures.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: eleazar on September 28, 2008, 01:15:42 pm
If the size variation isnt loosened substantially, then perhaps at least make it so that your size really means something.

The number of hitpoints differs quite a bit.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Yokto on September 28, 2008, 02:30:47 pm
You know what i really need? A Stargate! Yes i need a artificial wormhole so i can get to my home planet once in a wile. As it is now i never gets to see it because i am all day at the core.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Yannick on September 28, 2008, 02:34:41 pm
Ability to modify hands and wings. I want everything to be moddable. I was promised clay, and I got play-do.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: AhavoRaboTaco on September 28, 2008, 04:30:17 pm
In-game instant messaging system for buddy list
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Robertbobby91 on September 28, 2008, 04:34:36 pm
We should seriously put a poll up. Things keep getting re-suggested. By using a poll, Maxis can prioritize.


Anywho, I suggest less cartoon animals.

It's kind of, shall we say, stupid to have evil predators suddenly start dancing and singing.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Uroboros on September 28, 2008, 05:43:43 pm
If the size variation isnt loosened substantially, then perhaps at least make it so that your size really means something.
The number of hitpoints differs quite a bit.
That is for brain level, not physical size.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: eleazar on September 28, 2008, 07:41:44 pm
If the size variation isnt loosened substantially, then perhaps at least make it so that your size really means something.
The number of hitpoints differs quite a bit.
That is for brain level, not physical size.

What kind of distinction are you making?

Brain level determines (to a large degree) physical size and hitpoints.  Therefor a bigger size means more hitpoints.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Uroboros on September 29, 2008, 12:43:50 am
Im saying that if you design a creature that hits the height cap in the creature editor, it should be larger than a creature that is virtually the smallest a creature can possibly get. One of my creatures, "Wiloe", a creature designed as very small, was the same size as my avatar species, which was significantly larger (standing up at half the creature editor cap). So, as I said, a little more size variation would be nice, and not just gaining in size as you level your brain up, and having a load of your surrounding creatures happen to be of the same brain level too. The original post said it all. Variation. Noticable size differences. A creature that hits all the boundaries, maxing out the space in the editor, should actually turn out to be larger in-game, than a creature that is squashed down against the floor to deliberately be smaller.

Also as I said, if the size averaging isnt loosened, then they should at least make it so that size means something. And by size, I mean size, not brain-level-which-just-happens-to-add-size-too. It was nice that they mentioned way back when, that you could make your creatures as big as an elephant, or as small as a mouse... but what im saying is that it becomes irrelevant if the elephant and the mouse are both resized to be as big as a dog. Yeah, brainsize, etc, but if you get tiered up with a fair slice of your surrounding creature nests, again, the size itself means nothing, not even a real visual change given that your potential enemies and allies also size up too.

Did that clear it up? :P
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Blulightning on September 29, 2008, 01:34:46 pm
I have absolutely no idea what you guys are talking about.

I've seen really tall creatures, really large creatures, and really small creatures.
And most of the time, their brain levels are the same.

---

And, Yokto mentioned needing a 'stargate' to go home.

I know the shaman's ability is to teleport home... but I think an ability like that is needed for the other philosophies too.

After going through some wormholes, or to the middle of the universe, and needing to get back home to stop an ecodisaster... it takes too long to get back.
Unless you randomly pick the right wormhole, you won't get back in time before half of the eco system crashes.

I think the best option here is to either give colonized planets the option to teleport you to another system... or somehow show where the wormhole connects once you've used them.

Edit: Oh I know! You should be able to buy a stargate that you can place on a colonized planet. The gate allows you to teleport to other systems.
That makes perfect sense balance AND game wise.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: eleazar on September 29, 2008, 02:20:01 pm
When you monolith a creature, and it advances to a space stage, it never changes it clothes, even if you have a space-version of the creature.

This is another aspect where some sort of linking between different items would be good.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Uroboros on September 29, 2008, 02:30:44 pm
Hmm, I just started to games on the creature phase, using the evoadvantage command... and measured up my "Rummager" against my "Measle". Rummager being a tall thig, and Measle being a tiny thing. Yeah, there was some difference between their heights. Wandered around, the other creatures had some height variation, so it doesnt seem as bad as I thought. I still found a "Chog", a large creature, that had a heightened brain level, so that three of them would attack me at a time, they are only slightly larger than the Rummager.

Still, i've had no real 'elephant meets mouse' moments outside of finding epic creatures. I'd just like it if maxing your height in the editor meant a little more than looking a few inches bigger, though this is still just a little tweak thing. Meeting the occasional creature that you have to look up a bit to see their faces and such. Ooh, speaking of which, it would be nice if epics didnt automatically chase only you as the preferred target, every time.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Blulightning on September 29, 2008, 03:06:09 pm
lol I still think we're playing different games.

Sure the creature phase doesn't have elephant/mouse sized creatures, but that would be a pain if it did.

I've met a few creatures that were mere fractions of the size I was though, and that was starting off at the basic brain level....

As for the epic thing, I don't get that either. Usually they only attack me when I'm alone, usually killing off all my rogue buddies, which is, how can I say this?............ EXTREMELY ANNOYING.

If YOU die, nothing happens except you go back to the nest.
If THEY die, you lose them forever. It... really... sucks.

I think this is probably all about user-experience, more than what the game is actually doing. Because I haven't noticed either of those things. :D
Not that you're wrong or anything, it's just that I experience the game differently, I guess...
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Uroboros on September 29, 2008, 03:14:46 pm
Maybe 'big' should mean 'bigger'. Why did I just get a mental image of a UFO tripping an epic four-legged creature using a tow-cable, ala star-wars?

I know they go after your posse-mates too, but I meant more like when the epic is facing the other way, and busy fighting with a nest of other creatures, then when you get within its aggro range, it instantly ignores whatever it was doing, to come stomp the life out of your posse and yourself. I was saying that perhaps the epics shouldnt automatically treat you and your posse as the only target once you get within a certain range, and give chase. Its a minor thing as usual.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Arachoid on September 29, 2008, 04:26:57 pm
One thing that has annoyed me since I began space: Bodies in the UFO editor can only be placed in the center of the editor. I wanna make a Rifter-type vessel, and it just isn't possible with the editor the way it is now.

Also, fleets would be awesome. There could be an archetype system for ships, where you create a bomber ship, a fighter, a carrier, a cruiser, a mothership, etc. (like the archetypes in EVE Online), and set up your empire's space fleets. Then when your exploring another galactic arm and you get hit with an eco-disaster or something, there would be a little button on the mission card that tells your fleet to take care of it.

And you could get bigger ships as you rank up, too. When you start space, you have only a little frigate. But once you reach omnipotency, you can fly around in a Ragnarok. Then you could station smaller ships in your hull, and switch to them for certain tasks, like using a cruiser to enter a planet's atmosphere (as a Ragnarok simply wouldn't fit). You could also carry this mini-fleet with you for wars and exploration, which brings us to my next suggestion:

Ship stats! The parts you put on the UFO should affect the stats just like vehicles, or it could be more of a skill-point allocation system. Say you have a ship outfitted/specced for terraforming, and a ship outfitted/specced for combat. When Ship A goes terraforming, it gets tool effectiveness bonuses and terraforming, sculpting coloring tools use less energy. The trade off is that Ship B will almost always outlast this ship in combat.

Finally, add an assymetry switch to the UFO editor; then we can just flick it on or off as we need.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: jerm519 on September 29, 2008, 05:58:27 pm
Not sure if this was stated before, but I'll say it anyways :) i think the philosophy/archetype system in space stage is a great idea. i was thinking that maybe a little bit more distinction of what you do in space stage depending on philosophy would be a pretty good idea.

what I've noticed is that in space you do roughly the same thing. you either terraform and farm spice, or you do missions for the people around you, or fly around and collect rares (might be missing some...) I'm thinking that if you added, say, a certain type of missions (or maybe a little story line to unlock another tool for only your philosophy) only shamans could do, would add a lot more depth to the philosophies and just more stuff to do.

just my two cents :) 
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Uroboros on September 29, 2008, 07:00:33 pm
philosophy stuff
Actually, I really like your ideas here. Have the philosophies tweak the gameplay a little, perhaps alter the voicesets of your own-civilisation NPCs. It would give people a reason to change archetype, other than to pick a preferred one. Any extra 'meat' in the game would be excellent.

ship stuff
Even though the ship-type thing feels a bit too much for me, I really like the idea of having a kind of personal squadron/fleet that you can order around, or leave to do tasks for you. Even if that was just something you can get later on. Just having a simple scout ship with a small cargo hold doing a spice-run between two planets, to give you a slow drip-feed of extra cash whilst you're off doing important stuff, that would be incredibly useful, and would reduce some of the frustration of building money. It would also really help when you're far off in some other part of the galaxy, when reaching an ecodisaster scene would mean breaking from your current planet/task, travelling for ages, or getting potentially lost in wormholes. You'd have to think carefully too, because you could have your personal fleets ships be paid for out of your cash, with any ships you lose having to be manually bought again. You could send your fleet to attack a planet for you, but run a high risk of losing ships or outright having them forced to retreat. You could leave them to guard poor little frequently victimised planets, or assign them to 'bodyguard' duty, with a few tools to cover your 'orders'. A laser-painter to designate who to attack, a whistle icon to recall them, etc.

Quote
Ship stats! The parts you put on the UFO should affect the stats just like vehicles, or it could be more of a skill-point allocation system. Say you have a ship outfitted/specced for terraforming, and a ship outfitted/specced for combat. When Ship A goes terraforming, it gets tool effectiveness bonuses and terraforming, sculpting coloring tools use less energy. The trade off is that Ship B will almost always outlast this ship in combat.
Oooh, I dont know about this. Its really interesting to think on, but im not so sure. Some designs require some copious usage of certain parts, which would force them to specialise. I'm torn between function and design freedom. Though it would give you reason to add parts that you might think look unsightly, like ugly chunky jutting weapons/terraforming arms/landing gears on an otherwise totally smooth, glowing spherical ship. A lot of the interesting creatures some people come up with, is when we stop heading towards a design we think will look good, and are forced to improvise with what we want the creation to do. I guess people could just learn to hide parts again. I am intruiged by the potential to make a crazy-fast dragster spaceship though. >:3

As others have said, some of the superpowers need tweaking, like the warriors pirate raid being worthless but potentially useful if done better. Rather than a pirate raid, a 'siege beacon' that causes smaller UFOs from your civilisation to constantly enter orbit and help you attack, whilst not having a great deal of firepower, they function like the enemy frigates interceptor crews. They'll keep entering orbit to replace any that are lost, attacking planetwide, until the superpowers duration is up after a few minutes. Or a 'carrier module' that spawns terrestrial aircraft from your ship to bother any enemy UFOs that are following you, or bombard cities you are attacking. Something with more military oomph than what we have now.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Arachoid on September 29, 2008, 07:21:12 pm
And what about the assymetrical ships? I really want Minmatarr style ships, but this isn't possible in Spore. :( The jagged, junky, duct tape-laden look of them is just awesome.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: eleazar on September 29, 2008, 08:46:35 pm
Not sure if this was stated before, but I'll say it anyways :) i think the philosophy/archetype system in space stage is a great idea. i was thinking that maybe a little bit more distinction of what you do in space stage depending on philosophy would be a pretty good idea....

Also i think it would be nice if your alignment wasn't done being determined before space stage even begins.  There's a ton of the game left to play, but the character of your species is considered "finished" (unless you do a philosophy-changing mission.)
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Uroboros on September 29, 2008, 09:27:06 pm
And what about the assymetrical ships? I really want Minmatarr style ships, but this isn't possible in Spore. :( The jagged, junky, duct tape-laden look of them is just awesome.
I dont mind that, I just worry about making it a normal feature. After all, some people seem to have difficulty clicking the premade paint schemes, leaving things plain grey. Some even have trouble placing more than 2 objects for a vehicle/building, and in the case of vehicles, sometimes they arent even ajoined, just floating seperate. xP
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Arachoid on September 30, 2008, 02:53:17 pm
And what about the assymetrical ships? I really want Minmatarr style ships, but this isn't possible in Spore. :( The jagged, junky, duct tape-laden look of them is just awesome.
I dont mind that, I just worry about making it a normal feature. After all, some people seem to have difficulty clicking the premade paint schemes, leaving things plain grey. Some even have trouble placing more than 2 objects for a vehicle/building, and in the case of vehicles, sometimes they arent even ajoined, just floating seperate. xP

The way I see it, we shouldn't be left out in the cold due to the apathy of others. I could make so many comments about the previous sentence. *Decode Anagram: Lifeblood Rising Soul*
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Skyward on September 30, 2008, 03:00:25 pm
i would only like two things (one possibly)

-A button you can hold to allow for asymetric creature parts
-(i dont know for sure about this seeing as i havent had spore and i dont know if the patch fixed this) Less agressive AI, particularly in space phase
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Uroboros on September 30, 2008, 03:20:52 pm
I could make so many comments about the previous sentence.
I'm glad i'm only putting forward my opinion, otherwise I might have been in for another bickery debate here, methinks. With the general quality floating around, with all the unpainted junk, making asymmetry easily accessible feels like it would be a doomsday manuever, for those who dont use the 'buddy content only' thing. Making it so that you had to hold two keys to enable it or something? That might work. If they cant find the damn paint button, then they shouldnt be able to find THAT. Then we get to have awesome spaceships, whee.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Arachoid on September 30, 2008, 03:44:19 pm
I could make so many comments about the previous sentence.
I'm glad i'm only putting forward my opinion, otherwise I might have been in for another bickery debate here, methinks. With the general quality floating around, with all the unpainted junk, making asymmetry easily accessible feels like it would be a doomsday manuever, for those who dont use the 'buddy content only' thing. Making it so that you had to hold two keys to enable it or something? That might work. If they cant find the damn paint button, then they shouldnt be able to find THAT. Then we get to have awesome spaceships, whee.

Maybe if they put it into the paint menu... No no no, that would just be heinously ludicrous. Tee hee. That sounds funny. Or it could be a cheat, activated via the cheat console... Then these educated illiterates couldn't find it, nor would those of us who want this feature be dismayed... I think that may be the best fix for this problem.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Blulightning on September 30, 2008, 07:46:12 pm
I think one thing that should be added to the creature phase is occasional corpses left around.
And occasionally nests left abandoned with some eggs.

In real life, it's not like the animals don't leave any meat, or any of their eggs, behind. It's realistic and needed.

At the very least, the game could stop grouping creatures together in large clumps. Having a creature randomly by itself scavenging for food.

Why is it needed? I'll tell you.

As it is now for carnivores, when you need to eat you have to kill something. Killing things forces you to be more carnivorous in the timeline.
This forces you to have to socialize more creatures than you kill, because you have to make up for killing stuff, if you want to become more social.
In turn, this is hard to do, because while socializing creatures you're going to get hungry, forcing you to eat a species.
Eating too many of a species causes them to be extinct and causing you to sink lower into the red.

Basically it's just a downward spiral. And the longer you stay in the creature stage (as in, if you want to collect all of creature parts) the lower in red you'll probably get.

While herbivores and omnivores both are given plentiful food EVERYWHERE. It's in the bushes and the trees, which are located on every inch of terrain.
Making it easy for you to choose whether you want to go green, blue, or red.

Just something for Maxis to think about.  ;)
Title: Re: The Valid Suggestion Thread For Maxis
Post by: eleazar on October 01, 2008, 07:30:47 am
-(i dont know for sure about this seeing as i havent had spore and i dont know if the patch fixed this) Less agressive AI, particularly in space phase

I've just started one space game since the patch, but from that experience i think the problem is solved or at least no longer significant.

I've gotten up to the "find the grox" mission without fighting anybody but pirates.  I took proactive steps to make friends with the near-by aggressive empires, but really didn't work to hard at it.  I think i gave one bribe, and there were several other times when i refused to pay, or simply didn't have the money.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Gzillafan1 on October 01, 2008, 12:31:54 pm
I dont know if this is possible but is worth a shot.I would love for there to be a page in the in-game and online Sporepedia that shows the names of the people that subscribed to you and the people you are subcribed to.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Skyward on October 01, 2008, 01:24:29 pm
-(i dont know for sure about this seeing as i havent had spore and i dont know if the patch fixed this) Less agressive AI, particularly in space phase
I've just started one space game since the patch, but from that experience i think the problem is solved or at least no longer significant.

thats good to hear thanks ;)
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Pietoro on October 01, 2008, 01:42:26 pm
As it is now for carnivores, when you need to eat you have to kill something. Killing things forces you to be more carnivorous in the timeline.
This forces you to have to socialize more creatures than you kill, because you have to make up for killing stuff, if you want to become more social.
In turn, this is hard to do, because while socializing creatures you're going to get hungry, forcing you to eat a species.
Eating too many of a species causes them to be extinct and causing you to sink lower into the red.

Basically it's just a downward spiral. And the longer you stay in the creature stage (as in, if you want to collect all of creature parts) the lower in red you'll probably get.

While herbivores and omnivores both are given plentiful food EVERYWHERE. It's in the bushes and the trees, which are located on every inch of terrain.
Making it easy for you to choose whether you want to go green, blue, or red.

Just something for Maxis to think about.  ;)

More eggs should be spawned in creature nests, so that if you wanted to be an egg-eater it's more feasible. I wanted to try that route, but eggs seemed to be pretty uncommon.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: smjjames on October 01, 2008, 06:36:40 pm
I know its been mentioned already, but I agree completely on the empires having a set building for the colonies. Basically some way for the colonies to already have the buildings selected or just have a set for the empire that you can just select.

Also, this thread really needs some compiling so that things don't get suggested over and over again.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Ichthyostega on October 02, 2008, 02:25:54 pm
Title: Re: The Valid Suggestion Thread For Maxis
Post by: eleazar on October 02, 2008, 02:52:34 pm
Others and I have mentioned "linking" content, so that for instance buildings would go with the race they are designed for.

On further though i think it would be better if the player could explicitly link together the creature, buildings, vehicles and UFOs, since the order of construction may vary, and it would allow people to define other creator's buildings, vehicles and UFOs as "going with" their creature rather than have the player duplicate it.  This would really make each each empire seem more interesting and complete, and moderate some of the senseless randomness that IMHO hurts the space experience.

I hold out more hope for seeing this on the web, since the features there work so much better but it would be something like this:

For any given creature, you can select another creature as it's next level, and editing the selection is possible.  This selection would be visible in the Sporepedia when you examine a card.

Any civ creature could also link to up to 9 vehicles (air, land, and sea of the 3 types), and a complete set of buildings.

Any space creature would link to a UFO, a complete set of buildings and 3 colony vehicles.


Of course not all these slots need to be filled.  If a creator doesn't build or define (for instance) a set of religious vehicles for his race, Spore would just select some other ones.  And if the player wants to come back and redo the civ vehicles for a creature that he brought to space, that's fine too.

When downloading stuff the player should have the option of getting just the single piece of content, or all the associated content.



This would really help uplifted species look better because currently they are stuck in whatever physical form they are found in.  I.E. if you uplift a tribal creature, even if you have the Civ and Space outfitted versions downloaded, it will stay in its tribal gear forever.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Yokto on October 02, 2008, 02:52:56 pm
  • Shorten the timespan between generations, because when I did a series of things (wiping out and sociallizing with a lot of creatures before evolving), it said it took 45 billion years. 45 billion years!? Absolutely ludicrous! Unless the star was a red dwarf, the star would have already have long died as a white dwarf. Besides, the next generation wasn't as divergent as the previous one.
It is not based on Generation as i know it but on how long you have played.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Techleo on October 02, 2008, 03:06:14 pm
  Time seems to pass dependent on how many parts you collect, how many times you attack and socialize and how many times you evolve. If you leave your character sitting for hours and come back and evolve after doing nothing, barely any time passes. That was my impression at least. I managed to evolve a fully develop species in 3.2 billion years once. Wasn't the fanciest species. It was semi-complex with full level items though.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Yokto on October 02, 2008, 03:23:23 pm
could be. But i am not sure. I only know that i have manage to reach the creature stage in 700 million years. But i will test one thing. Brb >_>

(Scurries of to spore.)



(Scurries back to the forum.)

Yeah i have tested it in spore stage. Time seems to play a factor. i tried to play minimum action rather then doing a speed run and it seems that speed runs are much faster in game time wise. It took about double the in game time to do it minimum action rather then trying to rush though the stage.

Not this was just based on two test. One carnivore and one herbivorous. all other date comes form old games where i have been making speed runs (With the best time of  700 million years as i mentioned before.)
Title: Re: The Valid Suggestion Thread For Maxis
Post by: DylanTK on October 02, 2008, 04:58:01 pm
Here's a teensy tiny suggestion that will likely be entirely overlooked: Let trees fade in space mode when you get extremely close to them. It doesn't make much sense that my ship can go lower than the forest canopy, and therefore can theoretically see the ground, but I cannot see anything due to the camera position... Trying to angle it horizontally is a big pain too. It would make eco-disasters MUCH less frustrating if I could actually see what my ship is able to see. Or wait.. Forget the tree fading... Just let us have a 1st-person POV option in space. :D That'd be AWESOME!
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Blulightning on October 02, 2008, 05:45:00 pm
You know, I found one thing that is not right about the way the 'card' history line is adjusted.

Basically, the entire thing seems broken.
I played an entire game to watch what it was doing each time I 'did' something, because I thought it was broken and yep it is definitely broken!

I've killed 1 creature and my line plummeted.
I kill 25 others, and it doesn't budge.

I gift a tribe, my line shoots up.
I gift a different tribe, my line stays exactly where it is.

Not to mention the RANDOM dips or jumps with the line that I've recently noticed.

AND... on one of my latest creations the line got to the bottom, in the creature phase, and it never moved up ever again even though I befriended about 20-40 other creatures.
Basically, I extinct a few because I was a carnivore, I needed to eat and get points, and they were aggressive.
The line dropped.
I then befriended ALL of the remaining non-aggressive creatures on the island. YES ALL OF THEM.
And the freakin' line didn't budge!

The little glitches like that just have me.... highly annoyed with this game.
It's supposed to be a "make your own story" game, but instead I'm being FORCED into a "LIVE WITH IT!" game.

Whatever is causing the problems with the history-line adjustments definitely needs fixed.

By the way, for anyone interested, I found the game to be EXTREMELY biased against RED cards.
You gain more 'social points' doing a social activity then you do 'aggressive points' doing an aggressive activity.
AND it may change the point adjustments depending on what kind of mouth you have, which to me just seems very wrong.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Yokto on October 02, 2008, 05:50:41 pm
Yeah i notice something like that on my hard game in tribe and i was very worried. Could there be some lag in the system? But it seems unlikely. Still this treed is not about bug reporting form what i understand so this might be in the wrong area.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Ondaderthad on October 02, 2008, 06:26:51 pm
  Time seems to pass dependent on how many parts you collect, how many times you attack and socialize and how many times you evolve. If you leave your character sitting for hours and come back and evolve after doing nothing, barely any time passes. That was my impression at least. I managed to evolve a fully develop species in 3.2 billion years once. Wasn't the fanciest species. It was semi-complex with full level items though.

The question is "does it make any difference on the Space Stage?"
Are your closest neighbour much further away if you do a "speed run" ?
Are they less developed ie. only 1 or 2 stars instead of a large empire?
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Yokto on October 02, 2008, 07:55:37 pm
form what i know time does not play any part of what is around you. BUT! You can stimulate new empires with a other save game (or so i am pretty sure of.) Empires expands for example when you play with one of you other games in the space age.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: eleazar on October 02, 2008, 08:46:59 pm
You know, I found one thing that is not right about the way the 'card' history line is adjusted.

Basically, the entire thing seems broken.

Once i had the line move off the bottom of the screen and reappear at the top (or visa versa, i forget)


Title: Re: The Valid Suggestion Thread For Maxis
Post by: smjjames on October 02, 2008, 09:13:40 pm
could be. But i am not sure. I only know that i have manage to reach the creature stage in 700 billion years. But i will test one thing. Brb >_>

(Scurries of to spore.)



(Scurries back to the forum.)

Yeah i have tested it in spore stage. Time seems to play a factor. i tried to play minimum action rather then doing a speed run and it seems that speed runs are much faster in game time wise. It took about double the in game time to do it minimum action rather then trying to rush though the stage.

Not this was just based on two test. One carnivore and one herbivorous. all other date comes form old games where i have been making speed runs (With the best time of  700 billion years as i mentioned before.)

700 billion O.o, thats far longer than the universe has even existed. Unless you mean million and not billion. Unless you're using the UK version of billion, which is million for the US I think.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Yokto on October 03, 2008, 07:39:04 am
Well is just me writing wrong. And you talking about long and short. UK actually use short like US (at least the last time i looked.)

Oh and it would just make it worse if it was long as billion in long would be equal to trillion in short.

so to make it clear. 700 million years.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: smjjames on October 03, 2008, 08:06:48 am
You probably should edit your origional post then.

Anyways, I've found that if you intentionally take as long as possible in the cell stage (such as just constantly swimming in one direction), you can actually drag it out. I tried it once and dragged it out to 5 billion years. Not sure if that continues after you have reached the end of the stage, but since it does the same in creature phase, it probably does.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Uroboros on October 03, 2008, 12:17:59 pm
GYAH! I admit it! I convert! I was unwashed but now I am CLLEEAAAAN.
No, i'm not talking about Spode, but asymmetry! Not just in spaceships, but in creatures and maybe vehicles. If just as a console command to 'enable' an asymmetry toggling button. I made the mistake of downloading the asymmetry mod last night, and I spent a long time making a limping, gorey zombie-ape. Not being able to share it with the world makes me a saaaad panda.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Techleo on October 03, 2008, 12:58:19 pm
I still haven't used the Symmetry mod. I need tooooo! I have a space ship which absolutely needs it. I agree it needs to be a option clickable something or other.

 I just managed to test out my theory on time passage and seem to be right. I picked up only the parts I needed and got my race where I needed then just socialized tell I evolved enough to go tribe. Fully functional in 2.7billion years. That is a quickly evolved critter!
Title: Re: The Valid Suggestion Thread For Maxis
Post by: smjjames on October 03, 2008, 01:32:01 pm
yea, I generally finish creature before 3 billion years.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Yannick on October 03, 2008, 01:32:58 pm
wow. I usually finish cell around 3 billion years :-p
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Blulightning on October 03, 2008, 04:46:21 pm
You know, I found one thing that is not right about the way the 'card' history line is adjusted.

Basically, the entire thing seems broken.

Once i had the line move off the bottom of the screen and reappear at the top (or visa versa, i forget)

Ah! That's definitely proof that the history line is bugged! Much more evident than anything I saw... even though I DID see a random drop (and a random rise) in two of my games.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Ichthyostega on October 04, 2008, 03:57:17 pm
Title: Re: The Valid Suggestion Thread For Maxis
Post by: AtmaDarkwolf on October 04, 2008, 04:42:02 pm
1: Flesh out tribal and civ stages a LOT, they both zip past way too fast and feel way too dumbed down.

2: Expand on creature stage, as many have suggested(not make it longer, just make it more interesting) - Creatures should wander more, they should forge, they should require to drink(even poop, it worked in the sims, right?)

3: Parts in the editor... First should cost(whichever is the most expensive) but then free. Also, allow abilities to be adjusted as per the users want/need. I want jump lv 4-5, but I hate the raptor and/or frog feet for my walking canine-man, give us the option to alter the creatures stats/skills without giving it parts that just don't 'fit' Some restrictions must be kept(as in without horns or a specialized mouth, no charge attack, etc) but if I want to make a battle hardy, but social pack like monster, I should have that option without giving him parts that just do not fit the look of the critter... and without needing to 'hide' the part just to get the bonus/skill (that stupid FLOWER anyone?) - Basically make DNA points pay for abilities, but allow us to mod our critter as we see fit as he grows and gains more parts.. make the parts mostly cosmetic, but abilities gained though use/growth and not purely based on some random part.

4: Remember EVO, the old SNES game? I kinda feel that this game fills the gap between cell and creature and later again between creature and tribal.

5: Tribal sucks. We go and beat up or make music for 5 other tribes and BANG we got the ability to build armored tanks that shoot missiles... How about make tribal a gradual growth focused on gaining industrialism, which then can be used to build cities and those missile spitting tanks. How about sea warfare, we are on a continent, why not go from tribal, to ships to seek out and find the other continents, etc.

6: Civ stage, make us need to not only gain all the other cities, but research different weapons/tech's and then allow our first steps in space stage with access to said tools. Example, research new weapons, and develop a now bomb, which our aerial units use, and when we achieve spaceflight, we can buy the mini bomb right off the bat. (Example I give would apply to most techs, the lowest level of each example, and if u did not research and find said tech, u can still gain it though badges later) - allow this to apply to weapons(for the military types/cities) colonization (loyalty booster, spice storage, etc ideas) stuffs to apply for economic types/cities, and socialization/eco-related items for the greenies. I also mean that these said researches should also be usable, to a lesser extent, during the civ stage u developed them in.

7: Space stage is too shallow. Its good for 'easy' mode, but for normal or hard, I want multiple spice productions at each colony(2-3 different types maybe on 'rich' planets) more AI interaction with you(IE they trade spice with you, behind the scenes, etc) tax options, better defense (Orbital stations, which have to be defeated before u can land on a planet, the need to land 'troops' on a planet to capture a city(once it's 'surrendered' it can go into a more creature stage like battle scene with better futuristic weapons, etc. Would fit well with the warmongering types) And just like many said, less of the stupid "BEEP BEEP BEEP" said colony is gonna diiiiee.... etc etc(The patch did not fix it for me, in fact instead of 1 per 5 min, i get 5-10 all at once every 5 minutes)

8: Remove DRM. Remove it now.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Koronii on October 04, 2008, 04:50:23 pm
  • The ability to make a Dyson sphere. It costs a lot of money, even more than the planet killers, but it creates a hollow sphere around the selected solar system, which will make all planets with blue orbits green. It will also make the solar system invisible to others and also provides protection.
...How is this valid? This sounds more like some kind of legalized cheat code than a feature.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Yokto on October 04, 2008, 06:45:59 pm
Yeah the dyson sphere do not seem to add any more fun in to the game.

Anyway i have a suggestion for a change in parts mechanics.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: AtmaDarkwolf on October 04, 2008, 09:27:57 pm
hmm.. similar to how the balancing effect works for the vehicle creator in civ stage?

Good idea.

But the diminishing returns thing might end up with more min/maxing going on, when the thought I had was not force someone to get a part that doesn't aesthetically belong on the odd ball you are building for an ability that DOES belong on said monstrosity.

So basically make it parts =/= ability (Let us get jump lv 1, and evolve and grow and get jump lv 2, etc etc. Gain an ability lv 1 from any given part, and then grow and improve on said ability to 'evolve' more. Kinda silly that I can go though 5 brain stages and then, magically, gain strike lv 5 because I managed to hide the silly 'surprise' weapon somewhere up my creatures' anus.)

But yes, having another pair of legs should improve your speed, but reduce your agility(IE, turning speed, animals with multiple legs will trip over their own feet in tight turnbacks, etc)
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Arachoid on October 04, 2008, 09:43:59 pm
You know what would be awesome? Poop. No seriously; marking your territory and generally just having to leave droppings every now and then would be hilarious. Creatures should also need to drink. Your on an island; how hard can it be to find water?
Title: Re: The Valid Suggestion Thread For Maxis
Post by: AtmaDarkwolf on October 04, 2008, 11:51:17 pm
Well a island surrounded by salt water, and if u drink salt water u will die of thirst... but anyways...


The drinking things critters already do, ever terraform a planet and watch as the animals all run to a close body of water and start drinking?
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Koronii on October 04, 2008, 11:59:31 pm
Well a island surrounded by salt water, and if u drink salt water u will die of thirst... but anyways...


The drinking things critters already do, ever terraform a planet and watch as the animals all run to a close body of water and start drinking?

Yeah, but that is simply to give the illusion that those species are simulated to any real extent, afterr tribal stage creatures just hang about not doing anything, which isn't much of a change from the creature stage admittedly. I'd really like to see some life in these creatures for once, not them just wandering around killing stuff.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Yokto on October 05, 2008, 06:41:02 am
Well my method is mainly suggested as it easy to implement from a programing standpoint. To do it like a vehicle editor i think would be controversial and hard to balance out. after all we are not talking about 3 abilities here. We are talking about a close to 20.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: IamMe on October 05, 2008, 10:57:08 am
How about a part that adds +1 to a skill?

Like if you have Level 2 charge, and do not like the part that gives you Level 3 charge, you can just slap on a "+1 Charge" part and you will have Level 3 charge, but with a Level 2 charge part. Hope that makes sense. :P

So it'd be the level system we have now, but with a few parts that use the level system from the CC.

And of course there would be one for every skill, including speed and health.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Grangan on October 05, 2008, 11:14:02 am
  • The ability to make a Dyson sphere. It costs a lot of money, even more than the planet killers, but it creates a hollow sphere around the selected solar system, which will make all planets with blue orbits green. It will also make the solar system invisible to others and also provides protection.
...How is this valid? This sounds more like some kind of legalized cheat code than a feature.

Ummm... what?
He said it costs money.
And it is scientifically plausible.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Yokto on October 05, 2008, 12:44:56 pm
Well you should ask you self how it adds to the fun factor of the game. You can add a million things to a game but if it do not add to the fun factor then there is not point in adding it at all.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Grangan on October 05, 2008, 06:04:14 pm
Is a Megalaser any more "fun" to use than a laser?
And it would look cool.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Crowster on October 05, 2008, 06:09:17 pm
Well you should ask you self how it adds to the fun factor of the game. You can add a million things to a game but if it do not add to the fun factor then there is not point in adding it at all.

The same kind of fun factor that adding more career options in Sims had. Didn't really add more fun gameplay, just expanded what was possible in the world, and for many people, yes, that did add to the fun of the game.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: AtmaDarkwolf on October 05, 2008, 06:17:29 pm
but how would u leave or enter said system? U would basically be cutting off that system from the universe completely...

And if u can leave and enter as u wish, isn't that sorta like an 'I WIN' button? Not really interested in that unless there's maybe 1-2 in the entire universe (Like more rare formations), none of the planets inside said system have spice, and it's hard to get to. (Maybe defended by super grox or something, dunno)
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Yokto on October 05, 2008, 06:21:45 pm
Well those carries open up new items. That is at least what i saw as the main selling factor. I am not saying a Dyson sphere can not be fun. But it can be done better i think. One thing for example that could make it more fun is that you may have to collect something or complete something to get the part to it and so on as just buying it for a lot of money do not really make it a lot more fun.

If i would have done it i would make it something monumental. Building one would be a huge undertaking and finding one would be a great treat. Conquering one would be a massive undertaking that would involve combat unlike anything else. Make it different in other words.

As for the Mega Laser. It just a upgraded Laser. The fun factor is that is kills stuff faster. And unlike the sphere you more likely to have direct use of it rather then just being one more spice source. And we all know that spice trading is nether hard nor that rewarding. Also i have to say is always more fun to get a other type of weapon then just a upgrade new one. At least that is what i think
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Logan Felipe on October 05, 2008, 06:31:27 pm
The ability to filter creations under "everything" in spore.

For example, lets say I want to erase all Maxis creatures from my game. I start by viewing only creatures. I click filter and type in "Maxis". A box will pop up asking me if I'm sure that I want to delete all "Maxis" creations and reminds me that this action cannot be undone. I select yes. It deletes all maxis creatures.

Though actually, I would be content with just being able to delete maxis creatures, since I can't currently do that.

Another nice thing would be to be able to set simple preferences. For example, a slide bar that looks like this:

Pollination Preferences
Content:
User made----------------(o)------------------Others

Move it to the right, and other players' content (and maxis content) will appear most often.
Move it to the left, and your content will appear most often.

That way, I can actually see my creatures in game.

This would also make it possible to have more control over which creatures show up on your planet, as you can just move creatures you don't want at the moment to an archive folder already by selecting it in options.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Grangan on October 06, 2008, 05:01:08 pm
Well those carries open up new items. That is at least what i saw as the main selling factor. I am not saying a Dyson sphere can not be fun. But it can be done better i think. One thing for example that could make it more fun is that you may have to collect something or complete something to get the part to it and so on as just buying it for a lot of money do not really make it a lot more fun.

If i would have done it i would make it something monumental. Building one would be a huge undertaking and finding one would be a great treat. Conquering one would be a massive undertaking that would involve combat unlike anything else. Make it different in other words.

As for the Mega Laser. It just a upgraded Laser. The fun factor is that is kills stuff faster. And unlike the sphere you more likely to have direct use of it rather then just being one more spice source. And we all know that spice trading is nether hard nor that rewarding. Also i have to say is always more fun to get a other type of weapon then just a upgrade new one. At least that is what i think
It is something monumental.  He said "More than planetbuster", and he didn't say HOW much more.  I interpreted that as  "100 million sporebucks".
Title: Re: The Valid Suggestion Thread For Maxis
Post by: AtmaDarkwolf on October 06, 2008, 06:28:34 pm
And since you can only get 99,999,999 spore bucks, it's unattainable :D
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Grangan on October 06, 2008, 06:40:08 pm
Oh.  75 mil then.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Yokto on October 06, 2008, 06:59:27 pm
But just money is so boring! At least make a ring world a step.

Common! Try to come up with stuff that add depth to the game guys and girls! Is it not what the game is lacking? I am not saying is a bad idea. Just think it can be done better!
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Ondaderthad on October 06, 2008, 09:55:09 pm
Allow loading building/vehicle models from other classes of building/vehicle models... so the same "template" can be used for different buildings/vehicles (sans the unique parts).

Agree. You should be able to "Save as.." a template of vehicles and buildings.

Also.

I really would like to be able to move things in my UFO cargo space to reorganize items.
ie.. move the spice together at the top or end. Move plants and animals in terraforming order etc..

You should be able to click and drag any item in inventory. Unless I missed the tip on how to do that.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: eleazar on October 06, 2008, 10:41:33 pm
I really would like to be able to move things in my UFO cargo space to reorganize items.
ie.. move the spice together at the top or end. Move plants and animals in terraforming order etc..

You should be able to click and drag any item in inventory.

I agree.  Or an automatic sorting of Spice / artifacts / plants / creatures (not necessarily in that order).

And why is the cargo bay of an 10th level "omnipotent" being so amazingly small?  It doesn't even fill out the row.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: smjjames on October 07, 2008, 05:15:24 pm
A good idea would be an autosave feature. Yea I know its common sense to save often, but why did Maxis omit such a standard feature?
Title: Re: The Valid Suggestion Thread For Maxis
Post by: eleazar on October 07, 2008, 05:38:53 pm
A good idea would be an autosave feature. Yea I know its common sense to save often, but why did Maxis omit such a standard feature?

Because you only have one save per species.  With an autosave you would loose the ability to go back from mistakes.

And in case you ask "one save per species" is necessary for the many-games-in-one-galaxy feature.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Grangan on October 07, 2008, 05:41:23 pm
As for more gameplay for Dspheres:
I've heard the idea posited that one could be designed like an Ultra-zoo planet, with an enormous surface for life.  And maybe you could have a base on it, that can give you missions, some specific  to the Dsphere.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: smjjames on October 07, 2008, 05:59:06 pm
A good idea would be an autosave feature. Yea I know its common sense to save often, but why did Maxis omit such a standard feature?

Because you only have one save per species.  With an autosave you would loose the ability to go back from mistakes.

And in case you ask "one save per species" is necessary for the many-games-in-one-galaxy feature.

Good point, didn't realize that little detail.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Yokto on October 08, 2008, 03:19:23 am
I really would like to be able to move things in my UFO cargo space to reorganize items.
ie.. move the spice together at the top or end. Move plants and animals in terraforming order etc..

You should be able to click and drag any item in inventory.

I agree.  Or an automatic sorting of Spice / artifacts / plants / creatures (not necessarily in that order).

And why is the cargo bay of an 10th level "omnipotent" being so amazingly small?  It doesn't even fill out the row.

I would rather prefer some manual sorting feature. The one way of doing it now is cumbersome.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: eleazar on October 08, 2008, 08:19:00 am
I really would like to be able to move things in my UFO cargo space to reorganize items.
ie.. move the spice together at the top or end. Move plants and animals in terraforming order etc..

You should be able to click and drag any item in inventory.

I agree.  Or an automatic sorting of Spice / artifacts / plants / creatures (not necessarily in that order).

And why is the cargo bay of an 10th level "omnipotent" being so amazingly small?  It doesn't even fill out the row.

I would rather prefer some manual sorting feature. The one way of doing it now is cumbersome.

What "one way of doing it now"?  How?
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Yokto on October 08, 2008, 08:20:46 am
I really would like to be able to move things in my UFO cargo space to reorganize items.
ie.. move the spice together at the top or end. Move plants and animals in terraforming order etc..

You should be able to click and drag any item in inventory.

I agree.  Or an automatic sorting of Spice / artifacts / plants / creatures (not necessarily in that order).

And why is the cargo bay of an 10th level "omnipotent" being so amazingly small?  It doesn't even fill out the row.

I would rather prefer some manual sorting feature. The one way of doing it now is cumbersome.

What "one way of doing it now"?  How?

You empty you bay and then suck it up in the order you want it.

of course adding both auto sorting and manual sorting would be a nice option.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: smjjames on October 08, 2008, 08:25:23 am
Probably dropping the items and then picking it up again. Not a real good option for plants and animals because you have to pick them up again quickly before they die because unless you are doing it on a T3 world with no life on it, you're going to get the 'the ecosystem cannot support another plant/animal' message. For spice and rares, it works fine, unless you have ALOT of spice and/or rares.

I agree with bieng able to organize your cargo hold better and a much larger cargo hold would be good as well.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: AtmaDarkwolf on October 08, 2008, 08:46:37 am
go to T0 planet with the plants/animals u want sorted. Make planet t3.

Drop items in spots on the ground (stack of plants, 9 stacks 1 for each planet, same with animals, but they will wander)

Drop spice (at least 2 types.)

Pick up plants in order u want them in inventory (small, med large, then animals, 2x herb, 1x carn) then 1 type of spice. Repeat 2 more times.

Now u have your cargo look like this: Small plant, med plant, large plant, herbivore, herbivore, carnivore, spice (and twice more in same order) - I do it this way because while terraforming I have each row represent 1 T level so it's easy to find the ones I have yet to place.

Do not leave surface, or go into any editors while u do this or it will erase all your stacks (and u will have to go searching around to find them again)

When u find later on a plant/animal type u want to replace one of yours with, just delete your item u want to replace, and pick up the type u want to replace with right after. Takes the now empty spot.


Yes the process is over the top stupid when a 'sort cargo' button would be much easier. Also the cargo should be 6x4 and not 7x4 with missing spots.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: smjjames on October 08, 2008, 08:52:15 am
Still kind of cumbersome and not always an option. Although just about the only way to do it right now.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Gzillafan1 on October 09, 2008, 01:46:39 am
I have another suggestion.I don't know if this has been said already,im tired so I wont search

I don't know if this is possible but it seems reasonable.Iv'e played the creature stage dozens of times and I've noticed one thing that bothers me.It doesn't seem like the moon is giving of light.I know this is a small thing and its probably the least of Maxis' worries but I look for and appreciate the small details in Spore.The moon seems to only give off a little light at moonrise but thats it.I would love my planet's moon to give off light much like our own moon.I wonder how hard it would be to have the moon light up in cycles lik full,half,and quarter.Again, I know this is small.Just throwing my two cents in :)


Title: Re: The Valid Suggestion Thread For Maxis
Post by: AtmaDarkwolf on October 09, 2008, 05:35:02 am
U do know that the moon never infact gives off any light right? Just a reflection of the sun.

So with that in consideration, I can see how many  moons would not give off light, or glow. Some might glow more than others, etc. (Depending on color of the moon, color of the sun, distance sun is from moon then back to planet, depth of planets atmosphere, and many other variables.)

Title: Re: The Valid Suggestion Thread For Maxis
Post by: Rubric on October 09, 2008, 06:55:17 am

It would be cool to occasionally see the moon in crescent form, instead of always full.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Gzillafan1 on October 09, 2008, 10:26:06 am
Haha...yes I know the moon doesnt give off its own light.I guess I worded it wrong.I would like to see my moon "reflect the suns light and give off a glow".
Title: Re: The Valid Suggestion Thread For Maxis
Post by: smjjames on October 09, 2008, 11:20:24 am
Haha...yes I know the moon doesnt give off its own light.I guess I worded it wrong.I would like to see my moon "reflect the suns light and give off a glow".

They do that in a more extreme way during the daytime when they try to act like a second sun.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: smjjames on October 12, 2008, 02:48:36 pm
It may have been suggested already, but I'll suggest it again.

The communication screen for creatures with multiple mouths in the city and space stages needs to be fixed. Case in example, take a look at my Hopping Trigun creature, I have three proboscis mouths with a fourth mouth hidden at the base of those and made as small as possible. I just checked it out in the space stage a couple of minutes ago to see how the mouth thing would work. Only the leftmost proboscis mouth (the rightmost from your point of view) was moving. This is the split proboscis mouth and it matches with what others have reported with this kind of thing. It was kind of funny intially, but it just looks really strange otherwise.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Kenotai on October 12, 2008, 02:51:51 pm
I think what mouth talks is the last one you touched in the editor.  Split mouths seem to be random.  I actually liked this, because my Hinoda looked much better without having it's proboscises talking as well.

Perhaps a way to choose which one(s) talk?
Title: Re: The Valid Suggestion Thread For Maxis
Post by: smjjames on October 12, 2008, 03:12:07 pm
I'll try that and see if I can get my creature to look good as I wanted it to have three proboscises.

Edit: That doesn't seem to work because it's now using the top proboscis mouth, which actually looks better than using one of the side mouths only, although its not what I want.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Ichthyostega on October 14, 2008, 02:54:50 pm
  • Shorten the timespan between generations, because when I did a series of things (wiping out and sociallizing with a lot of creatures before evolving), it said it took 45 billion years. 45 billion years!? Absolutely ludicrous! Unless the star was a red dwarf, the star would have already have long died as a white dwarf. Besides, the next generation wasn't as divergent as the previous one.
It is not based on Generation as i know it but on how long you have played.

I think I've now noticed something. I decided to play another game I haven't played in a while. So far, I did very few things before the next generation. Then the game says I've been playing for 17 billion years. What's up with that!?
Title: Re: The Valid Suggestion Thread For Maxis
Post by: gec05 on October 16, 2008, 05:38:15 pm
Ok, this is really bugging. I mean big time. Not me, but everyone.

Well as you are aware, Maxis is getting ready to release the parts pack next month. But I've done some numbers comparing the price to pay for the full package of content for the full creature editor compared to the parts pack and this may be disturbing.

Now I don't think anyone should be lashing at EA just yet because they have yet to officially name the price of the package. So based on the Sims 2 stuff pack trend, we estimate it will cost $20 dollars. Here's the problem.

We did not pay $10 for the creature creator, let's be clear about it. That was free. What we did pay for was an additional:

171 Parts
72 Paint Styles
2 Backgrounds

Total: $10

The new parts pack will have:

60 Parts
48 Paint Styles
2 Backgrounds
24 Animations

Estimated Total: $20

If the estimated price is correct, then tell me Maxis. Why would something that has less than half the amount as the full creature creator cost more? Does the additional 24 animations even merit it to be above even $10?
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Summoner on October 16, 2008, 05:41:39 pm
Ok, this is really bugging. I mean big time. Not me, but everyone.

Well as you are aware, Maxis is getting ready to release the parts pack next month. But I've done some numbers comparing the price to pay for the full package of content for the full creature editor compared to the parts pack and this may be disturbing.

Now I don't think anyone should be lashing at EA just yet because they have yet to officially name the price of the package. So based on the Sims 2 stuff pack trend, we estimate it will cost $20 dollars. Here's the problem.

We did not pay $10 for the creature creator, let's be clear about it. That was free. What we did pay for was an additional:

171 Parts
72 Paint Styles
2 Backgrounds

Total: $10

The new parts pack will have:

60 Parts
48 Paint Styles
2 Backgrounds
24 Animations

Estimated Total: $20

If the estimated price is correct, then tell me Maxis. Why would something that has less than half the amount as the full creature creator cost more? Does the additional 24 animations even merit it to be above even $10?

I know i agree alittle but the Creture Creater was just spores creater but out of game so they lowered but the new part pack is adding to the game so they brought it up
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Koronii on October 16, 2008, 05:46:30 pm
Ok, this is really bugging. I mean big time. Not me, but everyone.

Well as you are aware, Maxis is getting ready to release the parts pack next month. But I've done some numbers comparing the price to pay for the full package of content for the full creature editor compared to the parts pack and this may be disturbing.

Now I don't think anyone should be lashing at EA just yet because they have yet to officially name the price of the package. So based on the Sims 2 stuff pack trend, we estimate it will cost $20 dollars. Here's the problem.

We did not pay $10 for the creature creator, let's be clear about it. That was free. What we did pay for was an additional:

171 Parts
72 Paint Styles
2 Backgrounds

Total: $10

The new parts pack will have:

60 Parts
48 Paint Styles
2 Backgrounds
24 Animations

Estimated Total: $20

If the estimated price is correct, then tell me Maxis. Why would something that has less than half the amount as the full creature creator cost more? Does the additional 24 animations even merit it to be above even $10?

Yes. The Stuff Pack is a new product, that is not part of the original game, everything in the Creature Creator had already been created as part of Spore, so a more valid question would be, why did we have to pay for the creature creator in the first place?
Title: Re: The Valid Suggestion Thread For Maxis
Post by: eleazar on October 16, 2008, 10:40:04 pm
...Maxis is getting ready to release the parts pack next month. But I've done some numbers comparing the price to pay for the full package of content for the full creature editor compared to the parts pack and this may be disturbing.

Now I don't think anyone should be lashing at EA just yet because they have yet to officially name the price of the package. So based on the Sims 2 stuff pack trend, we estimate it will cost $20 dollars.

Comparing those numbers is meaningless, beyond demonstrating that the cost per item is higher.  It has nothing to do with weather the new cost is worth it or not.

Suppose i just heard of this new food "pizza".  As an introductory offer, i buy my first slice for 25 cents.  Then next day when i want to buy more the price is now $3 a slice.  The new price is certainly higher, but that provides no information on weather i should buy at the new price or not.

Or suppose it happens like this:  An exotic food is just introduced to my hypothetical very isolated country.  In the finest restaurants it is sold at $200 a slice.  Later it is sold for only $50 a slice.  This food is the same pizza in my previous example.  Since it is now sold at 25% of the original price, does that mean it's a good deal?  Certainly not.

Spore creature parts have no intrinsic value.  It make just as much sense to try to discover some intrinsic value to them by comparing the parts pack to the free CC demo as what you are doing. 

There's no way to measure if the price is right, except one. "Would i rather keep my $20 and spend it on something else, or spend it on this parts pack?" Obviously EA will set the price to try to make a profit, but that has nothing to do with the part's value to me.


If you are trying to understand why EA set the CC price so low, it makes sense to think of it as an "introductory offer".  They provided the CC demo for free, and sold the CC at a relatively low price point in hopes of getting people hooked so they will buy the full game.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Ichthyostega on October 22, 2008, 04:07:20 pm
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Techleo on October 22, 2008, 04:16:46 pm
 Indeed the time evolved does merit 45 billion years if you did a ton of actions. Evolution is about achieved the maximum result with the minimum actions. If your species took 45 billion years to achieve its state of existence it wouldnt exist. Yet it should be noted my most complex creature took me 3.8 billion years to evolve. I had all the parts. How? I didnt do a lot of socializing. I did the socializing which netted the most points. That is evolution in a nutshell. Mind you a lot of people want a slower progression of time so they can interact more. *Shrugs* I wouldn't mind that as long as you earned DNA points slower.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: MisterBibs on October 22, 2008, 07:28:41 pm
* Remove the "This game is saved" notice. If I had a dime for wondering why Spore didn't close, only to realize that it's because the game was informing me that it was saved, Spore would have been free.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Enoch on October 22, 2008, 09:31:45 pm
Here's 2 little easy things that would make the game... I'd say 65% more fun, for me at least. Significant, yes?

1. When other people encounter my creatures in Space stage, it would make me immeasurably more happy to know that they'll be meeting them with the same philosophy I raised them to have. Take one of my more recent creatures, the Vernoth. I raised them to Space stage, where they were desginated as Zealots. In their Space outfitter I combined some symbol parts into a shape that I thought looked like an eye emitting flames. Taking this as my cue, I wrote my little blurb in their description box, saying that the Vernoth were the original founders of a particularly fire-and-brimstone, burn-the-heretic cult of Spode known as the Sect of His Burning Eye. Got my creative juices flowing and all that. But what I'm getting at is, it's very unsatisfying for me to imagine Joey Sporeplayer zipping around the galaxy and stumbling upon the Vernoth, flaming eye ablaze and fanatical history recorded for all to see, who greet him with "Hey! We love money. Want to buy some stuff? We'll like you if you do!"

In the Sporepedia, each card for a Space-empire I've built up has the race's history recorded on it. Would it be so difficult to make that information carry over into other people's games?

2. I'd love to be able to share planets through the Sporepedia in some meaningful way. My latest project in Spore has been making uniquely themed planets via the judicious application of Epics. For example, ridding a planet of all its Epics, and then adding an Epic Zapdos, an Epic Articuno, and an Epic Moltres to make a sort of Pokemon Red/Blue themed world (sort of a silly example, but I think it sounds like fun). The trick explained by alwayswatching in the "EXPLOIT - Terraform Saves!" definitely makes this sort of activity worthwhile, but what I think would be very much MORE satisfying would be Joey Sporeplayer starting up a new cell and crawling out onto land to find the 3 legendary birds roaming the planet he's on. And of course I'd stand a chance of winding up in little Joey's shoes, finding myself on some extremely interesting, themed world of this kind. All around, it'd make for a better game, I'd say. I see the planet cards there in the Sporepedia. Let us share them Maxis, pretty please?
Title: Re: The Valid Suggestion Thread For Maxis
Post by: DaMuncha on October 23, 2008, 12:16:00 am
And why is the cargo bay of an 10th level "omnipotent" being so amazingly small?  It doesn't even fill out the row.

I think that every time I look at my cargo bay. It iritates my sense of balance.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: MisterBibs on October 23, 2008, 01:38:13 am
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In the Sporepedia, each card for a Space-empire I've built up has the race's history recorded on it. Would it be so difficult to make that information carry over into other people's games?

I've long suspected that it was done on purpose, to maintain what I'd like to call Meta-Balance. If every polinated empire acted like the way the player played them, there'd be even more of a glut of violent, warlike empires in Space than there already is.

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And why is the cargo bay of an 10th level "omnipotent" being so amazingly small?  It doesn't even fill out the row.

I think the size of it was based on what you'd be expected to carry. Three full ecosystems, one of each spice, and all the rest (3? 5? can't remember) is for Gopher Stuff.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Snork on October 23, 2008, 05:07:50 am
Here's What I really want to see:
1- In creature phase, when you are reborn, you should be able to wander around as a baby until you grow up.

2-When you lay an egg in creature phase, there should be a timer until the egg hatches, and you have to defend it from egg eating scavengers.

3-More tools in tribe, such as, clubs, sharp axes, drums, etc.

4-A larger city base in Civilization stage, or one that morphs depending on how many buildings there are.

5- More space anomalies, such as REAL black holes, supernovas, red giants, white stars, maybe even a gamma ray burst as some sort of disaster.

6-An option, so that your creature can give live birth (does not have to be explicit) or laying eggs on land or in water, like an amphibian.

7-Blood, but have the option to turn it off. If we Can have blood in cell (There is Blood) why can't we have blood in the creature phase or in tribal?

8- Eyesight depending one what eyes you put, Eg:The eyes from cell stage would give you blurry vision on land. And Insect eyes would give you compound Vision. And have the option to turn this off as well.

9-In tribal, the ability to steal babies from other tribes and raise them as your own would be nice.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Yannick on October 23, 2008, 07:40:46 am
Here's What I really want to see:
1- In creature phase, when you are reborn, you should be able to wander around as a baby until you grow up.
Wouldn't really be helpful, because as a baby you can't get out of the nest or you'll get brutally slaughtered.

2-When you lay an egg in creature phase, there should be a timer until the egg hatches, and you have to defend it from egg eating scavengers.

This would be fun to do sometimes, but would get annoying.

3-More tools in tribe, such as, clubs, sharp axes, drums, etc.
Agreed. Maybe even a way to costumize them.

4-A larger city base in Civilization stage, or one that morphs depending on how many buildings there are.
This was still in on GDC 2007, I'm kinda sad we're stuck with these static cities that can't expand, ruining the RTS feeling a bit.

5- More space anomalies, such as REAL black holes, supernovas, red giants, white stars, maybe even a gamma ray burst as some sort of disaster.
OH GOD YES, would make space so much more interesting to explore.

6-An option, so that your creature can give live birth (does not have to be explicit) or laying eggs on land or in water, like an amphibian.

Although not necessarily useful; could be cool.


7-Blood, but have the option to turn it off. If we Can have blood in cell (There is Blood) why can't we have blood in the creature phase or in tribal?
Well, cell phase is more like cellular fluids, but yeah, still.

8- Eyesight depending one what eyes you put, Eg:The eyes from cell stage would give you blurry vision on land. And Insect eyes would give you compound Vision. And have the option to turn this off as well.
Yes! I was really excited for this. They could have it as an option in the graphics settings.

9-In tribal, the ability to steal babies from other tribes and raise them as your own would be nice.
Nah, it wouldn't be that useful, because you simply get another species tribesmember but with more effort, and no bonuses.

Title: Re: The Valid Suggestion Thread For Maxis
Post by: Yokto on October 23, 2008, 08:47:52 am
Real black holes? O_o

I though the black holes in the game where pretty true to what science believe a black hole would look like. Of course it is a bit more fanciful but still.

Stealing babies could work. A way to save a bit of food at least.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: eleazar on October 23, 2008, 08:53:46 am
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In the Sporepedia, each card for a Space-empire I've built up has the race's history recorded on it. Would it be so difficult to make that information carry over into other people's games?

I've long suspected that it was done on purpose, to maintain what I'd like to call Meta-Balance. If every polinated empire acted like the way the player played them, there'd be even more of a glut of violent, warlike empires in Space than there already is.

There's no reason they can't balance this exactly the same way they balance creatures. Was creature game ruinously unbalanced (as many people feared) because too many people with the CC made highly complex carnivores?

If the game wants 20% Warriors, 10% Traders, and 0.1% Knights it can download empires in that ratio, and/or add them to the galaxy in that ratio.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: MisterBibs on October 23, 2008, 10:49:40 am
Use the quote feature properly, thanks.

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Was creature game ruinously unbalanced (as many people feared) because too many people with the CC made highly complex carnivores?

No, because the game doesn't immediately treat every high-end complex carnivore as a initially hostile creature.

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If the game wants 20% Warriors, 10% Traders, and 0.1% Knights it can download empires in that ratio, and/or add them to the galaxy in that ratio.

And and if the people playing the game make 80% warriors, 5% traders, and 25% knights?
Title: Re: The Valid Suggestion Thread For Maxis
Post by: smjjames on October 23, 2008, 10:57:43 am

4-A larger city base in Civilization stage, or one that morphs depending on how many buildings there are.
This was still in on GDC 2007, I'm kinda sad we're stuck with these static cities that can't expand, ruining the RTS feeling a bit.


Actually, don't your smaller cities grow in size after a while in the space stage? They stay static as the larger cities though.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Enoch on October 23, 2008, 11:29:32 am

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If the game wants 20% Warriors, 10% Traders, and 0.1% Knights it can download empires in that ratio, and/or add them to the galaxy in that ratio.

And and if the people playing the game make 80% warriors, 5% traders, and 25% knights?

Then 75% of Warriors and 99.6% of Knights don't get downloaded, and Traders get downloaded twice as often. Seriously, how hard was that to figure out?
Title: Re: The Valid Suggestion Thread For Maxis
Post by: eleazar on October 23, 2008, 01:45:52 pm
Use the quote feature properly, thanks.

Quote
Was creature game ruinously unbalanced (as many people feared) because too many people with the CC made highly complex carnivores?

No, because the game doesn't immediately treat every high-end complex carnivore as a initially hostile creature.

Sorry, the correct answer was:  No, because the game only uses a certain number (http://www.spore.com/comm/tutorials/archetypes) of complex carnivores per creature stage, not matter how many are in the online, or in-game sporepedia.

As a minimum it could simply use the creatures trait, which would go a long way towards giving an empire a coherent personality.  Of course it would be even cooler if it made note of more aspects of the player's play-style and recorded and emulated them.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: MisterBibs on October 23, 2008, 02:06:54 pm
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Traders get downloaded twice as often. Seriously, how hard was that to figure out?

So you're cool with, say, your Space game populated by three or four copies of my Jeropodian empire? Spore isn't the first game to prove that player-generated content is never balanced.

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Sorry, the correct answer was:  No, because the game only uses a certain number of complex carnivores per creature stage, not matter how many are in the online, or in-game sporepedia.

That doesn't disprove my argument. Show me on that page where it explains how it makes a certain creature act. Show me on that page where it says that NPC_Night_Predator is going to be a hostile, un-alliable creature. Every carnivore a player makes is functionally identical to a angry-face, unsociable creature. Thus, the game modifies it. Same with Space and the Empires therein.

Wright made this very clear when they talked about Spore and its sharing of content. When someone sees your creature, they don't see Your Creature. In your game, the icon on him represents the Flaming Eye of Spode. In someone else's game, it means the Ordered Light of Profit. Or the Burning Eye of Chance. Big deal.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Enoch on October 23, 2008, 04:47:47 pm
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Traders get downloaded twice as often. Seriously, how hard was that to figure out?
So you're cool with, say, your Space game populated by three or four copies of my Jeropodian empire? Spore isn't the first game to prove that player-generated content is never balanced.

Even if a certain small subset of creature is more likely to get downloaded, that doesn't mean that the same creatures will get downloaded repeatedly in the same game. After all, 5% of a bazillion is still 50 gazillion (since 1000 gazillion makes a bazillion, as we all know).

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Every carnivore a player makes is functionally identical to a angry-face, unsociable creature. Thus, the game modifies it. Same with Space and the Empires therein.

How is it the same? A carnivorous creature encountered in Creature phase can be either peaceful or aggressive. But for Space Empires, philosophy is the only thing that determines how they act toward you. While it would be cool if creatures in Creature phase acted like they were originally played, the fact that they don't is no justification for Empires not retaining their personalities.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: MisterBibs on October 23, 2008, 05:17:18 pm
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Even if a certain small subset of creature is more likely to get downloaded, that doesn't mean that the same creatures will get downloaded repeatedly in the same game.

The game already has a habit of doing multiple copies of an empire, and thats with everything balanced as it is. Leaving that balance up to the whims of the players (who, based on the numbers on the Sporepedia, is heavilly biased towards hostile creatures) is simply irresponsible.

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But for Space Empires, philosophy is the only thing that determines how they act toward you

Indeed it is, thus making it the simplest thing to change for balance reasons. And because changing it doesn't have any issue - turning Eleazar's zealots into traders doesn't produce a race that doesn't do anything - it's the best one.

Eleazar makes a Zealot Empire. Under his ideal, he's given other players a Zealot Empire. Mine (and Maxis's, I suspect) gives players a Zealot Empire, a Diplomat Empire, an Ecologist Empire, etc etc etc. Any number greater than one is better than one.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Enoch on October 24, 2008, 12:15:16 am
Wow, you're just spouting complete nonsense. It's obvious by now that you'll concoct any explanation, no matter how incoherent, to justify Maxis' decision, so I guess there's no point discussing it further.

...But I just can't help myself, so I will anyway.

Leaving that balance up to the whims of the players (who, based on the numbers on the Sporepedia, is heavilly biased towards hostile creatures) is simply irresponsible.

As has already been pointed out explicitly to you, numerous times, the game could easily choose among existing races to meet quotas of the different philosophies. As in, the players create races, and the game chooses how to pollinate them. In other words, player whim has nothing to do with it.

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Any number greater than one is better than one.

Maybe if there were a shortage of content, this would be true. But since the Sporepedia should be passing the hundred-million-billion-billion-billion mark any moment now, don't you think we can afford to sacrifice a quantity for a little extra quality? (By quality, I am here referring to races designed aesthetically in a way that complements their philosophy, something that is currently impossible, or at least virtually meaningless.)
Title: Re: The Valid Suggestion Thread For Maxis
Post by: eleazar on October 24, 2008, 12:55:11 pm
There are currently just over half a million (504,686) space creatures on the sporepedia.

Sometimes the game uses civ, tribe or even random creatures to fill in (i haven't seen this since before patch 1, but i have a lot more space content in my themes now)
There are another half million civ creatures, and over 1 million tribal creatures.

You can plug in these numbers to the previous post.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Vetro on October 24, 2008, 04:29:47 pm
A small but interesting visual touch that can be implemented: When the terrascore rises, the area around colonies tends to flatten, displacing entire mountains and canyons, as of now it does very little, so why not make these new flattened areas spawn farms? They wouldn't have to have an actual purpose they would only need to exist, It would be a nice visual touch to make your colonies seem more busy.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: DarkDragon on October 24, 2008, 06:47:46 pm
Seashore colonies  ;D
Title: Re: The Valid Suggestion Thread For Maxis
Post by: MisterBibs on October 24, 2008, 07:44:11 pm
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As has already been pointed out explicitly to you, numerous times, the game could easily choose among existing races to meet quotas of the different philosophies. As in, the players create races, and the game chooses how to pollinate them. In other words, player whim has nothing to do with it.

Player whim has everything to do with it, if you're changing things so that how they played their game now has an impact on how my game turns out. Which is sort of the opposite of what Will Wright made painfully clear during development. The minute your creature is in another game, it's not your creature anymore.

That, or do what I do, and ignore philosophy when I design space civs. Put what looks good on them. The game'll handle the rest.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Enoch on October 25, 2008, 01:09:01 pm
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As has already been pointed out explicitly to you, numerous times, the game could easily choose among existing races to meet quotas of the different philosophies. As in, the players create races, and the game chooses how to pollinate them. In other words, player whim has nothing to do with it.

Player whim has everything to do with it, if you're changing things so that how they played their game now has an impact on how my game turns out. Which is sort of the opposite of what Will Wright made painfully clear during development. The minute your creature is in another game, it's not your creature anymore.

That, or do what I do, and ignore philosophy when I design space civs. Put what looks good on them. The game'll handle the rest.

Quote
As has already been pointed out explicitly to you, numerous times, the game could easily choose among existing races to meet quotas of the different philosophies. As in, the players create races, and the game chooses how to pollinate them. In other words, player whim has nothing to do with it.

Player whim has everything to do with it, if you're changing things so that how they played their game now has an impact on how my game turns out. Which is sort of the opposite of what Will Wright made painfully clear during development. The minute your creature is in another game, it's not your creature anymore.

That, or do what I do, and ignore philosophy when I design space civs. Put what looks good on them. The game'll handle the rest.

Imagine, if you will, a scenario. Your game needs to place another space empire. The game decides that for proper balance, a Shaman is necessary. With the current (read: stupid) model that you prefer, the game picks a space creature totally at random, and puts it into the game as a Shaman empire. If I had my way, the game would choose a Shaman creature from the available Shaman creatures, and place it in the game as a Shaman empire. Either way, you meet this empire and interact with it exactly the same. The only difference is that my way, the empire has the personality that its creator intended it to have. That doesn't hinder your game in any way, and it gives a little extra depth to user-generated content, which is the whole idea behind Spore anyway.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Snork on October 27, 2008, 11:44:38 am
How about the ability to design male and female genders?
Eg: I make an Insect like creature, and I want the females to have wings, but not the males.
And how about the ability to choose the gender you want to play as? If you play as a male, you will have
to impress the female, and then guard the egg. If you play as a female, it will be the same as it is, I don't really know what the female can do...
So how about it maxis?  If you ever make a creature expansion, this will be great to see.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: IamMe on October 27, 2008, 12:03:27 pm
How about the ability to design male and female genders?
Eg: I make an Insect like creature, and I want the females to have wings, but not the males.
And how about the ability to choose the gender you want to play as? If you play as a male, you will have
to impress the female, and then guard the egg. If you play as a female, it will be the same as it is, I don't really know what the female can do...
So how about it maxis?  If you ever make a creature expansion, this will be great to see.

Great idea, maybe the female has to carry around the eggs before laying them? So the males protect, and the females try to stay alive until birth (Or egg laying).
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Snork on October 29, 2008, 06:23:50 am

1-Have other carnivores be able to extinct other creatures, it would add to the competition, and make creature stage a bit harder. It shouldn't happen too often.

2-A cross-breeding tool in the space stage. You abduct two creatures, put them in a device, and their parts will be randomized onto a new creation. Will make the game more fun and complex.

3-When you sculpt a planet, let the changes be PERMANENT.

4-A Planet Editor, and let the planets be shared.

5-Make the impressing of other species be a little more realistic, like perhaps a certain species would like you to bring them a shell or stick.

6-In tribal, allow us to ride domesticated animals.

7-Fix the extinction system, rather than 'kill X number of this'  you will have to kill ALL the animals on the planet.

8-The ability to explore gas giants, and the ability to create a special type of life form only found on gas giants. And then, let us PLAY on a gas giant.

9-New attacks such as a venom attack that you can get with certain mouths. It would work like poison, but regardless of level, it will slowly kill the prey.

10-Maybe, and this should be a rare event, and I mean VERY rare, but perhaps another species could evolve into sapience before you? Then there will be a random event after a few million years or so, and the empire will be destroyed, or devolve into tribe.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: smjjames on October 29, 2008, 06:33:14 am
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7-Fix the extinction system, rather than 'kill X number of this'  you will have to kill ALL the animals on the planet.

The problem with that right now though is that no matter how many you kill, there will always be more of that species. You'd have to use the species eradicator for that.

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3-When you sculpt a planet, let the changes be PERMANENT.

I completely agree here.

As for the gas giant creatures, the art of spore booklet shows that they played with the idea once, so who knows, maybe we can revive that. Only issue is that you can't get to tribal (much less space) unless somebody uplifted you.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Snork on October 29, 2008, 07:08:29 am
Do maxis even visit this thread?
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Yokto on October 29, 2008, 10:03:05 am
If they do they will not tell you.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Snork on October 29, 2008, 10:06:25 am
I see :)
Just wanted to be sure that's all.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Blulightning on October 29, 2008, 11:16:40 am
1-Have other carnivores be able to extinct other creatures, it would add to the competition, and make creature stage a bit harder. It shouldn't happen too often.

I think the game already does this.
I've found several extinct creature's nests that I hadn't even been to the area of yet. So there's no way that I could have done it. I'm 100% sure it wasn't me.

But, I've also experienced other strange glitches in the creature phase. For example, I've once or twice had some creatures look like they were my allies, their nest even healed me, but I had never even met that creature before, let alone socialized with it. Some of the creatures even have the glowing smiley, as if I had already socialized with it!
So extincted nests are sorta the opposite of this glitch?

But either way, it APPEARS that other creatures were the ones who extincted them.

So anyways, that's one down.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Vetro on October 29, 2008, 02:51:30 pm
Sometimes a species can have several nests at the same time, and for some reason by slaughtering all the members of one nest (usually enough to finish the "hunt" mission provided) all the nests lose their creatures, in my super aggressive creature game I decided to ruthlessly kill everything in my path with my rogue friends, when the slaughtering was done all the nests were abandoned, even the ones I hadn't visited yet. So its safe to say that currently other predators can't extinct species, they only appear to due to the rather unrealistic gameplay element of a species with >30 members (rather large by spore's standards) going extinct after you kill 7 creatures.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: IamMe on October 29, 2008, 03:41:28 pm
Maybe we could have organs? I know it might be a little complicated and kids probably won't like it, but hear me out.

Say you were playing the creature editor. There is an interesting button at the bottom labeled "Inside". Looking at your creature's insides, you decide that your stomach is too small for your creature. You make it bigger and SUDDENLY, you get more energy from food! You make your lungs bigger, and wow, you can sprint for a longer time! However, if it's bigger it will take up more space that could be used for a bigger heart to help regenerate health. You may have to rearrange organs around, or take some out (besides stomach :P) to free up DNA points you could spend on a new organ that Maxis made up that does something neat. Maybe some useless organs that cost less but have a neat animation you can see while playing.

Or maybe I'm crazy and have weird nonsensical ideas.

... Maybe. >>;
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Vetro on October 29, 2008, 03:54:14 pm
That could actually work fairly well, all that would need to be done is for a "toggle organs" button to be added and a copy of the default "blob" creature to be fitted inside your creature (plus the gameplay additions of course).
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Blulightning on October 29, 2008, 10:47:44 pm
Sometimes a species can have several nests at the same time, and for some reason by slaughtering all the members of one nest (usually enough to finish the "hunt" mission provided) all the nests lose their creatures, in my super aggressive creature game I decided to ruthlessly kill everything in my path with my rogue friends, when the slaughtering was done all the nests were abandoned, even the ones I hadn't visited yet. So its safe to say that currently other predators can't extinct species, they only appear to due to the rather unrealistic gameplay element of a species with >30 members (rather large by spore's standards) going extinct after you kill 7 creatures.

That still doesn't explain what happens in my game. I've known about multiple nests of the same species.
As I said I am 100% sure that it was not me extincting those creatures, I am still 100% sure of it.
I can play a completely social creature and I will still come across extinct nests occasionally.

Also, like I said, I've seen glitched nests that act as if I have socialized them, even though I had never done that.

As I also said, I believe it is a glitch... but the result of that glitch is nests appearing to be extincted by other species.

A few times I had just come out of the ocean, and I have seen these extincted/socialized nests, because I tend to wander a lot and search for fossils before I develop - these nests were like that before I had even contacted any other species!
Along with that, once I even had a save-game where one of those glitched/socialized creatures were stuck on my nest, constantly jumping up and down. It was weird.

Maybe it's a glitch in my game, and doesn't occur in everyone's games.... but it's a pretty common glitch in mine.
By the way, I had never used any mods on my game at the time of this stuff going on.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Vetro on November 05, 2008, 06:44:31 pm
This thread has been rather inactive for the last few days... Anyways, I just thought up of a possible addition for the editors: Add a "disable part function" feature. After reading through the Sporetips Blog (excellently done, it really helped a lot) and getting to the part about putting mouths backwards to create different head designs I thought would it be possible to add a button that would deactivate the movement of the selected part (example: if you deactivate a mouth, it ceases to open, sing, bite, etc.). It would make designing some of the creatures easier and make sure the end result doesn't look like its trying to devour it self every time it sings.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: gec05 on November 05, 2008, 07:19:28 pm
I thought it be proper to sticky this thread. Should make it easier to find for everyone, including Maxis.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: DarkPlasma on November 06, 2008, 02:45:39 am
One suggestion I have, and it shouldn't be too hard: have the option to be able to make your games longer. As in, you'd be able to set an increase in the overall number of DNA points to get, number of creatures to socialise/kill to ally/extinct them, number of tribes and cities overall (although cities could provide problems), that kind of thing.


I felt like commenting on a random post.
1-Have other carnivores be able to extinct other creatures, it would add to the competition, and make creature stage a bit harder. It shouldn't happen too often.
Like said, I believe that already happens.

2-A cross-breeding tool in the space stage. You abduct two creatures, put them in a device, and their parts will be randomized onto a new creation. Will make the game more fun and complex.
I've played a few games that had something like that. To put it simply, the resulting creature never looks good. Rather than have something that looks half like one and half like the other (griffon, anyone?), the result looks a whole lot more like a badly made thing with random parts plonked on.
If all the creatures were based on the same shape, then mabye. But they're not.

3-When you sculpt a planet, let the changes be PERMANENT.
I believe there's a way to do that. Take a look in the SporeTips Blog topic. But the reason it's limited in the unedited game (it's not that they're not permanent, it's that there's a limit on the number of terraforming features you can use on a planet) is because otherwise, planets would take too long to load and could take up a lotta memory saving.

4-A Planet Editor, and let the planets be shared.
Mabye, but it'd have to be as limited as terrashaping in the space stage, except that you'd have all the terraforming tools. Half because of what I said above, but half because there's no way the game can have little detailed terraforming drawing tools, as it would be ridiculous to save and load all of them.

5-Make the impressing of other species be a little more realistic, like perhaps a certain species would like you to bring them a shell or stick.
Heh. That'd be fun. But I don't think that would work well in the creature stage, as it'd be a long way around socialising a species.

6-In tribal, allow us to ride domesticated animals.
Think about it. Creatures are always very differently shaped. Making an algorithm to determine how a rider is supposed to sit on any animal, let alone one that can be really really irregular, would be just hell to make.

7-Fix the extinction system, rather than 'kill X number of this'  you will have to kill ALL the animals on the planet.
That's just downright tedious to play.

8-The ability to explore gas giants, and the ability to create a special type of life form only found on gas giants. And then, let us PLAY on a gas giant.
They're called gas giants for a reason: they're made of gas. They don't have a proper surface, and nothing can rest on them like on regular planets.

9-New attacks such as a venom attack that you can get with certain mouths. It would work like poison, but regardless of level, it will slowly kill the prey.
Go up to high level creatures, bite them once, then run away. That'd be pathetically unbalanced.

10-Maybe, and this should be a rare event, and I mean VERY rare, but perhaps another species could evolve into sapience before you? Then there will be a random event after a few million years or so, and the empire will be destroyed, or devolve into tribe.
I like that general idea, actually. The computer would run a tribal game or civilisation game with itself while you're still a creature. And have the tribes/civilisations that are still alive already there when you start that stage.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Snork on November 06, 2008, 03:00:17 am
One suggestion I have, and it shouldn't be too hard: have the option to be able to make your games longer. As in, you'd be able to set an increase in the overall number of DNA points to get, number of creatures to socialise/kill to ally/extinct them, number of tribes and cities overall (although cities could provide problems), that kind of thing.


I felt like commenting on a random post.
1-Have other carnivores be able to extinct other creatures, it would add to the competition, and make creature stage a bit harder. It shouldn't happen too often.
Like said, I believe that already happens.

Only as a bug, not a feature.

2-A cross-breeding tool in the space stage. You abduct two creatures, put them in a device, and their parts will be randomized onto a new creation. Will make the game more fun and complex.
I've played a few games that had something like that. To put it simply, the resulting creature never looks good. Rather than have something that looks half like one and half like the other (griffon, anyone?), the result looks a whole lot more like a badly made thing with random parts plonked on.
If all the creatures were based on the same shape, then maybe. But they're not.

The Idea was not mine, someone else suggested it on the spourm.

3-When you sculpt a planet, let the changes be PERMANENT.
I believe there's a way to do that. Take a look in the SporeTips Blog topic. But the reason it's limited in the unedited game (it's not that they're not permanent, it's that there's a limit on the number of terraforming features you can use on a planet) is because otherwise, planets would take too long to load and could take up a lotta memory saving.

Well, you can ignore this one.

4-A Planet Editor, and let the planets be shared.
Mabye, but it'd have to be as limited as terrashaping in the space stage, except that you'd have all the terraforming tools. Half because of what I said above, but half because there's no way the game can have little detailed terraforming drawing tools, as it would be ridiculous to save and load all of them.

Again, not my Idea.

5-Make the impressing of other species be a little more realistic, like perhaps a certain species would like you to bring them a shell or stick.
Heh. That'd be fun. But I don't think that would work well in the creature stage, as it'd be a long way around socialising a species.

Well, if it works on hard, then It might provide a challenge.

6-In tribal, allow us to ride domesticated animals.
Think about it. Creatures are always very differently shaped. Making an algorithm to determine how a rider is supposed to sit on any animal, let alone one that can be really really irregular, would be just hell to make.

You are right on this one.

7-Fix the extinction system, rather than 'kill X number of this'  you will have to kill ALL the animals on the planet.
That's just downright tedious to play.

Well, maybe not all, but at least a large number.

8-The ability to explore gas giants, and the ability to create a special type of life form only found on gas giants. And then, let us PLAY on a gas giant.
They're called gas giants for a reason: they're made of gas. They don't have a proper surface, and nothing can rest on them like on regular planets.

Well, at the very least we should be able to explore them, plus spore isn't (in its current state) scientifically accurate. *cough* cube planets*cough

9-New attacks such as a venom attack that you can get with certain mouths. It would work like poison, but regardless of level, it will slowly kill the prey.
Go up to high level creatures, bite them once, then run away. That'd be pathetically unbalanced.

Well, now that you put it, I can see how it fails.
10-Maybe, and this should be a rare event, and I mean VERY rare, but perhaps another species could evolve into sapience before you? Then there will be a random event after a few million years or so, and the empire will be destroyed, or devolve into tribe.
I like that general idea, actually. The computer would run a tribal game or civilisation game with itself while you're still a creature. And have the tribes/civilisations that are still alive already there when you start that stage.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Grangan on November 07, 2008, 09:28:52 pm
How do you know what's a bug and what's a feature?
And do you want to make it take bleeping years to get through creature stage?
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Snork on November 07, 2008, 09:44:09 pm
Okay Okay, Those weren't good ideas,  :-\
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Vetro on November 13, 2008, 06:45:28 pm
Sorry about re posting this but it was quite a long blurb and I think this thread is a more fitting place for it:
 Ahem....

What I would like to see in an expansion:
- Greater AI interaction in creature phase (surprisingly the cell phase has a much more realistic ecosystem than creature, you see cells eating other cells and cells feeding on plants all the time)
- Boosting of Tribe and civ AI in space phase. What I mean by this is that currently Civ and Tribe level species that you encounter in space phase are extremely downgraded from the actual civ and tribe stage, I understand that making them do everything the tribe and Civ AI did during their respective phases would be somewhat of a strain on the user's computer, so i'm not recommending a complete upgrade, simply make it so the AI interacts with the environment more, example: currently tribal level species would do very little in space phase, all they really do is walk around, eat, and if you UFO gets close they get terrified and start running away, I enjoy watching Civ level species fight amongst themselves and generally interact with each other, these interactions have made the space phase much more interesting for me and it would be fun to see tribe level species having similar interactions such as one village having a performance for another, one village attacking another, one village fishing, etc.
- Addition of new editors: By this I don't just mean the plant editor, it would be interesting to edit turrets and even some of your deployables in space, I don't think all species would use the same design of monolith, or embassy, allow us to design our own and each empire would have their own style so if you buy a monolith from empire A it would be different than a monolith from empire B or a monolith bought from your own store since that would be self made.
- Addition of more galactic rare objects: The few we have right now are simply not enough, why stop at binary systems? Trinary systems exists and there have even been sightings of solar systems with >5 stars. The "rogue planet"  could also be something that could be inserted in, these planets have escaped the gravity of their stars and now drift through space, they would not emit and light and would only be found by chance when the user's mouse randomly comes across a blip in a seemingly empty region of space, these planets would be in a state of perpetual night and would be rather hard to terraform.
-Make Terraforming more like the space prototype: The prototype (while lacking in atmospheric control) had a massive advantage over the full game when it came to putting life down onto the planets, in the prototype we got to see life slowly spread across the surface, something that was a lot more interesting than putting one animal down and suddenly a niche is filled. The change could be made if a third display was inserted into the minimap area: Spread of life, this section would have a similar display to the prototypes and would show the population density of animals in that area, on the actual planet the player would see packs/herd of those animals slowly appearing in different sections of the planet instead of appearing everywhere all at once.
-Add the "speed up time" tool from the prototype into the game: This was a amazing tool and I see many uses of it in an expansion of Spore. Imagine sucking in an ice comet onto a TI world with no other life on it, in the current game this does very little but alter the planets climate, but it could seed the planet with new life as the comet that seeded your race did at the start of your game, since the space phase works in hundreds not billions of years it would be impossible to observe anything actually evolving on the surface, and here is where the time acceleration comes in, with this tool you can speed up time and watch as the world develops before your eyes, billions of years passing per minute until you feel it is advanced enough to put down a monolith, now that would be uplifting!
-Add "evo packs": Why just release creatures by themselves and in sporecasts? Why not let the user create entire "chains of evolution" and allow those to be uploaded, each creature of these chains would be of a different stage of evolution, the first would be an early creature, then a slightly more advanced one, and so on. This could allow the player to not only see how his species has changed and evolved but also how the fellow inhabitants of this planets developed as well, instead of one creature suddenly going in the "alien egg" stage and "evolving" into something completely different that looks nothing like the original creature, let the players create the entire history of development of a creature and release it in a sort of unique sporecast that would introduce each new generation as you evolve alongside it.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: IamMe on November 13, 2008, 06:55:07 pm
And do you want to make it take bleeping years to get through creature stage?

The creature stage is the longest stage for a reason (Space doesn't count). People like it, it's pretty much the most interactive, and if they add more stuff to it, it would be awesome if it took forever.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Vetro on November 16, 2008, 05:10:07 pm
I agree with the idea of making the creature phase FAR longer than it currently is. Though this stands true for all the phases that lead up to space, each could be made a game in itself and would make the progression to the next phase far more rewarding. It would also give more time for things to happen (mass extinctions, Migrations, etc.) which would in turn make the game much more interesting.

Also:
I believe it might be a good idea to reinvent the current mission system in creature. In real life when one species starts hunting another they usually won't cause the extinction of the other species after 5-7 members are killed.... Right now when you kill an individual of another species a tiny little bar fills up in the mission box, when all 5 targets turn red the species goes extinct, currently even if the species repopulates itself the amount of creatures you killed will still stick and if you kill the remaining few the species would still go extinct, it would make creature somewhat more realistic if that bar slowly went down again after each kill, in this way you can decide to have a hunter-prey relationship with one species and only extinct them if you want to by continuously hunting them at a faster rate then they can reproduce (fill up the bar).

Title: Re: The Valid Suggestion Thread For Maxis
Post by: Hydromancerx on November 18, 2008, 08:30:03 pm
Orange Spice, White Spice, Black Spice
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Yokto on November 19, 2008, 07:06:36 am
Well white spice unofficially existed >_>
Title: Re: The Valid Suggestion Thread For Maxis
Post by: smjjames on November 19, 2008, 07:22:31 am
Black spice could be too easily mistaken for smoke if you didn't know what it was.

I like the idea of more spices though. We could have some sort of ultra rare spice that would have at most, 10-20 planets with it along the entire arm and it would be extremely valuable. Also, it would be something that makes the system unpurchaseable or otherwise requires a HUGE amount of money, maybe 50 million.

Also, it should be something that has the chance of triggering a war with someone (unless you have high relations) simply because it's so valuable.

For a pretty valuable spice, pink and purple spice are still relatively common and you can find at least 10 (of either one) in your local cluster within 20 parsecs or so. It makes sense that there would be other varieties of spice that would be rarer and much more valuable.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Grangan on November 19, 2008, 07:33:31 pm
Cosmic Horrors.  Giant floating creatures in space.  The smaller ones eat planets and the larger ones eat stars.  Health 25,000 to 100,000.  They fill the same role as Creature stage epics.  Fortunately they're rather bening and won't attack you until you attack them, but they may eat your colonized planets.  Relatively rare, with about 10 in the entire galaxy at one time.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: DarkPlasma on November 20, 2008, 01:33:57 am
Orange Spice, White Spice, Black Spice
Most people as it is haven't learned the pricing of the existing Spices. Adding more types in is only going to make things more complicated.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Yokto on November 20, 2008, 07:14:06 am
I have a better idea then spice. Add to planets unique features which have function in the game. Something to make the planets a bit more or even less desirable.

Oh btw. There are already semi unique features on planets like crashed UFOs and such. Those could maybe be activated for some gameplay effect.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: gec05 on November 20, 2008, 04:08:53 pm
Orange Spice, White Spice, Black Spice
Most people as it is haven't learned the pricing of the existing Spices. Adding more types in is only going to make things more complicated.

From least to best value.

Red
Yellow
Green
Blue
Pink
Purple
Title: Re: The Valid Suggestion Thread For Maxis
Post by: smjjames on November 20, 2008, 08:20:57 pm
Orange Spice, White Spice, Black Spice
Most people as it is haven't learned the pricing of the existing Spices. Adding more types in is only going to make things more complicated.

From least to best value.

Red
Yellow
Green
Blue
Pink
Purple

Actually I believe its blue, then green. They both actually work pretty well for getting cash through trade routes (selling the spice that you get) until you find a better trade route or your colony production gets started up.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Ichthyostega on November 21, 2008, 10:14:13 am
Title: Re: The Valid Suggestion Thread For Maxis
Post by: UFO King on November 22, 2008, 08:04:53 am
There should be more than binary systems. I think there should be wandering planets, trinary systems and pulsars, too. You should be able to explore nebulae and gas giants, and there should be pulsar planets and protoplanetary disk planets. And why stop at Yellow Main Sequences, Red Dwarfs and Blue Giants? There should be Red Giants, White Dwarfs, and Hypergiants as well, and it should all be to scale. I'll bet if you went to VY Canis Majoris, it would look only a little bigger than Sol(in the current game). There should also be more interaction with celestial bodies, such as solar flares. And not all cities should be the same! If you went to Mercury, for example, you'd have to build a city at the polar regions. And if you went to Venus, you'd have to build a high-up floating city.(The same technique could also be used for gas giants.) And other cities could be underwater or underground, or in space for asteroid mining instead of spice mining!

And two words: PLAID SPICE!

It would be cool if you could find other real-life stars like Alpha Centauri or Gliese 581.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Kenobro on November 22, 2008, 08:27:02 am
These are very cool suggestions.  But, when and how could they be implemented?  Patches?  Over-priced expansion packs?
Title: Re: The Valid Suggestion Thread For Maxis
Post by: UFO King on November 22, 2008, 09:09:19 am
These are very cool suggestions.  But, when and how could they be implemented?  Patches?  Over-priced expansion packs?
Either a series of patches or a few overpriced expansion packs. It seems Maxis is currently focusing on body parts, so it might take a while for them to come out. Personally, I would largely prefer patches because they're free.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Ichthyostega on November 25, 2008, 11:06:10 am


But glitches aside, let's go with suggestions.

(http://ll-015.ea.com/spore/static/image/500/190/015/500190015155_lrg.png) (http://www.spore.com/sporepedia#qry=sast-500190015155)


For those who think I am "complaining", I am not. I myself am a bit disappointed with the Spore we got as well, but making suggestions to help improve the game works a lot better than sitting and complaining.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Kenobro on November 25, 2008, 12:08:52 pm


For those who think I am "complaining", I am not. I myself am a bit disappointed with the Spore we got as well, but making suggestions to help improve the game works a lot better than sitting and complaining.


This is a very valid statement.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Ichthyostega on November 25, 2008, 08:55:22 pm
More suggestions:

Title: Re: The Valid Suggestion Thread For Maxis
Post by: IamMe on November 26, 2008, 03:37:57 pm
  • If the epic creature has a posion shooter, it should shoot from that organ rather than through its mouth. A giant beetle-like creature I "epicized" shot from its mouth rather than the posion shooter located on its' back.
Epics don't shoot poison. They shoot fireballs. That's why it's from the mouth instead.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: tomasgaquino on November 26, 2008, 03:50:17 pm
Let's be honest, they shouldn't be able to shoot fireballs from their mouth either.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Snork on November 27, 2008, 02:07:57 am
Suggestions time!
1-How about a new type of 'Epic' creature? What I mean is, back in the Jurassic period, we had animals like the Brachiosaurus and Diplodocus roaming around in huge herds. In game, how can massive carnivores like the epics we already have in game, manage to keep themselves alive with the tiny number of prey around? They would be a type of herbivore, taken from the sporepedia, and supersized, and there would be more than 4 in the planet. They would be in a herd, and they would be neutral towards you.

2-I think that the way we designed our creature should affect what happens in tribal stage more often.
If our creature has no graspers, than the game should be alot more unforgiving to them. Like they would not be able to hold more advanced weapons, and can't use things like fishing spears, or healing rods.I mean, one of the reasons why we humans managed to evolve into sentience is because of our thumbs.

3-In space stage, once we reach a high enough rank, we should be able to go to a colony, and buy spaceships. They would cost around 3000 spore bucks, and depending on your rank, you could only have a certain number of them. They could prevent Eco-disasters, and provide protection for your colony's.
And, we can allow them to go to allied empire planets, so that they could do the same thing.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Ichthyostega on November 27, 2008, 09:40:47 am
Suggestions time!
1-How about a new type of 'Epic' creature? What I mean is, back in the Jurassic period, we had animals like the Brachiosaurus and Diplodocus roaming around in huge herds. In game, how can massive carnivores like the epics we already have in game, manage to keep themselves alive with the tiny number of prey around? They would be a type of herbivore, taken from the sporepedia, and supersized, and there would be more than 4 in the planet. They would be in a herd, and they would be neutral towards you.

I totally agree with this one. Epic creatures are pretty much angry monsters who like killing and destroying things. These herbivorous epics would spend lots of time grazing on the treetops, and migrating in herds. If carnivorous epic creatures notice them, they will attack them.

More suggestions:

Title: Re: The Valid Suggestion Thread For Maxis
Post by: Snork on November 28, 2008, 09:22:46 am
Here is a wild idea.
How about a time acclerating tool, that when fired into a star, would cause it to go supernova.
It could also be fired into a Proto-Star, causing it to transform into a 'Real Star'.
There could also be a chance, that the Proto-Star could go supernova.
Whaddya think?
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Ichthyostega on November 28, 2008, 11:24:39 am
That's a cool idea, but my desire to nitpick arises.

Not all stars supernova. Stars like our star, Sol, become a red giant and then become a less-violent planetary nebula, and then become a white dwarf. Massive stars, on the other hand live shorter lives, and turn into a supergiant and it goes supernova, and then turn into a neutron star or a deadly black hole.

Protostars cannot go supernova. They can either form into a shining new star or a brown dwarf (failed star).

Speaking of which, there should be a lot more celestial objects in the Space Stage.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Vetro on November 28, 2008, 07:02:54 pm
It would be a good idea to make Nebula (non planetary) visitable, they could provide us with some awesome views (which the game already has but more could be added) as well as provide a testing ground for the development of some sort of solar system editor.

I would also like the ability to actually research technologies instead of buying them, as the game is currently set up it seems as if all the technology in the galaxy was made by some sort of ancient race that went extinct or transformed themselves into some sort of machine race (Grox?) and was passed down from civilization to civilization through buying and selling.

It would also be interesting to have different selectable galaxies (like the regions in sc4). Each one would be unique though, prehapes one would be a barbed spiral galaxy, another is irregularly shaped, another is two galaxies in mid merging, and maybe one is filled with nothing more advanced than you, not the Grox, not any other race, it's just you and a galaxy waiting for you to uplift.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: smjjames on November 30, 2008, 06:00:04 am
That's a cool idea, but my desire to nitpick arises.

Not all stars supernova. Stars like our star, Sol, become a red giant and then become a less-violent planetary nebula, and then become a white dwarf. Massive stars, on the other hand live shorter lives, and turn into a supergiant and it goes supernova, and then turn into a neutron star or a deadly black hole.

Protostars cannot go supernova. They can either form into a shining new star or a brown dwarf (failed star).

Speaking of which, there should be a lot more celestial objects in the Space Stage.

I agree, there should be stuff like neutron stars (aka pulsars), white dwarfs, perhaps bigger nebulae or different ones. I agree that there should be somewhat more of a variety with stars such as red giants and others.

Take this H-R Diagram as an example of what I'm talking about. Understandably they can't represent every spectral type because then the number of binary combinations would be huge. They have the main sequence well represented by the G and M type stars and the O class look like they would be more class B than O, but I'm nitpicking on that detail.
http://upload.wikimedia.org/wikipedia/commons/6/6b/HRDiagram.png

Also, one last thing, could you guys enable vehichle lights on buildings? There are so many possibilities there, not to mention they'd look cool for various buildings.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Kenobro on December 01, 2008, 12:43:44 pm

Also, one last thing, could you guys enable vehichle lights on buildings? There are so many possibilities there, not to mention they'd look cool for various buildings.

Yes, please, why everything else?  But not buildings(and creatures, but that's another thing).

Also, the leg wheels on vehicles don't really work I've noticed.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Vetro on December 05, 2008, 04:33:19 pm
Quote
3-In space stage, once we reach a high enough rank, we should be able to go to a colony, and buy spaceships. They would cost around 3000 spore bucks, and depending on your rank, you could only have a certain number of them. They could prevent Eco-disasters, and provide protection for your colony's.
And, we can allow them to go to allied empire planets, so that they could do the same thing.

So these starships would be uncontrollable by the player? I think it might be a good idea to make a buyable deployable called the "shipyard" that can be bought and deployed on a planet, each would launch 3 ships that have the duty of safeguarding that solar system. IF there are any other planets under you control in that system they can travel there as well. But they do not have intersteller travel capabilities. The limit is 1 per planet, but one can be placed on each planet in a solar system which can effectively "stack" the number of defensive ships. Maybe both fleet ideas could be put into the game with the smaller, deployable launched ships being planetary defense ships while the ones that you buy are intersteller companion vessels that can be ordered to rush to your side in the event of an emergency. But if a fleet system is added it might make the game somewhat imbalanced since your fleet(s) could make it effectively impossible for an AI empire to take a system. They can barely do it now even if all that is guarding the planet is an uber turret.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Skyward on December 08, 2008, 06:04:51 pm
Lets face it, most problems people had with spore are too out of the questions to come bundled with an expansion or patch...

i think it would be cool if maxis made a full-fleshed out creature phase, but not part of spore, perhaps a little game project. it would basically be creature phase, but with realistic environments and creatures and such, you would still make the creatures and players would make the content.
Creature phase seemed very lacking...

so this would be an adverturing game sorta
of course i am just dreaming here :'(
Title: Re: The Valid Suggestion Thread For Maxis
Post by: IamMe on December 11, 2008, 06:14:48 pm
i think it would be cool if maxis made a full-fleshed out creature phase, but not part of spore, perhaps a little game project. it would basically be creature phase, but with realistic environments and creatures and such, you would still make the creatures and players would make the content.

...

  • not enough dense forests or craggy mountains or cramed swamplands-just open and hilly...

so this would be an adverturing game sorta
of course i am just dreaming here :'(

This is exactly what I thought I was getting with GDC 2005. Maxis, you know you messed up (D:), make a game like this and make everybody happy for once.

Title: Re: The Valid Suggestion Thread For Maxis
Post by: Ryuukuro on December 18, 2008, 09:26:36 am
All I want right now is a way to block C&C creatures from downloading.  I don't have the SP, I don't want it (unless I can get it for a sensible price) and I don't like that stuff clogging my game downloads.  I can't install the latest patch either--I think it was corrupted somehow--so I'd like to block those leg parts too until I can get the patch issues resolved.

I'd also like to use the Sporepedia and have those things blocked.  While I understand EA wanting to push their product, some of us will be happy with plain Spore for a while.  There are going to be quite a few players that won't get any expansion packs but will still play the game without them.  They should be able to find things that they like and not have to deal with a big collection of stuff they can't use.  That's just a waste of disk space.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Yokto on December 18, 2008, 02:39:59 pm
Yeah those things may be small but there still annoying. I do not want it to download creepy and cute stuff.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Ichthyostega on December 30, 2008, 12:31:45 pm
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Vetro on December 30, 2008, 03:45:04 pm
  • More resources in the Tribal Stage other than food, like wood, gold or ore.
  • There should be nomadism in the Tribal Stage rather than staying in one fixed location.
  • All other tribes should be of your species, only different sapient species occurring rarely.
OK... sorry about that... I pressed the wrong button and posted it before I wrote anything.

Anywho: I like these ideas. The Tribal phase is the one lacking the most right now and is probably the most disliked of the phases. I have a few ideas of my own on how to improve it:

Quote
  • More resources in the Tribal Stage other than food, like wood, gold or ore.
Resources like these would be a wonderful feature, possibly allowing trading, it would interesting to see your world develop through these resources as the various tribes discover them. Maybe they can be introduced subtly, such as a gold mine (which could actually be viewable from creature phase) just sitting there near your village, there is no tutorial (or at least it is optional) and no pop up hints, you have to discover that you can mine this resource, and when you do you can make massive profit off of it by trading it for food or something to another tribe, and slowly they too will start to see the importance of these shiny pits of rocks and start up their own mining operations, and so economic competition is born. It could also happen the other way with them discovering gold first.

Quote
  • There should be nomadism in the Tribal Stage rather than staying in one fixed location.
I really like this Idea, it could be complemented nicely with a larger area to play around on in tribal phase with more geological features (small swampy lakes for example). If there was a way to make it so as that the herds move about following the rains storms and escaping from predators (essentially an ecosystem) it would make getting food much more interesting as well as give the player a reason to pack up and move. Which reminds me, there should be at least some farming the tribal, maybe after you've chased down enough herds you species starts to come up with the idea that maybe it would be nicer to grow plants and animals instead of chasing them across the globe.

Quote
  • All other tribes should be of your species, only different sapient species occurring rarely.
Excellent idea. Though it might make things a tiny bit more "connected" if you start off with only your tribal village, but slowly over time some members of your tribe become discontent with it and leave, setting up new villages with new lifestyles, maybe the population limit shouldn't be a set limit restricted by some "switch" in the programing of the game but instead be restricted by what happens in the game, when your population gets high enough, it becomes hard to keep everyone united and happy and some start to leave to settle into new tribes, or maybe a natural disaster or random even could be the thing to divide your people and cause it's spread, maybe while on a migration a landslide occurs while you are passing a mountain and cuts off the rest of your tribe, or flooding splits a continent in half, with some of your hunting party trapped on one side, they will wander around for a while before you lose control of them and they start to form their own tribe that would evolve a different culture from yours, this would only stop when farming is invented. It would also be interesting to have the ability to migrate to entirely different continents, and here is where you would find other sentient species (Neanderthal and Homo Sapien didn't evolve in the same place, or did they?, sorry I'm ignorant, correct me if I'm wrong).

There seems to be many ways Spore can be improved, each stage could be turned into an awesome game in itself, hopefully this happens sometime in the future. Though I'm getting the feeling that I expect the impossible.... Darn.... One can still hope.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Ichthyostega on January 03, 2009, 04:00:13 pm
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Green Gremlin on January 03, 2009, 07:40:51 pm
May have been posted already, but the bodies in the vehicle editor are off-center. When you place two of the same piece and turn one 180 degrees, the alignment is noticeably off.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: RR_Raptor65 on January 03, 2009, 08:43:39 pm
I'd like to be able to stretch creature bodies vertically and horizontally, so you can create flattened creatures, as it is they're always round bodies, maybe with a top and bottom so you can create concave shapes, a creature with a + shaped body cross section for example.  Handles for controlling the depth of the hip joints would be great too, so they don't stick out so much when placed on the sides of a creature, especially large creatures where the hips stick out a LOT.

And to have a much much lower limit on how small body and leg segments can be scaled to so tails don't always come out as rounded stubs and small legs don't look like marshmallows.

No more limits on starting planets either, there's a huge range of different planets, why limit us to T3 planets with the same configuration, just different color schemes?  Why not make it possible to start on a T1 planet?

It would also be REALLY nice to be able to tell the game to generate new starting planets, as it is the only way to do that in the game it seems is to start a game on one, then immediately delete it and restart Spore, and even then there's no control over whether it gives you the planet you want or not.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Arachoid on January 03, 2009, 11:07:05 pm
It'd be nice if we could flip a switch in the Creature Creator and tell it whether or not to weld limbs together. It's so annoying to be putting a set of arms near the body only to have this rubbery membrane stick them together along their length. Just look at my avatar; getting those arms in there was horrible! It took me ten minutes just to position them where they were sticking to the legs.

Title: Re: The Valid Suggestion Thread For Maxis
Post by: Ichthyostega on January 10, 2009, 10:06:48 am
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Grangan on January 10, 2009, 10:09:22 am
  • Gas bladders. If you live on a planet with a thick atmosphere, you can float with these. Or if you want to be an animal like the Portugese man-o'-war, you can float on the water and catch anything that moves by.
  • Bring back procedural animation!
  • Be able to walk into cities, because, why not?
Procedural animation is already in the game.  It's just that people assumed that the player would have control over it like Will did in GDC.  But Will is a programmer.  You are not.  Sorry.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Ichthyostega on January 10, 2009, 11:35:48 am
  • Gas bladders. If you live on a planet with a thick atmosphere, you can float with these. Or if you want to be an animal like the Portugese man-o'-war, you can float on the water and catch anything that moves by.
  • Bring back procedural animation!
  • Be able to walk into cities, because, why not?
Procedural animation is already in the game.  It's just that people assumed that the player would have control over it like Will did in GDC.  But Will is a programmer.  You are not.  Sorry.

To be honest, I see nothing "procedural". It is no matter if you make an insect or a lizard, the procedural animation system only has one creature in mind, and that is a human. For instance, the body barely moves at all, especially not in a lizard. You see, lizards run in a side to side sprawling movent. Making a creature with a lizard-like gait, you will see that only the legs and the head move, the body dosent move much at all. Also, 'tail' isn't defined in the animations of your creature, as they are based on a creature who dosen't have a tail. Humans swing their arms as they walk. With the procedural animation system being anthropocentrically motivated, all creatures swing their arms as they walk, it doesn't matter if it is a Velociraptor (who probably kept its arms tucked in) or a terrestrial cephalopod-like creature, they all swing their arms, and frankly, it looks awkward.

Moving on, see:

(http://cache.kotaku.com/assets/resources/2007/02/spore_pc.jpg)

The garoupa (the fishy animal) actually kicked his back legs off the ground and use his tail club to try to hit the screeble. You don't see that in the final game we got. Even though animations back then were not as fluid, they still acted and moved as if it were really the creature they were. As a matter of fact, I saw the screeble wrap his clawed limbs (which have no hands) around his mate while mating.

Without further ado, I will make more suggestions:

Title: Re: The Valid Suggestion Thread For Maxis
Post by: Grangan on January 10, 2009, 12:17:52 pm
OK.  You know?  You just hit my weak spot.
I still like Spore as it is now, but... I want more now.
I want an interactive Walking with Dinosaurs.  Only not Walking with Dinosaurs.  Walking with *Your Name Here*.
I want realistic attacks, not stats.  I want herds, migration, but not mandatory migration.  I want sea life.  I don't want socialization for herbivores across species.  I want defending from predators.  And not on a realism, but style note, I want a narrator, a procedurally generated narrator, describing all of the biological techniques of the things around me.  I want it to select from the Sporepedia things that evolved from one another, I want procedural evolution if it doesn't have the next step.
ARGH!
I'm in denial no longer
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Kenobro on January 10, 2009, 12:21:06 pm
It'd be nice if we could flip a switch in the Creature Creator and tell it whether or not to weld limbs together. It's so annoying to be putting a set of arms near the body only to have this rubbery membrane stick them together along their length. Just look at my avatar; getting those arms in there was horrible! It took me ten minutes just to position them where they were sticking to the legs.




That is so annoying.  I agree entirely.  Though, with a better graphics Card,  it seems to be less noticeable.  And the exoskeleton limbs don't have the stretching effect.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Skyward on January 25, 2009, 05:43:49 pm
the only thing that peeves me in creature, is the blandness of the planets :(
As i said, its just open and hilly.
but sometimes it still looks nice.
however it would be nice if places seemed more "cluttered"

this is a good shot of what i mean
(http://i297.photobucket.com/albums/mm225/SkywardDescent/Spore_2009-01-25_20-37-27.png)
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Kenobro on January 28, 2009, 11:37:51 am
They never did show any jungles or forests in any demonstration really.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Vetro on January 28, 2009, 01:44:23 pm
The Cluttered look of that forest seems to be mostly from the hills on either side, without them it would still seem too open.
Anyways: I agree that having more dense forests would be a welcomed feature, and in places were the land is flat and open, it might be a good idea to allow to game to spawn a dense cover of small sized plants, which could work hand in hand with the "sneak" mechanic (something that few people use).

Plus: I never noticed how those mushroom plants had fruits under the "umbrella".
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Skyward on February 02, 2009, 06:51:25 pm
yes, i guess the hills to help out a lot.

i would have also liked to see actual sneak. now its "fade to invisibility" that's it.
it should be like that, but you can still be spotted, perhaps by creatures with more eyes or sensory organs. hiding in bushes would help it (this would call for cluttered environments seeing as there are few bushes tall enough grasses.)

of course none of this will happen, but i can dream...only dream :'(

other than that, everything Ictchyostega said on the last page about procedural animations; i agree 100%.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Kcronos on March 08, 2009, 10:51:43 am
Allow us to RENAME our creations after the creature stage.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Plank of Wood on March 08, 2009, 11:03:14 am
Let me choose which style of turret and wall I want.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: omegatripod on March 13, 2009, 11:36:35 am
Let me delete Maxis-made creations. PLEASE, I BEG OF YOU!
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Ichthyostega on March 19, 2009, 01:50:39 pm
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Ichthyostega on April 22, 2009, 02:44:30 pm
Sorry for double posting, but...
Title: Re: The Valid Suggestion Thread For Maxis
Post by: pie on April 22, 2009, 04:42:21 pm


    Have backpacks in the tribe stage while migrating, and infantry in the Civ stage. WITH GUNS. Recycle the guns used in that little animation in military cities where they shoot.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Ichthyostega on May 29, 2009, 08:39:22 pm
Maxis needs to check this out.

(http://fc03.deviantart.com/fs45/f/2009/149/0/e/Spore_Expansion_Parts_by_Sapien.jpg)

Artwork by Danandna (http://www.spore.com/view/profile/dananddna).
Title: Re: The Valid Suggestion Thread For Maxis
Post by: gec05 on May 29, 2009, 09:35:06 pm
Maxis needs to have a "Design-A-Part" community section.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Haseri on June 06, 2009, 01:41:46 am
When I change the style filter to -norainbows, I expect it to keep that way. In fact, any change in style to not turn off the moment I leave the planet.

-norainbows is just an awesome filter.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: dndfreak on June 12, 2009, 01:47:34 pm
Not sure if this is here already, I'm not gonna read all 26 pages.

Here's my Idea for a spore expansion: The Tech Race.

For this I'm gonna leave alone all the editor problems and focus on what spore needs- more strategy.

I'd say implement a technology mechanic into the game.  It'll start in the creature stage and keep going through the space stage.

Here's how it'll work in each stage:

-Creature-
Tools like sharp stones for cutting or spears, as actually existent for our species, should appear in addition to the bonuses in pack size.  However, depending your actions you could get a different set of tools.  For example, aggressive creatures that often use sticks would earn a spear for combat, while fruit-eaters gain an axe for chopping down trees for more fruit and players who tend to avoid fights as much as possible could gain some sort of camo.  These items give your creature new abilities and also affect the diet timeline.

-Tribal-
Just like sending your creature to a flute place gives it a flute, sending your creature to your main hut (or totem?) will turn them into a researcher.  Researchers have base stats at the minimum but give you an extra resource per second called tech.  Instead of food, tech is used to buy buildings and those with excess tech can buy a building at a higher cost without defeating/allying another tribe first.  Tech will also affect the timeline, where if you buy military buildings you'll edge toward carnivore, culture buildings and you approach herbivore.

-City-
In the city stage is when tech first becomes prevalent with the addition of a new building to add to your cities- the lab.  Labs give you tech per second just like researchers did before, but it's used differently.  In addition to building costs, tech is used to make more gear to outfit your still editable citizens, but now they have a bigger purpose.  Tech can buy weapons (yay a new editor!) like swords, guns, etc. and tech not only will unlock the weapons but it unlocks the parts as well.  Armor and clothing are also new items generated by tech.  Also, a tech bonus is received for each victory event (capture/alliance).  NOTE: I'm not saying that buildings are free from sporebuck/spice/whatever it is costs, just that it takes tech too.

-Space-
And here's where it gets interesting.  In the final stage, you can beam yourself into the third person like the creature stage, only this time it plays like an action/rpg title like NWN or WoW(A.K.A. Galactic Adventures, oh well forgot about that).  His stats at this point are determined by the gear that you researched in the city stage.

Of course, tech can't be forgotten as a resource.  I figure it could be used in two ways:

1. The tech gathered up to this point will affect shop costs, since if a tech is commonplace on your world it should be easier to get than on others.  The same goes for the other planet's shops as well.

2. Tech can be traded between colonies, as seen in games like Civ 4.  In this case, the unlocked items you got in the city stage can be taught to other colonies in exchange for something they learned that you don't have, or maybe even for spices/sporebucks.  It may also be possible to have missions that are the only way to obtain certain technologies.


Wow, I've been typing this for about 15 minutes at this point and there's SOOOOOO much more to add to the game.

Anyways, I hope you enjoyed my fantasy in which spore actually requires a little more intelligent thoughts.

Hey, anybody in Maxix hiring? :P

Actually, I'd love to work in R&D or the conceptual stuff for one of these companies (I CAN do the implementation, it just gets boring after a while ^_^).

But seriously, If anybody with Maxis feels like contacting me for some of my ideas with stuff (or any company for that matter), feel free to.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Beastosaurus on June 12, 2009, 07:47:57 pm
A few things I'd like, that I don't think are too unreasonable (as in, no major gameplay changes) at all are:

-A treadmill mode in the creature editor and outfitter. The way I was thinking, there's a little button in the environments reel in test mode.* Once you click it, the current environ gets a treadmill for your creature, with controls for you to adjust speed and direction. This way you can see how your creature animates at various speeds and inclinations.

*I know there are buttons near the end of the animations reel that make your creature walk or run, but I find these lacking. You can drive your creature around with the mouse, then click the walk button, and see the major differences in animation.

-As has been previously suggested, some way to stop limbs from meshing together when they touch in the editor. It's ridiculous and serves no purpose. If you could stretch it out to make membranes or something I could understand, but as it is there is absolutely no reason for it. Tell me one reason why those elastic bands are warranted?! The exist only to torture me!

-Add feather patterns in Paint mode.

-Better wings. As they, they're horrible. They're just one-size-fits-all statues glued to your creature. It's like someone tar-and-feathered a concrete wing! They should be animated (as in, they bend when you flap them), and you should be able to make their default pose in the editor. That way you can have a flightless bird that almost always has them folded, or an albatross that likes to keep them spread. Or maybe a bat that keeps his wings around him like a cloak!

-More variety in parts! So far, a lot of the parts have just been bits of earth animals lopped off and tossed into the creator. I want to make something truly alien! The exoskeleton limbs and the creepy parts were a step in the right direction. Let's have a bunch of parts that allow us to craft beasts from the depths of our imaginations! They don't necessarily need to be creepy, just different. Look at Dananddna's sketches for some ideas! Though some are earth-based, they still look great!
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Uroboros on June 12, 2009, 09:52:32 pm
-A treadmill mode in the creature editor and outfitter. The way I was thinking, there's a little button in the environments reel in test mode.* Once you click it, the current environ gets a treadmill for your creature, with controls for you to adjust speed and direction. This way you can see how your creature animates at various speeds and inclinations.
YES. I'd love this. I'm really particular about making sure my creatures animate/express well, and being able to see how its legs behave on different slopes would be useful. I'd also love the ability to test the grabbing and eating animations, for both objects on the ground and objects elevated off it. A common mistake people overlook is that multi-mouthed creatures only use one mouth to talk/eat with, so if you overlay mouths to create a unique look, or use the tab reels to rotate a mouth that is on the centre of the creature to divide it, only one of them will be used. Just being able to see how it looks when in motion would be great.

Quote
-As has been previously suggested, some way to stop limbs from meshing together when they touch in the editor. It's ridiculous and serves no purpose. If you could stretch it out to make membranes or something I could understand, but as it is there is absolutely no reason for it. Tell me one reason why those elastic bands are warranted?! The exist only to torture me!
Heh, I know what you mean. I was thankful when the freebie limbs in the C+C pack didn't mesh the same way, but I think the way it is all set up, there is no real way to prevent the standard limbs from meshing. Or at least, if there was, I expect those limbs would increase in complexity costs.

Quote
-Add feather patterns in Paint mode.
I'd like to see the 3D paint layers make a show somehow. Earlier shots of the game (close to the final release announcement) showed a layer of non-part fluff. Styled much like the 2D grasses and small shrubs in the creature mode that you often trample as you wander around, the 'fluff' layer appeared to apply the texture system, but to spawn a short layer of actual fuzz on the base of the creatures body. I realise these may have just been exported creatures endered in a 3D modelling program with extras added on (that were never in the game), but still, we can dream.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Beastosaurus on June 12, 2009, 10:36:49 pm
I also wish there was a way to make off-center but symmetrical bodies in the UFO editor, like the Jaguar from EVE Online.

http://www.eve-wiki.net/index.php?title=File:Jaguar.jpg

As for the outfitters, an asymmetry switch for clothes would be nice. Asymmetry has a lot of potential for creatures (and animation), but I think that's kind of asking too much. I'd rather have moar parts than an asymmetry toggle!

I guess what I'm saying is...

PLEASE MAXIS PLEASE, ADD MORE PARTS, MORE PARTS! WILDLY, UNIMAGINABLY ALIEN PARTS! I REQUIRE THESE THINGS MORE MAXIMUM CREATIVE SUSTENANCE!

Preferably for free too, C&C was a bit of a rip. But hey, you guys are pretty much EA's freak on a leash now, so...
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Kenobro on June 13, 2009, 11:19:57 am
When you said the C + C limbs don't mesh, I think you meant to say the exoskeleton ones.  But yeah, at least have a cheat or a button to turn it off.  It looks terrible.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: dndfreak on June 13, 2009, 11:40:38 pm
Not sure if this is here already, I'm not gonna read all 26 pages.

Here's my Idea for a spore expansion: The Tech Race.

For this I'm gonna leave alone all the editor problems and focus on what spore needs- more strategy.

I'd say implement a technology mechanic into the game.  It'll start in the creature stage and keep going through the space stage.

Here's how it'll work in each stage:

-Creature-
Tools like sharp stones for cutting or spears, as actually existent for our species, should appear in addition to the bonuses in pack size.  However, depending your actions you could get a different set of tools.  For example, aggressive creatures that often use sticks would earn a spear for combat, while fruit-eaters gain an axe for chopping down trees for more fruit and players who tend to avoid fights as much as possible could gain some sort of camo.  These items give your creature new abilities and also affect the diet timeline.

-Tribal-
Just like sending your creature to a flute place gives it a flute, sending your creature to your main hut (or totem?) will turn them into a researcher.  Researchers have base stats at the minimum but give you an extra resource per second called tech.  Instead of food, tech is used to buy buildings and those with excess tech can buy a building at a higher cost without defeating/allying another tribe first.  Tech will also affect the timeline, where if you buy military buildings you'll edge toward carnivore, culture buildings and you approach herbivore.

-City-
In the city stage is when tech first becomes prevalent with the addition of a new building to add to your cities- the lab.  Labs give you tech per second just like researchers did before, but it's used differently.  In addition to building costs, tech is used to make more gear to outfit your still editable citizens, but now they have a bigger purpose.  Tech can buy weapons (yay a new editor!) like swords, guns, etc. and tech not only will unlock the weapons but it unlocks the parts as well.  Armor and clothing are also new items generated by tech.  Also, a tech bonus is received for each victory event (capture/alliance).  NOTE: I'm not saying that buildings are free from sporebuck/spice/whatever it is costs, just that it takes tech too.

-Space-
And here's where it gets interesting.  In the final stage, you can beam yourself into the third person like the creature stage, only this time it plays like an action/rpg title like NWN or WoW(A.K.A. Galactic Adventures, oh well forgot about that).  His stats at this point are determined by the gear that you researched in the city stage.

Of course, tech can't be forgotten as a resource.  I figure it could be used in two ways:

1. The tech gathered up to this point will affect shop costs, since if a tech is commonplace on your world it should be easier to get than on others.  The same goes for the other planet's shops as well.

2. Tech can be traded between colonies, as seen in games like Civ 4.  In this case, the unlocked items you got in the city stage can be taught to other colonies in exchange for something they learned that you don't have, or maybe even for spices/sporebucks.  It may also be possible to have missions that are the only way to obtain certain technologies.


Wow, I've been typing this for about 15 minutes at this point and there's SOOOOOO much more to add to the game.

Anyways, I hope you enjoyed my fantasy in which spore actually requires a little more intelligent thoughts.

Hey, anybody in Maxix hiring? :P

Actually, I'd love to work in R&D or the conceptual stuff for one of these companies (I CAN do the implementation, it just gets boring after a while ^_^).

But seriously, If anybody with Maxis feels like contacting me for some of my ideas with stuff (or any company for that matter), feel free to.

Did anyone actually take the time to read this?
Title: Re: The Valid Suggestion Thread For Maxis
Post by: pie on June 14, 2009, 08:10:03 am
Not sure if this is here already, I'm not gonna read all 26 pages.

Here's my Idea for a spore expansion: The Tech Race.

For this I'm gonna leave alone all the editor problems and focus on what spore needs- more strategy.

I'd say implement a technology mechanic into the game.  It'll start in the creature stage and keep going through the space stage.

Here's how it'll work in each stage:

-Creature-
Tools like sharp stones for cutting or spears, as actually existent for our species, should appear in addition to the bonuses in pack size.  However, depending your actions you could get a different set of tools.  For example, aggressive creatures that often use sticks would earn a spear for combat, while fruit-eaters gain an axe for chopping down trees for more fruit and players who tend to avoid fights as much as possible could gain some sort of camo.  These items give your creature new abilities and also affect the diet timeline.

-Tribal-
Just like sending your creature to a flute place gives it a flute, sending your creature to your main hut (or totem?) will turn them into a researcher.  Researchers have base stats at the minimum but give you an extra resource per second called tech.  Instead of food, tech is used to buy buildings and those with excess tech can buy a building at a higher cost without defeating/allying another tribe first.  Tech will also affect the timeline, where if you buy military buildings you'll edge toward carnivore, culture buildings and you approach herbivore.

-City-
In the city stage is when tech first becomes prevalent with the addition of a new building to add to your cities- the lab.  Labs give you tech per second just like researchers did before, but it's used differently.  In addition to building costs, tech is used to make more gear to outfit your still editable citizens, but now they have a bigger purpose.  Tech can buy weapons (yay a new editor!) like swords, guns, etc. and tech not only will unlock the weapons but it unlocks the parts as well.  Armor and clothing are also new items generated by tech.  Also, a tech bonus is received for each victory event (capture/alliance).  NOTE: I'm not saying that buildings are free from sporebuck/spice/whatever it is costs, just that it takes tech too.

-Space-
And here's where it gets interesting.  In the final stage, you can beam yourself into the third person like the creature stage, only this time it plays like an action/rpg title like NWN or WoW(A.K.A. Galactic Adventures, oh well forgot about that).  His stats at this point are determined by the gear that you researched in the city stage.

Of course, tech can't be forgotten as a resource.  I figure it could be used in two ways:

1. The tech gathered up to this point will affect shop costs, since if a tech is commonplace on your world it should be easier to get than on others.  The same goes for the other planet's shops as well.

2. Tech can be traded between colonies, as seen in games like Civ 4.  In this case, the unlocked items you got in the city stage can be taught to other colonies in exchange for something they learned that you don't have, or maybe even for spices/sporebucks.  It may also be possible to have missions that are the only way to obtain certain technologies.


Wow, I've been typing this for about 15 minutes at this point and there's SOOOOOO much more to add to the game.

Anyways, I hope you enjoyed my fantasy in which spore actually requires a little more intelligent thoughts.

Hey, anybody in Maxix hiring? :P

Actually, I'd love to work in R&D or the conceptual stuff for one of these companies (I CAN do the implementation, it just gets boring after a while ^_^).

But seriously, If anybody with Maxis feels like contacting me for some of my ideas with stuff (or any company for that matter), feel free to.

Adding to this, space stage needs to become an RTS.

No. Seriously. The current system is horrible. Just one ship against an entire SPECIES? I don't think so.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: dndfreak on June 14, 2009, 09:10:30 am
Not sure if this is here already, I'm not gonna read all 26 pages.

Here's my Idea for a spore expansion: The Tech Race.

For this I'm gonna leave alone all the editor problems and focus on what spore needs- more strategy.

I'd say implement a technology mechanic into the game.  It'll start in the creature stage and keep going through the space stage.

Here's how it'll work in each stage:

-Creature-
Tools like sharp stones for cutting or spears, as actually existent for our species, should appear in addition to the bonuses in pack size.  However, depending your actions you could get a different set of tools.  For example, aggressive creatures that often use sticks would earn a spear for combat, while fruit-eaters gain an axe for chopping down trees for more fruit and players who tend to avoid fights as much as possible could gain some sort of camo.  These items give your creature new abilities and also affect the diet timeline.

-Tribal-
Just like sending your creature to a flute place gives it a flute, sending your creature to your main hut (or totem?) will turn them into a researcher.  Researchers have base stats at the minimum but give you an extra resource per second called tech.  Instead of food, tech is used to buy buildings and those with excess tech can buy a building at a higher cost without defeating/allying another tribe first.  Tech will also affect the timeline, where if you buy military buildings you'll edge toward carnivore, culture buildings and you approach herbivore.

-City-
In the city stage is when tech first becomes prevalent with the addition of a new building to add to your cities- the lab.  Labs give you tech per second just like researchers did before, but it's used differently.  In addition to building costs, tech is used to make more gear to outfit your still editable citizens, but now they have a bigger purpose.  Tech can buy weapons (yay a new editor!) like swords, guns, etc. and tech not only will unlock the weapons but it unlocks the parts as well.  Armor and clothing are also new items generated by tech.  Also, a tech bonus is received for each victory event (capture/alliance).  NOTE: I'm not saying that buildings are free from sporebuck/spice/whatever it is costs, just that it takes tech too.

-Space-
And here's where it gets interesting.  In the final stage, you can beam yourself into the third person like the creature stage, only this time it plays like an action/rpg title like NWN or WoW(A.K.A. Galactic Adventures, oh well forgot about that).  His stats at this point are determined by the gear that you researched in the city stage.

Of course, tech can't be forgotten as a resource.  I figure it could be used in two ways:

1. The tech gathered up to this point will affect shop costs, since if a tech is commonplace on your world it should be easier to get than on others.  The same goes for the other planet's shops as well.

2. Tech can be traded between colonies, as seen in games like Civ 4.  In this case, the unlocked items you got in the city stage can be taught to other colonies in exchange for something they learned that you don't have, or maybe even for spices/sporebucks.  It may also be possible to have missions that are the only way to obtain certain technologies.


Wow, I've been typing this for about 15 minutes at this point and there's SOOOOOO much more to add to the game.

Anyways, I hope you enjoyed my fantasy in which spore actually requires a little more intelligent thoughts.

Hey, anybody in Maxix hiring? :P

Actually, I'd love to work in R&D or the conceptual stuff for one of these companies (I CAN do the implementation, it just gets boring after a while ^_^).

But seriously, If anybody with Maxis feels like contacting me for some of my ideas with stuff (or any company for that matter), feel free to.

Adding to this, space stage needs to become an RTS.

No. Seriously. The current system is horrible. Just one ship against an entire SPECIES? I don't think so.

Not really an RTS, just have a pack system like from the creature stage.  Keep in mind that to keep realism It costs a ****load for a ship that stores HUMANS, let alone a ship for your half-ton gargantuan.

Hunh, I guess people did read it ^_^
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Beastosaurus on June 15, 2009, 09:37:16 pm
-Creature-
Tools like sharp stones for cutting or spears, as actually existent for our species, should appear in addition to the bonuses in pack size.  However, depending your actions you could get a different set of tools.  For example, aggressive creatures that often use sticks would earn a spear for combat, while fruit-eaters gain an axe for chopping down trees for more fruit and players who tend to avoid fights as much as possible could gain some sort of camo.  These items give your creature new abilities and also affect the diet timeline.

I don't think we should have tools in the creature stage. The creation of tools and fire is kinda the "Eureka!" moment that starts tribal stage. While some animals do use tools, it's mainly the apes that are closely related to us (so one could say tool usage is a precursor to sapience, but an uncommon one).

Also, herbivores can already knock fruit off trees. If your creature has graspers, they can pick up rocks or sticks and throw it at fruit to knock it down. That's a sort of tool. That I can agree with. But complex, "manufactured" tools like axes that involve many pieces such as a handle, blade and twine are a little beyond even the chimps' reach!

Quote
-Tribal-
Just like sending your creature to a flute place gives it a flute, sending your creature to your main hut (or totem?) will turn them into a researcher.  Researchers have base stats at the minimum but give you an extra resource per second called tech.  Instead of food, tech is used to buy buildings and those with excess tech can buy a building at a higher cost without defeating/allying another tribe first.  Tech will also affect the timeline, where if you buy military buildings you'll edge toward carnivore, culture buildings and you approach herbivore.

This actually gave me an idea. Say you want stone axes, but haven't defeated the tribe with them. You send a tribesman to your central fire, from which he grabs a coal. He then lies down, stationary, next to the fire, brainstorming ideas for tools by doodling with the coal on the ground. He has a chance to, over time, think of a tool that you can then buy for a higher amount of food than a normal tool. Researching tribesmen also eat more, and are poor at combat.

Quote
-City-
In the city stage is when tech first becomes prevalent with the addition of a new building to add to your cities- the lab.  Labs give you tech per second just like researchers did before, but it's used differently.  In addition to building costs, tech is used to make more gear to outfit your still editable citizens, but now they have a bigger purpose.  Tech can buy weapons (yay a new editor!) like swords, guns, etc. and tech not only will unlock the weapons but it unlocks the parts as well.  Armor and clothing are also new items generated by tech.  Also, a tech bonus is received for each victory event (capture/alliance).  NOTE: I'm not saying that buildings are free from sporebuck/spice/whatever it is costs, just that it takes tech too.

I'm not sure this is the way to go with tech in City. I think having a Civ4-like model would be best. You put so much of your funds into research, which over time unlocks different technologies. Depending on how it is balanced, this could replace the city number requirement on super powers.

Quote
-Space-
And here's where it gets interesting.  In the final stage, you can beam yourself into the third person like the creature stage, only this time it plays like an action/rpg title like NWN or WoW(A.K.A. Galactic Adventures, oh well forgot about that).  His stats at this point are determined by the gear that you researched in the city stage.

Of course, tech can't be forgotten as a resource.  I figure it could be used in two ways:

1. The tech gathered up to this point will affect shop costs, since if a tech is commonplace on your world it should be easier to get than on others.  The same goes for the other planet's shops as well.

2. Tech can be traded between colonies, as seen in games like Civ 4.  In this case, the unlocked items you got in the city stage can be taught to other colonies in exchange for something they learned that you don't have, or maybe even for spices/sporebucks.  It may also be possible to have missions that are the only way to obtain certain technologies.

I'm not sure there is a place for tech in the Space phase. Maybe it could be a sort of discount, like you tell your researchers to research the crop circle tool, and depending on how much you have researched, you get a certain percentage off when you buy it from your own empire. This could make buying things from your empire more cost effective than importing tools from others, but take longer time. As it is now, there is little reason to buy from your own empire because the prices are so inflated.



Also, this:
(http://fc03.deviantart.com/fs45/f/2009/149/0/e/Spore_Expansion_Parts_by_Sapien.jpg)
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Darth Grievi on June 16, 2009, 02:20:40 pm
Wings. Oy! I commend Maxis for giving us them in the first place, but they have a serrious problem; If you place at any angle other than sticking out the sides of the creature, it "flaps" it wings weird. For example, I made a bat-like creature and tilted the bat wings so that they almost wrapped around the body. It looked wonderful, but when it flew, it's wings just clapped together under it's body.

My suggestion is this: Make wings animate like hands. You can flip hands upside down, fold them in, let them hang, and the creature still reaches forward to grab fruit, points in the right direction, and actually waves at you. First, "unstick" the wings from the skin. In certain creatures, with the wings on thin parts of the body, the flapping of the wings "pulls" and twists the metaball skin. I don't know how hard this will be, since it might be that all parts are "stuck" to the skin, even non-moving armor and antennae. Secondly, code the wings to adjust their angle to actually form a gliding surface when animating. A possible way to do this is to class them as a new "end effector", like hands, and expand their current animation to include the rotation program.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: gec05 on June 16, 2009, 03:47:06 pm
Then again, what if I want to conceal the wings so that my creature appears to fly like Superman?

If they fix that then the wings will stick out.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: dndfreak on June 16, 2009, 03:49:31 pm
The point of Spore was the realism in creature development.  Although it epically failed, you still can't make something fly w/o any mean sof propulsion.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: pie on June 16, 2009, 04:48:05 pm
I think there should be infantry in Civ. In space, there also should be "capture buildings", that you can place on an enemy's planet, and squads of infantry move out to attack enemy cities. There should also be an infantry editor.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Grangan on June 16, 2009, 05:44:27 pm
I think that the game should be better.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: pie on June 17, 2009, 04:23:43 am
I think that the game should be better.

How?
Title: Re: The Valid Suggestion Thread For Maxis
Post by: dndfreak on June 17, 2009, 08:43:21 am
I think that the game should be better.

How?

Any way possible.  The joke goes like this:

What should they have done to Spore?

Made it good.

He's just insulting the game by implying that it isn't good.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: pie on June 17, 2009, 08:57:40 am
What about my idea?
Title: Re: The Valid Suggestion Thread For Maxis
Post by: dndfreak on June 17, 2009, 09:08:55 am
What about my idea?


which was?...
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Kenobro on June 17, 2009, 02:28:30 pm
Read the whole page, noob.

Sarcasm
Title: Re: The Valid Suggestion Thread For Maxis
Post by: pie on June 17, 2009, 02:55:05 pm
Who? It better not be me.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: gec05 on June 17, 2009, 04:18:19 pm
The point of Spore was the realism in creature development.  Although it epically failed, you still can't make something fly w/o any mean sof propulsion.

That statement is completely wrong. When did Maxis ever say it was meant to be "realistic?"
Title: Re: The Valid Suggestion Thread For Maxis
Post by: dndfreak on June 17, 2009, 07:27:24 pm
The point of Spore was the realism in creature development.  Although it epically failed, you still can't make something fly w/o any mean sof propulsion.

That statement is completely wrong. When did Maxis ever say it was meant to be "realistic?"

I wasn't using maxis, that was an early GI quote from the first look at the game.  Besides, who would make a sim game based on the evolution of a species and not even bother TRYING to add realism?  They may have epically failed but they kinda tried.  Operative word being kinda.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Beastosaurus on June 17, 2009, 08:57:31 pm
This thread is about giving Maxis advice, not complaining that the game isn't what GameInformer said it would be.

We might as well just say, "This thread is now about karate. Any questions?"

Spore is not a simulation. A simulation has an underlying system of mechanisms driving the AI of game elements and influencing their reactions to certain virtual stimuli.

Spore is a game meant to give you creative power. I agree, the game could be better, but it isn't horrible. You're free to create most anything. Your ability to do, however, is too constrained.

This brings us full circle; suggest ways Maxis can give us more do. There's been enough whining and crying since the game was released and we were all a tad crestfallen. Time to bury the hatchet and hope that Spore becomes the best that it can be through adaptation to our expectations.

Now, back to topic, please.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: dndfreak on June 18, 2009, 02:53:40 pm
I'm just trying to clarify that spore creatures at least TRY to abide by the laws of physics.  Of course, I'd love to see planets with different gravitational pulls, but for now we can't fly without wings.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Yokto on June 18, 2009, 03:43:59 pm
Most games have some minor form of simulation however. But that do not make the real sims.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Hydromancerx on June 23, 2009, 03:45:18 am
Additional behaviors for creatures similar to personality traits in the Sims 3.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Beatnuki on June 23, 2009, 01:20:41 pm
Additional behaviors for creatures similar to personality traits in the Sims 3.

Oooo. now that'd be a really interesting idea. Tag a critter with a couple of keywords and icons and see how they end up interacting.  ;D
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Beastosaurus on June 23, 2009, 02:40:41 pm
Additional behaviors for creatures similar to personality traits in the Sims 3.

Oooo. now that'd be a really interesting idea. Tag a critter with a couple of keywords and icons and see how they end up interacting.  ;D

This could vastly expand the nature of eco systems. I would love to cloak my ship, zoom in real close and watch different species from different planets interact. Then we'd be getting more into simulation territory. Of course, the creatures don't individually have a realistic need for food, water, etc that they must fulfill.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Beatnuki on June 23, 2009, 03:23:59 pm
Of course, the creatures don't individually have a realistic need for food, water, etc that they must fulfill.

But, ideally, they should. Again, this is something Sims already have... well, they have hunger at least.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Beastosaurus on July 01, 2009, 01:31:22 pm
Yes, I agree. I find it strange that your creatures never need to drink. If Maxis were to ever overhaul the creature stage in a future xpac, I would hope that they implement drink as a secondary need. Then they could expand this concept to include need for mating, companionship, home, elimination of waste, aggression, etc.

The game should force you to model the behavior of an animal, while leaving you to decide how to do so. As it is now, you can complete the entire creature stage in one generation. It'd be extremely difficult, but possible.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Ichthyostega on July 01, 2009, 03:12:02 pm
That would be good, but what if you want to make a creature who isn't as social? You could be a carnivorous worm-like creature that slithers about and attacks anything that passes it sight, and is only social when mating?

I feel like you should be able to play however you like, and however you played the creature, it will act the same way in other people's games.

But should a Creature Stage expansion pack be made, the one thing I'm really looking foreward to is an actual ecology. I don't care if it is rather simple, I want my ecology and feel like I'm playing a nature simulator.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Beastosaurus on July 01, 2009, 06:16:00 pm
Yeah, I had to kinda cut that post off due to IRL reasons.  :P

I was going to expand it, saying that perhaps the creature editor could include a personality editor that follows your creature to the Sporepedia.

But we need to keep our expectations for what can be  added to a creature consistently across games low. The method Maxis uses for storing creature data is very ingenious, but there is only so much room available.

If we want exact replication of personality, sexual dimorphism, life cycles, etc. we're going to get shot by the hype monster again.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Yannick on July 02, 2009, 05:13:06 pm
Yes, I agree. I find it strange that your creatures never need to drink. If Maxis were to ever overhaul the creature stage in a future xpac, I would hope that they implement drink as a secondary need. Then they could expand this concept to include need for mating, companionship, home, elimination of waste, aggression, etc.

The game should force you to model the behavior of an animal, while leaving you to decide how to do so. As it is now, you can complete the entire creature stage in one generation. It'd be extremely difficult, but possible.
Egg-munching. Nothing difficult at all.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Ichthyostega on July 04, 2009, 09:19:18 pm
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Hydromancerx on July 06, 2009, 09:37:49 pm
Yes, I agree. I find it strange that your creatures never need to drink. If Maxis were to ever overhaul the creature stage in a future xpac, I would hope that they implement drink as a secondary need. Then they could expand this concept to include need for mating, companionship, home, elimination of waste, aggression, etc.

The game should force you to model the behavior of an animal, while leaving you to decide how to do so. As it is now, you can complete the entire creature stage in one generation. It'd be extremely difficult, but possible.

I have a game i played where i never evolved my creature once. So i have a Maxis pre-made microbe in space.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: dndfreak on July 06, 2009, 09:45:31 pm
Wow, that must have been the one time when spore put up a decent challenge.  Wouldn't it be pretty much impossible to do as an herbivore?
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Darth Grievi on July 06, 2009, 09:57:07 pm
Yes, I agree. I find it strange that your creatures never need to drink. If Maxis were to ever overhaul the creature stage in a future xpac, I would hope that they implement drink as a secondary need. Then they could expand this concept to include need for mating, companionship, home, elimination of waste, aggression, etc.

The game should force you to model the behavior of an animal, while leaving you to decide how to do so. As it is now, you can complete the entire creature stage in one generation. It'd be extremely difficult, but possible.

I have a game i played where i never evolved my creature once. So i have a Maxis pre-made microbe in space.


You did that too? Tribe was a pain in the rear, wasn't it?
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Hydromancerx on July 06, 2009, 10:03:58 pm
Wow, that must have been the one time when spore put up a decent challenge.  Wouldn't it be pretty much impossible to do as an herbivore?

Didn't really matter i just kept eating eggs in space phase since without parts you can't fight or do social. And being limbless sucks in tribal phase.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Yokto on July 07, 2009, 03:58:45 am
Yes, I agree. I find it strange that your creatures never need to drink. If Maxis were to ever overhaul the creature stage in a future xpac, I would hope that they implement drink as a secondary need. Then they could expand this concept to include need for mating, companionship, home, elimination of waste, aggression, etc.

The game should force you to model the behavior of an animal, while leaving you to decide how to do so. As it is now, you can complete the entire creature stage in one generation. It'd be extremely difficult, but possible.

I have a game i played where i never evolved my creature once. So i have a Maxis pre-made microbe in space.


I was going to do that but never got around to it.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Hydromancerx on July 08, 2009, 02:45:19 pm
Yes, I agree. I find it strange that your creatures never need to drink. If Maxis were to ever overhaul the creature stage in a future xpac, I would hope that they implement drink as a secondary need. Then they could expand this concept to include need for mating, companionship, home, elimination of waste, aggression, etc.

The game should force you to model the behavior of an animal, while leaving you to decide how to do so. As it is now, you can complete the entire creature stage in one generation. It'd be extremely difficult, but possible.

I have a game i played where i never evolved my creature once. So i have a Maxis pre-made microbe in space.


I was going to do that but never got around to it.

The sad part is you can't share it since you never edit it.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: gec05 on July 24, 2009, 10:51:03 am
Needed Fixes for Patch 5.1:

-Remove bug that causes creature's heads to distort when turning left or right.
-Remove bug that disables tab rotation on objects when over water.
-Add other formats to export 3D models other than Collada. May I suggest Blender since it's free?
Title: Re: The Valid Suggestion Thread For Maxis
Post by: dndfreak on July 25, 2009, 12:02:44 am

The sad part is you can't share it since you never edit did? it.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Beastosaurus on July 26, 2009, 06:38:09 pm
Needed Fixes for Patch 5.1:

-Remove bug that causes creature's heads to distort when turning left or right.
-Remove bug that disables tab rotation on objects when over water.
-Add other formats to export 3D models other than Collada. May I suggest Blender since it's free?

I'd like to add to that improved neck animation. You can make a beautiful neck and head by adding a slight curl at the top of the spine, as in the Riccos. But when the creature runs, punches, or moves its neck at all, it either squishes deep into the body or flops around wildly. This is another cause of head distortion.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: gec05 on July 26, 2009, 09:12:59 pm
-Enable full rotation for all parts in the building editor.
-Allow users to access all textures from building to vehicle editors and vice versa.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Beatnuki on July 27, 2009, 04:37:01 pm
-Allow users to access all textures from building to vehicle editors and vice versa.

I think that one is actually already in.  :) I kind of stumbled upon it... but the vehicle and building editors, when I've used them, have each had twelve pages and have led into each other's painting catergories.

It's been snuck in so subtly, though, I had to wonder if it'd been that way for ages and I just hadn't paid attention.  :P

One the suggestion front, I'd like to see a kind of optional gateway device in the Gameplay Objects tab of the Adventure Creator that'd actually link two or more adventures, so if players enjoyed your first adventure and it was part of a set or series you could link straight to the next one (even by a menu option at the end of the first adventure rather than an ingame object, come to think of it) and accrue points across your whole saga.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Beastosaurus on July 28, 2009, 11:42:04 am
-Allow users to access all textures from building to vehicle editors and vice versa.

I think that one is actually already in.  :) I kind of stumbled upon it... but the vehicle and building editors, when I've used them, have each had twelve pages and have led into each other's painting catergories.

It's been snuck in so subtly, though, I had to wonder if it'd been that way for ages and I just hadn't paid attention.  :P

Same here, I believe all building and vehicles textures are now shared. Twelve pages is a lot of textures!

It would be nice to be able to adjust the width of torso sections or joints. As it is, joints are almost always spherical, and the torso is spheroid. Maybe if you select a joint/spine section and pressed ALT+TAB, it would bring up the deformer, allowing you access to a group of pull arrows that let you push the joint in to flatten it, among other things.

This would make it much easier to create lifelike animals. For example, canids (most notably greyhounds) have large but thin chests with a very drastic curvature of the belly. While it is possible to create such a curvature in Spore, it would be much more difficult to make it the right width.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: dndfreak on July 29, 2009, 11:26:03 pm
Umm... I had "aquired" the original way back (still got it), and the texture-combining thing was in the original release.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: DarkDragon on August 22, 2009, 06:39:22 am
Needed Fixes for Patch 5.1:

-Remove bug that causes creature's heads to distort when turning left or right.
-Remove bug that disables tab rotation on objects when over water.
-Add other formats to export 3D models other than Collada. May I suggest Blender since it's free?

The next version of the Collada plugin for Blender was gonna have full support for Spore creatures, I don't know if it has been released yet.

What we really need now that Galactic Adventures is out:

- Flora Editor, we've waited enough and I personally cannot wait to play with it. It was promised as a free addon soon after Spore's release, it has now been about a year and still no Flora Editor, I'd like to make my own strange flora to populate my planet and/or adventures with.
- Collada exporters for the other editors :D
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Hydromancerx on July 16, 2010, 10:13:27 pm
I have said this before but I will say it again. It would be great if they made a Sim City sequel with a Spore-like building editor. Or alternatively make the civilization phase more like Sim City for Spore.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: GroxGlitch on July 16, 2010, 10:48:28 pm
Fix the ding-dang vee-hicklez. Would this be so hard:
HEALTH:
Rather than being effected strictly by specific parts, make it dynamic: The more parts it has, the more health it has, but the longer it takes to build (something I will go into later). This way you don't get this ugly little top-shaped thing that's one part and has 16 bajillion health. I know they don't really have that much health, I'm being sarcastic.
WEAPONS:
My main issue. Other than damage and appearance, the weapons have no real interesting factors. I can put a level 4 machine gun or a level 4 artillery cannon on my vehicle, and other than the way they look, there's no difference. If I put a big, smackin' artillery cannon on mah tank, I want a long range, slow RoF, and a big boom. If I put a pair of big, smackin' HMG's on mah tank, I want somewhat low damage, medium range, and an insane RoF. That's just what comes to mind, but my point is, that THE. WEAPONS. SHOULD. NOT. BE. IDENTICAL. BETWEEN. TYPES.
SPEED:
Ah, yes, speed. Something they did pretty well, but could be a little better, as such: When building a vehicle, you could put a ****load of wheels on, but with out some form of propulsion, you vehicle isn't going anywhere; rather, you need to put in an engine of some sort; it's a building block like the others you use when building your vehicle. It works with the following system:
Engine Power - weight (already incorporated into game) = top speed, not
Locomotion - weight = top speed

OVERALL:
1) Units. I think that you should have a build time for vehicles, comprised by the complexity of the vehicle. As such, a weak, simple vehicle would build fast, but a, say, superheavy tank would take a while. Also, I feel that you should have access to more than one type of vehicle per type. Like, say, 3 land vehicle slots, 3 sea vehicle slots, and 2 air unit slots. My idea with that would be:
LAND:
slot 1: Fast, lightly armed recon jeep.
slot 2: Tank. All around mix of health, hitting power, range, and speed.
slot 3: Artillery Vehicle. Long range, big gun, but slow and low health.

SEA:
slot 1: Patrol Boat: A water-based jeep, in practice. Lightly armed and fast.
slot 2: Destroyer: Essentially a water tank.
slot 3: Battleship: Lot's 'o' guns, and slow. Heavily armoured too.

AIR:
slot 1: Fighter: Fast, and armed with some machine guns. Good for taking out other air units, but not so good against ground targets.
slot 2: Bomber: Slow, but heavily armoured and armed with a hard hitting weapon (bombs, missiles up the wahzoo, a cannon, ect.)
Not overpowered, yet that little bit 'o' variety would give it a more RTS-esque feel to it.

Also, I HATE (repeat, HATE!) the "walled-in city" thing. Would it be sooo hard to have the city hall as a main building, like in RTS games like Warcraft III, and have other buildings built around that, without limits? No freakin' "build spots", just pick a spot with sufficient room and slap a building down. Then a whole bunch of guys (like the ones that go into that building that creates your UFO) come and start pounding on it with their hammers, and this builds the building. They would just have to stand around the building and hammer at the wall, again, like they do in Warcraft III (think the human Peasant). I don't mean to seem like I'm copying Warcraft III, it's just the best example that comes to mind. Plus, factories now are the ones that build your vehicles, houses make your buildings build faster (more workers to work on the buildings), and entertainment now makes both vehicle and building construction go faster by making your workers more happy. However, it can only help so much, similar to how it can already only make your citizens only so much happier.

That's my idea for a civ stage overhaul.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: gec05 on July 16, 2010, 10:55:17 pm
It would be best to try it on the official Spore forums. They hardly read their own forums. It's been ages since they graced this place.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Backs2212 on April 01, 2011, 02:36:20 pm
yup, true that :)
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Slinky on May 12, 2011, 02:26:13 pm
also, when you drop a sentient species somewhere they make a new civilization, not a fire and starve to death.

When I took one of my own species and placed him on another habitable planet, he bacame a wild animal. He had clothes and was actually part of the food web. The secret is that you have to keep him on screen. Otherwise, the starving.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: atervirens on November 27, 2012, 01:29:26 pm
Just transferring what someone on the Sporums said (can't remember who) but it's that all the parts are available but are purely for aesthetics, instead you use DNA to purchase and upgrade abilities (DNA will of course be used to by parts as well), however this part is my own little addition in that some abilities require a parts of a certain row(s) in order to actually use. I also think that a much wider diversity in parts and modifying said parts is needed for the capabilities that Spore potentially have (in all editors of course), perhaps you could also put effects on creatures such as giving them actual hair/scales etc, compositions like metallic shine for metal based creatures, inner glow, gaseous composition, some of these effects require purchase by some manner but also have certain effects e.g. gaseous composition is 115 DNA and negates the need to have wings for flight as well reduce impacted damage.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Gec on November 29, 2012, 09:08:17 am
Um, yeah, hmmm.

Yeah, we stopped talking about this game and no one left here wants to talk about it anymore. With the exception of you of course. But thanks for your contribution to a discussion that should have lost it's relevance 4 years ago.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: sgore on November 29, 2012, 12:18:38 pm
However, welcome to the forums and we hope you enjoy yourself here!
Title: Re: The Valid Suggestion Thread For Maxis
Post by: martyk on November 29, 2012, 10:05:33 pm
Yeah, we stopped talking about this game and no one left here wants to talk about it anymore.

It's sort of a sore topic for most of us.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Gec on November 29, 2012, 10:25:25 pm
Yeah, talking about how old and irrelevant this sub-forum is turns out to be an enlightening and profound discussion.

*sips tea*

On the subject of suggestions for Maxis, they need to kick their own balls.
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Inkling on November 30, 2012, 07:16:25 am
Do they still have balls to kick?  Is there anything left of Maxis other than making pet sweater expansion packs for The Sims?
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Gec on November 30, 2012, 08:22:49 am
Hey, I'll have you know that my Sim's dear Fuzzlekins has the most fabulous flame-patterned sweater money can buy!
Title: Re: The Valid Suggestion Thread For Maxis
Post by: Slinky on December 01, 2012, 01:42:06 pm
No, no, EA needs Maxis around in case they ever need to sacrifice a large group of people to keep the devil god that is Origin from getting hungry. Otherwise it will get mad.