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Messages - spore

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61
Spore: General / Re: Thnking Plants and the Invasion of the universe
« on: December 03, 2006, 06:02:18 pm »
Your right, with the creature editor you could make a creature that looks like a plant, (infact this has happen on our world) but it would be nice to have a plant that can look like a creature, but with different weakness/strenghts.


62
Spore: General / Re: Screeble World, has anyone noticed?
« on: December 03, 2006, 05:59:07 pm »
You're right, I never noticed this before. This could be a feature of the planet when it was generated though.

Here is the image...

If your intrested

63
Spore: General / Intergalactic Travel and trading
« on: December 03, 2006, 05:07:07 pm »
What about when you have a colony how are your resources transported to your home world, or are all resources like credit, so you can build colonies anywhere with out having to worry how they get to where youíre building in the galaxy. Do you have transport ships, if so can you have space fighter escorts, space lanes, star gates etc.

I suppose transporting / trading goods with your allies wonít be a problem but what about enemies.



64
Spore: General / Re: Monsters who can build TV's
« on: December 03, 2006, 04:58:12 pm »
Thanks very much for all your ideas. But a creature with PSI abilities would not need hands to build things, or how about enslaving intelligent sub race who happen to have hands, to build technological equipment for you, even though your race would not be able to build them themselves.




65
Spore: General / Re: Thnking Plants and the Invasion of the universe
« on: December 03, 2006, 04:51:58 pm »
What if the plant needed to develop intelagence as a survival trait. Thats why we are here, we needed brains to survive the ice age, Hunt, fire, cloths. I think Intelagent plants wont be in this version of Spore, Who knows maybe Plants expansion could be something worth thinking about.

66
Spore: General / Re: Thnking Plants and the Invasion of the universe
« on: December 03, 2006, 03:55:08 pm »
Very good survival trait I think, that would mean a bio-electric storage medium & detection (intelligence). It might preclude a technological revolution, giving Plants a huge advantage with electro - mechanical and technical equipment. 

67
Spore: General / Re: Thnking Plants and the Invasion of the universe
« on: December 03, 2006, 03:04:00 pm »
Good ideas, what about the Venus fly trap? Thatís a plant that moves, granted it doesnít move from its spot but it has some form of animation that is central to its survival.  I did a little research and have discovered some interesting points, plants are sensitive to light, heat, sound, electricity, cold, they move during the day, bending towards the sun and opening there petals  to gain the maximum sun light. Remember how primitive spore creatures start out at, if you could chose a plant it might be very slow. Just think about what advances biologically to survive, then developing intelligence, movement. Just think of the choices you would have to make, make yourself poisonous, have spikes that shoot out from your body, spend point on locomotion, strength, intelligence.
A Plant could be an interesting creature to play.

68
Spore: General / Re: Thnking Plants and the Invasion of the universe
« on: December 03, 2006, 03:03:24 pm »
Liquid metal, intresting idea, that could expand to extream tempreture survival for specialised creatures, who could exploit planets that would not be economicly viable to less speciaised races.



69
Spore: General / Thinking Plants and the Invasion of the universe
« on: December 03, 2006, 09:34:39 am »
I was going through my book collection and I picked up The_Day_of_the_Triffids this got me thinking, do you think there should be the possably of having intellagent plants that can move on land.

wikipedia has some detailed information on the book by John Wyndham, who wrote it.

Here is a small extract, just to get you thinking.

Triffids are fictional plants, capable of rudimentary animal-like behaviour: they are able to uproot themselves and walk, possess a deadly whip-like poisonous sting, and may even have the ability to communicate with each other.


http://en.wikipedia.org/wiki/The_Day_of_the_Triffids

What do you think? Good Idea.

70
Spore: General / Re: Monsters who can build TV's
« on: December 02, 2006, 03:00:23 pm »
Yep I guess your right there, very good point, but paws are a lot better than clubs though. But I see your point.

71
Spore: General / Re: Monsters who can build TV's
« on: December 02, 2006, 02:53:54 pm »
You have all made valid points, but I was thinking on the lines of when your race got to the tribal stage, in order to advance to a technological level then manipulators/hands would give you a considerable advantage.

Yes some races would be able to co-operate using there mouths but they would still be a great disadvantage.

72
Spore: General / Re: Monsters who can build TV's
« on: December 02, 2006, 02:54:16 am »
Thanks all, you all made some intresting points.
for example if your creature had hands it could make missile weapons like a bow arrow/spear. If your creature did not hands they would not be hold tools or weapons. Even if your creature was very effective at combat without them, being able to hold a weapon will probbly be more effective.

73
Spore: General / Re: Monsters who can build TV's
« on: December 01, 2006, 04:29:48 pm »
I did a quick search through the fourm, the vehicles editor has a section for water based ones so thats that question answered I think.

If you did use hands/clubs to make things then they could not be too complex. There would be a limit to what you could build.


74
Spore: General / Creatures without thumbs
« on: December 01, 2006, 04:16:10 pm »
I have seen some intresting creatures in most of the spore videos (E3) etc. I had a interesting thought, some of the creatures I have seen dont have any hands, some have Clubs with spikes for hands, My thought was How can the build anything, TV's. weapons, or space ships. would'nt it be relistic to limit tech level to the ability of a race to build things that can manipulate there enviroment. Just a thought.

Steve

75
Hi Steve,

 I have just discovered Spore. Wow what a game. Itís a game Iíve been waiting all my life for, seriously! 15 years ago I created a pen and paper version of an 'evolution' game involving a creature and a randomly generated planet. The creature had environmental and evolutionally problems to overcome. Every game turn there was an option to change a minor attribute about the creature. Some mutation occurred but there was an overall control of what the creature became. The creature could eventually become sapient and there became a phase where there was a development of race culture. There was also social, economic and political issues to solve, with the ultimate aim of developing a technological society. I am completely blown away by Spore. Here are my suggestions for possibly improving an incredible game, if there is such a thing!!

1   Temperature zones on planets.
2    Different planet types. Hot (Desert worlds), Cold (Ice worlds) with different species tolerance to different worlds.
3   Continental drift, earthquakes, volcanoes, and natural disasters the species has to overcome.
4   Difficulty/playability settings, more challenges, missions.  (Opportunities for your species to evolve).
5   Species tolerance to disease, virus, injury, ageing, illness, health.
6   Gravity affecting buildings, size of creatures / plants, strength/speed and shape of species on a planet.
7   Genetic weakness of species
8   Resource gathering -oil, gas, metals, minerals i.e. some planets may have lots of metals making it very attractive to
                conquer, but another species could have good food source or technology. Invade or trade?
9   Plants having different uses, drugs, food, clothing, wood.
10   Crime.  Social development, social changes.
11   Senses having different advantages, e.g. good vision giving an advantage with missile weapons, PSI and Telepathy
                could offer other benefits.
12   Being able to add custom equipment to creatures, Turning them into cyborgs; or upgrade weak (genetic) attributes.
                i.e. vision, by giving your creature glasses!
13   Automated technology (farms, robots, probes, mines).
14   Super science, star gates, spaceships the size of planets, sentient robots.
15   As they explore and expand, species might face more dangerous species. Warlike, socially or culturally dangerous.
16   Mining, digging into moons / planets, reshaping the world.
17   Formations for armies, spaceships.
18   Another sentient species developing on a world.
19   The healthier or long lived species will help develop technology more quickly and effectively.
20   Brain size limiting maximum technology development.

Just a couple of ideas!


Steve (the almost happiest man alive, I will be a bit more happy when Spore actually come out)!

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