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I find the best way to play is to restart Matanceros, Sorna, or Nublar and just rebuild it in different ways with different dinosaur goals or self challenges until they implement an official system (if ever) for NG+ or exercises/missions beyond the core game progression.
Include individual guest needs. I am not expecting this to happen. I think the devs went with guest really not being indivuals and traveling form one point to another in the park for performance reasons. That is why buildings generate guest based on ratings.
As I said before I am not sure what they could do with dinos. Maybe make the harder ones to keep have a small % chance of escaping. Give them a large bonus to income, and the down side is they could tank your park rating drastically. Giving the player a tough choice.
Equipment loss could add to the difficulty. Employees can be injured. Make Jeeps and helicopters destroyable. Give the Rangers in jeeps and helicopter the same abilities. The helicopters would have higher upkeep cost, but allow greater safety. Injuries or deaths would result in lower park ratings and lost income.
More types of park employees. Vets to increase dino welfare. Mechainics/ maintance personel to keep things up and running. Janitors to keep things clean. Requiring players to balance the type and number of employees they have.
Perhaps I just need a larger test sample? I'm use to sim city games leveling half my town just because the gods felt like it.
Imo storms arent a threat until Pena; not gonna spoil it beyond that though.
I would personally love some way to automate ACU and Rangers, the busiwork of restocking feeders is a bit annoying when combined with dead dino removal and random dino illnesses. Each one of those on it's own is fine, but by the time you finish one another gets added (with larger parks at least). Combined with shelter management (for the storms), research (until you unlock it all), and fossil expeditions (as needed), and the various random missions (which often involve busiwork), It leaves little time to just drive around and enjoy the dinos if you want to keep a 5 star rating. So a bit of automated ability would be a welcome addition in my book (perhaps researching different levels of "automated zones" which you can equip to a station like "Automation 1, 2, 3" which increase the radius and reduce the response delay with each upgrade).
They should boost Spino and Rex's tranqing to like 4, and Indominous to maybe 6, so he manages to kill atleast 3 people so that we actually care that he broke out.....
I would like costs balanced a bit more, but challenges moreso. Even worst case escapes. Hit emergency, deploy invincible ACU, dinos sleep, back in business.
Now I dont play it for a rimworld style challenge, but it definitely is more like a sandbox for campaign play.
Switching from Island to Island you can just store expensive fossils and sell em upon the start of the new one- getting an easy boost to get the first 3-4 dinos up.
Maybe add a priority expedition thing for auto popping them/same with rangers/dead dinos/fossil extraction? Make turn-around times longer for special dinosaurs expos- again with selling fossils, it can fund the entire starting challenge of a park in 10-20 mins
Would love to see storms restricting helicopter flying, so breakouts cause more havoc. Also, Dinos damaging buildings/scaring guests out of them or some such so shelters aren't entirely full proof and placement needs to be more strategic.
Add a marketing type aspect... advertising to the outside world can be a nice money grinder. For late game to gain five stars, perhaps add a "can't have 5 stars unless guest count is X"
add guest request missions that don't give a reward but JUST prevent bad things, keep the bad thing as RNG so you don't know, would help up the difficulty factor. add RNG of guest doing stupid things (hop a fence for selfie) which you then need to PR (ties into marketing aspect)... three options on how to handle, choose one, await the public response/fallout
Also, power shutdowns haven't really caused a problem other than a momentary star decreases, would love to see power shutdowns tempt more infamous dinos to escape... maybe proc guest looting? some people ignoring a shelter alarm and ransacking my fossil zone would be awesome...
also, consider buildings to get permanently damaged- needing demolishing and then rebuilding from scratch.
employee strikes? preventing the building of particular buildings... this could cascade into guest requests making a chain reaction of fun and ridiculous things to deal with?
LASTLY,
for whoever said rangers and helicopter teams should be destroyable above. that is an absolute must. I'd also consider giving them a bit of an LVL'ing factor. so low levels resupplying a T-Rex feeder might not make it- but high levels can pull it off. Also makes the cost of losing a good team up the difficulty.
Or when a team dies you got to pay the rest and the next team more for the danger of it? or once a dino kills one... they try again always or get some type of HUMAN EATER park that makes them more problematic to keep in a pen.
But have you tried the challenge mode already Brakksus?
I liked the campaign being easy as I mostly played it for unlocking stuff for the sandbox mode.
But the challenge mode on Jurassic difficulty is very challenging... I actually prefer the adjectives "annoying" and "exhausting".
Personally I hate park simulators, but this is an exception as of the Jurassic Park / World references and of course because of the dinosaurs. :D
this is a FUN game for kids. It does NOT have to be hard. far from it.
yeah, go challenge mode. enjoy