Feature Focus: Ranger Functions

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1 power plant is the only real bummer. I'll gladly take less diseases and research. Also, paleobotany is a DLC thing, makes sense to exclude it from this separate DLC.

No it doesn't. All DLCs eventually merge with main gameplay. What about the stuff with Dr Wu? All that extremely useful, if costly, research? Or the hybrids?
 
No it doesn't. All DLCs eventually merge with main gameplay. What about the stuff with Dr Wu? All that extremely useful, if costly, research? Or the hybrids?
Useful sure, but there's some things to consider:
  1. This DLC campaign isn't the main campaign, so there's no standard for past DLC to merge into it. However, all of its assets can be used in sandbox and challenge mode in some capacity.
  2. This is set in the mid 1990's, way before Claire and Masrani Global. Adding that stuff (especially the hybrids) would defeat the point of a campaign central on a pre-World setting.
 
Useful sure, but there's some things to consider:
  1. This DLC campaign isn't the main campaign, so there's no standard for past DLC to merge into it. However, all of its assets can be used in sandbox and challenge mode in some capacity.
  2. This is set in the mid 1990's, way before Claire and Masrani Global. Adding that stuff (especially the hybrids) would defeat the point of a campaign central on a pre-World setting.

I agree completely with that.
The problem is, apparently the lack of support is extended to sandbox gameplay! Or challenge!
 
I agree completely with that.
The problem is, apparently the lack of support is extended to sandbox gameplay! Or challenge!
I'm pretty sure the creatures, decor, skins, and foliage added with this DLC can be used in both of those modes. Only the buildings are limted to a JP "era" setting. It's not perfect integration, but imo it's serviceable.
 
I'm pretty sure the creatures, decor, skins, and foliage added with this DLC can be used in both of those modes. Only the buildings are limted to a JP "era" setting. It's not perfect integration, but imo it's serviceable.

I'm talking about paleobotany - dr Wu stuff. Apparently 1993 users cant use them in Non-campaign mode, which I find extremely upsetting since those were balance features and extras I liked.
 
This new ranger stuff is great. But they are leaving out 1 major thing and that is a Revive dart option. If you tranq a dino so you can fill a feeder or keep from dying u should be able to fire a revive dart once you're at a safe distance. How did they not think of this?

If I recall correctly, the Revive Dart function in JPOG is basically the same as the Medicate function in JWE.
 
Except that medicate in JWE doesn't revive tranquillised dinos.
Simply because the current game mechanics requires you to move them via transport to wake them up.
Best option in changing that mechanic would be to make the tranq effect have a limited-time duration, where an additional UI in the Dino's profile would be added to indicate how long said dino would be out cold, & that depends on the kind of dino.
As for the revive function, I don't think that would be necessary in waking up a tranqed dino if the mechanic I proposed would be implemented, since a tranqed dino is basically a sleeping dino.
 
Simply because the current game mechanics requires you to move them via transport to wake them up.
Best option in changing that mechanic would be to make the tranq effect have a limited-time duration, where an additional UI in the Dino's profile would be added to indicate how long said dino would be out cold, & that depends on the kind of dino.
As for the revive function, I don't think that would be necessary in waking up a tranqed dino if the mechanic I proposed would be implemented, since a tranqed dino is basically a sleeping dino.

Except that tranquil dinos are subject to 1HKO, sleeping ones are not
 
The reasoning why tranq'd dinos are subject to 1HKO is sensible if we take into account the effects of tranqs/sedatives IRL, considering they affect the functioning of the brain. Whats weird though is why sleeping dinos aren't subject to that 1HKO.
 
The reasoning why tranq'd dinos are subject to 1HKO is sensible if we take into account the effects of tranqs/sedatives IRL, considering they affect the functioning of the brain. Whats weird though is why sleeping dinos aren't subject to that 1HKO.

That's because a sleeping dino WILL wake up. A tranquillised dino can't.
 
Ofc a sleeping dino WILL wake up. However, as to why a sleeping dino is not subjected by the devs to a 1HKO is beyond me.
Probably bcos the devs put in a mechanic wherein sleeping dinos wake up when a predator moves to within a set distance. Maybe.
 
Ofc a sleeping dino WILL wake up. However, as to why a sleeping dino is not subjected by the devs to a 1HKO is beyond me.
Probably bcos the devs put in a mechanic wherein sleeping dinos wake up when a predator moves to within a set distance. Maybe.

I just said - it wakes up in-game.
 
You'll have two options:
1. Make your vehicles indestructible (so dinosaurs still attack, but do no damage)
2. Turn off dinosaur aggression so dinosaurs won't attack



I too am quite interested to see how the races go after this! :)
Will the "Centre" on the visitor center sign be corrected for North American releases?
 
Hi everyone!

Welcome to our final Feature Focus for Free Update 1.12, where we'll be taking a dive into another new feature of the update and telling you a little more about how it works. Today we'll be talking about... Ranger Teams!


Be careful when you enter your dinosaur exhibits, they're not safe for anyone to be in; including your Ranger Teams! That's right, your dinosaurs will now attack your Ranger teams if you get too close. Different dinosaurs have varying temperaments when it comes to humans. Some will let you get relatively close to them, and others will run for you as soon as you're in their sights. You'll need to drive carefully through your exhibits in order to keep your dinosaurs content. If you drive too fast, too close or even honk your horn at them, you could be putting your Ranger's lives in danger! If your Ranger team's health goes to 0%, it will be permanently disabled until you replace it with a new one, but if you manage to get out of an exhibit before your health goes down, you can return the team to base and leave them to repair over time.

This is going to create some interesting challenges in your parks, so you'll want to think about how your exhibits are currently laid out. Do you need to have a special fenced off area for your safety? Perhaps you'll want to add more gates so you've got multiple escape routes? Or maybe you want to do the opposite and make a maze for you Ranger teams, making it harder for them to escape... who knows? But the choice is yours!


RANGER TOOLS

It wouldn't be fair on your Rangers to throw them into an enclosure without some form of protection. So we've given Ranger teams some new, non-lethal tools to help them if they happen to get themselves into a tricky situation, like being eye-to-eye with a T. rex! Now, when you jump into your Ranger vehicle, you'll see the three tools on the left of your screen, and be able to cycle through them to pick which one you'd like to use for the particular circumstance you find yourself in.

Tranquilisers:
Much like your ACU units, Ranger teams will now be able to tranquilise dinosaurs from right there in the vehicle! Of course, if a dinosaur is running full throttle towards you, tranquilisers may not be the best option.

Flares:
We all know T. rexes love flares, they see them and just can't stop themselves from chasing them! So your Ranger teams are equipped with flares to distract dinosaurs from your vehicle while they're aggressive, and hopefully, get you out of a potentially life-threatening encounter.

Medication:
Lastly, your Ranger teams will still have the ability to medicate your dinosaurs when they get sick. Just remember, even when you have an unwell creature in your park, you still need to approach with caution. They don't know you're trying to help them so if you're not careful, they may still try to chase you down!


ACU

Your Ranger teams aren't the only ones to receive these tools, the ACU team will also gain access to flares, medication and even a camera! So now if your Rangers are a little too busy to be medicating sick dinosaurs, you can send your ACU to do it instead. Likewise you might find you can get some super cool photos from the helicopter that wouldn't necessarily be possible from your Ranger vehicles, or maybe your ACU can help out your Rangers by throwing some flares down when they're in trouble!

These awesome new features will be coming to the game for free in update 1.12, along with the new paid expansion: Jurassic World Evolution: Return to Jurassic Park on 10 December 2019. We're very excited to see how this changes the way you experience the game, and we can't wait to see all the interesting ways you come up with to keep your Ranger teams safe from harm.

We hope you've enjoyed these Feature Focus articles for Free Update 1.12. Next week we'll be doing a special Developer Livestream to talk even more about Jurassic World Evolution: Return to Jurassic Park, more details will come in the December stream schedule!
hey Steggs I just wanted to ask Will Safari attraction Vehicles be apart of Vehicular Destruction too?
 
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