Differentiating Venoms

After Bestinslot's latest video has started to garner some attention, I thought this would also be a good time to revisit venom (poison) in the Evolution games. The feature is often overlooked or forgotten about, but I think with some small tweaks it would actually be a lot more interesting and it wouldn't take much to implement. We have a trio of misfits in JWE2 that can deliver a poison status effect: Dilophosaurus, Troodon, & Scorpios Rex. To make venom more interesting, I think we can start with making different types of venoms for each of these three species then build on this foundation moving forward.

DilophosaurusTroodonScorpios Rex
Blind
  • Skittish +30% panic; -30% threat
  • Vulnerable -30% defense
Paralysis
  • Short Lived -30% Expected Lifespan
  • Vulnerable -30% defense
Atrophy
  • Weak -30% Attack
  • Unfit -30% Stamina Recovery

Each species now has a unique kind of venom that induces 2 negative traits on its victim. Rather than simply degrading an animals health until it wears off or dies, the venoms now no longer just kill like disease over time they instead require more species management or medical treatment.




Anti-Venom

To go along with these newly proposed venom revamps, we need some actual counterplay that doesn't currently exist. I propose new research items be created and added to the Research tree in the form of special anti-venoms. Similar to what JWE2 started with requiring certain conditions for treatment unlocks, anti-venoms are unique to each venom type and largely require identification when an animal is first inflicted with it. These would be situated towards the end of the medical research tree requiring several prerequisite researches and Scientists with high Welfare and Genetics skills among other miscellaneous conditions such as "Quarantine and monitor envenomed species on 3 separate occasions," etc.

Anti-venoms would clear the negative traits from the species allowing them to recover. The damage over time effect would either outright be removed or should be restricted to
Atrophy as its quite potent and should be restricted to a very strong species such as Scorpios. Should an anti-venom be administered too late the condition becomes permanent or the species dies (if you keep the damage over time effect). The prime benefit is this seamlessly expands upon the management of the paleomedical system.
 
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In Jurassic Park: Operation Genesis, we see Dilophosaurus spitting venom at small prey. The venom instantly kill goats, beef cattle, and Dryosaurus. It takes more venomous spits to take down Homalocephale, Gallimimus, Pachycephalosaurus, and Styracosaurus.

In Jurassic World: Evolution 1, Dilophosaurus use venomous spits in fights.

In Jurassic World: Evolution 2, we do not see Dilophosaurus using venomous spit even though Isaac Clement mentions so.

It would be better if Dilophosaurus get to spit at their prey in Jurassic World: Evolution 3.
 
In Jurassic Park: Operation Genesis, we see Dilophosaurus spitting venom at small prey. The venom instantly kill goats, beef cattle, and Dryosaurus. It takes more venomous spits to take down Homalocephale, Gallimimus, Pachycephalosaurus, and Styracosaurus.

In Jurassic World: Evolution 1, Dilophosaurus use venomous spits in fights.

In Jurassic World: Evolution 2, we do not see Dilophosaurus using venomous spit even though Isaac Clement mentions so.

It would be better if Dilophosaurus get to spit at their prey in Jurassic World: Evolution 3.

I made a separate thread some time back about the Dilo's spitting if you care to give it a read: Potential of Dilophosaurus. Of course, my thread on it is dependent on a couple of things namely that Guests can see through fences for visibility and a river cruise attraction be made available. It would also require attractions in general to be more interactive more like the tour vehicles (sans gyrosphere) which can be attacked that way we can justify the Reinforced Glass barriers and other gameplay revolving around the Dilo.
 
I made a separate thread some time back about the Dilo's spitting if you care to give it a read: Potential of Dilophosaurus. Of course, my thread on it is dependent on a couple of things namely that Guests can see through fences for visibility and a river cruise attraction be made available. It would also require attractions in general to be more interactive more like the tour vehicles (sans gyrosphere) which can be attacked that way we can justify the Reinforced Glass barriers and other gameplay revolving around the Dilo.

Speaking of the river cruise attraction, the Dilophosaurus' venomous spit is one of the reasons why it is delayed supposedly for the original Jurassic Park.
 
Speaking of the river cruise attraction, the Dilophosaurus' venomous spit is one of the reasons why it is delayed supposedly for the original Jurassic Park.

Its a nice easter egg, for sure. I am a bit skeptical we will have too much species interactions at launch, but I am hopeful since Frontier has been so receptive to feedback that with all these major overhauls done they might be willing to free up some resources for creating fun gameplay like this. Some might say its a waste for one species, but I think it helps distinguish them and let's the player create their own fun. Sandbox already has a ton of controls that would limit these features, so I don't think its a big deal for players who just want to build, but would be awesome for us who like the management experience.
 
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