I will try to be more brief than usual.
In another of my recent thread's ideas for how to rework disease as it functions in Jurassic World Evolution (JWE) started to take shape. However, to keep things more focused over there, I thought it important to splinter this off into its own thread. Basically, ever since Jurassic Park: Operation Genesis (JPOG) I always felt there was something really unsatisfactory and disappointing in how disease was handled and I hoped in JWE that this longstanding problem would be addressed. I was a bit letdown with how bare bones disease as a feature of the game functions. It really doesn't add any new gameplay opportunities outside of an extremely narrow window (a diseased carcass) and most of the time a player removes the corpse before it can ever begin to rot. Its not satisfying to just hover over a diseased dinosaur and be like it has this and then immediately send a ranger to medicate it, or if you forgot and just panic and research it. Disease doesn't work in either game because it has diminishing value and doesn't change your gameplay its more of a nuisance than a threat at this point except when it spreads illogically from one enclosure to another on the other side of the park.
Here are my proposals (aided by helpful commenters on my thread):
-Diseases must be identified by a Ranger Team (Like Foot & Mouth in the Secrets of Dr. Wu)
-Medical Research is moved to a new veterinarian building
-Medicated darts must be purchased in quantities
-Dinosaurs can develop immunities to medications
-Quarantining dinosaurs can logically control the spread of disease
-Vaccines can be administered by the veterinarian
-Weather conditions can impact susceptibility and introduce disease
What this does is make disease far more interesting and easier to control. You don't know what disease is spreading in your park, you have to send a Ranger Team which has a timed duration to identify it. Then you have to research it if you haven't already, and secondly consider if you have purchased the necessary medicated darts for treatment. You can purchase the medicated darts from the veterinarian, 1 dart = 1 treated dino, there is a UI counter storing the number of medicated darts you have purchased. They also have a production time thus encouraging players to plan ahead and buy them early on and save them as needed.
Next, in order to solve the diminishing returns issue, dinosaurs that have been medicated previously for a disease build a resistance to the medication. Once the percentage is raised to 100% the dinosaur has developed an immunity to the medication and must be treated at the veterinarian's office for significant cost. As a countermeasure to offset this cost, you can vaccinate your dinosaurs with an expensive booster found at the vet's office. (It'll be more expensive to treat a dinosaur with an immunity to a medicated dart than to vaccinate them) Naturally, a dinosaur that has developed an immunity will only be immune to a medicated dart for that specific disease! This is important to note, your dinosaur will only develop a new immunity for a specific disease's medication not immunity to all medication. This is essential to making diseases interesting because every species has an "immunity" and "susceptibility" stat that currently does very little. However, this allows you to further play around with how you manage your dinosaurs. Maybe you seriously look at those stats now and decide to house dinosaurs together with different susceptibilities and immunities to avoid having to build quarantine wards for sick dinos. This gives players choice, if the susceptibilities interfere with their fun they can vaccinate their dinos or create a quarantine ward to avoid spreading disease. In doing this, the player has tools at their disposal to control and manage disease according to their preferred play style while introducing a new money sink and creating emergent gameplay.
Finally, I did want to discuss the idea that maybe certain weather conditions can create new susceptibilities for certain diseases or introduce a seasonal disease if you will. Players could anticipate the upcoming season with a tweak to the UI and decide to research the medication or vaccinate their dinos before it arrives. Similarly, they could forego it and take the risk. It creates real player choice and adds a lot of replyability so that every time they play Jurassic World Evolution its never the same playthrough they experienced beforehand.
Please let me know what you think. Always open to new suggestions or better explaining my thought process.
In another of my recent thread's ideas for how to rework disease as it functions in Jurassic World Evolution (JWE) started to take shape. However, to keep things more focused over there, I thought it important to splinter this off into its own thread. Basically, ever since Jurassic Park: Operation Genesis (JPOG) I always felt there was something really unsatisfactory and disappointing in how disease was handled and I hoped in JWE that this longstanding problem would be addressed. I was a bit letdown with how bare bones disease as a feature of the game functions. It really doesn't add any new gameplay opportunities outside of an extremely narrow window (a diseased carcass) and most of the time a player removes the corpse before it can ever begin to rot. Its not satisfying to just hover over a diseased dinosaur and be like it has this and then immediately send a ranger to medicate it, or if you forgot and just panic and research it. Disease doesn't work in either game because it has diminishing value and doesn't change your gameplay its more of a nuisance than a threat at this point except when it spreads illogically from one enclosure to another on the other side of the park.
Here are my proposals (aided by helpful commenters on my thread):
-Diseases must be identified by a Ranger Team (Like Foot & Mouth in the Secrets of Dr. Wu)
-Medical Research is moved to a new veterinarian building
-Medicated darts must be purchased in quantities
-Dinosaurs can develop immunities to medications
-Quarantining dinosaurs can logically control the spread of disease
-Vaccines can be administered by the veterinarian
-Weather conditions can impact susceptibility and introduce disease
What this does is make disease far more interesting and easier to control. You don't know what disease is spreading in your park, you have to send a Ranger Team which has a timed duration to identify it. Then you have to research it if you haven't already, and secondly consider if you have purchased the necessary medicated darts for treatment. You can purchase the medicated darts from the veterinarian, 1 dart = 1 treated dino, there is a UI counter storing the number of medicated darts you have purchased. They also have a production time thus encouraging players to plan ahead and buy them early on and save them as needed.
Next, in order to solve the diminishing returns issue, dinosaurs that have been medicated previously for a disease build a resistance to the medication. Once the percentage is raised to 100% the dinosaur has developed an immunity to the medication and must be treated at the veterinarian's office for significant cost. As a countermeasure to offset this cost, you can vaccinate your dinosaurs with an expensive booster found at the vet's office. (It'll be more expensive to treat a dinosaur with an immunity to a medicated dart than to vaccinate them) Naturally, a dinosaur that has developed an immunity will only be immune to a medicated dart for that specific disease! This is important to note, your dinosaur will only develop a new immunity for a specific disease's medication not immunity to all medication. This is essential to making diseases interesting because every species has an "immunity" and "susceptibility" stat that currently does very little. However, this allows you to further play around with how you manage your dinosaurs. Maybe you seriously look at those stats now and decide to house dinosaurs together with different susceptibilities and immunities to avoid having to build quarantine wards for sick dinos. This gives players choice, if the susceptibilities interfere with their fun they can vaccinate their dinos or create a quarantine ward to avoid spreading disease. In doing this, the player has tools at their disposal to control and manage disease according to their preferred play style while introducing a new money sink and creating emergent gameplay.
Finally, I did want to discuss the idea that maybe certain weather conditions can create new susceptibilities for certain diseases or introduce a seasonal disease if you will. Players could anticipate the upcoming season with a tweak to the UI and decide to research the medication or vaccinate their dinos before it arrives. Similarly, they could forego it and take the risk. It creates real player choice and adds a lot of replyability so that every time they play Jurassic World Evolution its never the same playthrough they experienced beforehand.
Please let me know what you think. Always open to new suggestions or better explaining my thought process.