Your Feature Request / Idea
One gameplay mechanic that has always bothered me is how all dinosaurs (excluding the ornithomimids and troodon) can break through any fence given enough time. I don't care how angry a velociraptor gets, they only thing it would realistically achieve from bashing it's head repeatedly against a concrete wall is severe head trauma. Practically speaking only large and giant dinosaurs should be able to bash through the concrete fences without sustaining some kind of injury. Besides being a little immersion breaking, this also diminishes the significance of the fence tier system. Yes a stronger fence will keep dinosaurs in longer, but it usually seems like the difference between 3-4 hits vs 5-7 hits to bust down a fence. and if I'm busy with something else at one end of the park and don't pick up on the sound cue right away, I don't always have time to deploy an ACU and deal with the problem before a breakout occurs. If I'm going to invest extra in electrified concrete fences, I'd like said fences to actually do their job, not just be slightly less flimsy than the cheaper option.
I hope this doesn't come across as more than one suggestion in a post, my intent is more to offer several solutions to the same problem, that being the fence tier system is almost more cosmetic than practical since dinosaurs will always break through.
1.)( Simple): Increase the amount of damage stronger fences can take (i.e it should take a T-rex at least 15-20 hits to get through electrified concrete)
2.) (Simple): Make it so that smaller dinos cannot break strong fences. Yes it takes some of the threat away, but you still have to deal with the animal welfare penalty so there is incentive to fix the problem.
3.) (Complex): Implement more realistic stress behaviors. In real zoos, stressed animals will display 'pacing' behavior, become more aggressive towards other animals, and may refuse to eat or drink. Attacking fences can still be included, but perhaps have small/medium dinosaurs take damage from this action, which encourages the player to fix the problem before their dracorex bashes it's own skull in trying to get out.
4.) (Complex): Let raptors climb over non-electrified fences like in JPOG.
I am glad that the 'turn off breakouts' option has addressed this issue in the sandbox. but is still feel that the current mechanic is too simplistic and takes away from some potentially more nuanced gameplay.
One gameplay mechanic that has always bothered me is how all dinosaurs (excluding the ornithomimids and troodon) can break through any fence given enough time. I don't care how angry a velociraptor gets, they only thing it would realistically achieve from bashing it's head repeatedly against a concrete wall is severe head trauma. Practically speaking only large and giant dinosaurs should be able to bash through the concrete fences without sustaining some kind of injury. Besides being a little immersion breaking, this also diminishes the significance of the fence tier system. Yes a stronger fence will keep dinosaurs in longer, but it usually seems like the difference between 3-4 hits vs 5-7 hits to bust down a fence. and if I'm busy with something else at one end of the park and don't pick up on the sound cue right away, I don't always have time to deploy an ACU and deal with the problem before a breakout occurs. If I'm going to invest extra in electrified concrete fences, I'd like said fences to actually do their job, not just be slightly less flimsy than the cheaper option.
I hope this doesn't come across as more than one suggestion in a post, my intent is more to offer several solutions to the same problem, that being the fence tier system is almost more cosmetic than practical since dinosaurs will always break through.
1.)( Simple): Increase the amount of damage stronger fences can take (i.e it should take a T-rex at least 15-20 hits to get through electrified concrete)
2.) (Simple): Make it so that smaller dinos cannot break strong fences. Yes it takes some of the threat away, but you still have to deal with the animal welfare penalty so there is incentive to fix the problem.
3.) (Complex): Implement more realistic stress behaviors. In real zoos, stressed animals will display 'pacing' behavior, become more aggressive towards other animals, and may refuse to eat or drink. Attacking fences can still be included, but perhaps have small/medium dinosaurs take damage from this action, which encourages the player to fix the problem before their dracorex bashes it's own skull in trying to get out.
4.) (Complex): Let raptors climb over non-electrified fences like in JPOG.
I am glad that the 'turn off breakouts' option has addressed this issue in the sandbox. but is still feel that the current mechanic is too simplistic and takes away from some potentially more nuanced gameplay.