General Gameplay Guest types

Your Feature Request / Idea
I reference this idea in another thread about the innovation, security and science center.

I think guest types were an amazing addition in operation genesis and should be brought back and improved on. I get that this is not the same vision, since this is Jurassic World, but it is still the same universe, and in the movies you can clearly see people with different tastes.

I also get that, every guest having their own personality and type, is a lot of processing power perhaps? and hence why guests now don't have info logs about their state, comments, dinos they've seen etc.

How about this for starters? The park as a whole will have new statistics. There will be x number of people in your park of each type, and it will detail how many combinations of people are in your park roughly. Here's what can be mixed and matched:

- Thrill Seekers (carnivores, fights, fighting pachys, fighting tris etc)
- Naturalists (prefer to see large open spaces, not many buildings near dinos, don't mind if its carnis or herbis, they jsut wana see true to nature dinos)
- Pacifists (prefer to see docile dinosaurs, which would be herbivores for the most part I guess)

- one orientation towards innovation, science or security

- one favorite dinosaur

example groups:
- (1) thrill seekers, who vouches for innovation (meaning supports hybrids), and would love to see a velociraptor.
- (2) pacifists, who vouches for science, and would love to see a herd of gallimimus.
- (3) naturalists, who vouches for security, and would love to see Edmontosaurus and Corythosaurus in the same area.

These 'combinations' will be randomly generated, (OR depending on the campaigns you're running, will attract a certain demographic), and will appear in the dashboard, and will have a meter of their satisfaction. (centered like -------|-------- so score can be negative or positive)

Things in the park that affect this will count towards satisfaction of these various demographics.

Let's call these point accumulators, 'buckets' for the following explanation. For example:
- if you make big exhibits thats a + point in the big exhibits bucket, but a - point in the security bucket. Which means, (2) will get a + in satisfaction, but (3), the naturalist group with a security favor will get a - in satisfaction.
- if you put various herbivore species together, but you genetically engineered some of them, that's a + and - point for the (2) naturalist.
- if you have a trex in the same exhbit as a herbivore and it hunts it down, but the trex isn't genetically modified, that's OK for (1) thrill seeker group. It's a + point for the thrill, but - for no genetic modifications at all.

Get where I'm going?
This could give rise to a whole new set of challenges / mission types / contract types.
 
+1 but i think it would more likely follow the three divisions.
My suggestions would be
Entertainment = Tourists: looking for high overall star rating, many different skin patterns is a bonus, prefer small zoo style pens for high dino visibility but enjoy happy dinos
Science= Naturalists: looking for authenticity (unmodified dinos, dinos from same time/dig site in same paddock together), prefer large paddocks and gyro (or safari) tours
Security= Fallen Kingdom auction big-business types: high attack/defense ratings, high kill numbers, pens where dinos regularly kill each other, don't care about dino comfort

Fleshing out the crowds with new models. Tourists and Naturalists could look like the current tourists, Scientists and Securty personel should be more rare as they are park employees, a new model for entertainment division employees: Tour Guides pointing things out followed by a large pack of tourists, and finally men in suits and sunglasses (sometimes flanked by bodyguards) to represent the security business interests.
 
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