Each idea has a description and a justification for it to be integrated into the game, some ideas have content from JWE 1 because I think it would be nice to bring those elements back.
Mechanics of JWE 1
Mechanics that I suggest you implement in JWE 2 and are ported to JWE 2.
- Transport animals from a hatchery instantly
- Description: Option for the three types of hatcheries that do not use a helicopter to transport the animal.
- Justification: To save time.
- Move animals instantly
- Description: From point A to point B without sedation and to be moved by a helicopter.
- Justification: To save time.
- Sell animals instantly
- Description: Without sedating and that a helicopter removes it from the park.
- Justification: To save time.
- Remove animals carcasses instantly
- Description: Pick up without a helicopter.
- Justification: To save time.
- Modular tools
- Description: They allow you to manipulate the location, rotation and size of a decoration or building (except the size of the building).
- Justification: To make parks, enclosures, aviaries and ponds more beautiful.
- Aviary hatcheries may not be connected to a dome
- Description: Possibility for these hatcheries.
- Justification: To not depend on the domes.
- Define probability of "specials" traits
- Description: Manipulate these "special" traits:NightSkittishAggressiveIntelligentDocileSpoiled
- Justification: To increase the possibilities with genetic modification.
- Weather forecast
- Description: Forecast the weather monthly with the JWE 1 storm defense station.
- Justification: To help the player be aware of storms.
- Environmental thermometer
- Description: Measure the ambient temperature.
- Justification: To increase the immersion in the game.
- Animal thermometer
- Description: Measure the temperature of the animals, through the guards or the paleo medicine vehicles.
- Justification: So that the animals have a more realistic interaction with the environment.
- The paths give vision
- Description: Like the attractions, the paths can increase the percentage of vision of the animals.
- Justification: To not rely on attractions to increase vision rating.
- Individual vegetation as food
- Description: Similar to using vegetation as decoration but these can be used as food.
- Justification: So that the animals feed in a specific place.
- New needs for the guests
- Description: These are cleaning of the park, maintenance of the buildings for the guests and rest.
- Justification: So that we have more needs to satisfy.
- Park cleanliness rating
- Description: Measure the satisfaction of this need of the guests, it could be satisfied with garbage collectors or cleaning employees.
- Justification: So that we have more things to do.
- Maintenance rating for guest buildings
- Description: Measure the satisfaction of this need of the guests, it could be satisfied by repairing the buildings.
- Justification: So that we have more things to do.
- Rest rating
- Description: Measure the satisfaction of this need for the guests, it could be satisfied with a bench or buildings to rest.
- Justification: So that we have more things to do.
- Failed synthesis
- Description: All the eggs fail (in Jurassic Park chaos theory it happens when Dr.Wu asks us to synthesize velociraptors).
- Justification: To make the game more difficult.
- Cultivate
- Description: The plants grow in the greenhouse at JWE 1.
- Justification: To make the game more strategic.
- Harvest
- Description: The plants are removed from the JWE 1 greenhouse and used for the JWE 1 herbivore feeders.
- Justification: To make the game more strategic.
- Park entrance ticket price
- Description: Define the price from a minimum value to a maximum value.
- Justification: To make the game more strategic.
- Offer for entrance ticket
- Description: Define the value of the offer from 0% to 100% (admission is free).
- Justification: To make the game more strategic.
Mechanics of JWE 1
Mechanics that I suggest you implement in JWE 2 and are ported to JWE 2.
- Failed incubation
- Description: Some or more or all of the hatching animals may not survive, this may occur while hatching.
- Justification: To make the game more difficult.
- Landscape rating
- Description: Bonus for enclosures, aviaries and decorated lagoons.
- Justification: To motivate to decorate.
- Genetic modification rating
- Description: The more genetically modified an animal is, the more likely it is that the synthesis and incubation will not work, an improvement in the viability of the JWE 1 hatcheries could be returned.
- Justification: To make the game more strategic.
- Viability percentage
- Description: If an animal has a higher percentage of DNA, it will be more attractive.
- Justification: To make the game more strategic.
- Authenticity rating
- Description: If an animal has a higher percentage of DNA, it will be more attractive.
- Justification: To make the game more strategic.
- Hire employees for shops and attractions
- Description: Define the amount from 0 to a maximum value, the employees will serve the guests.
- Justification: To make the game more strategic.
- Define employee salary for stores and attractions
- Description: From a minimum value to a maximum value.
- Justification: To make the game more strategic.
- Define product prices for stores
- Description: From a minimum value to a maximum value, if the price is low, the guests will be happy but it can be detrimental to the park, but if the price is high, the guests will be upset and it can be beneficial or detrimental to the park.
- Justification: To make the game more strategic.
- Charge for tours attractions
- Description: Generate income there are three types of "tickets" normal, standard and deluxe each more expensive than the previous one.
- Justification: To make the game more strategic.
- Random dig sites for challenge mode
- Description: Option to turn random dig sites on/off at the start of a match.
- Justification: So that the game is more replayable and that each game is unique.