A couple new features below that would assist in the micro-management of the game and have benefits for certain players. Sometimes you eventually get to a point in the game where money is no issue or you don't want to expand your park any further but still need to increase profit, reduce costs or up your attraction rating.
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Edit - 11/18/2021
New Building - Dino Trauma / Wellness Centre -- like the ideas below, a specialized building allowing you to manipulate certain attributes. This building could unlock some specialized treatment (perhaps some new diseases and injuries are introduced) and would allow your MVU to treat your dinos. In addition you can choose a couple different ways to specialize your treatment including something like the following (1) Increase dino recovery and bone density (-25% chance of injury park wide), or (2) Increase Dino health and recovery (Injuries accrued are 25% less severe) or (3) Innoculation Schedule (Dinos do not become sick from the common cold). Depending on your park and play style, you may opt to choose one of these that best fits your style. Of course, these are just some thoughts, you could really open it up to all sorts of bonuses and features.
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Edit - 11/17/2021
New Building - Radio Tower Bunker (From JWFK) - a specialized building that unlocks after research. With the radio tower you can choose from 3 options to specialize in its operation. It could function to do the following (1) increase the zones of ranger posts meaning you wouldn't require as many (2) reduce the time for scientists to complete tasks (an efficiency boost) or (3) allow you to receive off-site captured dinos to enter your park (which you could then sell or get rid of)
New Building - Quarantine Pen -- a quick fix for a lot of players that I've noticed on the forums and put into action myself is creating an isolation pen when the common cold hits a herd of dinos. If we had a specific building (similar to the medical facility) where we could transport and drop Dinos to receive treatment and isolate them, ,if you respond quick enough you could prevent the common cold and other diseases from spreading. This would be a great late-game addition, again unlocked after researching. It could even be modelled after the classic 'quarantine' pen found in JP and JP2.
New Building - Museum (this was posted elsewhere) - this would another building where you could choose the specialization (income generating, attraction generating, dinosaur support). Using leftover fossils that you no longer need to develop genome can be transferred to the museum. The museum would have limited slots for exhibits, based on the rating and star attraction of the fossils you transfer over this would either increase or decrease (1) the attractions value and income generated, or (2) the guest attraction and satisfaction levels or (3) through studying and research would assist the dinos in your park somehow by affecting their mood, appetite, or a value of some kind etc.) . Put 5 high quality fossils for high start attraction dinos and you start makin alot a money. Put a bunch of crummy fossils for boring dinos, don't make any money! Giving the player a chance to choose a specific 'specialization' allows you to fine tune your gameplay to your style and we need buildings with options like this.
New Building - Green Power Plant (because climate change right?) Higher cost, lower upkeep -- no one likes to pay for power, we also want to be green! Adding in a new power plant that may not have the highest output as a large power plant, but better than a smaller powerplant, at half the cost of the smaller powerplant or something like that. Again, a late game researchable item to help maximize your park.
New Building - Resource / Recycling / Waste Management Centre -- A high cost in the park is the dinosaurs themselves, this building would act as a way to reduce the cost by recycling and re-using park materials to optimize feeding, or guest amenities etc. You can only build one of them, and then choose a specialty to focus on. Optimizing food could increase the health of all your dinos, optimizing waste management centre could lower the cost of operating all your amenities, optimizing recycling could lower the cost of buildings and their upkeep. Be careful not to make it to overpowered, but allow the player to choose which specialization they want to focus on. Again the ability for the player to 'choose' how these buildings operate in order to focus their gameplay to their style is something that JWE2 could use.
New Feature - Research Points - locking items behind a financial pay wall is one thing, but quickly you find that if you have enough money you are just unlocking things rather then strategically choosing what you want. This new feature would introduce a secondary currency (research credits/points) that are obtained by sending 'field teams' into your dino encloures. This feature would come with a new building and research team (with vehicle, maybe the RV from JP2???) that you would assign to certain dinos. The field team goes out, conducts their research in the enclosures, and returns, earning your field team research points. Accumulate enough research points and then you can opt to trade in your research points and money to research and unlock items. Not all items need to be locked behind research points, but some of the late game, hard unlocks and game changing buildings/research could require this second currency that requires you to be active in your park (field researching) dinos. With this feature you could even further attach challenges or certain goals that the field research team needs to look into i.e. research this dino (maybe you have it, maybe you need to hatch one) providing another layer of challenges in building your park.
Specialized Buildings for New Guest Types -- with the new park guest types, lets build specialized buildings to generate revenue for them (similar to JWE1 with the security centre etc.).
Bring It Back -- Power Outages from JWE1 -- Was thinking about this last night, where's the random power outages?! Those were fun to deal with as a hazard, it kept you on your feet managing your park and panicking to secure and lock everything down incase of a break out.
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Original Post - 11/16/2021
New Building - Ranger Tower / ACU Tower -- when placed, would have cover a certain area which would MITIGATE dinosaur behavior, aggressiveness and reduce the risks of dinosaurs becoming upset and rampaging. Wouldn't solve the issue, but placing it in certain areas with carnivores allows you to worry a little less about the chances of them breaking out. Would need to have a cost associated with it, as this could significantly impact dino behavior and park management.
New Feature - Separate Capture and transport team for Sick Dinos -- Having to diagnose a dino, then send a capture team, then revisit and transport the dino is a bit much. Maybe in the future and upgrade to the medical facilities that wouldn't automate the process but eliminate a separate system. IT would be ideal to first diagnose from the MVU, then in the same menu select a medical helicopter that in one clip would tranquilize the dino and then transport to the nearest (or back to their base) the dino and start healing rather than switching between 3 teams (MVU, Ranger, Transport option) to complete the same task.
Camera Mode from Ranger Box -- a cool photo mode, it would be fun to click on a ranger box in an enclosure and then have a 'security camera' view of what it sees 360*. Could be fun for spying on the dinos in the area!
Bring It Back - Advanced Storm Defense Station -- just like the first game, bring back the advanced storm defense station that would protect buildings in its given radius. This allows most customizing of actual facility functions. You can still have both in the game, this would be a late game unlock requiring research, but allows users to use those limited customization slots for other building upgrades. Again, this doesn't change the game too much, but allows for more customizing of facilities and more options for the player. It would be great to save a customization slot (not use storm defense) and instead build this, that way you can fine tweak your buildings to a different play style.
Bring It Back - Greenhouse - just like the first game, this was a really cool feature in the DLC. Allows you to create 'special' trees that can be placed in certain environments which increase the comfort level of dinosaurs. It would be great to have a wild card like this, maybe that enclosure isn't big enough as you don't have the space, maybe you want these two dinosaurs to get along with eachother? In addition to the other refinements in the game to make these ideas work, this could be placed in the environment as a unique placement that would increase the overall level of the dinos in the space.
ACU Buildings -- I was a bit sad to see that we've lost the ACU skins, buildings and terminology. A DLC or content update with these items would be nice to see return to the game!
-----------------------------
Edit - 11/18/2021
New Building - Dino Trauma / Wellness Centre -- like the ideas below, a specialized building allowing you to manipulate certain attributes. This building could unlock some specialized treatment (perhaps some new diseases and injuries are introduced) and would allow your MVU to treat your dinos. In addition you can choose a couple different ways to specialize your treatment including something like the following (1) Increase dino recovery and bone density (-25% chance of injury park wide), or (2) Increase Dino health and recovery (Injuries accrued are 25% less severe) or (3) Innoculation Schedule (Dinos do not become sick from the common cold). Depending on your park and play style, you may opt to choose one of these that best fits your style. Of course, these are just some thoughts, you could really open it up to all sorts of bonuses and features.
-----------------------------
Edit - 11/17/2021
New Building - Radio Tower Bunker (From JWFK) - a specialized building that unlocks after research. With the radio tower you can choose from 3 options to specialize in its operation. It could function to do the following (1) increase the zones of ranger posts meaning you wouldn't require as many (2) reduce the time for scientists to complete tasks (an efficiency boost) or (3) allow you to receive off-site captured dinos to enter your park (which you could then sell or get rid of)
New Building - Quarantine Pen -- a quick fix for a lot of players that I've noticed on the forums and put into action myself is creating an isolation pen when the common cold hits a herd of dinos. If we had a specific building (similar to the medical facility) where we could transport and drop Dinos to receive treatment and isolate them, ,if you respond quick enough you could prevent the common cold and other diseases from spreading. This would be a great late-game addition, again unlocked after researching. It could even be modelled after the classic 'quarantine' pen found in JP and JP2.
New Building - Museum (this was posted elsewhere) - this would another building where you could choose the specialization (income generating, attraction generating, dinosaur support). Using leftover fossils that you no longer need to develop genome can be transferred to the museum. The museum would have limited slots for exhibits, based on the rating and star attraction of the fossils you transfer over this would either increase or decrease (1) the attractions value and income generated, or (2) the guest attraction and satisfaction levels or (3) through studying and research would assist the dinos in your park somehow by affecting their mood, appetite, or a value of some kind etc.) . Put 5 high quality fossils for high start attraction dinos and you start makin alot a money. Put a bunch of crummy fossils for boring dinos, don't make any money! Giving the player a chance to choose a specific 'specialization' allows you to fine tune your gameplay to your style and we need buildings with options like this.
New Building - Green Power Plant (because climate change right?) Higher cost, lower upkeep -- no one likes to pay for power, we also want to be green! Adding in a new power plant that may not have the highest output as a large power plant, but better than a smaller powerplant, at half the cost of the smaller powerplant or something like that. Again, a late game researchable item to help maximize your park.
New Building - Resource / Recycling / Waste Management Centre -- A high cost in the park is the dinosaurs themselves, this building would act as a way to reduce the cost by recycling and re-using park materials to optimize feeding, or guest amenities etc. You can only build one of them, and then choose a specialty to focus on. Optimizing food could increase the health of all your dinos, optimizing waste management centre could lower the cost of operating all your amenities, optimizing recycling could lower the cost of buildings and their upkeep. Be careful not to make it to overpowered, but allow the player to choose which specialization they want to focus on. Again the ability for the player to 'choose' how these buildings operate in order to focus their gameplay to their style is something that JWE2 could use.
New Feature - Research Points - locking items behind a financial pay wall is one thing, but quickly you find that if you have enough money you are just unlocking things rather then strategically choosing what you want. This new feature would introduce a secondary currency (research credits/points) that are obtained by sending 'field teams' into your dino encloures. This feature would come with a new building and research team (with vehicle, maybe the RV from JP2???) that you would assign to certain dinos. The field team goes out, conducts their research in the enclosures, and returns, earning your field team research points. Accumulate enough research points and then you can opt to trade in your research points and money to research and unlock items. Not all items need to be locked behind research points, but some of the late game, hard unlocks and game changing buildings/research could require this second currency that requires you to be active in your park (field researching) dinos. With this feature you could even further attach challenges or certain goals that the field research team needs to look into i.e. research this dino (maybe you have it, maybe you need to hatch one) providing another layer of challenges in building your park.
Specialized Buildings for New Guest Types -- with the new park guest types, lets build specialized buildings to generate revenue for them (similar to JWE1 with the security centre etc.).
Bring It Back -- Power Outages from JWE1 -- Was thinking about this last night, where's the random power outages?! Those were fun to deal with as a hazard, it kept you on your feet managing your park and panicking to secure and lock everything down incase of a break out.
--------------------------
Original Post - 11/16/2021
New Building - Ranger Tower / ACU Tower -- when placed, would have cover a certain area which would MITIGATE dinosaur behavior, aggressiveness and reduce the risks of dinosaurs becoming upset and rampaging. Wouldn't solve the issue, but placing it in certain areas with carnivores allows you to worry a little less about the chances of them breaking out. Would need to have a cost associated with it, as this could significantly impact dino behavior and park management.
New Feature - Separate Capture and transport team for Sick Dinos -- Having to diagnose a dino, then send a capture team, then revisit and transport the dino is a bit much. Maybe in the future and upgrade to the medical facilities that wouldn't automate the process but eliminate a separate system. IT would be ideal to first diagnose from the MVU, then in the same menu select a medical helicopter that in one clip would tranquilize the dino and then transport to the nearest (or back to their base) the dino and start healing rather than switching between 3 teams (MVU, Ranger, Transport option) to complete the same task.
Camera Mode from Ranger Box -- a cool photo mode, it would be fun to click on a ranger box in an enclosure and then have a 'security camera' view of what it sees 360*. Could be fun for spying on the dinos in the area!
Bring It Back - Advanced Storm Defense Station -- just like the first game, bring back the advanced storm defense station that would protect buildings in its given radius. This allows most customizing of actual facility functions. You can still have both in the game, this would be a late game unlock requiring research, but allows users to use those limited customization slots for other building upgrades. Again, this doesn't change the game too much, but allows for more customizing of facilities and more options for the player. It would be great to save a customization slot (not use storm defense) and instead build this, that way you can fine tweak your buildings to a different play style.
Bring It Back - Greenhouse - just like the first game, this was a really cool feature in the DLC. Allows you to create 'special' trees that can be placed in certain environments which increase the comfort level of dinosaurs. It would be great to have a wild card like this, maybe that enclosure isn't big enough as you don't have the space, maybe you want these two dinosaurs to get along with eachother? In addition to the other refinements in the game to make these ideas work, this could be placed in the environment as a unique placement that would increase the overall level of the dinos in the space.
ACU Buildings -- I was a bit sad to see that we've lost the ACU skins, buildings and terminology. A DLC or content update with these items would be nice to see return to the game!
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