Spending all my time managing random injuries to dinos is not what I would call fun...

I understand that is a game design, and agree that we have to do some macro management, however for larger parks it does make an overwhelming experience, when flu, random attacks, bad weather and etc, it's much point and click and to me, it gets more tedious than exciting when those events occur, we don't have a counterpart to deal with large quantities of events if bigger park scenarios, most time I get 3-star rating and wait to another challenge.
 
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The medic system ahs stopped me ever buying certain dinosaurs. They're not worth the trouble. I am never going to use raptors in my park. Triceratops are a no. Stegos ditto.

Nasutos, the alpha beats up newcomers but that's ok--just giving them a welcome and it's not too stressful.

Majungasaurus are nice--they live happily even with an aggressive alpha.

Raptors can go away forever.
 
I posted this in a standalone post, but here is my suggestion for fixing this:

So far I am really enjoying the game but I agree with some of the feedback I've been seeing regarding the MVU gameplay loop bring tedious.

Here's my proposal for making this far less annoying.

First, let us assign MVUs to outposts. When assigned they will automatically go and check up on dinos in that pen.

Second, let us tranq dinos from the MVU. The reason why this will be useful will be made clear below.

Finally, the main thrust of my suggestion. Dino injuries should be split into 4 categories. They don't have to specifically be in named categories like this, but in design each injury should follow this philosophy.

1) Nuisance - this is a very minor injury. Most of the time should heal on its own, but in rare cases (maybe 1 in 10) can develop into the next tier. More likely to happen if a dino has negative traits like Sickly. Very common after fights. Think lacerations, bruising, etc. Cannot be treated by vets unless it escalates but it only has a minor impact on health.

2) Minor - this is a serious injury that can pose a threat to an animal, but not an immediate one. It's definitely an issue, and it may affect the animal's behavior by making it move slower or rest more often etc; but it isn't likely to kill them, only lowering their health to 50% (though this could make them easy targets for a rival). If ignored long enough, the dinosaur will either heal on its own or the injury will worsen, going up to the next category. Is less likely after a fight but still somewhat frequent.
Healing a minor injury (or a moderate one - see below) does not require the dinosaur to be moved out of the enclosure, but it does require the dino to be tranquillised. An assigned vet will NOT do this automatically, however if tasked to do so it will tranq and cure the dinosaur; alternatively if the dino is tranqed by helicopter or otherwise within an assigned area the vet WILL automatically cure the dino. Once cured, the dinos wake up automatically (maybe on a 10 second timer for the MVU to drive away).

3) Moderate injuries are potentially life threatening unless promptly handled. They cause health to drop until death (unlike minor injuries, which most dinosaurs will heal from). However, they do not require transfer our of the enclosure, field surgery is sufficient. Can also worsen into Severe injuries.
The big difference between this and a minor injury is that an MVU cures a minor injury in a few seconds, while a moderate injury will require a scientist to be assigned (prompt will appear when the vet vehicle arrives at the dinosaur). The MVU will need to remain at the dinosaur's side while the timer ticks down. If the MVU is destroyed (for example, by the second Rex) the process will need to be restarted, and your scientist may be injured (unavailable for some minutes) or disgruntled by the experience (but not killed, that's probably too brutal).
You can also only use one scientist for field surgery. This means if you don't have a single scientist with high enough welfare, you will need to bring the dino in; also, if the enclosure is particularly dangerous (to the MVU or to the unconscious dino) transferring for surgery may be more desirable anyways.

4) Severe injuries are rare, usually only occurring if an already injured dinosaur gets into another fight (though they can occur on other rare occassions). These require immediate transfer for surgery, as with the current system.

I think these proposals would go a long way towards both making the veterinary gameplay more interesting and varied while lessening micromanagement and tedium. I'd love to hear any thoughts on the matter!
 
It would be nice if they toned down the major injuries, like maybe make concussions and lacerations treatable by mvus and have the major fractures and serious injuries much more rare than minor. And/or make more of the injuries a 2 stage thing, like the broken claws, starts as minor and can be treated by the MVU, but if left develops into a more serious condition that need treatment at the medical centre. Love the dinosaurs fighting occasionally, makes it more interesting.
 
I posted this in a standalone post, but here is my suggestion for fixing this:
Coincidentally, I've got a thread concerning that specific issue in the ideas/suggestions/feedback part of the forum.


Hopefully at some point the devs will see it and tweak the game. At the moment I'm inclined to hold off on playing until they do - which is really frustrating for me.
 
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