Suggestions for gamplay improvement

I've played JWE2 for almost 50 hours at the time of setting this thread up, and while I did enjoy myself throughout much of that time, I will agree with people that as it stands, there's a number of flaws that need ironed out, especially in areas that wind up veering into the micro-management side of things. So, I decided to compile a list of suggestions that could potentially improve the current gameplay loop for the better.

One of the biggest issues I've put up with due to storms is the fact that once an animal contracts a cold, there's essentially nothing you can do to treat them. This is all fine and dandy, IMO, but when it develops into pneumonia, it becomes a bit of a hassle, especially when the animals in question are highly social, meaning there's a very real chance that an entire clutch was all for naught. Likewise, whenever a mobile vet is sent to check up on an animal with an ailment, they treat the whole thing like their job is currently done, leaving you to more-or-less hand-hold the whole situation until it passes over. So, my solutions for these two are as follows:

STABLES: Stables would be useful in order for dinosaurs to weather out any bad weather, which migitates the risk of diseases such as the aforementioned cold/pneumonia. Coming in 4 sizes (Small, Medium, Large, Sauropod) each tier can support an entire clutch of dinosaur for that size (Compies to Gallimimus for Small, Hadrosaurs and Armored Dinosaurs for Medium, ect). On top of this, larger tier stables can support multiple clutches of dinosaurs from smaller size tiers (Medium can hold both Compies and Gallis at once, for example). Alternatively, there would be a capacity meter, telling the player how full a stable is with the parameter being based on the tier of the stable plus the dinosaur using it.

MVU IMPROVEMENTS: Now, unless the vaccine hasn't been researched, I don't see how simply scanning a dinosaur and calling it a day makes any practical sense. My suggestion would be that once a dinosaur is scanned, the MVU should, depending on the circumstance, either medicate the animal right then and there or call in the capture team to automatically tranquilize the animal so they'll be ready for surgery, complete with a notification so the player won't forget about them until the last second. Along with this, it might be a nice addition to have MVUs assigned to enclosures via outposts much akin to rangers, that way, they'll spring into action once an animal is confirmed to have an ailment.

DINOSAUR STATS AND BEHAVIORS: Don't be mistaken, this isn't a bash on behaviors in general, I just couldn't think of a better name for this topic. At this point, it goes without saying that while pack-hunting was a good addition, it's pretty overpowered at this point. Along with this, sauropods becoming fodder to carnivores was an unusual take, especially compared to how the last game gave them an update that would leave them unafraid of most predators like the mountains of muscle they were. So, for pack-hunting, I think there should be two things up for consideration; One is that it should be exclusive to Velociraptor and Deinonychus because while it's amusing to see a group of Dilos or Proceratosaurus mob an herbivore, it once again falls into the "every dinosaur functions the same" problem the last game had. My second option is to introduce a morale system, which kinda ties in with a suggestion to buff the herbivores/nerf the raptors so the fight would be more evened out. This morale system is simple; When a pack of raptors goes in for the attack, there's an invisible meter that ties into how confident they are in continuing an attack, and the amount scales based on how many individuals are a part of this pack. Now, whenever a raptor gets injured, the overall morale will drop by a noticeable amount, whereas whenever one gets killed, their morale drops at a surprisingly large rate. To put this in motion, let's say there's a good 6 raptors going after a Triceratops. Whenver one gets sent flying, their overall morale will drop by let's say 15%, but if one gets killed, that morale will drop by about 30%. Once their morale has dropped to a certain point, there's a chance they're going to cut their losses and call off the attack.

With sauropods, I'd like to have only the large theropods pose any kind of threat, if at all. Now, keep in mind, I'm still considering whether Brachiosaurus, Dreadnoughtus and Mamenchisaurus would still be vulnerable to attack (save for the Indominus rex) or, like the last game, leave them as near-invincible mountains of meat that predators would normally avoid. Aside from the aforementioned Indominus, the main exception would be whether those sauropods find themselves weakened to the point where they couldn't be capable of intimidating threats. For Apatosaurus and Diplodocus, it'd be nice to see them be capable of fighting back rather than sit there and take any further abuse. Fighting them would likely involved getting struck by their tails as the attack, and the kill animation would simply be getting stomped underfoot. Another suggestion for sauropods would be rather than having them all hate one another, their co-habitation would depend on size (kinda like niche partitioning). For example, Apatosaurus can tolerate Amargasaurus/Nigersaurus as well as Brachiosaurus/Dreadnoughtus/Mamenchisaurus but can't stand Diplodocus and Camarasaurus.

That's all I got for now, but I'll update this whenever something new comes up.

NOTE: This is my first post here, so I wasn't aware of the "one idea per thread" comment when writing this.
 
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