The lost world DLC and free update to along

Hello everyone,

It seems obvious by now that frontier actively listens to the community and adds in wanted features (via free updates) alongside a paid DLC. It's clear that the features they pick to work on are community wants but, more importantly, are also selected to help sell the DLC they release in tandem. A synergy must exist between the two, so to speak.

So, with this in mind, I figure I'll give my suggestions on what I'd like (and what I suppose most of you do as well) and how to package it with paid content so that it's realistic from a business standpoint.

So without further ado;

Features of the free update:

- rework combat system

--> allow fights to take place outside the lock-in system (same idea as jeep destruction)

--> no more instant kills, make it so the carnivore must chase and successfully hit (dynamically, just like the jeeps) the prey one or more times (the number of hits required would depend on the stats of the hunter/hunted) before the take-down animation can take place. Combine this with a stamina bar for each species, this would allow the defenseless dinosaurs to escape and make hunts so much more exciting.

--> pack hunting, just like in JPOG

- add a hunt need to the carnivores (if the hunt meter is below the threshold they prioritize corpses, if over they prefer to hunt )

--> different threshold for each carnivore adds more depth of character (some will hunt often, some very rarely)

- improve/add inter and intraspecies interactions

- add new kill/take-down animations (also for guests)

- make the herd animals move in a swarm (compies, gallis, etc)

-small dinosaurs should climb fences, not destroy them

The dlc: Return to the Lost World


- The campaign would center around getting the abandoned worker village and facilities up and running, to research genes for releasing dinosaurs that can survive independently from human intervention (ie no need of feeders), to create a functioning ecosystem (ie keep required populations stable over a period of time) and to document all the different interactions with photos.

- new gameplay mechanic involving the mobile lab (the trailer in JP:tlw)

- new gene (that removes lysine deficiency) allowing herbivores to feed on trees, bushes and whatnot

- new research slot for automatic hatcheries

- worker village related buildings (housing, research facilities etc)

- placeable ruined/overgrown buildings as decoration

- placeable paleo plants (separately from feeders, so that the bonus they give can be applied to the animals eating from the foliage)

That's about it. Thank you all for your time,

MrSig
 
I really like that idea and the thought of pack hunting and small dinos climbing fences would be epic and as for the lost world DLC idea it is one of my favourite films of all time, and I think a lot of peoples so I would love to see it as a DLC but since we got RTJP, I dunno if it could or would happen (y) 👏 Great idea all the same though(y)👏
 
I would love to see a camo mercedes benz skin for the ranger teams as seen in TLW. Also I think the high hide could be used as an observation platform building.
 
What a The Lost World DLC would need is above all a natural reproduction system of dinosaurs, with ontogeny (growth, and change of shape of babies). Especially since small independent games with a small budget did it! I am thinking of Prehistoric Kingdom, Saurian and The Isle. Frontiering with their colossal budget has no excuse.

We also need a dynamic hunting system with a Stamina system (which can be genetically modified), non-lethal fights for the Ceratopcians, Pachy and carnivores living in packs that have a comfortable level of socialization and population.

In general, we need a HUGE improvement in the AI of dinosaurs as well as a LOT of new animations and a greater diversity of cries and sounds for dinosaurs.
 
If you are interested I had myself given ideas to improve the gamplay and the AI of dinosaurs as part of a possible new DLC.
I leave them here, if anyone is interested :



 
Thanks for the replies, guys.

All your ideas are great, I guess the gist is dino AI and dynamic fights.
I know this isn't likely to change, but I guess it's worth voicing our wants. Who knows, maybe they'll consider some of it for the sequel.
 
There is no true pack hunting in Jurassic Park: Operation Genesis. It's instead something more simple rather than advanced. Something that all carnivores in that game have. The only real difference for the Velociraptors in that game is, even though they have the same basic kind of AI as all the carnivores in-game, they and big enough herbivores are rigged in that multiple entities can latch onto the big guys rather than having one make them drop instantly. Not to say something like this won't be a thing, but just to say that contrary to what people have to bring up as an example is a rather poor one. For multiple raptors to attack a single target, yes, but a true pack hunting mentality, no.

If a Site B based big DLC, one that can utilize free update and DLC exclusive features, is to be a thing, it should still be something that would not stray too far from what this game is, which is a business simulation. Something that I made a while ago after Return to Jurassic Park released.
 
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gabeluna27 that there is no real hunting behavior in a pack, don't worry. the important thing is that we have the impression. as you said, the JPOG raptors do not hunt in packs but can attack more than one large herbivor if they are hungry at the same time. on the other hand, a good way to make them hunt in packs, would be to make so that when the alpha is hungry and decides to attack a large herbivor, all the other raptors attack simultaneously the prey that the alpha attacks. this could simulate hunting behavior in packs depending on the alpha, and will ultimately be very simple.
 
gabeluna27 that there is no real hunting behavior in a pack, don't worry. the important thing is that we have the impression. as you said, the JPOG raptors do not hunt in packs but can attack more than one large herbivor if they are hungry at the same time. on the other hand, a good way to make them hunt in packs, would be to make so that when the alpha is hungry and decides to attack a large herbivor, all the other raptors attack simultaneously the prey that the alpha attacks. this could simulate hunting behavior in packs depending on the alpha, and will ultimately be very simple.
Well, there was a concept plan I did make last year to use what this game has to make it work for anything to hunt with a proper pack hunting mentality.
 
Well, there was a concept plan I did make last year to use what this game has to make it work for anything to hunt with a proper pack hunting mentality.

I just read your publication, the idea is very interesting, but personally I do not like the principle of hunting based on scripted actions and positioning, because it excludes any randomness and makes the purpose predictable and boring. Except as part of a finish move, which will be triggered at the end of the "real hunt".
As for the real hunt I will be to exploit the animation "Snap" (the click of the jaw, harmless) and to use it as a real attack which would lower the health of the prey according to the statistics d attack and defense of the two dinosaurs.
And once the satiation of the prey is close to zero, the predator can complete it with script animation, just like fighting actualy.

I detail the idea here :

 
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