Thoughts and Ideas for future things.

I had some time to sit down and play through all the content of the original Jurassic Park Evolution and thought I could make some suggestions as to changes and improvements that might be helpful. I haven’t gone through information about what is coming in Evolution 2, so there may be some things that are already in the game that I am unaware of. This will be a bit wordy, so please bear with me.



1. Research, Fossil, Expedition, and Paleobotany changes- Modifying the system so that each of these buildings can be placed multiple times in the same park. Ideally, the system would be set so that each building has access to an individual team and each team can be assigned to research individual items or the same item if the player wishes. If the player uses 2 teams on the same research then the time needed is reduced by half for every team on a project (i.e. 2 teams on a 10-minute project would take 5, mins, 3 teams on would take 2:30 minutes) Later research projects where the player is expected to have more capital would have the times increased to account for the change. Additionally, to prevent research teams from becoming useless during endgame it would be nice to take a page from Civ games and have “research capstones”. Research capstones would be repeatable long-term research that would give the parks a strong temporary boon to cash flow or reduce damage from storms or reduce stress on the dinosaurs. Each use of these boons could take considerable time in-game to do but last only a few minutes when used. Having the extra science buildings would be useful in another point. (See section 4)



2. Paths with a view and Restricted paths- Paths in the game are one thing that didn’t always make sense to me. In regards to paths that the park visitors use. It may be beneficial to have a view range on them. Not nearly as much as an actual viewing area but at least a number of meters to see through the entirety of smaller cages such as those used for the Compy or other similar animals. Levels of fencing can reduce the visual range where light fences have minimal effect and concrete walls reduce visibility to zero (no one has x-ray vision) Added to this is a modification of travel happiness. Those that are near open areas or lightly fenced ones are less likely to worry about distance traveled. Visitors surrounded by concrete walls are less inclined to travel long distances. This adds a bit higher inclination for using proper fencing in the way of a risk/reward system. Too much in the way of high-security walls will lead to unhappy visitors while too little will result in more park damage.

Secondly are the addition of restricted paths. These would be pathways that can only be used by park staff except when the shelters are opened up. A number of times when playing the original game I found that my ranger teams were blocked from quickly accessing a problem spot due to large crowds of people. It meant that I often had to choose between waiting for the ranger to get to an assigned task while hoping that the situation didn’t get out of hand or taking manual control of the ranger and mowing swaths of visitors down while driving right threw them. Restricted roads would prevent reputation loss when rangers have duties to perform in high-rating parks.



3. Food carts and Shopping Kiosks- Small buildings (similar in size to the restrooms) these buildings minimally fill needs for food, drinks, or shopping in zones with little space for massive buildings and would definitely fit the theme park ascetics. For food might I suggest Cretaceous Churros, Dino Dogs, and Carnotaurus Carnitas. Drinks might be Stegga Soda, Palm Punch, and (insert something witty).



4. Separating park-goer types- This looked like it was at least partially planed with the Innovation, Security, and Science centers in the original game. However, it might be beneficial to make the separations more distinct. The Dinosaurs would still attract visitors as a whole, shopping and fun structures would cater toward entertainment crowds, the various research building (fossil, expedition, research, and greenhouses) would cater to the science crowd, and the security buildings (ranger station, ACU, and storm Defense) would cater to security. As the player reaches various thresholds with the three divisions they would receive appropriate rewards, this might be things such as reduced research time or larger yields in fossil research and expeditions for the science team, a boost in defense ratings on fences, storm damage reductions, or a larger radius on security and shelter buildings for the security forces. Entertainment thresholds would be mostly just increased revenue from buildings but may also include some minor increases to satisfaction radius for buildings.



5. Upgrades and Benefits- There was a mod that tackled part of this from what I saw but it didn’t feel quite right in how it addressed some things. The Innovation, Security, and Science centers are big-ticket items in the parks and don’t really feel like they provide much other than some passive income. It could be useful to provide them with a secondary benefit. The Science center acting as combined research, fossil, and greenhouse would probably be a general direction for it. The Security center doubling as an expanded radius bunker seems to be the best bet for it. As for the Innovation Center, seeing as it seems to be a conference hall/museum, it is probably large enough to have a large capacity of restrooms and shopping inside.

An upgrade that might be beneficial considering point 4 would be to have a boost to science and security ratings for buildings in that category. The best comparison would be where Disney had a program that would allow kids to come into the imaginer offices for a day or two and learn how animation was done. Security and science building could add upgrades that boost rating that canonically offers a “be a ranger for a day” or “be a genetic scientist for a day” to boost attendance with that crowd type.

6. Gyro/jeep tunnel- A minor adjustment so as not to impede foot traffic and better allow the gyrosphere and jeep tour to move between separated enclosures. Using the wall fence as a model for how it would work. The gates would move down into the ground instead of out or away from the vehicle. The path would raise up on either side at an angle and then plateau where the vehicle moves under.
 
These are amazing ideas but you mentioned greenhouses a few times but those will not be in the game now herbivores eat the plants from the ground
They might put it as an alternetive . And i believe they should and you deside what you want.
 
I had some time to sit down and play through all the content of the original Jurassic Park Evolution and thought I could make some suggestions as to changes and improvements that might be helpful. I haven’t gone through information about what is coming in Evolution 2, so there may be some things that are already in the game that I am unaware of. This will be a bit wordy, so please bear with me.



1. Research, Fossil, Expedition, and Paleobotany changes- Modifying the system so that each of these buildings can be placed multiple times in the same park. Ideally, the system would be set so that each building has access to an individual team and each team can be assigned to research individual items or the same item if the player wishes. If the player uses 2 teams on the same research then the time needed is reduced by half for every team on a project (i.e. 2 teams on a 10-minute project would take 5, mins, 3 teams on would take 2:30 minutes) Later research projects where the player is expected to have more capital would have the times increased to account for the change. Additionally, to prevent research teams from becoming useless during endgame it would be nice to take a page from Civ games and have “research capstones”. Research capstones would be repeatable long-term research that would give the parks a strong temporary boon to cash flow or reduce damage from storms or reduce stress on the dinosaurs. Each use of these boons could take considerable time in-game to do but last only a few minutes when used. Having the extra science buildings would be useful in another point. (See section 4)



2. Paths with a view and Restricted paths- Paths in the game are one thing that didn’t always make sense to me. In regards to paths that the park visitors use. It may be beneficial to have a view range on them. Not nearly as much as an actual viewing area but at least a number of meters to see through the entirety of smaller cages such as those used for the Compy or other similar animals. Levels of fencing can reduce the visual range where light fences have minimal effect and concrete walls reduce visibility to zero (no one has x-ray vision) Added to this is a modification of travel happiness. Those that are near open areas or lightly fenced ones are less likely to worry about distance traveled. Visitors surrounded by concrete walls are less inclined to travel long distances. This adds a bit higher inclination for using proper fencing in the way of a risk/reward system. Too much in the way of high-security walls will lead to unhappy visitors while too little will result in more park damage.

Secondly are the addition of restricted paths. These would be pathways that can only be used by park staff except when the shelters are opened up. A number of times when playing the original game I found that my ranger teams were blocked from quickly accessing a problem spot due to large crowds of people. It meant that I often had to choose between waiting for the ranger to get to an assigned task while hoping that the situation didn’t get out of hand or taking manual control of the ranger and mowing swaths of visitors down while driving right threw them. Restricted roads would prevent reputation loss when rangers have duties to perform in high-rating parks.



3. Food carts and Shopping Kiosks- Small buildings (similar in size to the restrooms) these buildings minimally fill needs for food, drinks, or shopping in zones with little space for massive buildings and would definitely fit the theme park ascetics. For food might I suggest Cretaceous Churros, Dino Dogs, and Carnotaurus Carnitas. Drinks might be Stegga Soda, Palm Punch, and (insert something witty).



4. Separating park-goer types- This looked like it was at least partially planed with the Innovation, Security, and Science centers in the original game. However, it might be beneficial to make the separations more distinct. The Dinosaurs would still attract visitors as a whole, shopping and fun structures would cater toward entertainment crowds, the various research building (fossil, expedition, research, and greenhouses) would cater to the science crowd, and the security buildings (ranger station, ACU, and storm Defense) would cater to security. As the player reaches various thresholds with the three divisions they would receive appropriate rewards, this might be things such as reduced research time or larger yields in fossil research and expeditions for the science team, a boost in defense ratings on fences, storm damage reductions, or a larger radius on security and shelter buildings for the security forces. Entertainment thresholds would be mostly just increased revenue from buildings but may also include some minor increases to satisfaction radius for buildings.



5. Upgrades and Benefits- There was a mod that tackled part of this from what I saw but it didn’t feel quite right in how it addressed some things. The Innovation, Security, and Science centers are big-ticket items in the parks and don’t really feel like they provide much other than some passive income. It could be useful to provide them with a secondary benefit. The Science center acting as combined research, fossil, and greenhouse would probably be a general direction for it. The Security center doubling as an expanded radius bunker seems to be the best bet for it. As for the Innovation Center, seeing as it seems to be a conference hall/museum, it is probably large enough to have a large capacity of restrooms and shopping inside.

An upgrade that might be beneficial considering point 4 would be to have a boost to science and security ratings for buildings in that category. The best comparison would be where Disney had a program that would allow kids to come into the imaginer offices for a day or two and learn how animation was done. Security and science building could add upgrades that boost rating that canonically offers a “be a ranger for a day” or “be a genetic scientist for a day” to boost attendance with that crowd type.

6. Gyro/jeep tunnel- A minor adjustment so as not to impede foot traffic and better allow the gyrosphere and jeep tour to move between separated enclosures. Using the wall fence as a model for how it would work. The gates would move down into the ground instead of out or away from the vehicle. The path would raise up on either side at an angle and then plateau where the vehicle moves under.
1.Staff Animations and Guest Animations
Staff Team Animations
: Each Amenity building to have staff who you can hire and thay would come out of the building and clean the area around it.For example , Cleaning tables , Watering/Trimming the Plants , Sweeping the Floor , Taking out the Garbage out the back of the building.Creating more Dynamic and Realism feeling to our staff.
More Guest Animations/Expressions : Animations like Sitting Down Eating , Drinking , Holding Bags from coming out of a Gift Shop , Looking in the bags feeling excited with what they bought , Trembling or Hopping around showing Fear or Excitement before/after seeing a Dinosaur , Anger/Disappoinment with something they disliked (food - price) or when they don't see Dinosaurs. And last some Guests having Backpacks with them when arriving others coming out of Gift Shops with one , putting on Raincoats/Jackets and others holding Umbrellas when raining , snowing.Putting in Shops a selling weather coverage product type selection.We can't have our Guests in Shorts and T-Shirts in a Snowstorm.Making them feel more real.Also have the Tripping Animations when attacked by carnivores.Having both styles.JWE 1 Tripping Down , Crawling and JWE 2 Running , Back Attack Animations.
2.Dino Animations
Playing - Grooming - Fighting : See them rolling on there back on the ground , Jumping and Splashing around in the water and maybe a little Digging animation before Resting for Fun or for Building there Nest. Cleaning themselves in the water or having themselves a Mud Bath , Scratching there body's on trees and rocks , Sleeping and Lying down closer together as a group and on there side or back not only on there belly.A group of herbivores should stand together in a circle when one gets attacked trying to defend and help the other , example 5 Parasaurolophus roaring and pounding there feet on the ground scaring off the 5 Raptors or a T-Rex and every individual to be able to defend , win or escape an attack , run away from it and not just stand there waiting to die. A couple more Dynamic Animations of Dinosaurs of the same species Playful/Angry Fighting among each other , for example , on the ground rolling around. And just a little of JWE 1 , when the Dinosaurs did there Stand-off/Fighting each other Animation.Both styles from JWE 1 and JWE 2.
Last , Dinosaurs Climbing Fences , not only Raptors , in general , different species or at least see them try.
3.Engineer Team
We hear in the movies how they had the best Engineers , why not see them in action.How about an Engineer Team for park maintenance with a Pickup Truck.Checking and giving us Building status , responsible for constructing buildings , repairing , cleaning park and Dinosaur pens/tanks , restaurants , toilets , viewing areas , attractions ect. Checking on the fence like in JWE 1 In the trailer. For example , 3-4 staff members would get off the pickup truck (one on the wheel one looking out two on the fence) maybe climb the fence and repair the fence (that would have been a nice touch).This way creating more Dynamic , Suspense and Realism feeling to our team. And have the Response Team just to do with the Dinosaurs.
4.New Entertainment Buildings and Attractions
Entertainments :
Alpine Environment should have Earthquakes for a Disaster (like the others have Tornado , Sandstorm ect) and maybe in a future content Swamp Environment with Flood Disasters.
Buildings : Bridges , Tunnels , return of the Greenhouse.Paleobotany feeeders for our Herbavore Dinosaurs to be fed in difficult weather conditions (blizzards , heatwaves).
Attractions : Would love to see New Attractions like the Viewing Dome a Water Ride Kayak/Boat Ride and Hang Gliding.These are things we have seen in the Novel , Movies and Series and would love to see in the Game.The Water Ride you can chouse between Kayak or Boat and could work like the Gyrosphere , in out or even around an enclosure.Hang Gliding you can pinpoint a few spots and it can either return to base were it started or have a terminal somewhere else on the map at some distance.
5.Environment Scenery
Puting down Waterfalls , Hot Streams , Volcanic Blowholes , Caves/Water Caves would be nice.The Caves don't have to be big or deep , just enough for a couple of Dinosaurs to seek shelter or sleep in on a rainy day.
6.Dinosaur Size
This would be a nice touch.Dinos of the same species could come out in different sizes from the hatchery depending on how you alter their DNA.
 
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These are amazing ideas but you mentioned greenhouses a few times but those will not be in the game now herbivores eat the plants from the ground
I would have to assume that the normal feeders are still in the game considering the biome variety. Vegetation would be extremely sparse in the desert and snowy tundra terrain. so having them only eat from the ground wouldn't make sense from a gameplay perspective. I do believe that there is a chance that the greenhouses would not be an immediate addition but would be added in later as I believe it was done with the original game.
 
1.Staff Animations and Guest Animations
Staff Team Animations
: Each Amenity building to have staff who you can hire and thay would come out of the building and clean the area around it.For example , Cleaning tables , Watering/Trimming the Plants , Sweeping the Floor , Taking out the Garbage out the back of the building.Creating more Dynamic and Realism feeling to our staff.
More Guest Animations/Expressions like Sitting Down Eating , Drinking , Holding Bags from coming out of a Gift Shop , Looking in the bags feeling excited with what they bought , Trembling or Hopping around showing Fear or Excitement before/after seeing a Dinosaur , Anger/Disappoinment with something they disliked (food - price) or when they don't see Dinosaurs. And last some Guests having Backpacks with them when arriving others coming out of Gift Shops with one , putting on Raincoats/Jackets and others holding Umbrellas when raining.Putting in Shops a selling weather coverage product type selection.Making them feel more real.
2.Dino Animations
Playing - Grooming - Fighting : See them rolling on there back on the ground , Jumping and Splashing around in the water and maybe a little Digging animation before Resting for Fun or for Building there Nest. Cleaning themselves in the water or having themselves a Mud Bath , Scratching there body's on trees and rocks , Sleeping and Lying down closer together as a group and on there side or back not only on there belly.A group of herbivores should stand together in a circle when one gets attacked trying to defend and help the other , example 5 Parasaurolophus roaring and pounding there feet on the ground scaring off the 5 Raptors or a T-Rex. A couple more Dynamic Animations of Dinosaurs of the same species Playful / Angry Fighting among each other , for example , on the ground rolling around and just a little of JPE 1 , when the dinos did there Stand-off / Fighting each other.
Last , Dinos Climbing Fences , not only Raptors , in general , different species or at least see them try.
3.Engineer Team
How about an engineer team for park maintenance with a Pickup Truck.Checking and giving us Building status , responsible for constructing buildings , repairing , cleaning park and Dino pens/tanks , restaurants , toilets , viewing areas , attractions ect. Checking on the fence like in JPE 1 In the trailer. For example , 3-4 staff members would get off the pickup truck (one on the wheel one looking out two on the fence) climb the fence and repair the fence.This way creating more Dynamic , Suspense and Realism feeling to our team.
4.New Entertainment Buildings and Attractions
Bridges , Tunnels. Would love to see New Attractions like the Viewing Dome a Water Ride Kayak/Boat Ride and Hang Gliding.The Water Ride you can chouse between Kayak or Boat and could work like the Gyrosphere , in out or even around an enclosure.Hang Gliding you can pinpoint a few spots and it can either return to base were it started or have a terminal somewhere else on the map at some distance.
5.Environment Scenery
Puting down Waterfalls , Hot Streams , Volcanic Blowholes , Caves/Water Caves would be nice.The Caves don't have to be big or deep , just enough for a couple of Dinos to seek shelter or sleep in on a rainy day.
6.Dinosaur Size
Dinos of the same species could come out in different sizes from the hatchery depending on how you alter their DNA.
I think those would be neat though somewhat intense on the animation team for the first few. as for the fourth one, a boat ride or submarine ride might make sense with the addition of underwater dinosaurs in the game. Hang gliding would be a bit off the mark I think. It comes down to finding correlations between these and actual park attractions. Hang gliders are too unpredictable to have in theme parks as it is. Having them in a park where a visitor could accidentally land in a cage where the enclosed animal sees them as a light snack would give the park's legal team a collective heart attack. As a minor side note, these mostly seem like extra QoL additions and whatnot. They might belong in another thread as my main concern was to address gameplay and system mechanics where it felt they could be improved upon compared to the original title.
 
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