Very advanced, complex, expansive, and creative genetics system

Dear Frontier,

As of right now we have no information on the genetics system in JWE2. But, I wanted to get this idea out there. In JWE, the genetics system was in my opinion, after playing the game for hundreds of hours, beyond basic. In essence all we could do is change a skin, boost their stats, and their adjust their population and forest/grass threshold; this system was very basic and I understand as this was the first iteration of the franchise but, for JWE2 we need to take it up many levels ahead.

I can't say what this system would be but maybe you have gotten some great ideas and I want to have the community discuss it as well to try and see what we can come up with.

Hopefully, we see this genetics system to which I am alluding in JWE2 on top of the other necessary things we need like limitless creativity for biome/environment/nature creation that I both detailed in another recent post and have done so for close to 2 years.
 
I think what they did was a step up from JPOG. But it would be interesting if they added more difficulty to it: ex. you have to use the right frog or bird dna to fill the gaps that no amount of digging will ever gather enough for a viable specimen (nevermind 100%). I think having to relive Dr. Wu’s process from the book was part of what JWE1 was trying to convey in the first place with the original short lifespans, and I’d appreciate that direction being improved on: the first gen viables croaks real quick and you have to work at tweaking the genome to lengthen their lifespan (and the problem doesn’t just take care of itself cause you sent enough dig teams out).
 
Or here’s another idea in the same vein.
Keep it mostly the same, but the DNA gap fillers aren’t there for optional stat padding: they’re there to increase viablility (which is much harder now). You can put any dna in any slot but the slot types are now hidden and the wrong stuff won’t work, so you have to use trial and error. Once you find a code that works, subsequent dinos using that code are less expensive (and you should still be trying new codes to get more healthy specimens). Also hidden and up for the player to learn the hard way is that the old super strains like hyper-efficient blood and bone density can be used as expensive shortcuts, but come with special dangers like hyper aggression or unnatural strength that allows the Dino to escape fencing that would otherwise be sufficient to contain that species.
 
One of my ideas is that each gene has tiers of abilities that you can choose from, the high the tier the greater the abilities and the more abilities are added onto the dinosaur. We would need a huge amount of various genes, each with multiple tiers. For example, an aggressive instincts gene tier 1 has 15% extra attack power; tier 2 has 25% more attack power and will display aggressive animations more frequently; tier 3 has 45% more attack power, more frequent aggressive animations; and far greater chance of winning a fight; etc.

Again this is just one idea I have.
 
@Jens Erik under what overall subject would this thread's idea(s) be classified? I look forward to seeing what the team has been cooking in the labs regarding this idea and my other thread's idea(s) and I hope they blow us out of the universe with that they thought and are implementing!
 

Jens Erik

Senior Community Manager
Frontier
@Jens Erik under what overall subject would this thread's idea(s) be classified? I look forward to seeing what the team has been cooking in the labs regarding this idea and my other thread's idea(s) and I hope they blow us out of the universe with that they thought and are implementing!
Hi IndominusSun!

We will have more to share about Jurassic World Evolution 2's genetic engineering mechanics and features at a later date :) I think the thread can stay where it is if the community wants to share their ideas.
 
Hi IndominusSun!

We will have more to share about Jurassic World Evolution 2's genetic engineering mechanics and features at a later date :) I think the thread can stay where it is if the community wants to share their ideas.
Well, we will keeping sharing ideas and look forward to seeing what the Dev team has been working on in regards to genetic engineering mechanics and features.
 
Personally I would like the genes used to have a real influence on dinosaurs, and not just statistically, but also their behavior. for example: it would seem logical to me that a dinosaur provided with the gene "aggressive instinct" is indeed more irritable and quick to start fights or to attack vehicles.
the "cardiac force" gene could logically make the dinosaurs faster to run and / or more enduring.
THE "intuitive learning" gene could actually make them smarter, and able to more easily avoid predators, and guard crews or whatever.
 
Personally I would like the genes used to have a real influence on dinosaurs, and not just statistically, but also their behavior. for example: it would seem logical to me that a dinosaur provided with the gene "aggressive instinct" is indeed more irritable and quick to start fights or to attack vehicles.
the "cardiac force" gene could logically make the dinosaurs faster to run and / or more enduring.
THE "intuitive learning" gene could actually make them smarter, and able to more easily avoid predators, and guard crews or whatever.
I do agree the genes need to make far more of an than simply stats. I would even combine your concept with my concept of the gene tiers I was describing that way we can really experiment and mix-and-match genes to go crazy. Of course if there are more ideas to make it more impactful, creative and advanced then that should be added on top as well.
 
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