General Gameplay Weather & Randomized Events

This is Part 2 of the series, today I am proposing ideas on weather and disaster events.

The lack of variety of weather phenomena or randomized events in the game is the biggest missed opportunity. When it comes to actual gameplay (Sandbox aside) while simplistic we can work around some of the terrain constraints and limited behaviors of the guests/dinos, but the game enters periods of monotony and stagnation where you are just sitting around waiting for something to do, and this is a perfect opportunity for some randomized events to kick in and preoccupy you while waiting on dig teams, research, incubations, etc.

Starting off with some basics let's talk twisters.

Twister

The most recognizable weather event/disaster in the game, the frequency of these guys used for difficulty or part of missions makes them very obnoxious or just existing on Pena in general. Now this isn't a bad thing except that its overused and the chance of these randomly happening twice or more in a row is not so great. They can either be totally devastating or really disappointing in how little they do. I believe they were balanced so as not to kill guests or your dinosaurs since their frequency of use can make them too devastating which is precisely why a change to them need to occur in tandem with the inclusion of new weather and disaster events.

-Can now injure/kill guests/dinosaurs

Thunderstorm

Another common weather event in the game and lifted straight from the Jurassic films, thunderstorms kind of function about how you would expect them to, lots of damage to your park and upsetting your dinosaurs which can cause them to want to break out. In JPOG, the high winds of the storm had a bonus effect on gameplay which JWE could sorely use, namely in that it made use of the helicopter a major problem and thus limited its near universal ability to solve a problem. I too propose we bring back the high winds threat over from JPOG so that the ACU copter doesn't become the universally safe option and since Return to Jurassic Park gave the ranger teams access to tranquilizers, this is also less essential to keep immune.

-high winds make flight hardware ineffective tools


Moving on I will now focus on bringing forward some new weather events and disaster situations that would easily help make the game feel more dynamic and interesting to play.


Heatwave

Rounding out the 3 bad weather events found in JPOG, I have put a bit of thought in how to modernize this weather condition and give it an effect that both triggers a response and has actual counterplay to manage it. It's far too easy to get into the habit of everything triggering a lowered comfort threshold or making every animal too aggressive in JWE to create challenge, in JPOG you always ran the risk of your dinosaurs becoming comatose and minor guest inconvenience. A heatwave should have more to offer and a bigger impact on gameplay, so I have thought of a few ways to help it along.

-increases wetland requirement
-heatstroke medical condition
-operating costs spike

To start off, by requiring an increase in wetland requirement this will specifically upset the Spinosaurid family the most, meaning you will have to factor that in if you have Baryonyx, Suchomimus, or Spinosaurus in your park. However, it doesn't just negatively impact those three dinosaurs, its all of them, the Spinosaurs are just going to be the first to get upset, so you really need to take preventive measures or respond immediately before a total crisis is on your end. That is where the heatstroke condition is introduced, this is a new condition that happens during a heatwave in which the water need of your animals is depleted, the longer this goes on the more negative the consequence.

Entire herds of herbivores can become stricken with heatstroke and begin to perish if you ignore the heatwave. A countermeasure is to place more water to meet the increased wetland comfort threshold, but also requires you have sufficient tree/brush coverage for your animals to shade themselves under. Despite that you are still likely to have some animals suffer heatstroke in which case you will need the help of a new system: veterinarians. This would require a new building(s) complete with research and being a forward thinker. You can't just plop down a vet's office and do a quick 1-2 minute research and expect to have the situation under control.

This event will punish you if you are lazy and ignore all medical treatments until the last minute. I'll detail the veterinarian feature in another suggestion thread, but let's just keep this consequence in mind. I am not a fan of how medical research and everything else is just forced into the research center and is so quickly circumvented in a crisis. The speed at which you can get things under control at the last minute rewards you for not being proactive.

All medical research beyond the basic starting treatments should require a vet's office and rather than simply money, you will also need to speed some of those "Genetic Points" in my previous thread. While I hinted at hybrids in that thread, its not 100% restricted to them, they are a vital resource in order to research medical treatments that your rangers can then deploy. Its these genetic points you'll obtain from redeeming fossils found on your digs that will prevent you from doing last minute research and getting out of a heatwave crisis.

The increased price of operating your facilities on account of the heatwave will also mean you don't have as much money on hand to just throw around unless you have managed to accumulate a bank despite everything thrown at you.

Flash Flood

Another opportunity for the future is introducing flooding as a disaster event. Right now it doesn't make a whole lot of sense with what the Cobra Engine and JWE is currently capable of, but let's assume we will get aquatic reptiles in the future, Frontier will have to make accommodations in the terrain and how water functions in the game that could allow this to be a realistic possibility.

-coasts become temporarily inaccessible
-damages structures built along coasts
-injures/kills dinosaurs and guests

Nothing quite like it in the game, to have your beachfront completely inaccessible during this event could be a really big deal. I mentioned the injuries/deaths to your guests and dinosaurs and while that is normal in the current game this could actually happen in a real unique way if you have aquatic organisms. Say a flash flood occurs and your aquatic enclosures are badly damaged or are broken, what if those aquatic organisms could gain access to the newly flooded coast? They could cause a lot of damage and when the flood recedes you could wind up with beached animals that could die on the sands far from their habitat.

Good countermeasures would be creating levees using your terrain tools and building flood walls or simply being more cautious about how you use coastlines on your island. You get more land to build on, but also run a risk for doing so, some of that good old give and take.

Blizzard

There is rumor floating around that JWE will have snowy environments in the future based upon that leaked pitch of the game and reinforced by footage of Jurassic World: Dominion having filmed in some cold environments. Just to anticipate such a possibility, I want to propose one last natural disaster, a blizzard.

-hypothermia medical condition
-low visibility
-high operating costs

Very similar to a heatwave and best defined as its counterpart, a blizzard is the exact inverse of the heatwave and is countered in a similar way. You will require a vet's office and the necessary medical research to treat hypothermia. Operating costs are elevated on account of the condition and as part of something else I have been planning on expanding on is visibility and sight radius. This is the only disaster that explicitly effects visibility, but it'll make more sense later in my series of proposals. It introduces certain risks, but revolves around dinosaur behavior and your ranger/tour vehicles operations and partially only considered it thanks to the new visibility options Frontier themselves introduced in Return to Jurassic Park.

Corporate Espionage

In the films, InGen and the Jurassic Park/World operations have had a lot of issues with rivals and disgruntled employees. Moreover, we are moving in a direction where BioSyn was named dropped and Mantah Corp as a new rival came up in Camp Cretaceous as being hostile to InGen's operations. I also think we could address a longstanding complaint about always being sabotaged by your own division heads.

Triggers as 1 of 3 random events

-Power Outage
-Tracking System disabled (dino icons on map)
-Stolen Research (Lost Genetic points and genome completion)

So, let me explain how this works. Power outages are pretty straight forward and is directly lifted from what we already have in the game. The tracking system idea is basically that BioSyn, etc. hacked into your park systems and corrupted data that has brought down some functionality in this case you can no longer see your dinosaurs via icon on the map while this event is occurring. Not a big deal most of the time, but it can prove to be pretty bad during severe weather or a dinosaur having comfort issues for one reason or another. Finally the stolen research I will have to better explain by giving an example. Losing precious genetic points is clearly a straight forward loss, but the genome completion rate of a species is also effected. For example, you have a Carnotaurus at 84% genome and this sabotage occurs, your Carnotaurus winds up only have 74% genome aftewards due to the stolen data. Species with 100% genome are unaffected only those below 100% can be impacted.

Now the countermeasures:

-Backup generators = new building, high cost of upkeep but it can compensate for power outages caused by twisters, storms, sabotage, etc.

-Cybersecurity infrastructure = new research + new security structures placed near critical buildings (Research Center, Security Center, Science Center, etc) will reduce your losses or duration you go with your features disabled

All these new structures and how this works with the divisions will be covered in more depth later as part of this series of proposals. With that I believe this is sufficient to meet our needs for having some new random events, I tried to make them logical both in terms of lore and through the use of common sense. I would add more, but I think these are enough for broad unavoidable threats.
 
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I agree that the game's weather system needs to be improved. I had already expressed these ideas on a previous post but here they are again:

In Jurassic Park Operation Genesis, we had an option in the "map" part that informed us of the upcoming weather, it was an interesting option. We could also have more diverse weather conditions with specific effects like:


Heat wave :
make dinosaurs more nervous
There are no clouds
Why not a higher demand for drinks from visitors
The appearance of the surroundings changes (a more yellowish color, like during a sunset but in the middle of the day, something that gives the impression of great heat)


Fog (more or less thick): https://forums.frontier.co.uk/threads/the-fog-nebel.522219/
Reduces visibility for the player, (making it harder to manage for a while, especially if there are breakouts)
Reduce visibility from observatories.


Cloudy:
There may be alternating periods of rain and cloudy periods. (I noticed that when it rains you can still see the sun and the stars, it's strange ...),
Why not a reduction in the number of visitors (when the weather is not good, you don't leave the hotel!)
As for the rain, we really need an umbrella or yellow jackets (reference to Jurassic Park) for visitors.
Cloudy periods could also herald a storm, there could be uncertainty as to the weather ... a simple rain, storm or hurricane.


For example, here is what could give an alternation of time on a time x:

sun / heatwave / cloudy / rain / cloudy / storm / cloudy / sun / sun / cloudy / fog / sun / heatwave / cloudy / hurricane / sun / cloudy / rain / cloudy / rain / cloudy / sun etc ...
 
I agree that the game's weather system needs to be improved. I had already expressed these ideas on a previous post but here they are again:

In Jurassic Park Operation Genesis, we had an option in the "map" part that informed us of the upcoming weather, it was an interesting option. We could also have more diverse weather conditions with specific effects like:


Heat wave :
make dinosaurs more nervous
There are no clouds
Why not a higher demand for drinks from visitors
The appearance of the surroundings changes (a more yellowish color, like during a sunset but in the middle of the day, something that gives the impression of great heat)


Fog (more or less thick): https://forums.frontier.co.uk/threads/the-fog-nebel.522219/
Reduces visibility for the player, (making it harder to manage for a while, especially if there are breakouts)
Reduce visibility from observatories.


Cloudy:
There may be alternating periods of rain and cloudy periods. (I noticed that when it rains you can still see the sun and the stars, it's strange ...),
Why not a reduction in the number of visitors (when the weather is not good, you don't leave the hotel!)
As for the rain, we really need an umbrella or yellow jackets (reference to Jurassic Park) for visitors.
Cloudy periods could also herald a storm, there could be uncertainty as to the weather ... a simple rain, storm or hurricane.


For example, here is what could give an alternation of time on a time x:

sun / heatwave / cloudy / rain / cloudy / storm / cloudy / sun / sun / cloudy / fog / sun / heatwave / cloudy / hurricane / sun / cloudy / rain / cloudy / rain / cloudy / sun etc ...

I do agree, weather should bring with it a certain difference visually to set the mood. I don't even know how fog or mist slipped my mind, that is such a big thing in the Jurassic franchise going back all the way to the first novel when the entire island was covered in dense fog. I imagine a heatwave might look like some sort of combination of sunny day weather and sunset as part of the day/night cycle. It'll be bright, but have this scorching intensity and all your guests and animals will behave accordingly, dinosaurs will move more sluggishly, laze about more, cluster around watering holes more, for instance.

From the title I definitely overlooked emphasizing general weather phenomena and focused more on disaster gameplay. That variety in weather can't be understated, it really helps keep your interest. Play a Diablo game for a couple hours especially the old ones and you will realize after a while how badly you miss some variety in the backgrounds, eye strain too. So, let me see if we can agree on something like this:

Disaster
  • Dense Fog
  • Dust Storm
Weather
  • Cloudy
  • Mist
  • Drizzle
  • Snow
Weather is more there just for some visual intrigue and is really great for Capture Mode. Whereas Fog and Dust Storms could be added on my earlier list of disasters which have gameplay repercussions. This visibility penalty plays a big role for my proposal on the Genetics System and 3 disasters (Blizzard, Dense Fog, Dust Storm) having this penalty should hint at some new behaviors we could expect as a result.

Past this you are really getting into a lot of details on guest behavior which I intend to cover soon, but this definitely is going to be added as part of it. (Will credit for the idea)
 
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