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Ideas for original expansions.

While most expansions are always bringing back previous stuff, let's think of expansions that they have not done before instead! Let's give them some fresh ideas. Can be full expansions but also game packs or stuff packs.
Here's a few ideas I have for that:

-Star Wars gamepack.
They have that license, why they haven't made a star wars sim spin off yet is beyond me, but a gamepack could work great.
It could contain familiar objects for interiour, including some special tech stuff like a bacta tank to heal sims in, holographic dancers, computers, clothing, etc. Could add the force as a trait, which could allow sims to do various unique interactions.
They could also add a star wars race as a new occult, and improve the regular alien while at it.
As it is they're just wasting the license by only using it for some simple halloween costumes.

-Travel back in time.
While we have seen a time machine before, we could go back in time with our sims. To the future yes, but what about going back?
They could go to the stone age which would mainly be good for collecting unique gems and there'd just be some primitive sims with a cave there. You could bring a cavesim home and try to adapt them to modern life which could be a big journey on their own. Cavesims count as an occult, they don't have phones and can't do much with technology. They can learn various skills, similar to children. They are very strong and good at gathering however.
The medieval age and the roaring twenties could be added too, offering new skills, objects, clothing and all. Taking sims from these times with you could also require adapting and they'd also count as occult sims, but they'd learn it faster than the cavesim.
Could also be some way to change history, to have small effects on your current timeline.

-Sports expansion.
Many sports are added to the game, as well as sport fields for these sports where sims can play but also objects to use at home.
And it could add very varied sports to truly fill the expansion out, like ten different sports or more such as:
-Baseball.
-Ballet.
-Fencing.
-Basketball. (already partially in the game.)
-Soccer.
-Ballroom dancing.
-Weight lifting.
-Martial arts.
-Tennis.
-Volleyball.
In addition to that, new sports careers could be added as well and little leagues for children and teens to attend.

-Space travel.
Could allow space ships to be a mobile home, where you can explore the galaxy with and meet various aliens, find new gems, plants, and discover many wonders.

-The high seas.
Let's your sim explore the seas with their own ship which could come in various sizes. A luxurious yacht would be at the top there, you could customise the interiour but not change walls or such. A bit like an apartment but on the sea.
There's various ports to visit and even an abandoned island, maybe a burried treasure somewhere too.
Could even be a pirate ship option. Could come with a sea monster occult.





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    GordyGordy Posts: 3,022 Member
    The Sims 4: Get Lucky
    Based on random events: burglars, spontaneous house fires, surprise promotions or pay docks, and tons of other things to spice up daily living. Luck also plays into older things, like how many kids you might have, how you fare in a fight, chance card results, etc.

    The game focuses on three central themes that revolve around luck: The stock market, law, and psychic powers. All three of these themes can be used for good or evil, depending on how you play.
    • The game uses a hidden luck system to decide the odds.
    • Subscribe to a horoscope site, which will give you daily alerts and tell you what might happen that day.
    • Includes the stock market. Invest, build a portfolio, and watch as you gain or lose money each day.
    • Do research, hack into computers to manipulate stocks, or engage in insider trading. But be warned: you might be unlucky enough to get caught.
    • Go to jail. Your sim disappears into a rabbit hole for 1-7 days, depending on the severity of their crime. Sims at home can write to them, campaign to get them released early, pay their bail, or forget about them entirely.
    • Join the stock market as a Professional Trader. Go legit or do some risky illegal trading.
    • Join the Fortuneteller rabbit hole career. You can be a scam artist that rakes in a lot of dough, or become a real clairvoyant and go legit. Unlocks the "Read Fortune" social interaction.
    • Join the active Burglar career. Focuses on Logic, Fitness and Mischief. You're on a time limit. You can pick a house's lock, swipe items, try to avoid setting off alarms or accidentally turning on a loud electronic, and hide to avoid running into sims. If you get caught, you can fight the house owner: win and you escape (with only half the loot) or lose and go to jail.
    • New subtrait: Criminal Record. Your pay in all jobs will be cut in half, your job performance takes a lot longer to improve, and sims with certain traits will either like (Evil, Mean) or hate (Good, Family-Oriented) you. Can be removed by talking to your lawyer on the phone and getting lucky enough for an appeal.
    • NPC Burglars will occasionally break into your home when everyone is asleep or out. If you catch them, they will either try to run or pick a fight with you. Can be toggled off by signing your household up with the Neighborhood Watch.
    • Burglar alarms return. Cheap ones will sound off if the thief breaks in, and you will be instantly woken up/given the chance to come home early. More expensive alarms will sound off when they're picking the lock, and will call the police to arrest them.
    • Police NPCs return. They can come to arrest you if you've committed a crime. They can also catch burglars. They have full fitness and good luck, so if you try to escape, you better be the luckiest sim alive.
    • Reintroduces the Lucky and Unlucky traits.
    • Get lucky charms, 10 different items with varying luck-boosting properties. Be warned though: some charms might actually reduce your luck.
    • New life state: Psychics. No secondary form. Draws power from the Energy motive and features a level-up system and perk tree. (I made a whole perk tree and weaknesses for psychics, by the way.)
    • You can unlock your powers by being electrocuted, inheriting the trait from a psychic parent, asking a ghost to help you, or by concentrating really hard while Very Focused. Naturally, these are all based on chance. Hope you're feeling lucky.
    • Psychics come in four flavors: Telepath (reading and controlling a sim's mind, often gaining information or manipulating their moodlets), Telekinetic (Moving small items and sims, hovering, sending sims flying off your lot, traveling really fast across the map, and breaking things), Medium (Communicating with the dead, helping them speak to their deceased relatives, getting temporary stat boosts for letting them possess you), and Clairvoyant. (Focuses on predicting or manipulating the random events system.) Focus on one ability, or dabble in all of them.

    This is the Sims 4, so I don't expect an EP to actually have this much content. The law and order stuff could be at least one expansion pack on its own and still be stripped of some of its content. But a man can dream, right?
    TS1_dragons_hatching.jpg
    The Sims 4 hasn't introduced a new musical instrument since 2017
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