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The Sims Spatial (spin-off idea)

1) My english is not good, I hope you wil apologize it
2) I know it is long boring text, but If you are bored... You could read it :oops:
3) I know EA wouldn't probably make anything made by fan, but I needed to share it



Quickshow:
- Central Hall (Captain) [fivepeak star]
- Arsenal Chamber (Explorer) [laser sword]
- Spiritlaundry (Soulwasher) [eye of the Watcher]
- Astralium (Telepath) [thin circle with four points and circle eye inside of it]
- Hospilab (Medic, Scientist) [chemistry bank potion]
- Club (Entertainer) [glass of wine or triangleglass of coctail]

If The Sims 4 is not going to be that godd as I had expected, then they could at least create improved alternative version in interquel form like The Sims Medieval was for TS3 era. The topic though might be now opposite way - traveling to the far future. This is my idea.

Simpolica, the world of the Sims, was on the top while era of the Oasis Landing we've seen in Into the Future EP. But it couldn't last forever. Big disaster destroyed Simpolica and turned it into postapocalyptic desolation. However, several smart Sims years ago the disaster created project New Simpolica, a completely working colony with no needed connection to the Simpolica hidden inside the station, that could survive even the worse. Especially thanks to its ability to leave planets and travel through the universe. These constructors called Neworigins decided to test the New Simpolica Space Station, so-called NS3, travelling to universe for several weekends and returning back. But several weekends meant decades for Simpolica world and they found it postapocalyptic when they returned. They rescued last surviving Sims from the claws of dangerouse mutants and decided to leave Simpolica once for good, looking for another planet, New Simpolice, witch they could turn into their new paradise.

You are playing for you hero, one of these Sims in postapocalyptic desolation. While spending one day attempting to survive, game would guide you how to make your Sim survive, how to care about their wishes and abilities, simply, how to play the game. Once you complete the tutorial, mutants are about to change you to one of them, while you are rescued in the last moment by NS3's crew and here starts your outstanding game and story, which should end with finally finding the healthy planet. Simple goal, however, goal you will be dealing with together with the crew whole play.

On main menu screen, you could choose one of the NS3s. Each would look differently, shapes of their locations would be different, background decoration space would be different and even storyline would be different. There would be three NS3s (thus three storylines) in base game:
Very New Beginning
- simply looking for some healthy planet, avoiding dangerouse ones
- medium number of occasions to land on other planet, medium occasions to meet other race
- focused on story of crewmembers and their relationships
We are not alone
- while looking for new planet, you can find many other races doing the same
- small number of occasions to land on other planet, medium number of crew-realted stories
- focused on contact with other spaceships and races
Interspace Explorers
- even dry planet could turn into healthy paradise once you explore it completely, even when entering every random planet might be dangerous
- small number of crew-related stories, medium occasions to meet other race
- focused on exploring foreign planets

Evereytime you choose NS3 type, it displays view of what the station looks like and games saved for that station. Each would have picture of its hero you are playing for there and after clicking on it, it would display below message about the game status (achievements, space badges, story progress, quests completed, current quest, name of the hero and the game in one, days played) and the button to either delete or play saved game. Also, there would be button with plus symbol to start new game in that station.

Locations and Classes
Inside of specific game, it would be made of several parts. Entire space (literally space heh) around meaning the space beneath, the sky, the distant panorama and the row the station is lying on (like the sea in regular TS) would be certain decorative background depending on what station you play in.

Then there would be space station as one big decorative object you are playing in with different tunnels, rooms and things, while it is only décor, you cannot see in there. The last part would be specific locations inside the station (with certain place it is situated in and shape, what it looks like either as roof, which is part of the station's look [the roof disappears when you zoom into this location] or inner spaces, which you can see and even play in), which's attributes of look are depending on what station you play.

Each location offers different services and options according to its name and type. Each is customizable by Buymode tools. Each can be workplace/study (having all the items needed to do the proffesion) of certain proffesion here called classes. Each would have its icon it can be located by. And that means Location = Place to play = Part of the game = Class. When being either in NS3 mode or spacelook mode to see entire station, there will be tickets (square with upside down triangle making effect of arrow heading down) witch buttons in square part, which on one hand by clicking on it zoom into the location, and, on the other hand, shows the icon telling you what is this location. Icon of the class would be same as icon of the location it can work in, while these icons would be complete and colorful as symbols, icons on tickets (instead of just circles as in TS3 and TSM) would be just white siluettes. These tickets would be of blue color, while the one your hero can work in would be of red color and the ticket arrow of the location your Sim is in at the moment would be green.

Now, what locations and classes will be there? In list below, there is name of the location, in rounded brackets name of the class working in it, in square brackets what its icon looks like, in texte below description of what the location looks like and what is possible to do there, explaining also options of the class.

Central Hall (Captain) [fivepeak star]
Central Hall is taking care of food resources and calls for time periods while the day, like breakfest, noon ot dinner, when whole crew should gather either to eat as a group on tables or to gather beneath the stagebridge where Captain can annouce news about the station and/or give the newest commands. This is also the place where entire station is controlled and where moves are planned.

- Techtable for writing: Is defaultly located in smaller room above the stairs in front of the whole hall which is Captain's study. Offers interaction "Write Daily Routine Commands" which makes him sit there, write and that improves his skill

- Naviboard of Mr. Leadly: Is defaultly located by the stairs in upper part of the hall as its controlling centre.
Offers interaction "Display current position" (which displays spacestation in the middle of the display and neighborning fields in two ranges, thus 8 around the station's field and 16 around these 8, displaying in total 24 fields around the station and what object is located in them by symbol of certain shape and color [we'll talk about space objects later]),
then interaction "Change direction..." (which displays window, where Captain player sees 8 neighborning objects as symbols inside of circles and decides what direction station should go to),
then interaction "Check Travel Status" (which displays window similar to the one above... Player sees what object hides in what direction and the player also sees how close the station is in green bar... Every game hour, station moves closer to the object by one galastep, five galasteps are required to reach the desired new field changing the position of station... If the direction is changed, station needs at first return to the cetre and then go to new direction),
then interaction "Board Diaries" (which displays window with list of coordinates/object/travelstart time/travelend time/travel period lenght/order number for each of the fields the station used to be previously at)

- Captain has special interactions to upgrade or degrade crew member and even (what makes the Sim disappear from the station forever) send him as punishment to Stasisbox, where he is locked in time until they reach new planet paradise (what is almost equal from practical sight as sending him to the pit)

Arsenal Chamber (Explorer) [laser sword]
This chamber is place to store and hide weapon and armory arsenal of station. Explorers must take care about them to keep them working and effective and in big amounts so that they are useable in needed time to either fight againts foreign civilization or explore unknown planet. This is also the place where they are dressing into the Explorer Combinese when they are going on adventure.

- Archive of Lighty Treats: Is defaultly beside the wall. It contains some of the armory's weapons as decorative example. Offer interaction "Revise Armory" (which makes Sim take random item, check its quality and wheter it works or does not work and tries either to sharpen lasers or repair errors to improve his skill)

- Box with Useless Combinese: Is defaulty next to the archive. Allows Sim to take colorful and epicly made combinese which is useless in real action, but is quite good advertisment, thus good to wear when you are about to convice someone they should enter Explorer Garde.

- Explorer has special interactions to criticise someone they are not helpful enough as they are not doing dangerous profession of Explorer, thus convicing them to make one of your duties as compenzation of their uselessness.

Spiritlaundry (Soulwasher) [eye of the Watcher]
Many years ago, Sims believed the world had been created and controlled by powerful Watcher, but modern Sims forgot their religion, blinded by the progress of the science that years. As this all resulted into disaster, some returned to their religion. There are Sims who think disaster was result of Sims' blindness and want just second chance the same way, too focused on their goal to worship any entity, telling their belief is in their project, thus are called Simpolicans. Other think it was nothing but punishment sent from the Watcher, thus to avoid this scenario again, they should show their gratitude to their master in the stars. Despite the fact there are no churches in the futures but Spiritlaundry to wash evilness from spirit of these, who think did mistake in eyes of the Watcher, and the fact there are no priests but Soulwashers who were granted by the Watcher ability to heal souls of sinners, there is still religion whose worshippers are called Spiritualists.

- Techbook Statue for Clean Hands: Is defaultly on stage in front of the benches where Spiritualists can sit and listen
Offers interaction "Read examplums silently" (which makes Sim read the books and it improves his skill),
then interaction "Read examplum aloud..." (which makes Sim present examplum to the people currently sitting in the Spiritlaundry, while your skill and how many times your Sim had read examplums shortly before this moment decides how effective it is, thus improving Convinced Factor of these Sims in the Spiritlaundry - you should do this right way and often to keep Convinced Factor high so these people stay being Spiritualists as your result fee depends on how many people are convinced, also If you don't want your Sim to lose their religion, you must go hear these exemplums) NOTE: Different exemplus have different effects on Sims of different traits, Soulwasher chooses which exemplum to read (e. g. About the Fox and the Imp, About three dragon brothers...), at certain hour every day, it is big chance there will be many Sims waiting for reading and for non-Soulwasher Sim big chance there will be Soulwasher reading

- Eye of the Watcher Mirror: Is defaultly in the backroom that is prepareroom for Soulwasher. Offers interactions to start showing special icons above heads of other Sims for certain period of time which indicates thing important for the Soulwasher.
"Show doubters" - shows green icon of the Watcher above head of these witch other religion than Spiritualist who have their Convinced Factor low, thus good adepts for converting, shows red icon of the Watcher above head of these Sims which are doubting as these above but are Spiritualists thus they had to be convinced to be stronger in faith
"Show sinners" - shows yellow icon of the Watcher above head of these Sim who have their Washfactor low, thus should be washed before it negatively affects their Convinced Factor.

- Soulwasher has special interactions to attempt to convince other Sims about their truth or wash their spirits

Astralium (Telepath) [thin circle with four points and circle eye inside of it]
Though most Simpolicans weren't interested in faith in any way, some of them were scared of raising wave of Spiritualists, thus decided to make crazy religion as criticism of it. But as time moved, crazy parody turned into religion Sims actually believed in. Yes, there is only few of the, but still it is religion whose Sims are called Scientologists. They believe somewhere in the space resides Great Tentacle Monstrum, the source of all the science in the world. These Sims are trying to connect to another dimension called Astralia so they can comunicate with GTM. There are also those who actually suceeded to connect to some dimension and were able to predict behavior of elements in space thus knowing the close future.

- Medirug "Lazy ***... I mean Donkey": Is defaultlty on stage in front of other rugs where other meditating Scientologists may sit. Offers interaction "Meditate" (which makes Sim meditate on the rug improving his skills)

- Wormhole Manipulator: Is defaultly in the underground study of the Telepath.
Offers interaction "Drain Wormnergy" (which after a while fills Telenergy bar though it is tiring),
then interaction "Constellate Celeste..." (Sims gets to other dimensional row so that they can move with entire constellations and constellate them into celestes, which creates powerray that hits the Sim who makes this... Type of the powerray depends on the celeste combination - just like learning spells with runes in TSM) NOTE: Result of this can be either tired Sim with no Telenergy If failed, or learning of new Teletrick If suceeded while what Teletrick is learnt depends on the combination.

- Telepath has special interactions to perform Teletricks. For example "Betraymark" show you doubters of your religion in range of several feets. "Call me Mr./Mrs. Conscience" either causes doubts in other-religs or improves Convince Factor in Scientologists. "Read Mind" can be impressive as you must improve by this Impressed Factor in Scientologists. "Predict Future" can help you while deciding what option is best for you. And so on.

UPDATE:
Hospilab (Medic, Scientist) [chemistry bank potion]
Traveling in outer space could be not only tiring but also... sicky... To check every crewmember is in the best form, elders will live as long as possible, productive adults will reamin productive adults even after decades and to ensure there will be no unnecessary death on the board of station, Medic is supposed to host machines to heal Sims. But all the chemistry and tools used in there had to be pre-invented, pre-prepared, pre-examinated and pre-tested. And that is also job of the Scientists.

- Very Ill Archives: Defaultly beside the wall in frontier white-tile part of the room, that is separated from back part by large hospital curtains except part with stairs to backpart's stage that is entrance to back part. Next to stairs is defaultly archive box. Offers interaction "Study Illness History of the Crew" which improves Medic's skill.

- Ultimately Healing Simbox: Defaultly simply in the free space of the frontier part of this location. Next to chairs with patients arriving to get healed.
Offers interaction "Set Simificant values up..." (which shows window withc certain criterias and sliders to set them to certain values, e. g. Raydepth: Skin/Flesh/Bones/Soul...),
then interaction "Set theme..." (which changes music played to the patient inside that can be heard also near box and colors and style of the box's exteriors and color of lights of box together, e. g. Romantic theme makes box red with pink lights and sweet music),
then interaction "Ask patient to enter..." (which would allow you to pick one of the waiting patients and let them enter the box... Result of the operation depends on what problem it is supposed to solve [e. g. deep ray that comes to soul would be good for psychoteraphy patient, efectless to eye greyspot patient and dangerous for teethrowing patient] and what settings were made and bonus happiness If the theme fits the Sim)
NOTE: Get to know Sim to figure out what theme they should like and use "Examinate patient" interaction to get dialogue message about what is their diagnosis.
NOTE2: Can be used by non-Medic Sim to enter CaS and change look.

- Medic has special interactins to examinate Sims anywhere and then even interaction "Suggest procedure" to send them to Hospilab.

- Simbolic Pasteriplates: Object that is supposed to be placed on any surface. Defaultly on table in the backpart of Hospilab. Offers interaction "Test antisimotics" which improves Scientist's skill.

- Craftset of Little Great Discoverer: Object that is supposed to be placed on any surface. Defaultly on table in the backpart of Hospilab.
Offers interaction "Display Recipes" (which displays window with discovered antidotes... Player can read what ingredients in what amount are required, what is the look, name and effect of antidote and sell prize),
then interaction "Discover Antidote..." (player chooses certain elements of different symbols and color and put them into certain combination in certain formulastrings and then adding DNA of certain illness [Scientist needs to figure out which Sim suffers the illness, ask him for DNA and use it while discovering] it can result either in failure [invalid formula], bubbleffect [formula of certain illness but not the one of patient] or success [discovering an antidote which saves its recipe into recipe databank of the Craftset]),
then interactions "Cook Antidote..." and "Bake Antidote..." that allows Sim to create from ingredients (which he is supposed to have in his inventory) certain antidote and add it into inventory (cook involves antidotes requiring liquid substances, other antidotes, ensimes of living small creatures, result is liquid antidote to other antidote or usage; bake involves antidotes requiring only some minerals and plants, result is healcake which can only be sold or used, not part of other recipe)
NOTE: Antidotes can be used/thrown on/at other Sims (either to damage them If they're not suffering the illness or heal them), used/drunk by Scientist himself, sold or (mainly part of goals in quests) provided to storage of Ultimately Healing Simbox.

- Scientist has special interactions to make other Sim test subject (I think in english called Guinea Pig, in my language it is LabRat) or to ask them for DNA.

UPDATE2:
Club (Entertainer) [glass of wine or triangleglass of coctail]

Alongside the duties all crewmen must do, there must be time to relax, enjoy rescued life and have a fun. For all these purposes, there is a club. Club offers bar where Sims can buy drinks to raise their mood, there is DJBox which can mix interesting music for the dancers and even tables and chairs for these who look upon a stage, where entertainers make interesting shows.

- Mirror Mirror from the Mall: Defaultly in the backroom (Entertainer's study and preparation room for the upcoming shows). Offers interaction "Rehearsal Speech" (Sim's skill is being improved).

- Miracle Stage Marker: Silverball object which can be placed on any floor platform, while it marks entire platform (either floor or stage) as 'Miracle Stage'. While in-game it disappears like no object is there, it allows Entertainer Sim to interact with the platform (defaultly the stage between the backroom and the Club's spaces).
Offers interaction "Stage theme..." (there are several themes... Each changes shape and look of stairs connecting floor and the stage, wallpapers on the stage's sides and the stage's floor, e. g. Dustplanet or Horormovie),
then interaction "Light up..." (player chooses intensity [ray, light, bright light, novabeam], color, size [this tile or four neighborning tiles], occupation [entire column, entire row, both entire colum and row, just this area, square, entire stage]),
then interaction "Turn the lights off..." (turns off lighting effect either for this area or entire stage),
then interaction "Furnish..." (allows player to furnish stage are only with special show-only items),
then interactions "Standup Show" (small show from 6:00AM - 7:59PM, no lights and showitems are used) or "Begin Exclusive Show" (big show from 8:00PM - 3:59AM, lights and effects are used, you must control Sims action while this and choose what to do witch what showitem) NOTE: from 4:00AM - 5:59AM no show is possible.

- Showitems Bundle: items to be placed and used only for show purposes on Miracle stage (e. g. Funnysound Piano, Make-'em-stand-up drums, twostring guitar, cabine for random fashion...)

- Movieshot Background: A background curtains covering wall behind the stage, defaultly behind the stage in the Club, offers interaction "Choose theme..." which changes the background (can but don't have to thematically fit with the stage)

- Entertainer has special options to use Sims as their assistants while show or gather from them and items around inspiration which can be used witch mirror interaction "Create showspot" and then played on some of the showitems according to type...


!!! I will continue later. I would like to add later classes and locations: Robotist (and Roboshop), Salesman (and Store), Boocafetery, Trainery, Holocemetry, Accomodation/Dormitory, Laundry !!!

Comments

  • NoahreddenNoahredden Posts: 1,076 Member
    edited August 2014
    :-o THIS IS BRILLIANT! Best idea for the sims since Late Night!


    ps. Your english is pretty good :mrgreen:
  • PixelatedPlumbobPixelatedPlumbob Posts: 535 Member
    edited August 2014
    Please no more time travel in the Sims.
  • KalaniCoolKalaniCool Posts: 64 Member
    edited August 2014
    This is an intresting idea.
  • The_SimScraperThe_SimScraper Posts: 2,083 Member
    edited August 2014
    Hahaha you said your english was bad but it's still better than a lot of people I know! :lol:
  • ceyricceyric Posts: 1,584 Member
    edited August 2014
    Cool idea! :)
    keep on keepin' on
  • NolthermoNolthermo Posts: 139 Member
    edited August 2014
    I have made some updates...
  • NolthermoNolthermo Posts: 139 Member
    edited August 2014
    Added Entertainer
  • NolthermoNolthermo Posts: 139 Member
    -
  • AstroAstro Posts: 6,651 Member
    Please no more time travel in the Sims.
    You didn't like into the future?
  • shadowcat85shadowcat85 Posts: 5,219 Member
    AstroX1424 wrote: »
    Please no more time travel in the Sims.
    You didn't like into the future?

    I thought it was fun myself although I would have liked it more if our sims could have traveled to the past as well. :D

    tumblr_inline_ne699tiMiG1r36c5t.gif


  • AstroAstro Posts: 6,651 Member
    AstroX1424 wrote: »
    Please no more time travel in the Sims.
    You didn't like into the future?

    I thought it was fun myself although I would have liked it more if our sims could have traveled to the past as well. :D
    Well technically, if they were already in the future then they could travel to the past. ;)
  • shadowcat85shadowcat85 Posts: 5,219 Member
    edited September 2014
    AstroX1424 wrote: »
    AstroX1424 wrote: »
    Please no more time travel in the Sims.
    You didn't like into the future?

    I thought it was fun myself although I would have liked it more if our sims could have traveled to the past as well. :D
    Well technically, if they were already in the future then they could travel to the past. ;)

    Rofl I know that but I meant if they could travel to like a medieval or prehistoric sim world too, where what you did could impact not only the present neighborhood but Oasis Landing as well.
    tumblr_inline_ne699tiMiG1r36c5t.gif


  • AstroAstro Posts: 6,651 Member
    AstroX1424 wrote: »
    AstroX1424 wrote: »
    Please no more time travel in the Sims.
    You didn't like into the future?

    I thought it was fun myself although I would have liked it more if our sims could have traveled to the past as well. :D
    Well technically, if they were already in the future then they could travel to the past. ;)

    Rofl I know that but I meant if they could travel to like a medieval or prehistoric sim world too, where what you did could impact not only the present neighborhood but Oasis Landing as well.
    Yes, that definitely would've been cool.
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