I'd like to start by saying that aliens are underwhelming as an occult sim. They seem more like a background character that is only there to be an annoyance. I mean, they have a few abilities and occasionally they abduct sims. There is no lore, they don't have any relics, and Sixam isn't much of a home world. I think they deserve their own pack. Here is what I believe the pack should consist of.
1. A larger Sixam world with multiple buildable lots. There are 2 careers that allow players to travel to Sixam and interact with aliens: the scientist career and the astronaut career. Missions related to these careers can be completed in one working day. It's space exploration. It should be more in - depth, exciting, dangerous, and require long - term tasks and missions. Players should be able to build an outpost on Sixam (new venue type) for these careers. The outpost will serve as like a space embassy for visitors to Sixam and can also act as a second career venue for scientists and astronauts. When the workday begins, scientist can be asked if they want to travel to the lab or the outpost (which will spawn NPC alien coworkers). The scientist can study alien technology and relics on Sixam and get ideas for creating new inventions (like an alien food synthesizer). The astronaut career should be made into an active career with its own work venue (a space center) and include more integrated missions. Also, at the start of their workday, astronauts will be asked if they want to travel to the space center or outpost. There would be new tasks for each career branch. For the space ranger branch, there would be mission for exploring ruins on Sixam, which will lead to the discovery of blueprints for building new starships that functions like the rocket ship. Astronauts will also be able to build a mining rover and use it do look for new fuel resources. The fuel can be used to power Sixam technology (such as new generators, air filters, and water converters). For the space smuggler branch, sims would have to uncover new collect spawners and treasure chest for finding new Sixam weapons (like a ray gun that stuns aliens). I mean, how else are they supposed to appropriate goods without getting caught?
2. Sixam aliens should have their own culture skill, technology, relics, lore, and more interactions. Aliens should be more complex, like other occult types. Vampires don't like sunlight, werewolves go berserk, but aliens have no issues with living on a foreign world and interacting with other sims or occult sims. For instance, alien sims may need to have a garden full of alien plants (but not strangerville plants) to sustain themselves or their disguises won't function, and they become ill when encountering other occult sims. Sims should have the option to befriend an alien (once they uncover their disguise) and be given a quest to allow them to emigrate to Sixam as a resident. Like batuu, there should be a reputation system for interacting with Sixam aliens. If sims have a good reputation, they receive certain benefits (like aliens not using their abilities on the sim) and if sims have a bad reputation, they'll become an unwelcomed outlaw who may be thrown in space jail. Residents of Sixam whose reputation decreases too much may be asked to leave Sixam.
3. The pack should include lots of new CAS and buildbuy items, similar to the sims 3 into the future pack. It would also include secret portals that sims may discover that teleport them to Sixam. That way, sims don't have to join a specific career to travel to Sixam. And there should be new collections that can be discovered while exploring Sixam, some of which can be displayed in museums.
4. The pack would introduce a new household member, a cute alien pet, that can be befriended on Sixam and then be asked to join the sims household. Like other pets, spellcasters can designate alien pets as familiars. Alien pets would also have an ability that functions like the debate skill from discover university, where they can persuade their owners to dote on them more or persuade other household pets to relinquish their pet beds, toys, and food bowls.
5. The pack should also include special seed packets for growing more alien plants, including a Sixam plant seed, which will function like the cowplant. Growing this seed will also require some levels in the Sixam culture skill. If the sim establishes a good relationship with the plant, it will give them a harvestable, which when eaten, will transform the sim into an alien (similar to the plantsim fruit).
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Comments
Since Sixam is dark, I imagine aliens are much like vampires, and it maybe difficult for them to tolerate the sun light. Also, for some reason I think they would be fond of bad smelling stuff because those glowing plants I don't think they smell like roses.
So you mean like a full pack that introduces a career for space exploration?
Aliens could use some more attention as well, I want to see more outfits for them since the two alien outfits are horrible in this game. Not even a helmet for them either.
I'd want to see alien space ships to build, aliens should be able to fly to Sixam whenever they want when building a rocket. Could even be an aspiration for them to return home.
They should get abilities to develop as well and I think they should be given some interesting weaknesses.
Would be really great if a Simlish version of 'Indian love call' is made which could be lethal to aliens when they hear it, like in Mars Attacks!
Maybe certain specific foods could make them sick too, like anything with fish perhaps.
Some futuristic alien tech could be neat to see as well, of which some can only be obtained when visiting Sixam but could be taken home.