Forum Discussion

thornwill's avatar
thornwill
Seasoned Ace
10 months ago

Aliens game pack suggestion

Just a pack idea that could bring justice to aliens and explore more of its background and aesthetic. Feel free to give your suggestion and discuss mine or other ideas.

• Cyberpunk City on Sixam



• Objects: Spaceships, Space guns, Lightsabers, droids, space boards, teleporters, etc.

Gameplay

• Aspirations:

- Diplomat (Popularity): This sim/alien wants to estabilish a good relationship with foreigners.
- Expert (Knowledge): This sim/alien wants to know everything about other planetary culture.
- Colonizer (Deviance): This sim/alien wants to dominate other planets.

• Astronaut career at Laboratory

• Secret lot: Space station

• Secret traits (for humans):
- Light-based powers like light speed, teleport, fly, intangibility, etc. (via Astronaut mission)
- Telepathy/Shapeshifting ability (via alien blood transfusion/experiment)

Create A Sim

• Fashion: Neon rave



• Body details (Share with other occults):
- Eye(s) quantity variation
- Eye color variation
- Arm's Octopus suckers
- Reptilian skin
- Amphibian skin
- Antennae



• Skin colors (share with humans):
- Yellow
- Orange
- Pink
- Dark Red/Green/Blue

Old ideas
• Bee-like society
• Oozing Space Measles

• Objects: Galaxa space car, hoverboard, jetpack, etc.
• Characters: Avelina Lunvik's discovery and Grunt/Curious family relation with aliens.

• Fauna and Flora: Alien collectibles, Sixam Owl, Mother plant and Sixam Mosquito Trap

9 Replies

  • Just as the title says, I think Alien Sims should have something to do.
    All the other occult sims, besides mermaids, have aspiration paths. But with the mermaid pack, you at least get Sulani and there’s a lot of stuff to do there; in addition mermaids have slightly different needs and animations. I wouldn’t mind a Mermaid aspiration path but that’s for another discussion. 
    For now, let’s focus on Alien Sims. Besides having a human disguise and alien form, there isn’t much appeal to making one. They can Empathize and Detect Personality with Sims, along with some other curious interactions; but that’s about it. 
    This leaves virtually nothing different from playing a human Sim besides the fact that they can’t tan. You don’t need to be an alien to go to Sixam, you don’t have special interactions with other aliens, no special moodlets from eating alien fruits, the only thing that differentiates is the embarrassed moodlet when a sim finds out you’re an alien which affects almost nothing. 
    Indeed, this leaves you with an incredibly similar experience to playing a human, as even the needs are the same. Having two forms does give you an opportunity to make a lot of different outfits for them but you can do that with a human also. 
    To improve the gameplay experience for Alien Sims, I would suggest some new actions in the interaction menu, some altered needs, quirks, and skill tree and aspirations; similar to the Vampire or Spellcaster skills, you have to do various things to gain experience points and level up to gain different abilities. 
    Off the top of my head, I think it would be cool to have a “Beam Me Up” sorta skill, where you can call a UFO to beam up the sim and drop them off somewhere; like how Vampires, Werewolves, and Spellcasters can fast travel with their respective abilities. 

    With the aspiration path(s) I think there should be one where your Alien Sim has to study humans so they can blend in more effectively, and the reward trait makes it so you rarely get discovered as an Alien or something like that.
    To study humans you can abduct humans (like how it can happen to you), cows (classic), and many other things. You can learn human culture by watching TV, listening to music, etc. The less “human knowledge” your Alien Sim has the more weird stuff they should do: wearing clothes backwards, sitting in chairs the wrong way, etc. 

    I could come up with some other stuff but I wanna see what y’all think. 

  • PugLove888's avatar
    PugLove888
    Hero
    12 months ago

    @bluehope9 , I agree and clicked the Me Too button!!  🥳  In fact, I agree with everything you said, with one exception -- and that is that there is still plenty to do in Get to Work (which is the EP that Aliens came in).  Both Island Living and Get to Work have other gameplay elements, which take away from how detailed the Mermaids and Aliens ended up being. 😥  I think in the case of Aliens, they had no idea that there would end up being an Ability Tree or any supernatural Aspirations, (since that was introduced with Vampires) so I can understand why the Aliens aren't really developed, though there is no excuse for that in the case of the Mermaids! However, Mermaids and Aliens really needed their own Game Packs! They both look great, but their gameplay is just so bland! 😓

    I do love your ideas for making the Aliens more fleshed out and detailed!  Although I think they are not going to do any more pack refreshes, I would love if they refreshed the Aliens and Mermaids and gave them proper Ability Trees! 🥰  I think Aliens trying to learn human behavior would be so much fun!!! 

    Let's hope that if they ever do Fairies or Zombies in Sims 4, they are in their own Game Pack and have lots of abilities to choose from! 🤞

  • I also think there should be a Good Alien and Evil Alien aspiration path. Like the werewolf has the be mean and intimate people, you can have the good alien get a positive moodlet from interacting well with humans. An evil alien can enjoy experimenting on humans. Let’s think of some more abilities that Alien sims can get. One  that I thought of would be they have laser vision (or laser gun) and can cook food with it much quicker.  

  • Vyo4's avatar
    Vyo4
    Seasoned Veteran
    12 months ago

    @bluehope9 Great ideas! Really love the idea of Aliens "learning" how to human, LoL.

    There are so many possibilities for Alien gameplay. Aliens deserve some love, and so do Mermaids (and so do playable Ghosts).

    The problem with introducing Occult Sims in an expansion pack is they are shortchanged and overshadowed. The main focus of the expansion pack isn't the Occult, it's the world (Sulani) or gameplay (Active Careers) they came in. There are some realism players who would prefer to disable Occult Sims from these expansions because it breaks their realism play-style. Occults are a style of gameplay for a specific player type. Game Packs are the perfect vehicle to put full focus and development on Occults.

    This begs the question, if there are no refreshes planned for the future (which I hope isn't the case), would it be possible for Aliens and Mermaids to get their own occult Game Pack (GP) independent of their respective expansion packs?

    Actually, it begs a few questions:

    • Would Get To Work (GtW) be required DLC for Aliens to appear in a separate dedicated Game Pack (GP)?

    • Could a GP-Alien appear without Get To Work?

    • Would the code of a GP-Alien conflict with the GtW-Alien if both of these packs were installed?

    • If Get To Work is installed after an Alien Game Pack, would the GtW-Alien override/conflict with the GP-Alien?

    The expansion packs that gave us Aliens and Mermaids only provided a small glimpse of these fun new life states. Mermaids and Aliens are just too interesting to leave to obscurity. We shouldn't ignore these Occults, we should explore them.

  • Ruzho's avatar
    Ruzho
    Rising Traveler
    4 months ago

    If you remember back with Sims 3, they actually did something very similar.  Vampires were introduced with Night Life with the lore of Bridgeport surrounding the various vampires that shipped with the city, then introduced again in Supernatural alongside werewolves, witches and fairies.  There was no functional difference between the two, though the two packs added different aesthetics that were available to any vampire if you had both installed.

    Now that they're including a bunch of stuff into the basegame that only needs the EPs and GPs to unlock, they could move the basic alien code to basegame, have GTW unlock it since GTW aliens are honestly pretty bare-bones, then have the GP that focuses on aliens expand their powers, equipment, technology and add neat stuff for CAS and BB.

    The only problem with this is that there's no precedent for owning a lot in a "secret" world that your stalker swarm can't access.  Considering they can access a lot more than you can.  When Noah Kane can run up to you and propose that you go to prom with him while you're in the middle of trying to unlock the third trap door in the Selvadoradan Temple (I'M AN ADULT, NOAH), or when three paparazzi are surrounding you with cameras while you're trying to talk to the First Order about a lightsaber, the idea of playing an extended game on Sixam with Geoffrey Landgraab doing a walkby once an hour just doesn't seem like it'll be very fun.  At least I'm safe from them when I go to "secret" areas like Magic Realm, Sixam, Mt. Komorebi Peak, and the hermit's house in Granite Falls, but I can't actually live in those areas (technically I can with tents and all that, but I mean buy a lot and build a house without cheats).  For the vision I'm seeing in this pack, we'd need a residential world that is only accessible as a secret area in order for it to work, lest your newly-generated alien wake up one morning to see Malcolm Landgraab and Wolfgang Munch trading insults on your lawn.  Because unless steps are taken to stop this from the start, I guarantee you it'll be an issue.

  • Vyo4's avatar
    Vyo4
    Seasoned Veteran
    4 months ago
    @thornwill If Aliens were to ever get their own Pack *hopefully*, would love to see the addition of head tattoos since townie Aliens tend to be bald and this would be a cool accessory.
  • I would love to have Sixam upgraded like have a Alien town that's Sims can visit from time to time maybe even live in a futuristic pack. 

  • Ruzho's avatar
    Ruzho
    Rising Traveler
    2 months ago

    @Vyo4 wrote:
    @thornwill...since townie Aliens tend to be bald...

    Now, I bet you'll feel silly if you found out that most TS2 aliens had hair, and quite a few were blonde.  Pop over to the wiki and look up Mister Smith for an example, AKA Polination Technician #9, aka the babydaddy to all of your pregnant male sims across three games.  The ugly-as-sin bald alien aesthetic started in TS3, and it's something I've never allowed in my games, intentionally either culling or editing every alien to give them luxurious locks in shades of blue, green, purple or black.

    But I'm with you on head tattoos.  Or rather, having the head as a valid tattoo location and bring back the TS3 tattoo design system, because it's kinda boring to have 200+ sims and only four tattoos in two swatches that you can put on an upper left arm.

  • thornwill's avatar
    thornwill
    Seasoned Ace
    5 hours ago

    Just in case the team doesn't have any answers for this yet:

    For Aliens we could go for specific species of alien that doesn't co flict with what we already have. We have unknown planets like Ilustria and Bloodwar, and they could introduce us a new type of alien, Ilustrians and Bloodwartians/Bloodwarriors. The Get to Work aliens could be renamed to Sixamians/Sixamites.

    For mermaids i like to think that they could be reintroduced as faeries since mermaid are commonly described as a being part of the fae folk or having similar creatures like nixies, kelpies, naiads, nereids, ondines, etc.

    It'd also be wonderful if we could have the collectible alien as interactive pets. And if you ask me how they would move around i'd say: Flying/Floating.

     

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