Below are a few things that I'm I'm curious if we'll see in Planet Coaster.
Such as stock & delivery, an example would be the game Tropico, where you have dock workers & teamsters delivering stock through-out the island, both to and from the main shipping terminal. With Planet Coaster, I'd love to see deliveries arriving of burger buns & patties, being trolleyed from either the main park gate (or a worker only entrance) to the shops & stalls, and in return, garbage being exported from the park.
Perhaps some cheaper parks wouldn't have bins for guests to use, so less garbage would be exported, but at the expense of having garbage everywhere... yet at the other side of the spectrum, some parks could have recycling bins for guests, so that guests can recycle drink bottles. And then again, other parks would have paper cups and no wasteful plastic bottles to recycle at all! (just putting it out there... not saying it's a good game play idea [noob] )
I recall the stock order screen from Theme Park, and it was interesting at first but soon became mind-numbingly boring as there was no skill or even luck involved. Just click on the stock that you're low on, and in a few minutes it'll arrive, rinse repeat. Perhaps this could be revisited in Planet Coaster, but tweaked to be more meaningful, involving and more relevant, but most importantly, fun! Yet, also able to be set to automated by hiring a stock controller for the players who don't want to deal with such a system.
In RCT1, 2 & 3 there wasn't any stock take or delivery mechanism of the sorts, with the player left to simply micro-manage the sale price, along with some minor ingredients tweaking of the product in both Theme Park & RCT3. Although tweaking the product ingredients sounds like a fun idea, the casual player wouldn't really identify what the consequences of too much salt or not enough sugar in the food meant. And the expert player didn't have any analytics to work with, meaning that without the ability to gauge if too much salt = more drink sales or not, then there was no actual point in adjusting the salt content. All the micro-management shop mechanisms would go un-used.
I personally think it would be AWESOME if in Planet Coaster, you could increase the salt content in your food, only then to have the game show you that people are thirstier, or complaining that there's too much salt. An obvious example would be, more caffeine = guests running around faster (but at what expense?). I believe Theme Park had this particular feature, and free coffee with caffeine cranked to the max was key to getting guests to run around the entire park.
Further to this, I'd love to be able to click a "Park Analytics" button, showing a graph that proves a link between salty food = more drink sales but less food purchases. See the graphs, analyse the numbers, tweak the food, flavours & ingredients, watch the guests react like lab rats.
I've only touched on some ideas and memories of past games here, but what does everyone else think? What is everyone hoping to see in Planet Coaster when it comes to shops & stalls, merchandise & food, deliveries & stocks?
For me, I want the ability to tweak the special sauce on my burgers if I can clearly see & track the costs of doing so, along with both the benefits (yummy burger!!!) vs the consequences (more vomit...).
Cheers!
BFM
Such as stock & delivery, an example would be the game Tropico, where you have dock workers & teamsters delivering stock through-out the island, both to and from the main shipping terminal. With Planet Coaster, I'd love to see deliveries arriving of burger buns & patties, being trolleyed from either the main park gate (or a worker only entrance) to the shops & stalls, and in return, garbage being exported from the park.
Perhaps some cheaper parks wouldn't have bins for guests to use, so less garbage would be exported, but at the expense of having garbage everywhere... yet at the other side of the spectrum, some parks could have recycling bins for guests, so that guests can recycle drink bottles. And then again, other parks would have paper cups and no wasteful plastic bottles to recycle at all! (just putting it out there... not saying it's a good game play idea [noob] )
I recall the stock order screen from Theme Park, and it was interesting at first but soon became mind-numbingly boring as there was no skill or even luck involved. Just click on the stock that you're low on, and in a few minutes it'll arrive, rinse repeat. Perhaps this could be revisited in Planet Coaster, but tweaked to be more meaningful, involving and more relevant, but most importantly, fun! Yet, also able to be set to automated by hiring a stock controller for the players who don't want to deal with such a system.
In RCT1, 2 & 3 there wasn't any stock take or delivery mechanism of the sorts, with the player left to simply micro-manage the sale price, along with some minor ingredients tweaking of the product in both Theme Park & RCT3. Although tweaking the product ingredients sounds like a fun idea, the casual player wouldn't really identify what the consequences of too much salt or not enough sugar in the food meant. And the expert player didn't have any analytics to work with, meaning that without the ability to gauge if too much salt = more drink sales or not, then there was no actual point in adjusting the salt content. All the micro-management shop mechanisms would go un-used.
I personally think it would be AWESOME if in Planet Coaster, you could increase the salt content in your food, only then to have the game show you that people are thirstier, or complaining that there's too much salt. An obvious example would be, more caffeine = guests running around faster (but at what expense?). I believe Theme Park had this particular feature, and free coffee with caffeine cranked to the max was key to getting guests to run around the entire park.
Further to this, I'd love to be able to click a "Park Analytics" button, showing a graph that proves a link between salty food = more drink sales but less food purchases. See the graphs, analyse the numbers, tweak the food, flavours & ingredients, watch the guests react like lab rats.
I've only touched on some ideas and memories of past games here, but what does everyone else think? What is everyone hoping to see in Planet Coaster when it comes to shops & stalls, merchandise & food, deliveries & stocks?
For me, I want the ability to tweak the special sauce on my burgers if I can clearly see & track the costs of doing so, along with both the benefits (yummy burger!!!) vs the consequences (more vomit...).
Cheers!
BFM