Management (Evolved)

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So there was a large set of replies in Management Matters and I have extracted my list of ideas to improve, advance, develop what we currently have in hopes we could discuss and get some feedback on peoples thoughts. We have seen there are a good number of management styled players in the game so it appears things are wanted to get the best management possible that is accessible to all player types/styles.

So far we have ideas on;

- Stock Management which I am hoping Bitter will comment on my thoughts with his idea so that it is easier to use without having to place hundreds of paths but still got enough depth of game play for us to manage and control accordingly.

- Staff Training & Stats that are specific to their roles and a little more in depth than currently shown with levels to promote employees etc. So lets say they have 5 stats with 8 points each and start with 16 points split between those 5 stat types which are random for each employee. You then train them with specific things to up those stats, should you gain 3 stat types to 5 points or more then they can be promoted to senior staff member.

It is a simple advancement system that could allow different gameplay to become available and allow for you to get the best running your park. Now with that you have the option to also hire senior staff straight away, they cost more but of course you don't have to train them and get the benefit but the financial up front cost is something you have to decide. This would however allow people who don't want to train staff to this level where they may feel it is a grind to unlock things a shortcut. Both gameplay types are valid so it is up to the player to decide.

- Ride Sequence following with the staff training and promotion could allow for more depth with this as per that other thread. In essence, when the staff member becomes senior they would be able to use two different ride sequences on the same ride for different queue time lengths.

This allows you to manage your queue and guest turn over if you so wish. Of course you don't have to use the feature so in Sandbox there is no reason too. Or it could be that all staff are senior and so option already open to you. This avoids people who don't want to use the system or just play sandbox feel like they have to do something to gain from it.

- Park Expansion the idea i showed earlier to have more abstract park layouts, options to expand and how that effects both managing the park and doing design management also. The idea is document well in management matters thread, however the thought is that each map is divided into say 10 parcels of land. You start on a single parcel and then can purchase up to 4 more parcels of land. This would allow for much more replay with the player being able to decide how they would like to expand their park, what works for them and give each park a unique look. In sand box you could have the option to select money free the parcels as you build or just select them at the beginning and get on with the park design. Again this allows people who don't want to get too involved in management to not be locked to things.

- Off site staff for market manager back stage area for this was discussed, however some wouldn't like it so we discussed having staff such as marketing manager (& maybe we could also have financier/accountant for the loans side) that we would train to be based off site as such (as if in headquarters for your theme park company like Merlin Entertainment). Again ties in with the above but a separate part of management also

In regards to the accountant, I was thinking that if we had someone trained in this area that we would be able to achieve more favourable loan rates/amounts.

You could also set them to auto-train and the AI would select the training as you progress based on the choices you have made design wise in the game. So let's say that you have built a park with 10 kids rides in the last 3 game months, the AI knows this and so they aim their marketing at say adverts during children cartoons to be played and to influence the target market this way. It means you can choose to manage or ignore this and thus again you don't have to delve too deep. It is similar to how Total War:Rome allowed settlements to be auto-managed whilst you done other things.

- Biome; location and influence From what has been said you would like for the area around the park (the city/province) would affect your guests spending, cash amount and number of guests. As you then say, depending on if the theme park is located centrally to a city or out in the grasslands would also add to what time the park may be open until. If you are building at night in game do you require a building permit otherwise hit with fines from noise complaints etc. There could be a lot with this. This wouldn't really impact on sandbox as it would be off so it is either specific scenarios or career mode (see below).

Further to that I would like to see the Biome for instance if it is a warm arid area to mean people don't want to walk as far, get thirsty quicker etc, in the grasslands it may be that it is colder and so they prefer more indoor places to eat or similar.

- Career Mode So we have scenarios which seem to be stand alone goal achieving and some seem to be very "odd ball" like the Monolith one, in which case I would really like a proper career mode where I am a tycoon that is working to develop an empire of theme parks. You are working to complete targets for the CEO's and they fund you initially (like theme hospital). We could all play career and be scored against one another for completing the levels/scenarios and have a lead board. It would add some fun competitiveness and means we can all enjoy seeing how different people achieve those goals.

It allows us to feel like we are again say "Merlin Entertainment" going up against Disney and Paramount Pictures (London Resort Company) for giving our guests the best theme park etc.

- The Carpark There was a good thread about having the carpark with train station, shuttle buses and similar where you could expand it and it influence the influx of guests like when a coach pulls in or a train or the shuttle bus arrives to the gates etc.

This doesn't have to take away from the main building area of the park and it could be that you can choose the location of the carpark relative to the starting province so sometimes the carpark is closer to the main gate (think Thorpe Park) or it could be that the car park requires shuttle buses or a long walk from the carpark (relative) so that would influence how you use it, such as do you charge for it or not.

- Selling/Demolishing costs for existing rides I would like to see that it would cost to demolish a ride, how much we could make auction it off with a randomised return back. This would at least add to it. It could be that it does it so that for instance your flat ride is out dated, worn out and the cost to refurbish is too steep to the expected income as you have owned the ride for say 2 game years. Now you want to remove it and that costs 'X' amount. You can take this hit and it would go to be scrapped with 'X' amount returned as recycled material earnings depending on age and condition/ride type/construction.

If however you want to try and make some more back because the recycle value is too low it can be sold off at auction. This is an automated process where you don't instantly get the income. It randomises how long the sale takes (between 1 game month and 6 game months) and how much that return is (minimum amount of recycle (less auction fees) to say 3x what recycle value is). Now you can earn more but it isn't guaranteed and in the meantime you have to pay for storage which also is 'X' amount per game month (low figure so that you feel the risk/reward is there without the player always choosing to recycle) but that way there are management options.

Once you choose to put it up for sale it just needs a UI to pop up and give you the expected figures and for you to decide option. Click on selected and then a notification will pop up when it is sold/scrapped for recycle and you will see a boost or lose to your funds at this time.

-Shops and stalls We have seen the latest image that shows shops and their management. I would like to take this a step further and include a few others;

- Clothes Shop (t-shirts, hoodies, button shirts)
- Food Stands (Popcorn, Prezel, Candy Floss, Slushie's)

The management of the shops to incorporate a menu system with slots:
-1-5 main slots
-1-3 side slots
- Condiments for each
- Discount if you purchase main and side (set by player)

I would like to remove the fries stall and place them as a side dish (sorry but I have never seen a fries only stall in my life). At least not without having hotdogs & nuggest on the menu or significant fries options which come with special toppings (check out best fries forever on google for an idea).

Add nuggets to the chicken stall.

Wondering sellers of Gulpee Energy drinks similar to Redbull sellers.


Closing Thoughts and Thanks for Reading
I think most of these have been discussed here or in a few sporadic threads so just wanted to list them all out and see peoples thoughts on basic concepts are and if they have any impact.

The good thing about the ones that are maybe more deep in design and which not everyone wants to use, they have ways to short cut them such as hiring senior staff rather than training, always scrapping the ride for recycle so it's done and dusted etc.

I don't want to limit/remove fun for players who like to be creative and those that only want a basic management system, however I do think a lot more can be given to the game for people who want more depth to this area. If you have managed to read through all this and get this far then thank you and all opinions matter from everyone playing [happy]

Regards,

Curly
 
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I like the idea of the park expansion, as you say it qould be nice to have a weirdly shaped park. With that said, if the map size gets significantly increased with release then we'd ve able to quite easily shape large parks the way we like.

To be honest, I like pretty much every idea here, although the demolishing one is a little bit extreme. When i built my parks on the alpha 'weekend', i just randomly place a couple of rides to geberate some income while i set myself free on the creative stuff, to then move the rides into place once i had a home for them. I personally think adding that feature to.the game would annoy more people than it would please.

Also regarding the fries stall: Frontier are from the UK, and in this part of the world we have chip shops, which is basically an entire meal built around eating fries. I suspect they called it fries to keep it recognisabke for American customers.
 
I like the idea of the park expansion, as you say it qould be nice to have a weirdly shaped park. With that said, if the map size gets significantly increased with release then we'd ve able to quite easily shape large parks the way we like.

To be honest, I like pretty much every idea here, although the demolishing one is a little bit extreme. When i built my parks on the alpha 'weekend', i just randomly place a couple of rides to geberate some income while i set myself free on the creative stuff, to then move the rides into place once i had a home for them. I personally think adding that feature to.the game would annoy more people than it would please.

Also regarding the fries stall: Frontier are from the UK, and in this part of the world we have chip shops, which is basically an entire meal built around eating fries. I suspect they called it fries to keep it recognisabke for American customers.

I am from the UK where we have Fish & Chip shops but certainly not chip shops. At least nothing South of Birmingham that I have been too/seen/heard off or Manchester where I spend a lot of time at. Maybe I have just missed all these gourmet chip shops?

I did try to google to confirm but haven't found any and as said the only one google brought up was the one I named so thought that might be an option? My point was more Burgers come with fries, Hot dogs come with fries, Chicken comes with fries. It is certainly more of a side although you could just order them without the main as such.

Just an opinion on what really exists and how it could work. Maybe the gourmet fries stall could be like the one I named that could have different toppings so:

- Nacho cheese (lashings of mexico cheese)
- Wicked West (chilli beef & cheese)
- Flaming Fire (Hot chilli sauce)
- Curry Curlies (Curly fries with curry source)
- Want me Naked (just fries, no sauce)

(Reworks of what they do for ideas)


Yeah I am even on 50/50 with the demolishing but just trying to get some ideas out there.

However it could be simpler to select demolish ride and then just have a random amount of return assuming it's age and condition upon removal. A background algorithm would do all the work and we would just see a return or loss upon removal of said ride?

I do feel that should you move your ride that it should cost 'X' amount of ride, maybe 10% of what the ride initially cost because that woudl be construction fee of the new foundations, services being hooked up and a team to move it to the new location as well as make good where it was originally. Would that maybe keep it a lot more simple but allow for more managerial aspects?

In regards to map size I do understand what you are saying with if we had more space. What I just feel is that theme parks are not large squares. The corners would become dead spots and they are not fun elements to design or manage compared to having more abstract shaped areas. I also don't feel buying land in squares/rectangles allows as much creative design management as that where you could have abstract shapes create bottlenecks you have to deal with or where buying a certain plot of land comes with it's own goals/requirements. (outlined some ideas in the management matters thread).

Thank you for the feedback and hope the above response gives some thought on why I would either like to see the changes or how we could adjust my initial thoughts to suit the player base further.

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Also in regards to stock management, I would say that it would work where we see stock items as percentages being used. This way we would have it maybe as;

- Burgers (bun and meat) X%
- Salad (garnish for burger) X%
- Ketchup X%
- Mayonnaise X%
- Burger Sauce X%
- Salt X%
- Vinegar X%

This way we can see what is being used and how quickly. If we control what runs out we can adjust our menus until we are restocked.

Stuff spoils so if it is in the warehouse too long before being assigned to the distribution centre then it is wasted stock). Once it is ready for distribution I would suggest that it can no longer spoil otherwise there would be too many points to manage.

Restocking happens every night automatically but you can set if the shop should be restocked when the items are at say 70% or 40% or similar. This way you are managing your stock control by trying to calculate how much you have stored, when are you likely to need to order it again and thus what the running costs are which fluctuate to this accordingly.

This of course could be automated if you had the options in menu for something like "basic management" or "advance management" gameplay.
 
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Mascots

What I would like to see with Mascots is them training to be more entertaining, maybe you can pick what they do to entertain guests like we have ride sequences. As you train your Mascot they can perform different routines.

I would also like to be able to change the mascot outfits a little. It may be that outfits can have colour changed but you could also say have;

- different dresses for the princes
- different robot styles for the Sci-Fi
- different hats for Foxy
- different outfit for cosmic (space suit is what a lot have asked/mentioned)

This way you can have options for your theme and make them more personal and unique to yourself.

Those are just some of the basics I would like to see with what Frontier do with the mascots as at the moment they feel like they will become repetitive if we are limited.
 
Hi Curlyriff,

First up, thanks for pulling your thoughts out of the big thread. I know this is a lot of work, but even now this is a long list and it'll be hard to keep a coherent debate going on a single point. I think that your ideas would better get the attention they deserve if they each had a thread of their own (e.g. "Management Matters - Stock", "Management Matters - Staff", etc.). Maybe a friendly mod could help here. That being said, I'll put my thoughts inline.

To start with, and my biggest concern about adding 'depth' to the management side of things is that if you're not careful, you will actually fail to add that depth and instead simply add busy work. If you end up in a situation where you're reacting to something (because you've got a notification that something is wrong such as low stock levels or unhappy staff) then it takes you away from what you were doing and it ends up being an annoyance. What you really need to be doing is planning so that you're doing the work up-front, and reacting to problems should be something exceptional rather than the norm.

The other concern is that by adding all this 'depth' you move from the 'simulation' genre to the 'resource management' genre. One of my favourite games of the past was The Settlers, and I loved that in order to build something you first needed to gather the resources for it, and you had to keep on top of your resource management otherwise your settlement could fail. But that's not what this game is or should be, IMO. That's not to say that there can't be aspects of this type of game.

Stock Management
I like the idea of managing stock. I like the idea that if you order too much stock, you'll lose money. If you order too little, your shops will have to close. If this were to be implemented, there should be a lag between placing an order and its arrival. The shortcut here would allow the game to place the stock orders for you, but they would always err on the side of caution and order too much rather than too little, so if you don't care about stock management you won't see your shops close but you also won't be able to minimise expenditure (or maximise profit).

I don't like the idea that it would take time to transport stock from an on-site warehouse to each individual shop. That's a step too far for me.

Staff Training & Stats
I'm not keen on the stats idea, sorry. Most games that have skill trees do so based on the application of those skills to the player's character. You have to spend the time to make your choices as it directly affects you, not some virtually anonymous member of staff. I also feel that given the number of staff in a large park, you're going to spend all your time managing their skills and salary and none of it actually building or managing the rest of the park. Perhaps there's a niche for a "Planet Coaster Staff Supervisor" expansion pack. [big grin]

Having said that, I think the idea that employees of different levels can perform different jobs is a splendid one. In reality, the more likely thing is just performing their jobs better, which I presume is something that will happen anyway.

[The problem with hiring senior staff straight away is that they'd have to cost quite a lot. This would force people who don't want to do this level of micromanagement into an immediate disadvantage that they would notice. An appropriate shortcut should be something that doesn't obviously impact them, but that means they can't min-max the game.]

Ride Sequence
This is a great idea that links in well with training progression. Everyone can use it if they wish, but there is no punitive aspect to not using it.

Park Expansion
I think this is something that would work well in a campaign mode. Even making it so that certain areas of the park cannot be landscaped, so that you have to work around terrain limitations would add a welcome challenge.

Off site staff
I'm not sure what this adds, other than a way to reduce the amount of management work that you perform (which seems anathema to the general idea of increasing depth). I have no problem with the idea that there are staff associated with marketing, accountancy, research, etc. and that their level of competence directly influences those elements. It may also be that you can hire a larger staff and do more of each concurrently (well, not the accountancy, but the marketing and research). They'd have to be very expensive and training take a long time, though, to correctly balance it.

I think that where we should look for greater depth in these back-office roles is more in customisation. So, for example, you might want to customise your marketing strategy to (say) pick the time of day that you target your TV adverts, and that would influence the demographic that you attract. It may be that this level of customisation is already in the game.

I can see some of these things being fun scenarios (e.g. limited opening times, or limitations on the height of attractions). But I don't think they would be a fun part of the career mode. That's my gut feel, anyway.

The biome type influencing guest behaviour is a good idea.

Career Mode
We don't know very much about career mode at the moment. We do know that you'll start with a limited budget, and that you'll have to build up your park over time (using loans if necessary). I doubt that career mode will have a competitive multiplayer aspect, as it's not really that sort of game. It should reward you for doing well, but not make you feel inferior by comparing your performance against others.

I like the idea that we could progress beyond a single park, and I think that would be something that might satisfy the more management-oriented players. A 'complete' park is something that you ought to be able to leave to manage itself for the most part, but with the occasional problem to deal with. The biggest issue with this is that the game would have a lot more simulation to perform and the simulation of 'offline' parks would necessarily have to be less complex otherwise your 'online' park would suffer.

The Carpark
I would have no problem with having a bit of external transport management. Perhaps a train station / bus terminal might be something that naturally appears once you've reached a critical mass, and you would have to deal with the consequences of that (overcrowding). I'm not sure about the carpark -- I can see that it might add something extra, but unless there are alternatives then the cost is basically subsumed into the ticket price. I think you'd have to introduce more fundamental management aspects (e.g. people turning away if the carpark isn't big enough), having to expand your park boundaries to give you more capacity, etc.

Shops and stalls
Definitely scope for more advanced management of menus. It has to add significant gameplay though, and I'm not sure what that would actually be beyond the obvious: more salt => thirsty guests => more drinks sold. I also agree that the more shops the better. I'm sure they'll come with time.

Closing Thoughts and Thanks for Reading
The biggest thing that has to come with any of these 'optional' management aspects is that there must not be an explicitly punitive aspect in ignoring them. Basically, if you don't use them it should make no difference to you, but if you do choose to use them you can improve your margins. Of course, if you choose to use them and use them badly, then you might lose out but you at least had the choice. This is why I don't think the idea of purchasing senior staff as a shortcut works.

I hope you don't get me wrong; I'm not trying to say that these ideas don't have merit -- they do, and should be welcomed. What I'm trying to say is that if you're aiming a game at a wide demographic, achieving balance is always going to be hard. The trick is finding those areas where you can strike the balance, and implement something that works but isn't punitive in the 'simple' mode but where moving into the 'advanced' mode can provide depth for those who want it.
 
I will not participate in this thread because I'm more a builder than a manager (even if many points here are not linked to "management" but just "customisation"), but anyway ... I wanted to say thanks to Curlyriff for detailed and constructive suggestions [yesnod][up]
 
xyphic,

Thank you for the feedback and the break down response which makes it easy to follow. I put them in a post because I didn't want to clutter the forum but I can understand that each may be better to be separate. I will ask a mod what they would like to see in that regards and ask them to split if needed.

Your points certainly make sense and I do agree with you. I have been wrapping my head around about what makes depth and what makes it tedious. I have tried to strike a balance. It is a bit like why the devs decided to just add more levels to the training without understanding what we would like from that training so going from 3 levels to 5 levels but making them still generic hasn't really added anything in my opinion.

Stock Management ties in with shops and stalls. Your solution for the auto manage stock seems like a good solution and as you say you can only maximise profit/minimise losses by doing manually but it wont be so adverse that you are forced into manual management.

The time itself to walk to and from I didn't like either. My thought was just that stock updates to what you have set at midnight each day. The distribution centre was the thought that you would need to have a distribution centre for 'X' number of shops and if you have more shops than the distribution centre can support then it means that the shops are not being restocked properly either they only get % of stock instead of being refilled or 'X' shops do not get stocked at all and are forced to close till you sort your distribution out.

Staff Training & Stats
Specific job training in attributes that make sense to their roll is what I was heading towards. My thought would be that staff training could be done in groups rather than individuals. This way you can keep tabs on your staff easier.

Maybe it could be that there is only 4 attributes (where the empolyee training wheel is each attribute is a quarter of the circle image. Then each one is split into maybe 5 segments then. This way you can see what each staff is better at and their hire cost/wage can be associated to this accordingly. Two could be generic where they are say hard working and customer satisfaction.

The other two could be job specific and such link to things such as the ride sequence that you liked. For janitor it could be that they are doing "waste management" and so they are more efficient with cleaning the park.

The reason I don't see the issue with people hiring staff at higher level compared to training them is that it would take say 6 game months to train someone so in that time if you want to pay for them to get to the senior level then you should be earning enough to do so in that time. Both options would allow progression at the same rate no matter which road you go down with this. If training costs significantly less and can be done in a shorter time than you could save the money for said employee I could see that being an issue but hopefully the Devs would balance the two against one another.

I for one would say that it should cost around 10% more to hire straight away compared to hiring a junior and training, however it means it would take an in game month longer to train them to the same level. This way it depends if you have the cash and manage it or you decide you want the cash for something else and train.

With that regard and sandbox you solution would be to have all staff members as fully trained as it makes no real reason to need this in sandbox mode when monies not an issue.

Park Expansion

Thank you, and yes I was thinking more with the career and sandbox of course being as stated you just unlock the land you want when you want really.

Off site staff

This was to try and give compromise to people who stated they don't want back stage areas but we could still do with having marketing manger and accountant because of what we do with our park. The management it removes at moment is not needing a building to place in the park. The requirement for them to be trained and what they unlock upon doing so is still there, it's just that you can't click on the building to do this (which I don't like). I wanted to move away from UI menus that we just click through. I would have preferred to have the building on site to then click on to bring up the info rather than jumping through 3 menus to get to it.

I think your ideas are spot on in regards to this but would you prefer a back stage building for these or just them to be in a UI really is the question that this was covering?

Biome;

Thanks, not all mine. I took influence from matty b and then expanded really. As you say it would depend on scenarios etc that you are playing and not to be all the way through the game.

Career Mode

Well my thought was more that my understanding is the 12 scenarios are our current career mode rather than it being an actual career and this is what my worry is. At the moment we don't appear to have any real career mode. Challenge mode is just a pot of money we build a park in and have to manage in a kind of sandbox environment.

So yeah I agree with your points you have made but this will all only be relevant if there is an actual career and not just scenarios.

The Carpark

As you say it needs more; currently the initial thought is that you can charge for these features (car park, train, bus etc) or not and that certain ones would mean waves of guests (30-50 on coach, 100-200 on train) giving a large influx of guests at regular intervals as well as people leaving at such intervals and so you have to manage your flow of guests well throughout the park with good park management.

The idea that people would get turned away because the carpark is full and that you could upgrade the carpark say 3 times from small, medium to large would add just that little something. The same as going from a single station to 2 station to 3 station train system or high speed trains and how often they arrive is all things that could be adjusted and influence you guests influx etc. Good idea with lots of room to adjust and expand on [happy]

Shops and stalls

My main problem is they just don't feel like real shops in honesty. Seperate shops with very limited food is not how things work and it takes away from the great feeling that Frontier have created with their guests "living" as such.

Further to that the idea as you with salt etc is in the game and assume that is how it works because it has before. With that in mind, the idea to combo sell and that some guests would only buy say item 'Y' because they brought item 'X' and get a discount is something that you are influencing with your options and offers. Again this is to maximise profit and you could just select auto or set all and be done and not worry if you don't want to manage all your shops to be optimised.

Closing Thoughts and Thanks for Reading

Cheers for all of the input and I am hoping it can be seen that all of these layers are adding depth maybe only a small amount, maybe by some more but they all add up to make it feel more fulfilling. The ability to make sure that all of the player base has got at least 2 ways to achieve the same goal with one being more simplified than the other whilst really making people care to at least try them out.

I feel these are certainly a good step in the right direction with that.

Thanks again [happy]

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I will not participate in this thread because I'm more a builder than a manager (even if many points here are not linked to "management" but just "customisation"), but anyway ... I wanted to say thanks to Curlyriff for detailed and constructive suggestions [yesnod][up]

No problem Angelis. I always feel both go hand in hand with one another and all need to tie in with one another as the ability to customise is the ability to manage. You make the choices that influence and those are what managers do. By offering you are giving the freedom to play.

As a non manager mind is there anything here that you would like these options to do or not do so that you can play how you like. Most can be ignored in sandbox but would you be playing any scenario? Would you only play them if something wasn't done?
 
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Joël

Volunteer Moderator
Hey everyone,

On request of Curlyriff I'll be looking into splitting this thread so that each idea/suggestion can have it's own thread, which will help to keep things focused.

UPDATE:
New threads have been created for each individual idea/suggestion. Links to these thread are located at the last post of this thread.
 
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Haha sorry Curlyriff, I didn't realise youre from the UK, i hope my explanation of chippies didn't sound too patronising.

But yeah youre quite right - chips vs fries. Fries are usually what you get with your burger etc, but I guess it's just a good way for Frontier to flesh out their shops with some different bits. Either way, definitely kudos to you for getting so many ideas out there... plenty for FD to spend months arguing about implementing!!
 
Haha sorry Curlyriff, I didn't realise youre from the UK, i hope my explanation of chippies didn't sound too patronising.

But yeah youre quite right - chips vs fries. Fries are usually what you get with your burger etc, but I guess it's just a good way for Frontier to flesh out their shops with some different bits. Either way, definitely kudos to you for getting so many ideas out there... plenty for FD to spend months arguing about implementing!!

No worries [wink]

All is good. Angelis has shown me that in parts of Belgium at least there may well be fries stalls but that is very limited compared to what I was trying to get at. I think a Friterie place makes sense with fried & grilled food though works instead of fries. Pizza is missing. There are many more things you could do and if you made them all serve say 5 menu items and 3 sides whilst having say 10 to pick from it means you can make different styles of the same chain of restaurant like when different Weatherspoons have different menus depending on where you are in the UK.
 

Joël

Volunteer Moderator
The OP has requested that this discussion is to be continued in separate threads, in order to keep things focused on each individual idea/suggestion.

Links to the new threads. Please continue the discussion here;
Management - Shops, stalls and stock
Management - Staff Training & Stats
Management - Ride Sequence
Management - Park Expansion
Management - Off site staff
Management - Biome; location and influence
Management - Career Mode
Management - The Carpark
Management - Selling/Demolishing
Management - Mascots

Thank you for participating in this discussion and for using the Planet Coaster forums. [happy]
 
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