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
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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