It won't add "gameplay" value. It will be formulaic, just like everything else.
Just like security, there will be no strategy involved.
Yes, that's also what I think.
It will probably won't add any interesting decisions to make. That's a big problem. The staff leaving the stall could be interesting to manage if we've a way to decide and see in UI what will be the impact on budget and profit to let the stalls closed or decide to hire more staff to leave them open. We need to be able to macro-manage this in UI. Also, it should impact the happiness and reputation of the park if too many guests want to go to a closed stall, this should impact them.
The staff should have to take staff-only path. We should need to hide this kind of "behind-the-scene" stuff. Staff leaving, mascotts going to rest, administrative building, etc. I don't care about managing the staff building (decorate interior), but I want to have to hide administrative buildings in backstage area. Also, this should impact what guests think about scenery and park. If you don't hide the buildings, the scenery rating should go down. The guests don't want to see this part of the park.
I don't want to micro-manage to level of ketchup in hamburger, because it's very repetitive and don't add any value. I will make same thing as previous RCT and choose ketchup level to "customer choice". Like staff and the need to train them or pay them more. It's great idea that level has impact and how fast staff work. But, there's not enough financial impact of this. It's just adjustments, I hope to see more impact of a close stall and more impact on guest happiness. But, in area where stall in not very popular, maybe it's better to leave it close when staff go rest. I would like to manage it in UI panel, not in every stall.
The kind of click it and forget it management is not interesting. The rides break down too much, hire more mechanics. The staff is not fast enough, train him. The ride is aging, wait.
Prestige for example could be more interesting if interest, popularity and marketing impact the time it takes to become a classic. Not every ride should become a classic. If the guests are not really interested by the ride, it should just aged. And the interest level should take more into account the demographic. UI should tell us more about each group (family, teen, adult) and what they want in the park. If the park has more family, we should have more "family friendly" ride. Yes, it's already a little bit the case, but the demographic should have more impact on what we've to put in park.
Ride breakdown. It could be interesting to decide if we reactively or proactively repair them. Proactively would cost more money, but rides break down less often. Reactively cost less, but rides break down oftently. The UI should show us the financial impact of more mechanics but also the impact of rides breakdown. For example, we choose proactively repair and 5 mechanics, it will cost x and we see the approximation of % ride breakdown, example 95% the ride will work well. What if I decide to hire 2 more mechanics. The UI will show the 98% of the time, the ride will operate well (just example). 4 mechanics but reactively repair of ride, 88% of the time, the ride will work. The UI should help us understand the impact of our choices on the park.
Priority pass is another example of a good idea that don't have a real impact. First, AI should take into account the priority pass waiting time vs regular path and we should have a way to limit the manage in UI panel the max waiting time/# of guests that could use the priority pass at same time. We should have to manage the priority pass to be sure that guests using the system will have a good value of using it.
There are already great ideas in this game, but adjustments should be make to be sure that decision we take really impact finance, reputation and happiness of guests. Many great ideas are already there, just let's tune it to really have the feeling to manage a park.
For the moment, I just hope that they'll improve existing system before just add new thing in this system.