More toilet management please

I'm surprised that it's not a part of the management gameplay that janitors have to clean the toilets in your park. [where is it]
Wasn't this a thing in earlier RCT games? I know Buffrogs theme park games had it.

It would easily work similar to how your mechanics go check your rides. If there is a more busy visited toilet it have to be cleaned more often and you can choose smaller intervals for the janitor. Or just call for a main clean up if it become a too big stinky mess. [big grin]

At the moment, the only opinions from guests about your toilets are about if it is for free or cost money. It would be a more interesting gameplay to be noticed about "oh this toilet is a mess, I won't go there". Or "oh this toilet are so clean!". [tongue]

Simulation evolve please!
 
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i'd like to see more specific interactions between staff and the parks, like this.
the vendor break room is a great example, and this would be another.
 
The original RCT games had gardeners to move the lawn and to water flowers. Something like that would be awesome. It could be tied to management as well making you think how many flowers/trees etc. you place. Too few gardeners and the plants would die resulting in a lower park rating etc. Might not be easy to implement as you would need a "dead" version of all the plants in addition the the "live" version we have today.
 

WingardiumLevicoaster

Volunteer Moderator
The original RCT games had gardeners to move the lawn and to water flowers. Something like that would be awesome. It could be tied to management as well making you think how many flowers/trees etc. you place. Too few gardeners and the plants would die resulting in a lower park rating etc. Might not be easy to implement as you would need a "dead" version of all the plants in addition the the "live" version we have today.

While watering the plants was interesting, the mowing of the lawn was not. I would always turn this off as it was annoying and would cost a fortune to mow your park, [knockout]
 
While watering the plants was interesting, the mowing of the lawn was not. I would always turn this off as it was annoying and would cost a fortune to mow your park, [knockout]

exactly agree.
mowing the lawns wasn't fun.
weird though, i mean, what's the diff?
somehow, maintaining gardens is ok, lawns not. i think the diff was the time. watering the flowers was fast, mowing the lawns was very, very slow.
so it took the janitor out of circulation for too long, which disrupted the balance. maybe.
 
I dont remember Bullfrog's Theme Park having broken/vandalized toilets, and neither did RCT. Its not a bad idea though

I always liked how grass could be mowed because you could set 1 guy to do the lawn or just ignore it... or you could just click the grass and it would get short (but not nicely mowed). And if you set the handymen to only mow certain areas, it gives the "back of the park" a bit more life as the grass got long.
 
The original RCT games had gardeners to move the lawn and to water flowers. Something like that would be awesome. It could be tied to management as well making you think how many flowers/trees etc. you place. Too few gardeners and the plants would die resulting in a lower park rating etc. Might not be easy to implement as you would need a "dead" version of all the plants in addition the the "live" version we have today.
I kind of agree with WingardiumLevicoaster and jamesviago that gardener is not a good idea for Planet coaster. At the moment Frontier have hard enough to find a good way in programming for naughty guest to interact with building walls and graffiti. And the way we are allowed to build very complex gardens with object merged into each other. That would be for a next generation Planet coaster game to solve to make that interactable. It is understandable this worked for the old generation of strict grid system game design to be manageable. I would never go back to that standard again though.

They had garderner duty in Bullfrogs classic Theme Park. All non used grass area eventually start to grow weeds and flowers. That was kind of annoying, because it was too overwhelming. I love barfs and litter to be cleaned up on my paths as a management thing. But weeds are just a too big thing. And for a game design view, so many extra object you cannot control that will just slow the simulation down.

Still, I do like you bringing up this suggestion. It is a real thing of course that real amusement parks concerns about. If Frontier finds a way to make it moderate and interesting in the future. I would welcome it. [happy]


I dont remember Bullfrog's Theme Park having broken/vandalized toilets, and neither did RCT. Its not a bad idea though
I guess the first one, Theme Park, didn't. However, Theme Park World and Theme Park Inc did. The toilet had maintainence meters that degreed every time a guest used it. Eventually it droped to zero and a janitor had to clean it up for guest wanting to using it again. [happy]
 
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Tbf I think reading between the lines, the janitors need to be seen carrying different tools, rather than just a broom. They can be carrying some shears and or a watering can (call me unobservant but if they don't already tend to plants then they need to sometime :p) and on this subject, a toilet plunger as they wander into the toilets. :D
 
I kind of agree with WingardiumLevicoaster and jamesviago that gardener is not a good idea for Planet coaster. At the moment Frontier have hard enough to find a good way in programming for naughty guest to interact with building walls and graffiti. And the way we are allowed to build very complex gardens with object merged into each other. That would be for a next generation Planet coaster game to solve to make that interactable. It is understandable this worked for the old generation of strict grid system game design to be manageable. I would never go back to that standard again though.

They had garderner duty in Bullfrogs classic Theme Park. All non used grass area eventually start to grow weeds and flowers. That was kind of annoying, because it was too overwhelming. I love barfs and litter to be cleaned up on my paths as a management thing. But weeds are just a too big thing. And for a game design view, so many extra object you cannot control that will just slow the simulation down.

Still, I do like you bringing up this suggestion. It is a real thing of course that real amusement parks concerns about. If Frontier finds a way to make it moderate and interesting in the future. I would welcome it. [happy]

I agree on the lawn moving part. It was a pain. And I don't think garden maintenance should be a high priority as it would be fairly complex to implement. Maybe a generic flower maintenance cost (watering with sprinklers and "plant replacement" cost after a certain time would be easier. That way you don't have to deal with complex gardener path finding to reach to flowers and plants outside the paths but it would still be a penalty to spam plants just to increase park scenery and queue ratings. Cost could just be a % of the initial purchase cost of the item. They already have maintenance costs for animations etc.
 
I kind of agree with WingardiumLevicoaster and jamesviago that gardener is not a good idea for Planet coaster. At the moment Frontier have hard enough to find a good way in programming for naughty guest to interact with building walls and graffiti. And the way we are allowed to build very complex gardens with object merged into each other. That would be for a next generation Planet coaster game to solve to make that interactable. It is understandable this worked for the old generation of strict grid system game design to be manageable. I would never go back to that standard again though.

They had garderner duty in Bullfrogs classic Theme Park. All non used grass area eventually start to grow weeds and flowers. That was kind of annoying, because it was too overwhelming. I love barfs and litter to be cleaned up on my paths as a management thing. But weeds are just a too big thing. And for a game design view, so many extra object you cannot control that will just slow the simulation down.

Still, I do like you bringing up this suggestion. It is a real thing of course that real amusement parks concerns about. If Frontier finds a way to make it moderate and interesting in the future. I would welcome it. [happy]



I guess the first one, Theme Park, didn't. However, Theme Park World and Theme Park Inc did. The toilet had maintainence meters that degreed every time a guest used it. Eventually it droped to zero and a janitor had to clean it up for guest wanting to using it again. [happy]

Me, I figure that bathrooms would have three stats for the staff to maintain:
Functionality, supplies, and cleanliness...

Functionality: Basically whether or not the toilets flush and the sinks turn on. If they don't work the bathroom is unusable.

Supplies: Toilet paper, hand soap, with options to stock the bathroom with paper towels and hand dryers for people to dry their hands on. Not keeping the bathrooms supplied makes the guests unhappy when they use it.(And can lead to it becoming messy faster)

Cleanliness: How clean the bathrooms are... Unclean bathrooms increase nausea rather than unhappiness. (A dirty bathroom is just gross and may cause some guests to simply not use it... It can also lead to faster breakdowns in the bathroom) If it gets really bad it might even increase the nausea of guests just walking by...

Speaking of bathroom functionality, what if guests could go in and release their maxed out nausea but with a chance of decreasing the bathrooms cleanliness by doing so?(Basically if they miss the toilet when they hurl)

I might as well suggest again also allowing guests to puke in the garbage bins...
 
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Me, I figure that bathrooms would have three stats for the staff to maintain:
Functionality, supplies, and cleanliness...

Functionality: Basically whether or not the toilets flush and the sinks turn on. If they don't work the bathroom is unusable.

Supplies: Toilet paper, hand soap, with options to stock the bathroom with paper towels and hand dryers for people to dry their hands on. Not keeping the bathrooms supplied makes the guests unhappy when they use it.(And can lead to it becoming messy faster)

Cleanliness: How clean the bathrooms are... Unclean bathrooms increase nausea rather than unhappiness. (A dirty bathroom is just gross and may cause some guests to simply not use it... It can also lead to faster breakdowns in the bathroom) If it gets really bad it might even increase the nausea of guests just walking by...

Speaking of bathroom functionality, what if guests could go in and release their maxed out nausea but with a chance of decreasing the bathrooms cleanliness by doing so?(Basically if they miss the toilet when they hurl)

I might as well suggest again also allowing guests to puke in the garbage bins...

Great suggestions Minnion! [up]
 

Joël

Volunteer Moderator
I'm surprised that it's not a part of the management gameplay that janitors have to clean the toilets in your park. [where is it]
Wasn't this a thing in earlier RCT games? I know Buffrogs theme park games had it.

It would easily work similar to how your mechanics go check your rides. If there is a more busy visited toilet it have to be cleaned more often and you can choose smaller intervals for the janitor. Or just call for a main clean up if it become a too big stinky mess. [big grin]

At the moment, the only opinions from guests about your toilets are about if it is for free or cost money. It would be a more interesting gameplay to be noticed about "oh this toilet is a mess, I won't go there". Or "oh this toilet are so clean!". [tongue]

Simulation evolve please!

Nice idea for a little more management in the game, and more to do for the janitors. :D

I also like the idea of gardeners and flowers requiring water from time to time. That needs you to take more management into consideration when you place down plants and flowers that require watering by gardeners. The gardeners might need to get off the paths for this, I don't know if that is technically possible to accomplish in the game.
 

WingardiumLevicoaster

Volunteer Moderator
Nice idea for a little more management in the game, and more to do for the janitors. :D

I also like the idea of gardeners and flowers requiring water from time to time. That needs you to take more management into consideration when you place down plants and flowers that require watering by gardeners. The gardeners might need to get off the paths for this, I don't know if that is technically possible to accomplish in the game.

I've just realised that if you place flowers off the ground like on the top of a building they would die. Not sure how it would work. [sad]
 
I've just realised that if you place flowers off the ground like on the top of a building they would die. Not sure how it would work. [sad]

That's where the sprinkler system will come in handy. Wherever you need watering you need to make sure you place sprinklers. That is associated with maintenance cost. More flowers = more need for water = higher monthly maintenance cost. A simpler version of this would be to give all plants a monthly maintenance cost so that if you place too many it will eat up a lot of the budget.
 
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