Management "Operating Costs"

I would love to see operating costs for everything you can build like trees, pathes, trash cins, flowers, etc. and of course buildings and rides. Like in cities.

whats your thoughts about it?


@Brett. I forgot to add tags for it! Could you add tags?
 
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I'm personally not keen on every item having a cost, as realistic as that would be..

But I am a fan of having things decay over time and potentially need replacing (or auto-replacing other-wise our time will be spent replacing stuff in a micro-transaction sort of way).. We might need to repaint coasters every 10 years for example..
 
The option to select operating costs might be okay, and replacemen's of stuff as well, but NOT IN a microtransaction kind of way.
 
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I'm personally not keen on every item having a cost, as realistic as that would be..

But I am a fan of having things decay over time and potentially need replacing (or auto-replacing other-wise our time will be spent replacing stuff in a micro-transaction sort of way).. We might need to repaint coasters every 10 years for example..

This is where "handyman", "mechanics" take care of the coasters and rides while handymen maintain the park
 
The option to select operating costs might be okay, and replacemen's of stuff as well, but NOT IN a microtransaction kind of way.

I Hope i understand you Right. It's not that microtransaction. Like in cities everything generates an outcome per month. Maybe 1 meter of pathes costs 1 €/$/£ per month. Because cleaning up pathes isn't something for free. And flowers has to be watered. Of course the staff members have their own outcomes. I mean nothing in the game should just to be for free. Something for campagne or scenarios. Sandbox not
 
I think I understand what you're saying. Basically something like this (from SimCity 4)?

SimCity-taxes.jpg
 
I Hope i understand you Right. It's not that microtransaction. Like in cities everything generates an outcome per month. Maybe 1 meter of pathes costs 1 €/$/£ per month. Because cleaning up pathes isn't something for free. And flowers has to be watered. Of course the staff members have their own outcomes. I mean nothing in the game should just to be for free. Something for campagne or scenarios. Sandbox not
I was just making sure we weren't getting microtransactions mixed up with you know what.
 
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Costs for trees? Trash cans... No company pays for trees by the month and no monthly cost is associated with trash cans. You could hire gardeners which would be for tree.
 
I don't think OP is saying every single thing should have an upkeep cost. Just that the things that DO have one, should have that information easily displayed. If I understand correctly.
 
I feel like nothing should have any operating costs. Instead you would hire mechanics and gardeners. Then maybe over time you would have to replace certain things because they cant be fixed by the employees.
 
I feel like nothing should have any operating costs. Instead you would hire mechanics and gardeners. Then maybe over time you would have to replace certain things because they cant be fixed by the employees.

Mmm, would be easier that way, but operating costs would add to the management aspect of the game. Remember, even in real life business, theme parks, sports stadiums, etc. have operating costs ON TOP of the employees that work there. For example; food supplies don't fill restaurants/concession stands for free, landscaping takes supplies and water that has to be paid for, mechanics need tools and parts that have to be paid for, rides operate on electricity that has to be paid for, etc. etc...if you catch my drift. As I said, I like the idea of having some type of operating costs system in place as it would add even more depth to the management portion of the game. [up]
 
Mmm, would be easier that way, but operating costs would add to the management aspect of the game. Remember, even in real life business, theme parks, sports stadiums, etc. have operating costs ON TOP of the employees that work there. For example; food supplies don't fill restaurants/concession stands for free, landscaping takes supplies and water that has to be paid for, mechanics need tools and parts that have to be paid for, rides operate on electricity that has to be paid for, etc. etc...if you catch my drift. As I said, I like the idea of having some type of operating costs system in place as it would add even more depth to the management portion of the game. [up]
Agree. instead of adding electricity, water, work tools for mechanics or other materials/ elements, we just put it all in one operating cost per building or objects. I mean It's easier to handle
 
I always liked reading the Finacial Summary when I would play RCT

I believe RCT2 started showing how much money you would make per item sold too. When you opened each shops own window and went to the price section.
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Joël

Volunteer Moderator
I would love to have a detailed financial management simulation as well, including the financial summary. It makes it possible to manage the details of the financial operation of the park. I have to say that I am an accountant, so financial summaries always have an interest for me.

I checked: RCT1 has profit per sold item as well in the financial tab of a shop.
 
I would love to have a detailed financial management simulation as well, including the financial summary. It makes it possible to manage the details of the financial operation of the park. I have to say that I am an accountant, so financial summaries always have an interest for me.

I checked: RCT1 has profit per sold item as well in the financial tab of a shop.


Yup, was a feature of both RCT 1 & 2.
 
Money/budget Management ideas

I believe money should be the main underlying constraint that sets objects, either player defined or mission generated. I would like to see the control of your budget.this could manifest itself in many ways. You could have different budget for different types of items, Rides, Shop, Research, infrastructure (paths/car parks/trains). Could renegotiate the budget with sliders to keep it accessible.

anyway here are a few ideas i would like to see if possible.

Upkeep

Think city builders, each ride/show/scenery has an initial cost and an upkeep. With bigger more expensive rides and shows having the biggest upkeep. The more cars/trains on a ride means you need more staff which is the reason for the upkeep.
This is the key idea to money management games. This would have a big impacted to how the player chooses what to do next.

Pricing

The player will be able to price each age category separately for entry. How much each group is willing to pay for entry will reflect how well the age group is catered for, this could make people think about mixing their rides and attractions better.

Making Money

After parking and the entrance fee, food and merchandise are the best way for you to make money (if rides are free) . The cost/profit ratio will be very high on the food and merchandise. I would like to see food etc. handled in a more in depth manner (i know that it is not to everyone's taste) when you build stalls or restaurants (please have restaurants) you should have to negotiate for stock. or to keep it simple for more casual gamers or for people that just want to build coaster then you could have a catering services that does it all for you for slightly less profit. then all they would have to do is build empty stall and restaurants (please have restaurants). this could also play into a future objective system.

Future money making (maybe DLC)

Make your park so good that people will want to stay on site, in your very own hotel($). I would like the game to expand into this direction, so the player gets to manage a whole resort.

 
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I like a lot of youre ideas. I know that in RCT1-3 that upkeep for rides and stalls was already a feature. Charging different age groups different rates would be cool as well as a little more realistic. I would also like to see the management of stock for stalls, like having to order more when supplies are low. And hotels would be awesome!
 
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