I was thinking that it would be nice to have a sandbox option to disable guest needs in a sandbox park.
So aspects like food, drink, shopping, transport, accommodation, and restroom would not factor into a park's overall rating. With security ratings from shelters being the only guest facility needed, similar to the DFW and Biosyn campaign gameplay. The selection of contracts would also be limited by removing any guest-related objectives to better fit this new setup.
This is so we could have park progression that would focus more on dinosaur variety, welfare, and research. Which would better suit park setups such as DFW relocation facilities, Biosyn sanctuaries, and Jurassic Park/World incubation and research quarters. As guests are not a factor in such areas, a sandbox option to ignore guest needs would better suit such builds.
So aspects like food, drink, shopping, transport, accommodation, and restroom would not factor into a park's overall rating. With security ratings from shelters being the only guest facility needed, similar to the DFW and Biosyn campaign gameplay. The selection of contracts would also be limited by removing any guest-related objectives to better fit this new setup.
This is so we could have park progression that would focus more on dinosaur variety, welfare, and research. Which would better suit park setups such as DFW relocation facilities, Biosyn sanctuaries, and Jurassic Park/World incubation and research quarters. As guests are not a factor in such areas, a sandbox option to ignore guest needs would better suit such builds.