Employee Shift Change

Hi ladies and gentlemen. My first post so hopefully it isn't too bad [happy]

Just an idea for added immersion is the feasibility of employees changing shifts. There wouldn't need to be any sort of micromanagement. Have an employee center/building with maybe a patio where you could see random peeps in their various uniforms lounging around and talking to each other. Employees exit out of the back at random intervals and head to random rides to relieve their coworkers of their duties. Maybe they have a small conversation or just a quick wave before they go. Also, It would also be interesting if there are employees checking seat belts and/or restraints at coaster stations and giving a thumbs up to ride operator for the all clear. Not sure if these would be super interesting additions, but it's always the small things that make a game great, and Frontier's attention to detail has me hoping.
 
i think this is a great idea, it would give your park so much personality. would also be cool to see them taking a lunch break behind the employee centre.
 
I really like this idea. This would add mark management from the operations level. They could have programs/task were they have to pay a advertisement fee for Hiring events to have park staffed, and would be neat to see that the park would have peak times of the year and require more staffing during that time. I play Prison Arcihitect a LOT. They have a staff break room on the game so would figure from the employee perspective that they have a "health" meter and when they hit that point the will need to take their breaks. If the park is not staffed properly were they are not given a break then a fine/fee is emposed and employees start leaving the job, not during the middle of the day ofcourse
 
+ 1 Great idea :D My carousel operator in RCT1 must be really fed up of his job by now. I mean, it has been well over a century he's been sitting there with no sign of a well deserved break :p

As Jcnavyd said, it would add heaps of character to the game. I'd also like to see the staff turn up when you first open the park. As there's a day/night cycle you could have them doing shift work :)

Welcome to the community btw!
 
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+ 1 Great idea :D My carousel operator in RCT1 must be really fed up of his job by now. I mean, it has been well over a century he's been sitting there with no sign of a well deserved break :p

As Jcnavyd said, it would add heaps of character to the game. I'd also like to see the staff turn up when you first open the park. As there's a day/night cycle you could have them doing shift work :)

Welcome to the community btw!



+1 to this Idea, Welcome to the Community :)
 
would absolutely loove this! would mean that you need to hire extra people to cover in breaks and stuff :D adds some cool park management :D and you can even choose to have certain rides closed at certain times because of breaks :D happends quite a bit in real parks, certain rides or things are closed for a short amount of time
 
if we are to get staff shifts, then there need to be special facilities (in buildings or buildings on their own?) for them! plus there will need to be some special paths for staff only(maybe doors only they can open?) leading to the backsides of the shops (so they can get in and out to take their shifts ofc) and to those new facilities for them.
 
if we are to get staff shifts, then there need to be special facilities (in buildings or buildings on their own?) for them! plus there will need to be some special paths for staff only(maybe doors only they can open?) leading to the backsides of the shops (so they can get in and out to take their shifts ofc) and to those new facilities for them.
Agreed! Staff changes would be so realistic and amazing! Maybe even be able to hire extra staff when a ride is new and a lot of people want to ride it. Their could be even more vandals and stuff when theirs a ton of people waiting to ride the new ride.
 
if we are to get staff shifts, then there need to be special facilities (in buildings or buildings on their own?) for them! plus there will need to be some special paths for staff only(maybe doors only they can open?) leading to the backsides of the shops (so they can get in and out to take their shifts ofc) and to those new facilities for them.

Yes, shift changes only seem to make sense as a tiny feature of a much larger park management system that I hope we see integrated into the game at some point.

I was actually quite blown away when I pulled up a satellite image of Tokyo Disneysea after a recent trip there. While at the park, I had noticed a bridge that I thought was part of a ride but the satelite picture confirmed that it actually was a secret highway used to deliver food, supplies, and cast members directly to the center of the park! In addition to this hidden highway and staging area, there is a much larger staging area situated between Disneyland and Disneysea that allows for efficient use of maintenance resources to be accessed and shared. It's all really quite incredible and having the ability and need to create and manage the flow of park resources to restaurant, shops, rides, and shows would potentially be very fun and interesting in the way that managing traffic in Cities Skylines is interesting.
 
I hate to be Debbie Downer but I think a shift change is an unnecessary addition to the game. Sure, any added detail is cool and welcome -- I wouldn't hate this -- but there are so many necessary management features to be done before this is considered. You can't fully recreate the real world and sacrifices have to be made. I like the idea of behind the scenes management with hidden service paths. A training and hiring center would be cool as well. Employees don't have to be shown coming and going, but we can click on it to set universal training, wages and break conditions. The condition of your break areas and ease of access effects the worker performance, but we don't have animate them changing their apron, drinking soda and walking to and from work. A break would take an entire day! I thinks it's better we pretend.
 
I hate to be Debbie Downer but I think a shift change is an unnecessary addition to the game. Sure, any added detail is cool and welcome -- I wouldn't hate this -- but there are so many necessary management features to be done before this is considered. You can't fully recreate the real world and sacrifices have to be made. I like the idea of behind the scenes management with hidden service paths. A training and hiring center would be cool as well. Employees don't have to be shown coming and going, but we can click on it to set universal training, wages and break conditions. The condition of your break areas and ease of access effects the worker performance, but we don't have animate them changing their apron, drinking soda and walking to and from work. A break would take an entire day! I thinks it's better we pretend.

it doesn't hurt to dream. :p

i think it would be fine to see them walk around the park to go take their shift and leave work though, even if you're rite that it would be too much to have them, eat, drink and change physically.
maybe the break rooms could be closed rooms like WC are actually.
 
I hate to be Debbie Downer but I think a shift change is an unnecessary addition to the game. Sure, any added detail is cool and welcome -- I wouldn't hate this -- but there are so many necessary management features‥.

I agree that the OP seems a little too specific in its suggestion, and you are correct that a park management system would have other, higher priority features. However this suggestion was interesting in the sense that I could see an entire restricted access path system developing for the use of employees to restock, handle garbage, and get around. Shift changes are kind of a meaningless detail on their own, but if you imagine a busy, hidden away backstage area with staff and goods moving around causing congestion and traffic jams, then work shifts become quite interesting...
 
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