Guest Sickness

I find it, and litter pretty necessary for the management side of the game. It's visual feed back, that indicates you need to hire more staff. If the management mechanics have depth, things like putting food shops near a bunch of spinning rides, would naturally illicit more vomit in that area, which would need extra patrols or dedicated staff. Putting food stalls near gentle rides would not require the extra staff.

Having no vomit or litter, makes janitorial staff completely unnecessary.



I've thrown up at a park lol. Was in the garden and not the footpath though...

Also the difference between this a the real world, is rides in the real world would be tested a lot before they're built to make sure people aren't going to be too sick. You don't see crazy riders going at insane speeds like people will be creating in game, so of course the nausea is going to be higher.

I'm willing to bet, it's flat rides that cause more nausea than coasters.
 
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I think the "sickness" for guests should be more cumulative just like hunger, thirst, bathroom needs, etc. As guests ride attractions that nauseate them, it would build up over time culminating in a "puke" event. And we would see the evidence of their sickness level in the character animation long before they puke. First they would just walk a bit slower, then hold their stomach, then turn green and finally puke. However, other things can bring their nausea down - having a place to sit down, first aid stations or just not going on any other nauseating rides.

Of course if we design a ride that is intensely nauseating (which the length of the ride cycle should factor into that), then the guests might be sent over the threshold just by the one ride. Or if you design a park with only nauseating rides, either you're going to have a lot of sick guests or guests that don't want to go on many rides because they are already sick. (They might even just leave the park early.)

Also I thin trash-bins and restrooms should help keep the "Mess" down too... (Since if someone is feeling queasy they would tend to look for something to puke into... Like a Trash bin or Toilet...)

If the serving of Alcohol at some of the parks venues is a thing I could see people drinking too much also being a factor in people getting sick... (Factoring in the business management part of it, I'd figure that you would want a head bartender that has enough experience under their belt to keep the peeps from getting that drunk, especially given the possibility of a drunk peep getting hurt on the rides or just from stumbling around...)
 
Yea maybe they could puke only if there is no restrooms or medical buildings nearby which makes us think about the planning of a clean epic park
It adds a bit of work for us

I think that should be the goal. To have amenities near your more nausea inducing attractions, mainly benches, bathrooms and trash cans. I still think that vomit on rides causing a minor delay in the ride operation occasionally would be a neat realistic touch. We still need things for our staff to clean.
 
Most people in the real world usually head for the nearest bathroom or first aid room to puke if they can make it. Accidents happen obviously, but I have never seen anyone throw up directly on a footpath.

I think in game throwing up on the ground should still happen occasionally but not nearly as often as in previous games. Have sick guests head for a bathroom, first aid or trashcan first, then throw up where they are if they can't find any of those things in time.

And, if a guest gets sick in a bathroom or trashcan, they're unusable until a janitor cleans it up. Maybe get something like a breakdown notification that lets you know "bathroom 1 has been closed for cleaning" or something like that, and have guests react to and avoid using particularly gross trashcans or even ones that are full. That way trash on the ground and visibly disgusted guests would be a clear sign that staff needs to be hired or more facilities need to be built.
 
Most people in the real world usually head for the nearest bathroom or first aid room to puke if they can make it. Accidents happen obviously, but I have never seen anyone throw up directly on a footpath.

I think in game throwing up on the ground should still happen occasionally but not nearly as often as in previous games. Have sick guests head for a bathroom, first aid or trashcan first, then throw up where they are if they can't find any of those things in time.

And, if a guest gets sick in a bathroom or trashcan, they're unusable until a janitor cleans it up. Maybe get something like a breakdown notification that lets you know "bathroom 1 has been closed for cleaning" or something like that, and have guests react to and avoid using particularly gross trashcans or even ones that are full. That way trash on the ground and visibly disgusted guests would be a clear sign that staff needs to be hired or more facilities need to be built.

Agree wholeheartedly. [up]
 
Most people in the real world usually head for the nearest bathroom or first aid room to puke if they can make it. Accidents happen obviously, but I have never seen anyone throw up directly on a footpath.

I think in game throwing up on the ground should still happen occasionally but not nearly as often as in previous games. Have sick guests head for a bathroom, first aid or trashcan first, then throw up where they are if they can't find any of those things in time.

And, if a guest gets sick in a bathroom or trashcan, they're unusable until a janitor cleans it up. Maybe get something like a breakdown notification that lets you know "bathroom 1 has been closed for cleaning" or something like that, and have guests react to and avoid using particularly gross trashcans or even ones that are full. That way trash on the ground and visibly disgusted guests would be a clear sign that staff needs to be hired or more facilities need to be built.

The advantage of the bathroom is that toilets flush(Though I think that if bathrooms have a "Messyness" meter that fills with use then puking should add to it same as #1 and #2, and of course events like "Cherrybomb in the toilet" and "Taco Tuesday" cold cause massive spikes in said messiness from increased use or vandalism...)

As for Toilets... Smelliness factor does seem like it could be a fun mechanic for the trash bins.... (Those half eaten !00% natural beef flavored patties don't stay smelling like daisies forever, even less so if they've been regurgitated.) I figure the longer a bin goes uncleaned the stinkier it will get(Provided that it's at least partially full, with things like diapers, puke, and stink bombs causing massive spikes in smelliness... With the trash bins having plumes of visible green stench rolling out of them at maximum stench... Of course I'd suggest Smelliness levels to operate mostly independent of capacity, meaning that it could become too stinky to use before it's actually full depending on what in it. Stink bombs of course are the result of vandals)
 
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