Hoping for a Warehouse as the next feature

@Minnion - I am all for new management features, but I dont want too much "micro"management. If the devs were to spend time creating more management features, they would have to be simple in order to appeal to the majority of players. Thats why I have suggested things like a research dept or training facilities, I mean we already have research and training but its rather lame IMO that we just simply click a button in a menu to research or train, wouldnt it be more interesting if we had to build a research dept or training facility? and the bigger the rooms the better the workers can perform inside of them?

Stocking each individual food item, toilet paper, etc just seems like too much clicking buttons in menus... we want things that are interactive within the actual world, things that can be seen visually within our parks. Not a bunch of spread sheets. You should look up the game Theme Hospital and see how the management works in that game, its actually really fun [up]

see my old thread here https://forums.planetcoaster.com/sh...e-Career-and-Staff-Management-with-Facilities

Well see it wouldn't be micro management per say... I was thinking more or less a set of facilities that our little workers go to to grab more supplies... (With perhaps just another added cost to take into consideration...)

Other problems that can come with supply rooms: Theft... Gives our security guys something more to do.
Theft of toilet paper by vandals who then use it to cover pick-nick tables and benches...
Theft of food supplies by hooligans who use it to make a mess of other guests... (Imagine if we had some punk running around squirting catsup at people, or smashing ketchup packets on the ground to leave more mess for the janitors to clean up.)
Theft of souvenirs which cuts into profits...
 
Other problems that can come with supply rooms: Theft... Gives our security guys something more to do.
Theft of toilet paper by vandals who then use it to cover pick-nick tables and benches...
Theft of food supplies by hooligans who use it to make a mess of other guests... (Imagine if we had some punk running around squirting catsup at people, or smashing ketchup packets on the ground to leave more mess for the janitors to clean up.)
Theft of souvenirs which cuts into profits...

I do really like those ideas [up] when they first showed teaser videos of this game, there was a video of a vandal spray painting things and messing with other guests, but that would be a loooooooot of work on the animation team
 
I do really like those ideas [up] when they first showed teaser videos of this game, there was a video of a vandal spray painting things and messing with other guests, but that would be a loooooooot of work on the animation team

Well in the case of toilet papering things like benches, just recycle the throwing away food/drink container animation but use a roll of toilet paper, and then have it hit the bench/table with a "poof" effect and have different covered with TP stages...

As for a theft of supplies, just have the guest carrying a box of supplies with pretty-much the same animation as the workers carrying the supply box back to their shop... (This would be easier to spot than pickpockets because it's a guest carrying a box....) There would be a visual indicator for that kind of thief...

I think guests that get into food fights would also be fun... (Perhaps have it as something that only triggers among unhappy guests that sit down at a picknick table?)
 
I think guests that get into food fights would also be fun... (Perhaps have it as something that only triggers among unhappy guests that sit down at a picknick table?)

LMAO [haha]

I've been to a lot of amusement parks, fairs, carnivals, etc., in my life, never have I ever seen a food fight break out LOL

It would totally work though, with the PlanCo artstyle [tongue][up]

Oh now I just though of the movie Sandlot where the kids eat a bunch of chewing tobacco then go on a casino (roulette) ride and puke all over the place LOL!!
 
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I came by to see if management had got any attention since my last visit in order to see if it was worth re-installing the game.

First thread I read has breezerHOG getting slapped down for daring to mention management (even though completely on topic).

Away I go...
 
@Minnion - I am all for new management features, but I dont want too much "micro"management. If the devs were to spend time creating more management features, they would have to be simple in order to appeal to the majority of players. Thats why I have suggested things like a research dept or training facilities, I mean we already have research and training but its rather lame IMO that we just simply click a button in a menu to research or train, wouldnt it be more interesting if we had to build a research dept or training facility? and the bigger the rooms the better the workers can perform inside of them?

Stocking each individual food item, toilet paper, etc just seems like too much clicking buttons in menus... we want things that are interactive within the actual world, things that can be seen visually within our parks. Not a bunch of spread sheets. You should look up the game Theme Hospital and see how the management works in that game, its actually really fun [up]

see my old thread here https://forums.planetcoaster.com/sh...e-Career-and-Staff-Management-with-Facilities

Staff train at the staff room now, so that's an improvement. Staff rooms also have a scenery score too which improves the results so building a bigger shell plays into the idea that a larger building (more scenery) = better performance.

I agree about the stocking situation, I don't personally want to have to micro-manage stock like Parkitect BUT I would love to have a more dynamic stock system that's automated based on sales instead of the flat running costs no matter how much it sells.
 
[cool] lol its cool, I think its just because I'm very vocal around here [up]

nothing wrong with that [yesnod]

About your management features, the training centre idea, they actually already implemented that with the staff building. That's where the workers go when you train them. However you don't loose extra time, which IMO should be the case.
 
About your management features, the training centre idea, they actually already implemented that with the staff building. That's where the workers go when you train them. However you don't loose extra time, which IMO should be the case.

I have not looked too deeply into it, but that seems kind of lame. The current staff building is actually just a closet. There should be more to the actual building itself. Maybe the devs can expand it in a later update

Staff train at the staff room now, so that's an improvement. Staff rooms also have a scenery score too which improves the results so building a bigger shell plays into the idea that a larger building (more scenery) = better performance.

Oh, I knew about the "scenery rating" but I did not realize the whole "training" thing... maybe there could be seperate rooms, and hopefully they get expanded in a later update :)[up]

I agree about the stocking situation, I don't personally want to have to micro-manage stock like Parkitect BUT I would love to have a more dynamic stock system that's automated based on sales instead of the flat running costs no matter how much it sells.
Exactly, I dont want PlanCo to copy Parkitect (which is also using a similar mechanic that Theme Park used) I dont like the whole "stocking food" stuff but that is just my personal opinion. I think a training facility and a research department would be a lot more interesting, if they could have purpose like the game Theme Hospital (just my opinion) [up]
 
I like your ideas Minnion. I want something to the effect of supply and demand dumb it down if you have to. I don't care just add something to the management side. If a popular shop runs out of stock it would close til it was restocked or you could have it just close for the day. I like having opening and closing times for certain stores I think it would draw guests to different parts of your park having announcements when certain stores or shops open up. Having a trending item list to help you make your monthly order I think might make it easier. Make it so YOU are the manager of the park not just the owner AND make this a new mode like Sandbox and Career is, make a Manager mode! None of this is going to happen so I might as well just stop here.

But like I said before if you could make hotkeys for building coasters I might be able to forgive the lack of management. [yesnod][yesnod][yesnod]
 
I've talked since alpha about management features and the community said to wait for alpha3 to see management features, so I did. And it comes really late in alpha and it was disappointing. After, I try to keep faith about this side of the game, but still this is more an awesome building game.

I don't think management is Frontier main target. If it was, we would have see management earlier in alpha and see more discussions about this. So, personally speaking, I play PC very little because it lacks a purpose, a real sense of managing something, a real sense that my decisions impact finances, happiness, etc.

I'm still really sad because I was hoping more interesting gameplay for such a good looking game with awesome ambiance, but I almost didn't visit the forum since the beginning of the year and no information about what's next. Maybe I'll check from time to time or maybe I just loose interest. [sad]
 
I think that there are a number of us occasional visitors who would come back to the game if management just got some more attention.

Everything else is great.
 
I've talked since alpha about management features and the community said to wait for alpha3 to see management features, so I did. And it comes really late in alpha and it was disappointing. After, I try to keep faith about this side of the game, but still this is more an awesome building game.

I don't think management is Frontier main target. If it was, we would have see management earlier in alpha and see more discussions about this. So, personally speaking, I play PC very little because it lacks a purpose, a real sense of managing something, a real sense that my decisions impact finances, happiness, etc.

I'm still really sad because I was hoping more interesting gameplay for such a good looking game with awesome ambiance, but I almost didn't visit the forum since the beginning of the year and no information about what's next. Maybe I'll check from time to time or maybe I just loose interest. [sad]

I'd just let it go Widlanquebec [ugh]. This is never going to be that in-depth management game that both me and you thought it would be :(. They've squarely focused in on a more hardcore builder audience and there is nothing to indicate things are going to be any different. The additions they have made with security and staff buildings add nothing but frustration - they don't equal a cohesive management experience or add any real strategy to the gameplay. With Planet Coaster I'd rather they just removed the staff management features entirely because for the part of the game that does work well (the sandbox mode) they add nothing but frustration to the game.

The good news is that there are other titles out there that do the management and strategy genre justice, the bad news is that the majority of them are not based on theme parks! [haha]
 
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