How is the Staff room?

So I haven´t touched the game for months and I was wondering, how you, those who still play it, feel about the staff rooms ? Does it work? And mainly, is it fun feature or it ended up just like security guards (so feature that is not fun, is more or less automated in the end, maybe even annoying? )
 
So I haven´t touched the game for months and I was wondering, how you, those who still play it, feel about the staff rooms ? Does it work? And mainly, is it fun feature or it ended up just like security guards (so feature that is not fun, is more or less automated in the end, maybe even annoying? )

You can set them up any way you want, you can decide how many staff members can rest and if they receive a perk (at extra monthly costs).

But like many other features it's pretty easy management.

I give all staff buildings the perk Social Club, so all staff members have increased happiness. You can however decide to add different perks so they work faster, or make customers more happy, etc.

It takes some planning. It's an nice feature. I like the addition of it. Makes you plan more, work more with work rosters, so overall an okay addition.
 
I'd like them to add one thing to the staff rooms - The ability to choose which staff type can use them. That way I can have shop staff using a room that gives them a Social club perk, and another staff room for Security that gives them their specific perk etc. We'd also be able to build some nice buildings for these as well :)
 
It's pretty straight forward/automated. Plop a staff room down and done, maybe add a perk to it(costs$) or increase its capacity(which also costs $$). It's a little more interesting when you have a larger park and need to plan them out strategically to make sure they're efficient, you don't want staff taking too long to get to them.

I'd like them to add one thing to the staff rooms - The ability to choose which staff type can use them. That way I can have shop staff using a room that gives them a Social club perk, and another staff room for Security that gives them their specific perk etc. We'd also be able to build some nice buildings for these as well :)

You can pretty much already do this by assigning staff to specific rooms. Not as easy as your idea but it can be done.
 
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I'd like them to add one thing to the staff rooms - The ability to choose which staff type can use them. That way I can have shop staff using a room that gives them a Social club perk, and another staff room for Security that gives them their specific perk etc. We'd also be able to build some nice buildings for these as well :)
You can pretty much already do this by assigning staff to specific rooms. Not as easy as your idea but it can be done.
To an extent, but the work roster system needs some work [tongue] -- assign a janitor to one, and he won't clean any picnic tables he doesn't trip over. Assign a security guard to one and it's difficult to get full coverage thanks to the limited kinds of things that can be used as waypoints. The old RCT3P style had its flaws, but you could get coverage from it.

On the subject of staff/staff-room tweaks, improving the ability (not just the scenario editor's lumped-together staff settings) to tell staff when to go on break would be welcome -- I'd like to set them to go when their energy level's a bit higher, so they're not slowly dragging themselves to the staffroom in a clearly exhausted state. Also a "go now" feature would help with tweaking a shop-group's coverage -- doesn't have to be a new control, the ability to grab a vendor out of their booth and drop 'em on a staffroom would help.

But overall I'm enjoying the staffrooms. They require decoration to work most effectively, so (like queue decorating) that's fun when it works (the percentage read still seems to be a bit glitchy, it's often unreasonably hard to get it to 100%). I like setting up rosters so groups of vendors can cover groups of shops. With a bit more stuff this would (IMHO) be an excellent feature.


Well they only seem to be available on a handful of scenarios, which is a shame.
I think this is due to the fact that most scenarios existed before the "advanced" staff options were included.
You're probably right -- unfortunately, it looks like when the new staff features aren't enabled the new staff problems still are! [down] I've been loading scenarios into the editor and "fixing" 'em before playing, but that doesn't help when you're trying to earn Career stars.
 
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You're probably right -- unfortunately, it looks like when the new staff features aren't enabled the new staff problems still are! [down] I've been loading scenarios into the editor and "fixing" 'em before playing, but that doesn't help when you're trying to earn Career stars.

I tried it out and it seems like you're right. Interesting, gives us a whole new challenge: Unmotivated workers with nothing you can do about it, just like real life. Simulation evolved [wacky]

Edit: Quotation
 
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