Hi all!
I was watching a Paulsley stream a while back and asked him a question. He said it wasn't something in the current game, but that he loved the idea and suggested I voice it here. So... here I am!
PROBLEM:
I've noticed that in my first/largest zoo, I've hit a point where I can only play for 2-3 minutes, before needing to pause, and spend 5-10 minutes manually selecting and quick-trading (literally) HUNDREDS of exhibit critters. All told, over 80% of my time in this zoo is on pause managing this. Currently, the only other option is to use contraception, but this ends up taking more time and hands-on management than just pausing, and clearing.
Either way, it has, for all intents and purposes, "soft-locked" my biggest zoo as I can't play more than a few minutes without pausing again, and clearing exhibits.
SOLUTION:
My suggestion would be a "tiered" exhibit management system where you could either upgrade a keeper via training (most likely) or an exhibit itself (meh?) to automatically clear out over-breeding critters.
IMPLEMENTATION:
The way I imagine this working would be as follows:
I was watching a Paulsley stream a while back and asked him a question. He said it wasn't something in the current game, but that he loved the idea and suggested I voice it here. So... here I am!
PROBLEM:
I've noticed that in my first/largest zoo, I've hit a point where I can only play for 2-3 minutes, before needing to pause, and spend 5-10 minutes manually selecting and quick-trading (literally) HUNDREDS of exhibit critters. All told, over 80% of my time in this zoo is on pause managing this. Currently, the only other option is to use contraception, but this ends up taking more time and hands-on management than just pausing, and clearing.
Either way, it has, for all intents and purposes, "soft-locked" my biggest zoo as I can't play more than a few minutes without pausing again, and clearing exhibits.
SOLUTION:
My suggestion would be a "tiered" exhibit management system where you could either upgrade a keeper via training (most likely) or an exhibit itself (meh?) to automatically clear out over-breeding critters.
IMPLEMENTATION:
The way I imagine this working would be as follows:
- Once a keeper/caretaker is trained up to 4 stars, it unlocks a new responsibility in the responsibility menu, maybe called "Exhibit Population Maintenance"
- In the exhibit itself, you can mark certain exhibit animals as "don't sell"
- If the animal population ever exceeds the welfare threshold, 4-star keepers will automatically remove, and quick-trade un-marked critters to keep the population in check.
- This could even be expanded so that 5-star keepers will be "smart" about replacing animals, so that they always prioritize at least one male/female pair, and then high attraction values and young age.