MAKE MANAGEMENT GREAT AGAIN

I usually play sandbox but i've been play challenge park here lately. And I'm starting to see the management issues more and more clearly. A few things I just want to see fixed are "many Guests are thirsty" Well you have a ton of options in the park all close.. go buy a drink and stop reminding me every few seconds.. This happens in every park I do.. every park its inevitable. The other biggest thing.. Flat rides don't seem to matter at all. Guests care only about tracked rides/coasters. They don't bother to goto flat rides at all meaning these rides are constantly losing money and have low lines, that is even if someone is even riding it. The ferris wheel and carousel are the worst for this. Why have these beautiful rides if they aren't going to ride it.. cost doesn't matter, prestige doesn't matter, nothing matters.. and please don't say ohh up your ride sequences,, I shouldn't have to do something unrealistic to make something work correctly. There are a lot of other things I see as well but right now these are the two I have ranted about for the last few days in my streams. Sigh.. please Frontier. Look into these issues and others. I usually just say I want more flats, but new flats won't make a huge difference if no one is riding them. Trying to run a park season per season realistically just doesn't seem to work very well. No park is going to add a big new coaster every year.. some years the biggest new attraction just might be that Sundial. Make it mean something..
 
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Ride prestige was a hot topic a few months back, quite a few threads with varying ideas on how to improve it. Once you reach classic status on a few rides you have effectively beaten challenge mode as it turns into sandbox mode at a certain point (which is of course inevitable, but it could be better)
 
But.. thats not the point. you shouldn't have to do that... thats not realistic. When you go to a theme park do you just goto to ride the coasters only and not anythign else. The game doesn't seem to balance things out ride with the guests at all. A brand new flat ride gets no guests wahtsoever because they all goto like 3 rides. It should be distributed equally or somewhat equally among all rides. We shouldn't have to wait like 30 years for the carousel to get people to ride it
 
I'm not disagreeing with you :)

What I was saying was, Ride prestige could be improved. You are right about the ferris wheels, even the devs are aware of the fact that ferris wheels do not make money. Like I said theres a few threads from a couple months ago discussing this in detail, I'll have to find one.

here is a more recent thread on it: https://forums.planetcoaster.com/sh...e-for-River-Rapids-Rolling-River?goto=newpost (but this is not as detailed as the older threads, I'll find one in a minute)

heres a few
https://forums.planetcoaster.com/showthread.php/23952-Sandbox-Improvements?
https://forums.planetcoaster.com/showthread.php/23927-Prestige?
https://forums.planetcoaster.com/sh...e-successful-one-ride-park-in-challenge-mode?
 
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I believe I put in my thoughts on those back then actually. I also did a thread in the how to section which basically amounted to everyone telling me to run my rides in an unrealistic manner IE - set it 10 sequences long.

As much as I love this game I just really wish things worked better. Cause it has so much potential.
 
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Yeah, this game has a lot of potential. But for the moment, it's pretty much for builder, because there's so many bugs in gameplay, AI and management that the game is not so fun to play (other than sandbox). Just my opinion... almost everyone seems to enjoy the game so much. Happy for them, but it's not my case... unfortunately.
 
going to disagree with you on that. It's not just for the builder as builders like myself in sandbox mode also have issues that can make us rant and rave. But I do like that they are listening to us. Even though sometimes it doesn't feel like it, not everything can be fixed overnight so I'm going to keep providing feedback about everything I notice in hopes that we get those changes.
 
I've put in a lot of time on PC, but I haven't played for a few months now.

Why? Because while the game is beautiful and allows so many possibilities for a creative person, there is no challenge.

Like many I bought this game as the true successor to RCT3, and as such I expected there to be some challenge to the game; in-depth scenarios, the need to manage stock levels and staff happiness, and for decisions made to have consequences, but it seems Frontier are focused on the creativity aspect to the detriment of the challenge aspect.

So I eventually stopped playing. Not because I don't enjoy the game, but because my creativity ran its course and I was left with a very pretty, but very empty game.

I don't think I am alone in this. I suspect that many have stopped playing for the same reason.

And yet.

Here I am still reading posts, and even taking the time to post my own comment. Why?

Because I love this game and I want it to be all it can be. I come back here in the hope that a big management update will be announced, so I can dive back in.

And I'm sure, again, that I'm not alone in this.

So please Frontier, please give us more depth, more challenge, so that I and others like me can return to this most excellent game.
 
Waxing poetic about how challenging past RCT's were...

The ONLY thing that made them challenging was having a time limit.


(You never had to manage stock levels)
 
Simply they should stop and think for a while how to make this more fun and challenging. It´s ridiculous that you cannot bankrupt even on the highest difficulty level. That´s something that dissapointed me. When they added this difficulity, it was just something to shut our mouths. Rly, hard difficulty is not about giving us less starting money. What I would like to see to start with is to actually increase prices as and re-ballance this difficulty overally. To make it actually fun.
 
Waxing poetic about how challenging past RCT's were...

The ONLY thing that made them challenging was having a time limit.


(You never had to manage stock levels)

I didn't say that RCT was VERY challenging, only that I had expected more challenge from PC. What I actually got was less.

PC should be an improvement over previous games, no?

I also never said that RCT3 included managing stock levels, I only used this as an example of the type of management I was expecting from PC.

At the end of the day, I posted my honest feelings about PC above. You can shoot it down if it makes you feel better, but it doesn't change or invalidate what I said.
 
Waxing poetic about how challenging past RCT's were...

The ONLY thing that made them challenging was having a time limit.
Classic RCT1/2 had property purchasing, and uniquely designed levels. PC has wide open square shaped parks (just like in RCT3). Some people might say things like "who cares about purchasing property?", but it was a very interesting and fun aspect of the classic RCT games. It created a different level of challenge as it presented you with new obstacles to overcome when designing a park and trying to figure out how to fully utilize all of your land. This was more like a puzzle IMO and is greatly lacking in PC scenarios due to the fact that every scenario is the same blank canvas (I mean sure some levels have cool terrain, but for the most part many of the scenarios are a bit stale IMO) I think my favorite scenario was the one with the monorail, I'd like to see more "island" style scenarios :) please give us a scenario editor WITH the ability to set property size and park shapes!!!

(You never had to manage stock levels)
I think he was just saying he wishes PC had such a feature (he expected more from PC)
but the original Theme Park game by bullfrog (from 1994) did have stock
 
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I just want to preface this by saying I love Planet Coaster. Every time I play it I am in awe of the graphics, the details, the music.... it's a fantastic game.

That being said, I don't find myself playing it as much as I'd hoped. Sometimes I still just end up wanting to play a scenario in RCT3 just for the challenge.

I want scenarios that are already started. I want to repair a failing park. I want to expand a small park. I want to attract enough guests to prevent an unpopular park from going under in two years. What the game gives us now is very basic and unrealistic. I don't know about you guys, but in order to beat Night Encounters I had to build like 5 of the same flat ride and keep jacking up the price. It was not a realistic or fun solution, to me.

However, I do think there's enough of a foundation to build on already that with a few improvements, this could be my new favorite sim game--for example, security cameras are a nice addition.

In the meantime, though, is there a thread somewhere for blueprint suggestions of the best starter parks? I love playing people's parks in challenge mode and maybe if I get a better idea of what it is I like about each one, I could do a better job of articulating my suggestions for this game's management systems.
 
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I'm aware this might be a controversial post, but I see frustrated posts about management and suggestions how it could be improved but I don't think that is realistic. I have posted this on reddit a good while back and now I post it here (after editing and updating).

If you search on reddit - probably it's not any different here - you will find many threads with a ton of suggestions what features could or should be added to management. But I don't think any of those things would "make management great again".

You have to understand I love PC and don't mean no disrespect to the devs. PC is an ambitious project and the result so far is a beautiful game! It must be the best themepark builder ever (some rough or really rough edges but yeah).

Management is a huge disappointment though. Yes, better balancing and some more features will move it in the right direction but that's still a far way from management matters. So why still hope for more?

The way I see it, the management game is centered around the idea of controlling guest flow. Which sounds like a fun idea but as most of us are aware, without more flesh on these bones that makes for very thin gameplay.

All the fancy new AI and guest brain extravaganza boils down to a disappointingly simple winning strategy: make your paths wide enough, place shops/facilities near exits of your rides, wait. The rest of management is maxing ride stats (mainly queue scenery). Yes technically there's staff and advertising and some sort of a tech tree but those are implemented in a super simplistic way.

(Some pre-release statements bring me to the conclusion there was a more complex version of some things planned that didn't make it into the final game, like a more sophisticated scenery rating system.)

Now the devs can add new mechanisms (ride aging, security etc.) and it might be enough to keep players busy for a while. But you can't expect that adding on top of a sloppy foundation will fix any of the underlying issues. Or to use another image: Adding water to a watery soup you get more soup alright but it'll still taste like water.

Take ride aging for example: It doesn't work well as a gameplay mechanism (too simplistic, it's just some arbitrary money drain), it doesn't make sense on the simulation side (a park full of classics?!) and it doesn't integrate well in the game as a whole (balance problem - I hear they have been working on that but have no idea if it's better now).

The more casual player will be satisfied with some more new gameplay features. They don't have much expectations or are even afraid of more depth and complexity. (And see how in almost every thread about management someone says they don't even want more management because they hate micro-management. Which of course isn't a valid argument but says a lot.)

But from what I've seen, without going back to reviewing the concpet of the management as a whole you can push it only so far. There is no addition I can think of that would make management considerably better. So in my opinion asking "what do they have to add to make it better" is the wrong question to ask. And the dilemma is that the alternative (how could they change management?) is impossible because what kind of developer changes the core gameplay after release?

The management game is what it is, I'd be surprised to see fundamental changes. Some improvements yes, but not enough for the tycoon in me. And you know what, the builder in me says just let management die in peace.

Because why waste resources trying to "save" a management game that is beyond saving? If it takes a lot to get a mediocre management game to being a bit better but still mediocre management game maybe it's time to pull the plug. This would be disappointing for all managers but the way I see it PC is never going to be a good park manager so they will be disappointed anyway. But it is a very good park builder and with some work and polishing it will be great! That's where the focus should be on from here on out, in my opinion.
 
seeker939, I agree with a lot of what you say, but you also make it sound hopeless. When you say there is no addition to make management better then you are saying that current things need to be improved first right? You never gave any examples. I have discussed endlessly (with a few others around here) the factor of prestige and how it is not balanced with the financial aspect of the game, so to say that no addition is a good addition or that it is all just water is a bit bleek. If you have seen the suggestions on management, there has to be at least one you think would help.
 
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Ok, so now that we have a management thread on the front page again, I'm going to have one last punt at making some suggestions to this. Some feedback as to whether Frontier are even taking this on board or not would be nice too, but anyway here goes:

- Give us human staff.

Currently the staff are just robots that you poke with money until the green bar goes up. In the capacity that they are they kind of just feel like cookie clicker gameplay. Let them go on breaks and use staff rooms/areas; let their fatigue levels affect their efficiency, let them have working relationships, let them go on holiday, or have sick days. You could implement a system whereby your staff will strike if you just keep firing sad staff and re-hiring. The staff have got to feel like they're there, and people.

- Random events of some kind

I have played so many games where something random happens, and it's such a useful tool to keep you on your toes. Really the list is bloody endless on this one, but VIP visits that check your park out for maintenance, cleanliness, scenery, vandalism, security and pricing. If you fail then maybe your reputation as a theme park owner will diminish (more on that later. You could have an event where a truckload of kids come on a school trip, which will give you a boost in visitors but will also increase the littering and vandalism. Or perhaps events where there is some kind of stock shortage so some of your shops suffer (again more on that later). Or even some weather events, that have effects.

- Competitors please!

It would be nice if there were some invisible comptetitors for us to stack ourselves against. They could be better or worse depending on difficulty, and perhaps appeal to specific demographics, effectively 'stealing' your guests and making you lose money on rides if theirs were somehow better (better sequencing, scenery, excitement ratings etc). At the end of every year the Theme Park Awesomeness awards would issue a shiny gold star to the best park, giving a big boost to you park reputation (Yes yes I'm getting to it).

- A proper park reputation system.

As it stands right now the rating system doesn't really seem to do much except for go up if you build loads of scenery. We need to have things that buff or rebuff your rating. Like of the above mentioned VIP found your security lacking, or too much litter, then he would write a bad review and your star rating would drop. Less rep, less peeps, less money. If your reputation drops too low, then your park is shut down, or fined, or denied permission expand rides until the problems are solved.

-Good Lord give us a proper career mode.

The current "career" mode isn't a career mode, it's a scenario mode. There's nothing wrong with a scenario mode, but a career should be exactly that - start at the bottom and work your way up! What professions have you seen where people get given random challenges to complete? The career mode could be so incredibly deep, it really could. Start people off as a small time dude with limited research nouse, and out him in small maps with limited blueprints and a directive from shareholders. Make your scenery rating higher than X, build a park for this kind of demographic, build your reputation up to 4 stars, keep the VIP (him again) happy, make a specific theme, etc etc. As you progress you get bigger maps and harder objectives/levels, where you get given a park in major disarray and are tasked with improving it, or fitting a themed area into an existing space on a park. I know some of these things are kind of implemented, but the career needs a beginning, middle, and end, not just a big middle. Keep the scenarios, just rename the mode.

-Correctly balanced difficulty.

Correct me on this if I'm wrong, but I'm pretty sure that in higher difficulty settings you just start with less money and rides. Once you get past that initial wall everything just flows in exactly the same and money multiplies, with very slightly harder to please guests and more breakdowns. Why not balance costs, running costs, customer spending power, research time, staff pleasability and more? I have played the Game on the hardest setting, and once you get out of that initial hump it's plain sailing, every time.

-Shops need more depth

I know this one's a bit controversial, so I'll leave it as a bonus one. But I'd like to see shops have stock, and more effect on customers. The condiments kind of feel like cookie clicker once again, it would be nice to see them have some kind of impact.

All of these things I think add an essential failure state to the game. I know i've said this before, but i like the phrase so I'm going to say it again: this game is all icing and no cake. You at Frontier have given us an incredibly sophisticated toolset that can let us be kids again, and design our perfect theme park to go and play in. This is fantastic, so fantastic that I've spent well over a hundred hours playing. But this should be a GAME as well. You can lose at a game, you cannot lose in any way on Planet Coaster, and it just leaves me building parks for a bit before finally going 'pfeh, there's nothing to do except build stuff'. If the above features were implemented I would almost quit my job and play PlanCo for a living. The sandbox is great fun, but I've had my joy out of it now, I need some stuff to do.
 
seeker939, I agree with a lot of what you say, but you also make it sound hopeless. When you say there is no addition to make management better then you are saying that current things need to be improved first right? You never gave any examples. I have discussed endlessly (with a few others around here) the factor of prestige and how it is not balanced with the financial aspect of the game, so to say that no addition is a good addition or that it is all just water is a bit bleek. If you have seen the suggestions on management, there has to be at least one you think would help.

I know what I am saying sounds hopeless, because that's how I see it. You might think it's a pessimistic view and it probably is, but I also think it's realistic.

The management gameplay is fundamentally flawed. You are asking for examples but that is missing the point. Not the individual parts are the problem. As I tried to explain, the setup as a whole isn't working:
The game wants you to control guest flow. Manageing guests is (supposed) to be the challenge, that's the premise the whole thing builds upon. But as I said, to do that all you have to do is make your paths wide enough, place shops/facilities near exits of your rides, wait.

The other elements are more like window dressing than management gameplay: Make sure you place enough scenery, place enough security cams, place enough janitors. Everything is the same simple mechanism, place something that satisfies a need in exchange for money. I know that's a generalization but all in all it holds true, there's no real strategic element involved there and to make matters worse the different things aren't interconnected, they don't influence each other. In other words, you don't have to think much. Of course there's things to do for players but that's not the same as good management gameplay.

Turning this into a good management game they'd have to change and flesh out the core of management. That's not done by adding another place-something-else-to-satisfy-another-need mechanism (and many of the things suggested are just that).
Take a look at the updates so far. Ride aging is a simple money drain mechanism, it doesn't add a strategic element to the game. The other new thing was security. Another mechanism that is not adding more strategy, just something else for players to do.

If you want depth or strategy, good management gameplay, I'm sorry but that coaster has left the station. But if you just want more to do there's hope, because that is likely to happen. It might be sad but it's is the only direction I can see the devs go in.
 
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Ok, so now that we have a management thread on the front page again, I'm going to have one last punt at making some suggestions to this. Some feedback as to whether Frontier are even taking this on board or not would be nice too, but anyway here goes:

- Give us human staff.

Currently the staff are just robots that you poke with money until the green bar goes up. In the capacity that they are they kind of just feel like cookie clicker gameplay. Let them go on breaks and use staff rooms/areas; let their fatigue levels affect their efficiency, let them have working relationships, let them go on holiday, or have sick days. You could implement a system whereby your staff will strike if you just keep firing sad staff and re-hiring. The staff have got to feel like they're there, and people.

- Random events of some kind

I have played so many games where something random happens, and it's such a useful tool to keep you on your toes. Really the list is bloody endless on this one, but VIP visits that check your park out for maintenance, cleanliness, scenery, vandalism, security and pricing. If you fail then maybe your reputation as a theme park owner will diminish (more on that later. You could have an event where a truckload of kids come on a school trip, which will give you a boost in visitors but will also increase the littering and vandalism. Or perhaps events where there is some kind of stock shortage so some of your shops suffer (again more on that later). Or even some weather events, that have effects.

- Competitors please!

It would be nice if there were some invisible comptetitors for us to stack ourselves against. They could be better or worse depending on difficulty, and perhaps appeal to specific demographics, effectively 'stealing' your guests and making you lose money on rides if theirs were somehow better (better sequencing, scenery, excitement ratings etc). At the end of every year the Theme Park Awesomeness awards would issue a shiny gold star to the best park, giving a big boost to you park reputation (Yes yes I'm getting to it).

- A proper park reputation system.

As it stands right now the rating system doesn't really seem to do much except for go up if you build loads of scenery. We need to have things that buff or rebuff your rating. Like of the above mentioned VIP found your security lacking, or too much litter, then he would write a bad review and your star rating would drop. Less rep, less peeps, less money. If your reputation drops too low, then your park is shut down, or fined, or denied permission expand rides until the problems are solved.

-Good Lord give us a proper career mode.

The current "career" mode isn't a career mode, it's a scenario mode. There's nothing wrong with a scenario mode, but a career should be exactly that - start at the bottom and work your way up! What professions have you seen where people get given random challenges to complete? The career mode could be so incredibly deep, it really could. Start people off as a small time dude with limited research nouse, and out him in small maps with limited blueprints and a directive from shareholders. Make your scenery rating higher than X, build a park for this kind of demographic, build your reputation up to 4 stars, keep the VIP (him again) happy, make a specific theme, etc etc. As you progress you get bigger maps and harder objectives/levels, where you get given a park in major disarray and are tasked with improving it, or fitting a themed area into an existing space on a park. I know some of these things are kind of implemented, but the career needs a beginning, middle, and end, not just a big middle. Keep the scenarios, just rename the mode.

-Correctly balanced difficulty.

Correct me on this if I'm wrong, but I'm pretty sure that in higher difficulty settings you just start with less money and rides. Once you get past that initial wall everything just flows in exactly the same and money multiplies, with very slightly harder to please guests and more breakdowns. Why not balance costs, running costs, customer spending power, research time, staff pleasability and more? I have played the Game on the hardest setting, and once you get out of that initial hump it's plain sailing, every time.

-Shops need more depth

I know this one's a bit controversial, so I'll leave it as a bonus one. But I'd like to see shops have stock, and more effect on customers. The condiments kind of feel like cookie clicker once again, it would be nice to see them have some kind of impact.

All of these things I think add an essential failure state to the game. I know i've said this before, but i like the phrase so I'm going to say it again: this game is all icing and no cake. You at Frontier have given us an incredibly sophisticated toolset that can let us be kids again, and design our perfect theme park to go and play in. This is fantastic, so fantastic that I've spent well over a hundred hours playing. But this should be a GAME as well. You can lose at a game, you cannot lose in any way on Planet Coaster, and it just leaves me building parks for a bit before finally going 'pfeh, there's nothing to do except build stuff'. If the above features were implemented I would almost quit my job and play PlanCo for a living. The sandbox is great fun, but I've had my joy out of it now, I need some stuff to do.

You are absolutely spot on, I am still plodding my way through the Scenarios, I am up to Cavernous Coasters trying to get the Gold Star, and that objective sums up the problems of the game. I don't want to use the close the park tactic.

The game has come on leaps and bounds since release, and I sure Frontier is trying to appease all type of players. I do restrict my playing time mainly to stop me becoming burned out. I always knew that the Modern gamer prefers the more creative aspect, and management will take some time to develop. Parkitect may pick up some of that slack.

I am just pleased Frontier and other developers are making niche style games again. That's why I tend to be less crictical as I have no interest in the more popular games/genres.
 
I already talked a lot about some ideas giving here about management, like random events, competition, proper career mode, reputation system.

I disagree that it will never come to the game or is too complex to do in the current game. I'm sure there's a lot of actual fans that would be please about management adjustments and if the game manage to add interesting things, it could bring many new fans to the game.

Small additions would add a lot and would not take so much time:
- Random events are simple to add (VIP, school visit, etc.).
- Career mode where you start small with small park and grow bigger. Use the basics of the game but with limited terrain and just a sense progression.
- Limited terrain at start and possibility to buy extra land.
- VIP visit that have impact on reputation. Not a big kind of thing, just a special guest that analyse values already calculated or things that already exists, like in previous iteration of RCT.
- Time-limited objectives.

After these adjustments, there are some additions that would take more time, but the fundation is great, so it's possible and will be so interesting:

- Adjustments to the ride prestige to take account the ride excitement and happiness of guests about the ride. These values are already calculated.

- No more "click and forget" kind of management addition (for example staff training, security, etc). I don't hope for micro-management. I would like management additions that really adds fun and something where I need to decide something, to react to something. I don't want more options where it's always the same kind of UI click that would solve the problem (staff hapiness: click training and increase wage, too much vandalism, hire more security guard, etc).

- Scenario editor with possibility to choose starting land and buyable land, time-limited objectives, etc.

- Competition: I don't want a very complex thing. First, I don't want to see (visually speaking) the competitor(s) park(s). A tab about this in management UI is ok.

The competitor park should impact the # of visitors in the park about demographic. For example, you start a park with 10% child, 50% teen and 40% adult. First, the UI should indicated more clearly what they want (about excitement, kind of rides (coasters, thrill, etc.)). We should be able to better understand the impact of demographic. The game should indicated the interest of each group about our park (calculated about excitement level vs level they want, scenery rating in the park, # of rides that they're interested in, park reputation).

After this, there's a limited amount of guests. For example, 2000, with the startup demographic (just example), it would give potential 200 childs, 1000 teens and 800 adults. This is the maximum visitors you could have in the park when there's no competitor.

A new competitor park start, you should check excitement, # of coasters, thrill rides, gentle rides, etc. you have. For example, if there's more interesting child rides in the competiting park, it would have impact on the 200 potential child. It would impact % of child you could attract. At the beginning, when you're the only park, you could attract 100% of child, so 200. A new park open, you could attract 50%, 50%. The new park is better to attract child, this should impact the number, for example 60% for the competitor park, 40% for you. This is why to interest rating of each demographic group is very important.

Just examples, but this could be something like this (kind of star rating system)
A lot of interest (5 stars out of 5): you could attract 100% of the # of possible child (so 10% in my example, so 200)
Very interested (4 stars out of 5): you could attract 80%
Average interest (3 stars out of 5): you could attract 60%
Not very interested (2 stars out of 5): you could attract 40%
Not interested (1 star out of 5): you could attract 20%

- Adjustments on guests flow (this one is really more complex, so I don't expect to happen). AI adjustments to make it possible to charge an entry park price instead of having to pay price for each ride.

- Rides that takes time to build: visually, I don't ask for something complex. You build a coaster or ride, hit finalize or build button and the ride turn grey and color appearing slowly during progress or just a kind of wrap over the ride, it takes some time and when it's finished, the wrap is removed. This could add challenge (and it could be an option in scenario editor "instant building" or not. This is not the option I want the most.
 
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I already talked a lot about some ideas giving here about management, like random events, competition, proper career mode, reputation system.

I disagree that it will never come to the game or is too complex to do in the current game. I'm sure there's a lot of actual fans that would be please about management adjustments and if the game manage to add interesting things, it could bring many new fans to the game.

Small additions would add a lot and would not take so much time:
- Random events are simple to add (VIP, school visit, etc.).
- Career mode where you start small with small park and grow bigger. Use the basics of the game but with limited terrain and just a sense progression.
- Limited terrain at start and possibility to buy extra land.
- VIP visit that have impact on reputation. Not a big kind of thing, just a special guest that analyse values already calculated or things that already exists, like in previous iteration of RCT.
- Time-limited objectives.

After these adjustments, there are some additions that would take more time, but the fundation is great, so it's possible and will be so interesting:

- Adjustments to the ride prestige to take account the ride excitement and happiness of guests about the ride. These values are already calculated.

- No more "click and forget" kind of management addition (for example staff training, security, etc). I don't hope for micro-management. I would like management additions that really adds fun and something where I need to decide something, to react to something. I don't want more options where it's always the same kind of UI click that would solve the problem (staff hapiness: click training and increase wage, too much vandalism, hire more security guard, etc).

- Scenario editor with possibility to choose starting land and buyable land, time-limited objectives, etc.

- Competition: I don't want a very complex thing. First, I don't want to see (visually speaking) the competitor(s) park(s). A tab about this in management UI is ok.

The competitor park should impact the # of visitors in the park about demographic. For example, you start a park with 10% child, 50% teen and 40% adult. First, the UI should indicated more clearly what they want (about excitement, kind of rides (coasters, thrill, etc.)). We should be able to better understand the impact of demographic. The game should indicated the interest of each group about our park (calculated about excitement level vs level they want, scenery rating in the park, # of rides that they're interested in, park reputation).

After this, there's a limited amount of guests. For example, 2000, with the startup demographic (just example), it would give potential 200 childs, 1000 teens and 800 adults. This is the maximum visitors you could have in the park when there's no competitor.

A new competitor park start, you should check excitement, # of coasters, thrill rides, gentle rides, etc. you have. For example, if there's more interesting child rides in the competiting park, it would have impact on the 200 potential child. It would impact % of child you could attract. At the beginning, when you're the only park, you could attract 100% of child, so 200. A new park open, you could attract 50%, 50%. The new park is better to attract child, this should impact the number, for example 60% for the competitor park, 40% for you. This is why to interest rating of each demographic group is very important.

Just examples, but this could be something like this (kind of star rating system)
A lot of interest (5 stars out of 5): you could attract 100% of the # of possible child (so 10% in my example, so 200)
Very interested (4 stars out of 5): you could attract 80%
Average interest (3 stars out of 5): you could attract 60%
Not very interested (2 stars out of 5): you could attract 40%
Not interested (1 star out of 5): you could attract 20%

- Adjustments on guests flow (this one is really more complex, so I don't expect to happen). AI adjustments to make it possible to charge an entry park price instead of having to pay price for each ride.

- Rides that takes time to build: visually, I don't ask for something complex. You build a coaster or ride, hit finalize or build button and the ride turn grey and color appearing slowly during progress or just a kind of wrap over the ride, it takes some time and when it's finished, the wrap is removed. This could add challenge (and it could be an option in scenario editor "instant building" or not. This is not the option I want the most.

I love all of these things. On the last option, I know you say it's not an important addition, but I think that could really be an interesting management thing. Like , at first it's a planning phase. Then, after you hit the build button, it's costing money while it's built and maybe even the area around construction is a drag on the guest experience while it's happening.
 
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