I partially agree with the destruction, but found it v.annoying fixing it all...
I Agree, but only when it was out-of hand. I remember broken benches being a big problem at one time, but due to lack of maintenance or just age - maybe it was early in RCT3 vanilla, but I havn't seen it since; maybe it was RCT2...
Back then, whichever it was, how I wanted to have the handimen automatically fix things like those if desired...
I predict - when the first screenshot is shown to tease the fans of this genre of gaming, if it looks amazing i bet tons of atari users will swarm here
Remember that this might not even be a "tycoon" type game - it might be just a virtual reality coaster simulator for all that is known. Hopefully it will be a full Simulation game along the lines of RCT, Sim City, Caesar, Empire, etcetera.
On that note... I've been yearning to play Caesar III again but haven't found the old CD. I knew of Caesar IV (the first 3D version) and tried the demo when it came out 5 years ago but the demo didn't please me then. I just reciently bought it anyway and, surprise surprise, I love it. The demo's gameplay seemed wrong, too far off from the gameplay that III had, but IV turns out to be exactly like III in that respect.
The allure Caesar III and IV have for me is how the City's Managment works; closer to the old (really old) original Sim City than to the Empire franchise (add the right support infrastructure and let it go VS. needing to manage the individual peeps).
I would've liked to have seen RCT3 adopt a "building/structure" based infrastructure for the park management, with "Structure Evolution" as your park grows (and decay as it fails):
Examples:
You would need a manager's office to get a Park Inspector and hire employees. The office would start simple and then evolve to allow you to manage other aspects of a park, maybe even lease sections of your park to "outside vendors" such as simulated resturaunt chains.
As before, you get a budget to work within but might even have advisors - heads of the departments that report and manage the sections based on your budget and goal settings. Maybe even a board of directors that you need to be responsible to, who might promote -or fire - you based on your performance. Perhaps the game's goal is to take over the company by rising through the ranks... that might be one, simple method for having on-line multiplayer mode: you might be one of 20 managers for 20 similar parks and you need to out-perform your competition, even taking over other parks from other on-line companies with similar players - or loosing them that way...
Janitors, Grounds Keepers, Security Guards, and Engineers all start out of the main office, and you then get options to place additional support structures (with their own new features) as your park expands improves.
Instead of just placing a Drinks stall and then a Burger bar, you could start with a small, central foodcourt that includes stockroom and a basic menu. As the park grows your menu would expand and you might get new options such as strolling pushcarts, remote kiosks, and eventually additional food courts that would then, too, evolve.
I have other ideas I would share if asked...
In short, instead of micro-managing individual employees, you manage groups by having various infrastructure buildings in place as well as allocating funds for those departments. Your office might come with 1 of each employee (Janitor, Groundskeeper, Guard, Engineer) then each new outpost might need 2 or 3 more; over-build and you run out of employees or exceed your budget, underbuild and you overwork your employees or loose coverage in certain areas. The food court might need something like 10 (cooks, counter help, janitors, etc), with new employees needed as it evolves and expands.
More control over managing a park through this kind of interface is, to me, more fun and more chalenging; while you have more to manage, you needent manage each individually rendered employee.
That, too is a point: while a food court might need 10 employees, not all of them need to be rendered on screen: the game engine might only need to know that you have 5 cooks in a kitchen or you need to hire more. Perhaps it might be up to you to not only allocate enough in your budget for the employees, but have good wages to attact employees (I liked the idea of training employees to improve their performance, but don't feel that disipline is needed- just move training to individual structures and train all assigned to each one).
In RCT3, Employee Peeps seemed to be one source of noticable Lag; I had done a couple of tests a while ago and did notice a drop in performance between parkes with no staff and parks that got janitors and handimen and Guards (Janitors seemed to create the most lag, Guards hardly any). At least that is what I observed.
In Caesar a structure "sends out" it's employee and the state of other structures depends on wether or not that employee passed in within a certain amount of time. How often an employee left depended on how well staffed the building was. It also looks as if there is a limit to the distance away from their home base. RCT3 seems to work similarly, but you needed to hire enough individuals (instead of budgeting) and then set their coverage area, which was tedious. Perhaps a range from a 'home base' would be better, and that range might be adjustable per-building (affecting employee hapiness, too).
Maybe we don't need to have trash/vomit on the paths and then have a janitor come sweep each individual pile up, constantly swapping animations and calling AI routines, but simply change to a dirty path texture where there isn't janitor coverage in an area; then you could just have a janitor pushing a sweeper along, another rolling a trash bin past trash cans, a gadener mowing a grassy area ... Just a though...