Roller Coaster Staff and general staff ideas with a little talk of management...

So we are getting close to Phase 2 and Coasters. I have had a few thoughts on the interaction between staff, guests and the coasters that although won't likely be in at this stage and more likely Phase 3 I thought maybe it was worth discussing. Also sorry if it's been mentioned. Did take a search through some the move obvious threads for coasters but there a lot there to get lost in.

What I believe would be interesting to see is if we have one person in control booth and two otherwise on the station platform, one to seat people in coaster and one to funnel them off the other side for instance. To have staff in PC uniforms (that we could select colour or set them depending on the staff level e.g. "blue" standard staff (platform attendants), "yellow" supervisor (control room), would add to the design/interaction/life of the game.

Management side then you could have a small load time counter and if you train your staff to a higher level then the load counter reduces and thus your park becomes more efficient, guests are happier and you turn over more guests and thus increase income.

It may also be that due to lower level staff that the guests are more disgruntled not only because of the load times being longer, but the way staff interact with them. Again training your staff in guest interaction activities could then also keep your guests happier.

So we could have something like the following for staff training;

  • Guest Interaction (how polite and comforting your staff are towards guests)
  • Load/Unload efficiency (how quickly the staff are able to work on the ride to maximise the efficiency)
  • First Aid (can offer quick response to guests feeling ill, basic medical that all staff would really be trained in)
  • Ride Management (Each member of staff has to have a certain level to work on a ride, higher level staff work on larger/bigger/more complex rides so from working on a basic flat ride up to coaster. You can hire staff direct rather than training them from in house but the cost of hiring is increased in comparison)
  • Supervisor Training (these are the people at the highest level who control rides/zones of the park and they micro manage for you accordingly, the ones who call the mechanic/emergency response/medical staff etc)

General Thoughts

It really depends on how far Frontier want to take the management side but it would be good if you had a hire tab where you hire staff from and in that tab it has different types of staff who have a bio written for them and their skill set like the categories above with then a cost associated. This is very Theme Hospital but it worked brilliantly in that game and really added to the dynamics of how your hospital ran. The same could be true for your Theme Park as well.

Anyways I am moving way off topic I originally wanted to post about but needed to get some ideas down before I forgot about them tbh. I could talk about this for pages haha so sorry about that.

Regards,

Adam
 
So we are getting close to Phase 2 and Coasters. I have had a few thoughts on the interaction between staff, guests and the coasters that although won't likely be in at this stage and more likely Phase 3 I thought maybe it was worth discussing. Also sorry if it's been mentioned. Did take a search through some the move obvious threads for coasters but there a lot there to get lost in.

What I believe would be interesting to see is if we have one person in control booth and two otherwise on the station platform, one to seat people in coaster and one to funnel them off the other side for instance. To have staff in PC uniforms (that we could select colour or set them depending on the staff level e.g. "blue" standard staff (platform attendants), "yellow" supervisor (control room), would add to the design/interaction/life of the game.

Management side then you could have a small load time counter and if you train your staff to a higher level then the load counter reduces and thus your park becomes more efficient, guests are happier and you turn over more guests and thus increase income.

It may also be that due to lower level staff that the guests are more disgruntled not only because of the load times being longer, but the way staff interact with them. Again training your staff in guest interaction activities could then also keep your guests happier.

So we could have something like the following for staff training;

  • Guest Interaction (how polite and comforting your staff are towards guests)
  • Load/Unload efficiency (how quickly the staff are able to work on the ride to maximise the efficiency)
  • First Aid (can offer quick response to guests feeling ill, basic medical that all staff would really be trained in)
  • Ride Management (Each member of staff has to have a certain level to work on a ride, higher level staff work on larger/bigger/more complex rides so from working on a basic flat ride up to coaster. You can hire staff direct rather than training them from in house but the cost of hiring is increased in comparison)
  • Supervisor Training (these are the people at the highest level who control rides/zones of the park and they micro manage for you accordingly, the ones who call the mechanic/emergency response/medical staff etc)

General Thoughts

It really depends on how far Frontier want to take the management side but it would be good if you had a hire tab where you hire staff from and in that tab it has different types of staff who have a bio written for them and their skill set like the categories above with then a cost associated. This is very Theme Hospital but it worked brilliantly in that game and really added to the dynamics of how your hospital ran. The same could be true for your Theme Park as well.

Anyways I am moving way off topic I originally wanted to post about but needed to get some ideas down before I forgot about them tbh. I could talk about this for pages haha so sorry about that.

Regards,

Adam

I do like the countdown Idea. it would be nice to see results from spending money on training besides they are a bit happier.

I personally am torn between wanting to see real loading animations and the concern that to animate that would drastically increase the time between ride running times, making the lines to long and slow. One can only imagine if every person walked all the way to the ride, sat down, and then a staff walked the length of the ride checking restraints. Because the clock moves faster than real time but the peeps move normal it would really slow down the park flow.
 
I do like the countdown Idea. it would be nice to see results from spending money on training besides they are a bit happier.

I personally am torn between wanting to see real loading animations and the concern that to animate that would drastically increase the time between ride running times, making the lines to long and slow. One can only imagine if every person walked all the way to the ride, sat down, and then a staff walked the length of the ride checking restraints. Because the clock moves faster than real time but the peeps move normal it would really slow down the park flow.

Yep you are right, tbh I would just be happy for it to work in the following;

  1. Guests line up in front of the coaster cars accordingly
  2. Once coaster car arrives they load in with animation
  3. then upon load the timer starts (a choice of timer visually shown or not in options maybe)
  4. Once timer reaches zero the coaster starts

I don't see any need to animate the attendant on the platform doing more than standing there watching the queue line move along and smiling as guests pass tbh with the only animation being the person in the control room hitting the start button of the coaster once the timer is up.

In could be in simple intervals of 20 seconds, 15 seconds, 10 seconds as the level increases tbh. Balance between management, game play and flow of course needs to be maintained and over animating can take away from that as much as placing it in may add to it. There is always a balance and so far the devs have been very good with this.

Regards,

Adam
 
I like this idea. I would like to add the gates that allow people to choose lines and a longer line for the front row. If we had the staff that helped get the ride going and the gates that allowed people to choose there spots then this would be a fantastic coaster system. It would be extremely realistic. Like the idea!
 
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