Had to search what ubiquitous means lmao! I agree. I didn't touch challenge yet because I was trying powering through the Chaos Theory mode, but found the game was trying too hard to not make me have fun and I decided to wait for patches. Sadly, we didn't get JWE1 Campaign mode (where you jumped from park to park to improve them).
The way it currently is implemented was DoA for me, but there are a lot of improvements that could be added to it and make the game perfect. It's so close but so far at the same time. That's why I'm actually taking the time to come to this forum and try to discuss over ideas with other players, in hopes that the devs actually see them and implement some tweaks in the game. The biggest and easiest fix for the scientist system is to not make the game pause while you're doing the process of clicking Rest. It makes it so obnoxious because you are actually losing time if you take a while to stop and think to make the decision of Resting or not (Again, you never should have to make this decision. The way it is, you actually "play better" by resting as constantly as your income allows you to).
- The Stress bar would add to the feeling of "risk and reward", adding flavour to the system as well.
- Another one would be assigning "chief scientists" so every time you do X, you use scientist Y, reducing the need to open the windows that many times.
- Even better, make them rest while not performing tasks (so you don't even need to see the Scientist window, you just control how often you assign an expedition/synthesis/incubation/etc;
- Adding to that: you then would be able to see the scientist's Stress bar in the Expedition window, for instance)
Also, they could have taken inspirations from other management games (but changing the "feeling" of the game much more than they would be willing to/people would receive).
- "Science Center" building which gives you more "resources" for that Stress Bar. The more science centers, the more tasks you can do before resting (with the above changes, literally: YOU would rest from telling the game to do stuff, not wait while time passes and you look at a window)
- (This is not exactly what I would want, but here as another possible design decision they could have made) Actually have the scientists as "units" ingame, and they have to move around the park when assigned to do tasks. Then you could queue up actions and use the scientists in conjunction with the other units, like having them go to a hatchery somewhere else to hatch one dinosaur there, or go to a clinic to perform sugery in a dinosaur, etc. (see my points about vehicles and buildings to contextualize this better)
I think there are SO many other options they could've gone with other than "Mobile game hearts" and that made me a little frustrated and I decided not to play the game anymore (for now).
Thank you for the discussion! This was fun!