I feel like the scientists in the game could do with another factor to consider when choosing whom to hire for your park. As is, I only ever take into consideration the current skills, the potential growth, the beneficial bonus trait, and the costs of hiring and keeping each scientist.
If scientists were to have likes and dislikes, it could add an additional layer to give a more human touch to these staff members. A park full of dinosaurs has its fair share of pros and cons, and scientists could react differently depending on the composition of the park.
If the scientist is working in a park that covers their likes, depending on what that is, they could get a boost in performance, take in additional tasks, amplify the bonus effect of positive traits, get a temporary boost in skill, or lower the risk and severity of sabotage. As the scientist is passionate about the work environment and or the task they were given, they may reflect that passion with some added effort.
If however, the scientist is working on a task they do not like or certain aspects of the park they dislike or have yet to be met, then the scientist may not work as efficiently, may not take in as many tasks, could temporarily nullify their bonus trait, or increase the risk and severity of sabotage. Sometimes scientists are not comfortable with the situation they are in or what the park is containing, and this discomfort or stress may hinder their work performance.
This in turn adds a layer of what to take into consideration when it comes to hiring scientists, as their likes and dislikes could help or hinder the park based on what the park provides and what the tasks are given to your scientists, and there are plenty of elements in the park and management that could be a like or dislike to your scientists, such as:
DINOSAURS
If you watched any of the Frontier live streams with co-workers and guests, you come to learn of that one very important question:
"What is your favorite dinosaur?"
With 102 extinct animals in the game, they are a great option for a source of likes and dislikes scientists could have in the park. This could come down to a specific individual dinosaur, cosmetic gene applied, animal species, time period, diet, terrestrial, avian, aquatic, or any animal at all!
This could help choose which scientists to hire based on your current roster, and the team you garnered may influence which dinosaur to incubate next if you want to take their likes and dislikes into consideration. A park roster could be based on a diet, on danger level, variety, and or quality of specimens.
TASKS
Just because a scientist is skilled in an area does not necessarily mean they may like what they are doing. Sometimes staff could develop an interest in other fields or discover something they like. Maybe your logistics staff likes to go on trips and likes fossil expeditions, your medical staff may be a bit squeamish when it comes to operating on dinosaurs, or your research staff may want to assist in the next incubation process of the batch of dinosaurs eggs.
This could be a bonus that could benefit the efficiency of the task given or have tasks be assigned to someone else if the otherwise specialized staff members are busy and are unavailable for some time. This could also be a surprise to consider when hiring a scientist who specialized in logistics for something specific such as fossil expeditions, only to learn they are not that keen on fossil expeditions to begin with.
PARK MANAGEMENT, ATTRACTIONS, AND AMENITIES
Is your park safe? What security level fencing are you using? What attractions are available? Is the food coverage great? Do they have vegan options? Do you plan to open a gym?
Your scientists are humans at the end of the day and might venture around the park and experience what the guest does. While we do not see the individual scientists themselves walking about, the thought of having a park that includes areas that your staff might enjoy themselves would be gratifying to cover and see your staff happier.
This could also add to the guest modules and attractions, by not only factoring in what the guests want to earn a profit but also seeing if you could cover your staff's likes as well. This would add some weight to some attraction options such as the gym, aquarium, VR, and such if it means that their inclusion in the park would lead to a more enjoyable work environment.
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I think scientists having likes and dislikes could add to the staff management of JWE2. It could lead to some interesting scenarios where you get to experience both your scientist's work skill and personality in gameplay. Some surprise management options may present themselves when assigning tasks, choosing new dinosaurs or attractions would have some added weight, and potential conflicts may arise with staff when building a park, asset, or dinosaur they are not keen on. Likes and dislikes could be another layer of scientists' management to factor in which could result in some memorable moments playing Jurassic World Evolution 2, and some added depth to management. What do you think?
If scientists were to have likes and dislikes, it could add an additional layer to give a more human touch to these staff members. A park full of dinosaurs has its fair share of pros and cons, and scientists could react differently depending on the composition of the park.
If the scientist is working in a park that covers their likes, depending on what that is, they could get a boost in performance, take in additional tasks, amplify the bonus effect of positive traits, get a temporary boost in skill, or lower the risk and severity of sabotage. As the scientist is passionate about the work environment and or the task they were given, they may reflect that passion with some added effort.
If however, the scientist is working on a task they do not like or certain aspects of the park they dislike or have yet to be met, then the scientist may not work as efficiently, may not take in as many tasks, could temporarily nullify their bonus trait, or increase the risk and severity of sabotage. Sometimes scientists are not comfortable with the situation they are in or what the park is containing, and this discomfort or stress may hinder their work performance.
This in turn adds a layer of what to take into consideration when it comes to hiring scientists, as their likes and dislikes could help or hinder the park based on what the park provides and what the tasks are given to your scientists, and there are plenty of elements in the park and management that could be a like or dislike to your scientists, such as:
DINOSAURS
If you watched any of the Frontier live streams with co-workers and guests, you come to learn of that one very important question:
"What is your favorite dinosaur?"
With 102 extinct animals in the game, they are a great option for a source of likes and dislikes scientists could have in the park. This could come down to a specific individual dinosaur, cosmetic gene applied, animal species, time period, diet, terrestrial, avian, aquatic, or any animal at all!
This could help choose which scientists to hire based on your current roster, and the team you garnered may influence which dinosaur to incubate next if you want to take their likes and dislikes into consideration. A park roster could be based on a diet, on danger level, variety, and or quality of specimens.
TASKS
Just because a scientist is skilled in an area does not necessarily mean they may like what they are doing. Sometimes staff could develop an interest in other fields or discover something they like. Maybe your logistics staff likes to go on trips and likes fossil expeditions, your medical staff may be a bit squeamish when it comes to operating on dinosaurs, or your research staff may want to assist in the next incubation process of the batch of dinosaurs eggs.
This could be a bonus that could benefit the efficiency of the task given or have tasks be assigned to someone else if the otherwise specialized staff members are busy and are unavailable for some time. This could also be a surprise to consider when hiring a scientist who specialized in logistics for something specific such as fossil expeditions, only to learn they are not that keen on fossil expeditions to begin with.
PARK MANAGEMENT, ATTRACTIONS, AND AMENITIES
Is your park safe? What security level fencing are you using? What attractions are available? Is the food coverage great? Do they have vegan options? Do you plan to open a gym?
Your scientists are humans at the end of the day and might venture around the park and experience what the guest does. While we do not see the individual scientists themselves walking about, the thought of having a park that includes areas that your staff might enjoy themselves would be gratifying to cover and see your staff happier.
This could also add to the guest modules and attractions, by not only factoring in what the guests want to earn a profit but also seeing if you could cover your staff's likes as well. This would add some weight to some attraction options such as the gym, aquarium, VR, and such if it means that their inclusion in the park would lead to a more enjoyable work environment.
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I think scientists having likes and dislikes could add to the staff management of JWE2. It could lead to some interesting scenarios where you get to experience both your scientist's work skill and personality in gameplay. Some surprise management options may present themselves when assigning tasks, choosing new dinosaurs or attractions would have some added weight, and potential conflicts may arise with staff when building a park, asset, or dinosaur they are not keen on. Likes and dislikes could be another layer of scientists' management to factor in which could result in some memorable moments playing Jurassic World Evolution 2, and some added depth to management. What do you think?