I don't quite see the new mechanic for staff as being the kind of deeper management Frontier thinks it is...
If I'm looking at menus where JW staff are building up little stress chips, why would I push that worker to breaking point so they then create a disruptive annoyance to my gameplay flow? I would have to accidentally push them that far by ignoring their needs or selecting the wrong option (because what's stopping me from having multiple people to choose from like they demonstrated, where's the penalty?).
Is the gameplay loop here just that I have to micro-manage levels of red chips by pausing what I've been doing to swap out one selection for another so that I don't get another interruption on top of that in the form of sabotage events?
I dunno, it's just not doing it for me - soz. The whole sabotage thing always felt like a reminder to take a break and get a drink or go to the loo after adding tasks to your jeeps to go fix stuff.
If I'm looking at menus where JW staff are building up little stress chips, why would I push that worker to breaking point so they then create a disruptive annoyance to my gameplay flow? I would have to accidentally push them that far by ignoring their needs or selecting the wrong option (because what's stopping me from having multiple people to choose from like they demonstrated, where's the penalty?).
Is the gameplay loop here just that I have to micro-manage levels of red chips by pausing what I've been doing to swap out one selection for another so that I don't get another interruption on top of that in the form of sabotage events?
I dunno, it's just not doing it for me - soz. The whole sabotage thing always felt like a reminder to take a break and get a drink or go to the loo after adding tasks to your jeeps to go fix stuff.