Scientists/staff...Eh?

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.
 
I don't know, the idea more seems to be along the lines of a finite human resource. They also don't look like they rest automatically, with there being a rest button for each.

They seem to be used for making dinosaurs, making building upgrades and research (potentially even more jobs like being a vet), as well as having limits on the amount you can hire (4/4 on one of the screens). It also seems like multiple are required for certain projects (as shown for the building upgrade).

Given the solid stress increments, it looks like a per task basis. I'm guessing equivalent staff exist, but that per task basis doesn't seem like it'd work for most other types.

It seems early to tell, we haven't really got context of how it fits (it literally took playing the game last time for me to get proper context on most things).
 
I like the idea of hiring scientists this time 'round. And the stress thing will make it easier to avoid sabotages... or easier to cause them to start happening.. based on player preference there, then previously. Which I like.
Definitely used for many things, probably nearly everything we want to do will require a scientist supervising.
 

Jens Erik

Senior Community Manager
Frontier
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?
You can have multiple scientists to assign to various tasks around your parks. How many you can have depends on different factors. We'll have more to share about the Scientists mechanic, and how you manage your scientists, at a later date.
 
You can have multiple scientists to assign to various tasks around your parks. How many you can have depends on different factors. We'll have more to share about the Scientists mechanic, and how you manage your scientists, at a later date.
Hey Jens,

Is there an option to turn this off like other staff management related mechanics in the Planet games?
 
I would think this a non factor for sandbox, which in JWE did not allow you to research or go to dig sites in sandbox. All of that had to be accompleshed in the campaigns. I don't see that changing.
 
I would think this a non factor for sandbox, which in JWE did not allow you to research or go to dig sites in sandbox. All of that had to be accompleshed in the campaigns. I don't see that changing.

I certainly hope we get to decide for ourselves whether or not we wanna do all the research in fossil digging in sandbox as well. I always hated it that they simply left out such a huge part of the game in the sandbox options. I love having that progression in the game where you start from 0 and go forwards but didn't like quite a few aspects of campaign and challenge, so it was always either all done already and nothing but building or deal with all the other stuff you could've turned off in SB...So yeah, I really hope it'll be up to the player how we wanna play in SB this time.
 
I have a question. Do you get new scientists from the recruitment pool after you hire them? I did an experiment of hiring and then firing all the scientists in the recruitment screen to see if eventually they would refresh with new ones. So far nothing has happened and I'm not sure what to do if I don't get any new ones.
 

Jens Erik

Senior Community Manager
Frontier
I have a question. Do you get new scientists from the recruitment pool after you hire them? I did an experiment of hiring and then firing all the scientists in the recruitment screen to see if eventually they would refresh with new ones. So far nothing has happened and I'm not sure what to do if I don't get any new ones.
I believe the pool of scientists should refresh after a while. How long have you been waiting?
 
I believe the pool of scientists should refresh after a while. How long have you been waiting?
I think I figured it out. When my star rating went up, I checked and saw I had some new scientists. This was in chaos theory, I haven't tried in other modes yet.
 
I don’t like everything about this game but I love this staff management system! It’s far more immersive to have faces, names and specificities on your scientists team.
 
I like the staff system and the use of scientists but do they NEED to be used for everything? Spending money twice to incubate dinosaurs and paying to extract fossils is a little annoying but I love the game overall
 
I like that they are used for everything. It makes it workerplacement gameplay loop and is immersive, it's not just action points, but people you train and specialise and assign to head up teams.
I just wish there was more custominsation, like different paths to level them up and stuff.
 
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