Staff only paths

One of the things the game that shall not be named (though it does have world in the title), has that works really well is Staff only paths and tunnels. PC could really improve Mechanic and janitorial movement through the use of these since they allow the workers to bypass the crowd bottlenecks.
 
I have to ask..... What purpose would this serve in PC? Unlike RCTW, mobile staff members don't live in headquarters buildings. Instead, they wander around the park, either as a whole or within the subset of it you've given them with a work roster.

Ride operators and shop vendors don't move at all so don't even need backstage entries to their facilities.

Janitors need to be on the same paths as peeps because that's where their work is. Peeps are confined to regular paths so that's where they puke, drop litter, and fill bins.

Same for entertainers. Their only function is to entertain peeps, and peeps are only on the regular paths. Any time they'd spend on employee-only paths is wasted salary you're paying, and they have the biggest salaries of all employees, despite being the least useful.

Guards need to be on the same paths as customers because that's where the perps are. Guards only know where perps are if they get their own eyes on them, so if guards were off on their own path, they wouldn't see any perps.

Mechanics are also better off using regular paths. If you've done it right and created work rosters for every mobile employee, mechanics only move between the exits of their assigned rides. Because you've designed the regular paths for optimal customer flow, the shortest distance between ride exits will be along the regular paths, so that any mechanic-only path would entail detours and create longer travel times.
 
reasons:

1 - Realism - Most parks have staff only areas. If the goal is simulation... these are needed.
2 - Mechanics (disagree with your point) - Often, as the park grows in popularity and is expanded, the pathways are not optimal resulting to the guests colliding causing a jam that he mechanics can not get through. In many scenarios, the stock rides are spread out and not along an efficient path for the mechanics regardless of the work rosters.
3 - RCTW - while it has its quirks and I certainly haven't put in the same amount of time as I have with PC, it did get some aspects of park management correct, namely the staff breakroom idea, and the stocking of shops and stalls. Again, it is for the realism aspect. However, I will agree that building multiple little huts for breakrooms specific to worker is not a good idea (RCTW setup). General breakrooms would be good.

**As an aside** Why don't the mechanics ride in little carts instead of walk? In nearly all of the parks I have been too the mechanics at least are driving a golf cart.
 
reasons:

1 - Realism - Most parks have staff only areas. If the goal is simulation... these are needed.
2 - Mechanics (disagree with your point) - Often, as the park grows in popularity and is expanded, the pathways are not optimal resulting to the guests colliding causing a jam that he mechanics can not get through. In many scenarios, the stock rides are spread out and not along an efficient path for the mechanics regardless of the work rosters.
3 - RCTW - while it has its quirks and I certainly haven't put in the same amount of time as I have with PC, it did get some aspects of park management correct, namely the staff breakroom idea, and the stocking of shops and stalls. Again, it is for the realism aspect. However, I will agree that building multiple little huts for breakrooms specific to worker is not a good idea (RCTW setup). General breakrooms would be good.

**As an aside** Why don't the mechanics ride in little carts instead of walk? In nearly all of the parks I have been too the mechanics at least are driving a golf cart.

1. Staff only areas usually only occur outside of park boundaries.
2. This is just a matter of better path management. It needs adjusting, so you let the guests rot on an overcrowded path and make your mechanic the VIP.
3. Any comparison with RCTW is stupid.
 
En Anu - No offense intended, but most every idea thread that you respond to tends to be something you think is "a terrible idea"
1. Staff only areas usually only occur outside of park boundaries.
2. This is just a matter of better path management. It needs adjusting, so you let the guests rot on an overcrowded path and make your mechanic the VIP.
3. Any comparison with RCTW is stupid.

1- Examples: Tunnels - Disneyland -characters to get around to show locations without being seen/walking through themed areas that they do not belong in -> Really useful for truly themed parks.
In Park Staff only - Frequently behind shops, larger rides, etc.. Six Flags parks have a fair amount of these, Disney parks get around this mostly due to tunnels though Disneyland's back lot is partially surrounded by the park.
2 - If you can recommend some places to look for tips on this, that would be wonderful.
3 - RCTW isn't as crap as most of the PC community would like the world to think. It does have some great ideas on the management side (Shop stock, trash management beyond janitors magically making it disappear) that PC could learn from (yes, I am one of *THOSE* management players - I am nostalgic for the management levels that the original RCT gave you - could control and manage practically everything if you so desired). As for the coaster builder, it has one big advantage that I wish PC had - The ability to pull/push a track pieces out after being placed. Example: After testing, a turn turns out to be too sharp - It would be very nice if I could grab a node (like in RCTW) and stretch out the track laterally instead of being forced to rebuild the section. Currently, can only change the banking or height of a section at a node, not the lateral positioning.
 
i'd rather not have "staff only" as such. that's too specific, and as bullethead said, doesn't really improve the gameplay.

instead; how about "one way" path pieces, with "employees may pass" option.
this would provide two benefits:

1) improve flow in high traffic areas - real parks do this when the traffic builds, and PC is prone to traffic surging just like a real park
2) could create employee only paths as a side-effect - a one way path at each end that only employees may pass
 
i'd rather not have "staff only" as such. that's too specific, and as bullethead said, doesn't really improve the gameplay.

instead; how about "one way" path pieces, with "employees may pass" option.
this would provide two benefits:

1) improve flow in high traffic areas - real parks do this when the traffic builds, and PC is prone to traffic surging just like a real park
2) could create employee only paths as a side-effect - a one way path at each end that only employees may pass

That would work.
 
En Anu - No offense intended, but most every idea thread that you respond to tends to be something you think is "a terrible idea"
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Me thinks you are stalking my threads :) splitting the wheat from the chaff...try to look it like inventions, every inventor things he or she has something but do they, most of them fail before they even get to market. If I think an idea is good and even better of interest to me then I will be positive about it.

For example :- see periodically weather introductions to the game, people are struggling with the game as is let alone ad a SIMS style weather system, so yes bad idea.
 
it has one big advantage that I wish PC had - The ability to pull/push a track pieces out after being placed. Example: After testing, a turn turns out to be too sharp - It would be very nice if I could grab a node (like in RCTW) and stretch out the track laterally instead of being forced to rebuild the section. Currently, can only change the banking or height of a section at a node, not the lateral positioning.

I used to play RCTW and disliked much of it, however I do agree with you here!

Tbh as soon as PC was available I moved straight over, and it looks like you did too :)

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Maybe there might be a system here but in the grand scheme of things if they did incorporate it would probably be many moons away!
 
When did RCTW get shop stock management and trash management???
I thought Parkitect was the only one that had that.

RCTW is terrible and has terrible employee AI.
I can even provide video to show numerous janitors ignoring litter, and when one did pick it up, they picked up one bit and ignored every other bit around it.

RCTW can't tunnel either. They got a whole lot more wrong too. But if staff only gates are a win, so be it.

As far as En Anu posting in threads expressing when he doesn't want a suggested feature...he has every right to make sure Frontier hears from both sides. No entry gates in PC? I see no need for them myself.
 
Hi,

I just want to give my opinion to that. I think "no entry" signs (for one way paths) and "Staff only" signs would be a nice addition to the game.
I'm not saying it adds more management but it would be a great addition for me as I used them a lot in rct3.

But I agree it wouldn't be a game changer.
 
When did RCTW get shop stock management and trash management???
I thought Parkitect was the only one that had that.

RCTW is terrible and has terrible employee AI.
I can even provide video to show numerous janitors ignoring litter, and when one did pick it up, they picked up one bit and ignored every other bit around it.

RCTW can't tunnel either. They got a whole lot more wrong too. But if staff only gates are a win, so be it.

As far as En Anu posting in threads expressing when he doesn't want a suggested feature...he has every right to make sure Frontier hears from both sides. No entry gates in PC? I see no need for them myself.

Totally agree with you it was a frustrating game to play and it appeared that the workers looked depressed, probably after listening to a Morrisey CD :)

As for expressing my feelings (fiver in the post btw uhmmm) thanks again as I feel it is important to debate ideas, even sometimes that comes across a tad harsh!

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Someone mentioned tunnels, I think this has potential, although it could possible interfere with underground rides and coaster sections so careful planning would be required. Having paths on surface I just feel it might compromise the scenery and themes for your parks!
 
It is Parkitect. Got mixed up. I was playing that while doing betas for PC and RCTW. Parkitect management is where Fronteir should look. RCTW just want the push pull horizontal ability for the coaster builder.
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En Anu is free to comment, just was noticing a trend in initial responses. Anyway, tunnels would be very useful for getting paths and queues into heavily themed areas or tightly built coasters.
 
It is Parkitect. Got mixed up. I was playing that while doing betas for PC and RCTW. Parkitect management is where Fronteir should look. RCTW just want the push pull horizontal ability for the coaster builder.
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En Anu is free to comment, just was noticing a trend in initial responses. Anyway, tunnels would be very useful for getting paths and queues into heavily themed areas or tightly built coasters.

I thought it was a bit odd where you embraced RCTW a fair bit! Well that wasn't very PC trendy of me LOL :)
 
As an aside. The push pull thing I have been complaining about seems to be functional now. So, either it was randomly updated, or I have been a moron for the last 9 months (going with this one...unfortunately)
 
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