Ok so take a couple of examples of real-life food stalls for amusement parks:
The's three main things I notice when I look at those pictures:
My experience with management in this game has let me note that, very often, sales get lost due to single stalls not being enough to contend with higher-volume guest flow. The solution ends up being that you either construct another stall of a similar type right next to the existing one to distribute traffic, or you train the heck out of your waitstaff to make them serve extremely quickly. It's not really clear if the former is really intended, and the latter takes a good bit of months to build up to.
Thing is, why does a wall have to inherently kind of exist between two stalls of the same type? Suddenly you got this possibility of neighboring stalls accidentally having one sell a specific type of balloon for 3 cents cheaper than the one next to it. You could sync the prices, but then what if a really high-demand part of the park in the distance loses profit from that? Wouldn't it be simpler if these two stalls placed next to one another formed a single unit?
The idea/feature discussed here is, if you place 2 stalls that serve a similar type of product next to each other (i.e. food and drink, or different types of souvenir) and facing in the same direction, the stalls will fuse into a larger unit, with an equivalent number of staff, that can serve any of the constituent item types along its length. This would allow for a much greater flow of guest sales, given the increased amount of counter space (i.e. the separation between the two stall openings of the shops that'd normally exist? Now that's an opening with more serving area. The combo-stall can adapt what it's serving to what the arriving guests want (i.e. a combo burger/fries/drink stall can have the three staff serving sodas to three groups if they're all thirsty), as well as serving multiple items at once.
If the technique needs a balanced disadvantage to offset it, it could be the job of handling a combo stall might require more training, or else the stall attendants become overwhelmed/disorganized and operate slower and become unhappier.
Also, slightly unrelated, I'd love to see the Information Kiosk's function expanded. It seems odd that something that'd be key to acquainting and guiding the guests around the park would just be relegated to enabling a priority pass function that more often than not, generates a loss of revenue from the stall. It'd just be nice to see it do more stuff:


The's three main things I notice when I look at those pictures:
- The stalls are rectangular, and also approachable from multiple directions (the latter is less important)
- The stalls can sell more than a single type of item or food. You can get fries with your burger, you can get coffee with your donut, you can get soda with your gyro, etc.
- The stalls are rarely attended by a single staff member.
My experience with management in this game has let me note that, very often, sales get lost due to single stalls not being enough to contend with higher-volume guest flow. The solution ends up being that you either construct another stall of a similar type right next to the existing one to distribute traffic, or you train the heck out of your waitstaff to make them serve extremely quickly. It's not really clear if the former is really intended, and the latter takes a good bit of months to build up to.
Thing is, why does a wall have to inherently kind of exist between two stalls of the same type? Suddenly you got this possibility of neighboring stalls accidentally having one sell a specific type of balloon for 3 cents cheaper than the one next to it. You could sync the prices, but then what if a really high-demand part of the park in the distance loses profit from that? Wouldn't it be simpler if these two stalls placed next to one another formed a single unit?
The idea/feature discussed here is, if you place 2 stalls that serve a similar type of product next to each other (i.e. food and drink, or different types of souvenir) and facing in the same direction, the stalls will fuse into a larger unit, with an equivalent number of staff, that can serve any of the constituent item types along its length. This would allow for a much greater flow of guest sales, given the increased amount of counter space (i.e. the separation between the two stall openings of the shops that'd normally exist? Now that's an opening with more serving area. The combo-stall can adapt what it's serving to what the arriving guests want (i.e. a combo burger/fries/drink stall can have the three staff serving sodas to three groups if they're all thirsty), as well as serving multiple items at once.
If the technique needs a balanced disadvantage to offset it, it could be the job of handling a combo stall might require more training, or else the stall attendants become overwhelmed/disorganized and operate slower and become unhappier.
Also, slightly unrelated, I'd love to see the Information Kiosk's function expanded. It seems odd that something that'd be key to acquainting and guiding the guests around the park would just be relegated to enabling a priority pass function that more often than not, generates a loss of revenue from the stall. It'd just be nice to see it do more stuff:
- Possible other things it could sell include cameras, guided tours, and coupons (possibly a feature activated in the promotions section of your park management UI)
- Could either sell maps, or provide a navigation boost to guests who visit it so that they don't get lost - would require a nerf to current guest navigation in current game build? Implied interaction is that the kiosk is handing out maps (most parks don't sell maps).
- It could provide a useful security auxiliary function, for being a place for guests to quickly report a robbery, finding missing people, etc?