Suggestion for suggestions

One often reads about certain things being desired, but not about what the person envisions it to be. It might also be helpful for the team to be able to identify what it is supposed to be.

An example: If a park had opening hours and visitors come and go, we would schedule all maintenance work for times when there are no guests in the park.

Technicians would only be present during the day to repair certain breakdowns of attractions. The interval of 10 to 20-minute interruptions would be eliminated.

This would mean that technicians would have nothing to do during the day and would wander around the park out of boredom.

Example 2: If there were transfer tracks with a function that allowed technicians to check and, if necessary, repair the trains parked there during the day (e.g., changing wheels, etc.), you would also need a staff path that leads to the maintenance hall and is only accessible to technicians.

A maintenance hall could, in its simplest form, be a box like the staff rooms, only larger. One train per box, which is connected to a track.

In the simplest case, the technician would just enter the hall, stay for a while, and then leave. Additionally, catwalks with a ladder could be added in the hall, where the technician could walk alongside both sides of the train.

As an extension to management, it could be added that spare parts need to be purchased. The more intense the ride, the more parts would be needed.

If there are not enough parts, you can not use an additional train. Or the one train you have will fail the inspection and not function any more due to safety requirements.

This feature would also require, that demand is given. Or the question rises: Why should the developer add this feature and what would it add to the overall game experience!?

When do you need to add a second train to a coaster? If the queue lines adding up or are full.

You may understand that there is no such behaviour implemented, yet. The queue is constantly full. There is no change in the behaviour of the guests like morning/noon/afternoon.

The next question is: What should drive such a behavior? Do it have an impact on other elements of the guest sumulation?

A developer never add features before release or after, if it has potentiol to break another core element of the game or is just a feature which blows up the game.

Conclusion: As you can see, this is a significant intervention in the management functions.

It seems to me that the game so far is focused on one direction: forward. Nighttime downtime will probably not be implemented, even if it would be the ultimate theme park simulation.

I hope you understand what I wanted to show with this: describe the feature, simplify the process, and use things that are already in place.
Try to think about what will be affected by implementing or changing a hard coded, already existing part of the game.

If you want a feature, try to solve the problems first. Just to repeat what you want without understanding the impact, it could have on the whole game, does not help anyone.

 
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