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The_Doctor
Mar 29, 2007

"The entire history of this incarnation is one of temporal orbits, retcons, paradoxes, parallel time lines, reiterations, and divergences. How anyone can make head or tail of all this chaos, I don't know."
:siren: Both DLC packs are 20% off in the Steam summer sale. :siren:

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Unclouded
Jul 14, 2012

New DLC announced. Close Encounters comes out August 29th.

https://www.youtube.com/watch?v=wJJWhn1e27o

"Including three new unusual hospitals set in different locations, 34 new illnesses (including 11 visual illnesses), three new cure rooms, as well as new challenges, features and of course, you get to see them aliens."

The_Doctor
Mar 29, 2007

"The entire history of this incarnation is one of temporal orbits, retcons, paradoxes, parallel time lines, reiterations, and divergences. How anyone can make head or tail of all this chaos, I don't know."

Unclouded posted:

“...you get to see them aliens.”

Ugh.

skeletors_condom
Jul 21, 2017

Got the most recent DLC; I've beat the first map. Still have to play the other two.



I am liking it so far, but I thought the bigfoot DLC seemed a bit more fun (or maybe it just felt more new?)...

Doesn't look like they've made any significant updates to the core game. Janitor AI is still janky when your hospital becomes large. You often need to micro-manage. Many rooms (cafeteria, low/mid diagnosis rooms) still have no real use.

Oh well, at least the base game is still very solid. :)

less than three
Aug 9, 2007



Fallen Rib
The alien gimmick gets old fast on the first map, but they've made good improvements to the Horde mode on the 2nd.

I haven't played the 3rd yet.

skeletors_condom
Jul 21, 2017

Just went bankrupt waiting for ~30 patients to get serviced on a single room type on wave 17 of the second map.

This is kinda of annoying, I wish they had less "cheezy" map requirements.

skeletors_condom fucked around with this message at 16:12 on Sep 5, 2019

less than three
Aug 9, 2007



Fallen Rib

skeletors_condom posted:

Just went bankrupt waiting for ~30 patients to get serviced on a single room type on wave 17 of the second map.

This kinda of annoying, I wish they had less "cheezy" map requirements.

My turtles all just died instead!

skeletors_condom
Jul 21, 2017

Just beat level 2 of the 3rd DLC. It's such a grindy map.

I decided to cheese it and spam research projects (after building a super high end research room).

I wish Two Point Studios would put in more effort into refining the game, instead of releasing map packs without improvements to the core experience.

Tunzie
Aug 9, 2008
I was closing in on three-starring the last hospital, but now there's just constant disasters occurring all the time out of the blue and all my machines are blowing up. Gonna get back to it sometime, but... not tonight. Very frustrating.

a7m2
Jul 9, 2012


Is anyone playing this and want a buddy to team up on the superbugs with? add me https://steamcommunity.com/id/behind-anime-lines/

Ritznit
Dec 19, 2012

I'm crackers for cheese.

Ultra Carp
I'm enjoying this game but some of its quirks are still frustrating me. I've been trying to follow the advice I've seen online (e.g. "make diagnostics things and treatment things different areas in the hospital"), but sometimes I still get overwhelmed because lines get too long and I don't have any fun when everything I'm doing is plot down more doctor offices all the drat time.

Is there a way I can regulate the growth of the hospital and the level gain better? Can I do anything about the later mission game just becoming nothing but "keep building the same 3 rooms over and over"? Because not gonna lie, it's gets so stale.

nielsm
Jun 1, 2009



I haven't played since the initial release, but isn't the way to avoid gaining hospital level basically to make it not-nice? No decorations, small rooms, only bare necessities.

skeletors_condom
Jul 21, 2017

Tunzie posted:

I was closing in on three-starring the last hospital, but now there's just constant disasters occurring all the time out of the blue and all my machines are blowing up. Gonna get back to it sometime, but... not tonight. Very frustrating.

Try changing prices to 110%. Due to the quirks of the AI, it's almost like an in-built cheat code.

Ritznit posted:

I'm enjoying this game but some of its quirks are still frustrating me. I've been trying to follow the advice I've seen online (e.g. "make diagnostics things and treatment things different areas in the hospital"), but sometimes I still get overwhelmed because lines get too long and I don't have any fun when everything I'm doing is plot down more doctor offices all the drat time.

Is there a way I can regulate the growth of the hospital and the level gain better? Can I do anything about the later mission game just becoming nothing but "keep building the same 3 rooms over and over"? Because not gonna lie, it's gets so stale.

Room spam is unfortunately a big part of TPH. However, you can improve your macro strategy by specializing buildings and designing the hospital in a way that optimizes patient flow.

For example, in one area you might have ~10 GPs offices. To the west, you have ~4 wards. To the north, you have have ~6 treatment rooms staffed by doctors. To the east you have ~6 treatment rooms staffed by nurses.

Specialize you workforce. Aim to have all doctors working in the "GP core" @ lvl5 GP. For the "doctor treatment" core, get all the doctors with lvl 5 treatment. In the "ward core," get all nurses to ward lvl 5. And so on.

Try and make sure that you have a toilet and staff room in every single building.

If you're having issues with long lines, change the prices to 110%. Choosing 110% gives you many more benefits than the 10% revenue per treatment.

skeletors_condom fucked around with this message at 01:20 on Sep 8, 2019

Mr. Fall Down Terror
Jan 24, 2018

by Fluffdaddy

nielsm posted:

I haven't played since the initial release, but isn't the way to avoid gaining hospital level basically to make it not-nice? No decorations, small rooms, only bare necessities.

yeah. don't use too many decorations

Ritznit
Dec 19, 2012

I'm crackers for cheese.

Ultra Carp
Kind of a shame the game actively discourages making a nice, modestly sized hospital VS a giant ugly behemoth. See also things like the cafeteria being totally unnecessary.

Still, thanks for the tips! I'll try to at least finish the campaign. The game is fun enough but the monotonous room spam sours it a bit.

Shooting Blanks
Jun 6, 2007

Real bullets mess up how cool this thing looks.

-Blade



a7m2 posted:

Is anyone playing this and want a buddy to team up on the superbugs with? add me https://steamcommunity.com/id/behind-anime-lines/

Edit: NM, found a way to do it. Steam was just erroring out.

Shooting Blanks fucked around with this message at 03:14 on Sep 8, 2019

less than three
Aug 9, 2007



Fallen Rib

Ritznit posted:

Kind of a shame the game actively discourages making a nice, modestly sized hospital VS a giant ugly behemoth. See also things like the cafeteria being totally unnecessary.

Still, thanks for the tips! I'll try to at least finish the campaign. The game is fun enough but the monotonous room spam sours it a bit.

I disagree. It's entirely possible to build each hospital modestly and pretty as long as you do it right, and staff correctly.

My blueprint is 4-6 GP offices, 4 diagnosis rooms (such as fluid analysis, megascan, DNA lab,) and one of each other treatment (ward, fracture ward, clinics)

Hire only student staff with no trained slots, or only the slots you want. Build a training room right at the start and build the perfect staff, instead of hiring the more expensive and imperfectly skilled ones.

Bum the Sad
Aug 25, 2002

by VideoGames
Hell Gem
So wait. What’s the benefit to this 110% stuff?

less than three
Aug 9, 2007



Fallen Rib

Bum the Sad posted:

So wait. What’s the benefit to this 110% stuff?

I'm curious too. If you raise your prices, reputation drops and you receive less patients. I'm wondering if there's anything more to it. I crank it up 40% or 70% when I'm first starting out.

less than three fucked around with this message at 06:12 on Sep 8, 2019

Mazz
Dec 12, 2012

Orion, this is Sperglord Actual.
Come on home.
The big thing to reducing GP/diagnosis bloat is three things: specializing staff, organizing your hospital and changing the diagnosis settings.

1. Specialize staff to work 1 room type; for double duty rooms you can either go the specialist thing (like xray) and 4 treatment or 4 diagnosis, or 2/2, both work fine. I never toggled a room to do one or the other unless absolutely necessary (i.e. a couple maps have a shitload of psych treatment to do), there's no practical advantage to doing this in my experience.

As you progress it should look like this:




Early on it can be difficult because you will have to hire lovely doctors/nurses only to dismiss later, hoping to get staff worth keeping long term. The difficulty of a map can vary widely on how lucky you get with early staff picks. One you get a decent number of staff with level 3 in whatever you specialize, things start to get much easier to stay ahead of.

2. Organize your hospital by wings, usually in each building. Every diagnosis room should be near a GP office and they should all be in the same building if you can manage it, this drastically reduces travel time of patients and diagnosis staff. All treatment is in a different building, as once diagnosis is complete the patient can go directly to that building, get treated, and leave. Also this keeps your treatment staff localized, again reducing travel time.

That will look something like this depending on hospital




3. Change your diagnosis policy settings to something very close to this:



100% diagnosis threshold and not fast tracked treatment is what makes GP office spam a thing; the patient must go back to the GP office for the last couple percentage and final diagnosis, and every patient will do a loop of GP > diagnosis > GP > diagnosis repeatedly, destroying your queues. By turning this down to 95-97%, you will clear up a huge bottleneck in that last few percent without having any real impact to cure rate. Fast tracking allows diagnosis rooms to directly diagnose diseases once you hit that threshold, removing that final GP visit.

Those two things will make it so you need at most like 4-6 GP offices per map, the only exception being the second to last or final in the regular campaign, which has the gimmick of dumping patients on you. Also maybe the alien maps, I didn't buy that DLC yet.

I 3 starred every map in the base game and both first DLCs with 100% reputation on all of them doing the above.

I have never hosed with treatment cost, it never seemed worth it to me. You tank your reputation and the loss of patients is basically equal to the extra income. YMMV on that. EDIT: VVV I also stopped playing and came back after they added hospital policy so I can see people getting used to that early on

Mazz fucked around with this message at 01:28 on Sep 9, 2019

Pornographic Memory
Dec 17, 2008

less than three posted:

I'm curious too. If you raise your prices, reputation drops and you receive less patients. I'm wondering if there's anything more to it. I crank it up 40% or 70% when I'm first starting out.

in my experience that's actually kind of the point - it's very easy to play "normally" and receive more patients than your facilities and staff can handle, so you jack up the prices to cut down your patient load until you've got skilled out doctors and nurses that can handle large numbers of patients efficiently. granted, i last played before you could adjust the diagnosis threshold, so the early game could very easily get bogged down in the GP -> diagnosis -> GP loop

Grapplejack
Nov 27, 2007

a7m2 posted:

Is anyone playing this and want a buddy to team up on the superbugs with? add me https://steamcommunity.com/id/behind-anime-lines/

I added you, not one else I know plays this and it'd be nice to knock out superbug stuff.

skeletors_condom
Jul 21, 2017

Pornographic Memory posted:

in my experience that's actually kind of the point - it's very easy to play "normally" and receive more patients than your facilities and staff can handle, so you jack up the prices to cut down your patient load until you've got skilled out doctors and nurses that can handle large numbers of patients efficiently. granted, i last played before you could adjust the diagnosis threshold, so the early game could very easily get bogged down in the GP -> diagnosis -> GP loop

That's how I approach pricing.

However, on some maps it's almost impossible to have a large, high-rep hospital without increasing the price. There is just not enough space to deal with the patient flow.

On the last map of the new DLC I had 13 GP offices, an army of employees with full (specialized) upgrades, a high efficiency layout and I still couldn't manage the flow with prices at 120%. I got things stabilized at 130%. I was averaging about 250 patients at 120%.

Mr. Fall Down Terror
Jan 24, 2018

by Fluffdaddy

less than three posted:

Hire only student staff with no trained slots, or only the slots you want. Build a training room right at the start and build the perfect staff, instead of hiring the more expensive and imperfectly skilled ones.

imo you should hire the highest star doctors you can at first, with that odd mix of skills. at the beginning of the game having a consultant with no GP specialization running a GP office is pretty good, and with your set of high skill doctors with a grab bag of skills you should be able to cover the important stuff (GP, psychiatry, surgery, radiology) to start filling out your handpicked student doctor crew. pretty soon i'll disable all jobs for the consultants so they just wander around waiting to train without taking away the opportunity to learn on the job for the one and two star docs, selectively enabling jobs if i need a floater to cover some immediate need, and this is the last step before they get sacked

Xenoborg
Mar 10, 2007

luxury handset posted:

imo you should hire the highest star doctors you can at first, with that odd mix of skills. at the beginning of the game having a consultant with no GP specialization running a GP office is pretty good, and with your set of high skill doctors with a grab bag of skills you should be able to cover the important stuff (GP, psychiatry, surgery, radiology) to start filling out your handpicked student doctor crew. pretty soon i'll disable all jobs for the consultants so they just wander around waiting to train without taking away the opportunity to learn on the job for the one and two star docs, selectively enabling jobs if i need a floater to cover some immediate need, and this is the last step before they get sacked

Yeah don't forget that each star rank of doctor gives 10% diagnose and treat on its own.

less than three
Aug 9, 2007



Fallen Rib
Not enough info for a new thread yet but I feel there is significant overlap in the player base. We're getting a new Startopia.

https://www.youtube.com/watch?v=BFQA5hgF1Lg

Ghost Leviathan
Mar 2, 2017

Exploration is ill-advised.
Having staff with the training skills early on really pays off, especially if they have the Teacher quality.You save a lot of time and money doing in-house training.

Merrill Grinch
May 21, 2001

infuriated by investments

less than three posted:

Not enough info for a new thread yet but I feel there is significant overlap in the player base. We're getting a new Startopia.

https://www.youtube.com/watch?v=BFQA5hgF1Lg

I saw this and I'm so torn on this. On one hand, Startopia was one of the best Bullfrog-esque games and the idea of a sequel is amazing. On the other hand, it's by the Dungeons team instead of the Two Point team and ugh, I"m worried. I'm afraid it'll have some awful RTS gameplay shoehorned in and won't have much attention paid to the strategy/building parts, like Dungeons. And Dungeons 2. And Dungeons 3. How did they make three games and not figure out how they hosed up the Dungeon Keeper formula?

TheOmegaWalrus
Feb 3, 2007

by Hand Knit
I pitched an epileptic fit of joy!

Startopia was one of my favorite games growing up!

less than three
Aug 9, 2007



Fallen Rib

TheOmegaWalrus posted:

I pitched an epileptic fit of joy!

Startopia was one of my favorite games growing up!

Yeah you can even play it today and it's held up over the years.

KOGAHAZAN!!
Apr 29, 2013

a miserable failure as a person

an incredible success as a magical murder spider

I loved Startopia and I really want to love that, but... that trailer is not inspiring great confidence in me.

Grapplejack
Nov 27, 2007

So Blanks, Nendo and I are trying to finish up this last superbug but we need one or two more people to help. If anyone still plays hit us up!

Ritznit
Dec 19, 2012

I'm crackers for cheese.

Ultra Carp

Grapplejack posted:

So Blanks, Nendo and I are trying to finish up this last superbug but we need one or two more people to help. If anyone still plays hit us up!

If you all are okay with adding me on Steam I'd love to help and in return you help me because I'm still way further behind on the Superbugs. I'm Perrydotto on Steam, my avatar is Agent Chieftain from Elite Beat Agents.

Ritznit fucked around with this message at 15:19 on Oct 15, 2019

Shooting Blanks
Jun 6, 2007

Real bullets mess up how cool this thing looks.

-Blade



Ritznit posted:

If you all are okay with adding me on Steam I'd love to help and in return you help me because I'm still way further behind on the Superbugs. I'm Perrydotto on Steam, my avatar is Agent Chieftain from Elite Beat Agents.

Just sent you a steam invite

a7m2
Jul 9, 2012


I think we need one more person if we're gonna hit the 5 people goals

skeletors_condom
Jul 21, 2017

less than three posted:

Not enough info for a new thread yet but I feel there is significant overlap in the player base. We're getting a new Startopia.

https://www.youtube.com/watch?v=BFQA5hgF1Lg

The gameplay and the overall UX is what's going to make or break this. So far it looks like they seem to understand what made Startopia good.

There is also a modern remake of Majesty, another old school "management" game that I still play to this day:

https://store.steampowered.com/app/1090760/Distant_Kingdoms/

The screenshots look very promising.

Unclouded
Jul 14, 2012

a7m2 posted:

I think we need one more person if we're gonna hit the 5 people goals

There are no nodes that need 5 people. The bigger projects just allow 5 people in that way it's not required for everyone to do a node is someone goes inactive. If you still need help give me a heads up I can load the game up and help out.

a7m2
Jul 9, 2012


So thanks to some friendly goons I managed to complete all the superbug programs, but since I'll still be playing because I haven't finished the DLC yet, you can add me if you need help completing your superbug programs: https://steamcommunity.com/id/behind-anime-lines/

Unclouded
Jul 14, 2012

New DLC announced Off The Grid. Comes out March 18th.

https://www.youtube.com/watch?v=m5arzc7z3Ak

"Join Two Point County's ever-present Mayor, Tabitha Windsock as she campaigns for re-election using eco-friendly means as her main goal. You'll face new challenges from gameplay mechanics, illnesses and more in three brand new locations!"

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less than three
Aug 9, 2007



Fallen Rib
It was missed because its a quiet thread, there's also a REMIX mode for the first 3 hospitals came out a bit ago.

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