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WhiteHowler
Apr 3, 2001

I'M HUGE!

Fanatic posted:

Really looking forward to the new game! :D Looks like an interesting setting for sure.

Few months late and it's kind of cheesy (so I'll spoiler), but if you set Diagnosis price to -100% and Treatment to +100% price (or some variation of) you can make mega profits. The reason it works is the patients are made so happy by their free diagnosis that they'll pay absurd amounts for their treatment (most of the time). Using this method at the end of Wave 42 of Topless Mountain I had 90%+ cure rate with $24 million in the bank. :laugh: My regular hospitals were usually $1mil+ in the green or close to that.

Edit: forgot to mention but if you do the above it'll tank your Reputation, so you'll have to build a Marketing room with 2-3 marketing assistants to offset it if you have a reputation objective.

I can't seem to lower the prices below -80%, but doing what you said with -80% diagnostics and +80% treatment has made money a non-factor.

My reputation actually didn't fall when I did this, but it only seemed to rise from doing special events. That's not a huge deal on scenarios with no reputation requirement, since at max rep I usually get more patients than my hospital can handle at any given time.

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WhiteHowler
Apr 3, 2001

I'M HUGE!
It seems like students just share bed space in the dorm, which is kind of weird. I assumed I'd need a bed for every student, but that doesn't seem viable.

WhiteHowler
Apr 3, 2001

I'M HUGE!

Jabor posted:

The very first level has the instructor telling you that one bed for five students is normal, or something like that.
I must have missed that one.

My game (PC/Game Pass) has a weird bug where about a third of the time the tutorial messages display for a fraction of a second and then disappear. I thought maybe I was accidentally clicking through them, but this last time it happened when I didn't have my hands on the keyboard or mouse.

WhiteHowler
Apr 3, 2001

I'M HUGE!
Do the student info cards feel a little bit overwhelming to anyone else?

It seems like you actually have to pay attention to a lot of the information on them, unlike TPH, where you really just needed their diagnosis status, current health, and a few comfort levels like food/drink/bathroom needs. Patients came in, got diagnosed and treated, and then booted out the door, so most of the time I never even looked at their info cards beyond "is this person currently dying?".

I'm very early into TPC, but I'm already seeing goals like "make two people reach Best Friends" level, which... how micro-managey do I need to get with the individual students?

WhiteHowler
Apr 3, 2001

I'M HUGE!

Jeoh posted:

I'm still trying to figure out how to get the students entertained enough.
Here are a few tips:

- Have easily-accessible Student Lounge and Student Union rooms. Stock these with lots of placeable items that have the "Entertainment" trait.

- Place Entertainment items in the dorms. I missed this until pretty far into my playthrough.

- Have a blank wall in a corridor? You can put certain Entertainment items there too (but see below).

- Several of the Entertainment items are aligned with specific majors; for example, Wizardry students like the Broom Display. Try to target these toward your students' interests, especially the ones placed in dorms and corridors. General items like phones and arcade cabinets seem to get more use in Student Lounge/Union, but major/interest-specific items can gather a crowd, even in a corridor.

- Scheduling lots of social events is obvious, but make sure the ones you're scheduling actually give Entertainment. Not all types of movies do, for example.

- On a larger campus, you may need to schedule multiple events at the same time. A lecture hall can only hold 12 students, but if you have four lecture halls, you can screen four movies at once. This gets pricey, but it's great for increasing Happiness and other meters.

- Socializing does not explicitly give Entertainment rating, but I suspect that the meter goes down slower or pauses while socializing, just based on my own observations. Put down some benches and other friendship/relationship activities; it may slow down the "Bored" status. I also want to test this for participating in a club, as I suspect this also slows or pauses the Entertainment meter from depleting.

- The biggest tip is to make all needs as accessible as possible. If someone's walking, their needs aren't being fulfilled. Once you have a very large campus, consider building duplicate facilities and limiting them by major. Otherwise someone might spend a literal month walking to a party at the Student Union, passing up food, drink, toilets, and potentially getting there just in time to rush off to the next class.

quote:

Also why do my staff keep randomly loving off?
They do need breaks for food, drink, shower, rest, and bathroom.

If you're limiting the jobs that each staff member can do, make sure that someone (usually a newer hire) didn't jump in and take over for a specialist. For example, if I have one staff member with a high Library skill who is limited to only work the library, and then I hire someone else and forget to uncheck their Library job, they may take over when my specialist goes on break. But as soon as the specialist is ready to go back to work, the library is already occupied, so they just go to the break room or walk around aimlessly.

WhiteHowler
Apr 3, 2001

I'M HUGE!

skooma512 posted:

I've been experimenting with putting arcade cabs near where they're queuing for medical or pastoral care, some even for being bored in the first place.

They of course don't touch any of that poo poo and just wander off somewhere and complain about how bored they are.
I noticed this too. The students don't tend to use many of the general entertainment items in corridors. They will, however, use major-specific items. Try putting down a Broom Display or two at the Wizardry school -- mine always attract a bunch of interest.

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WhiteHowler
Apr 3, 2001

I'M HUGE!
On several maps I feel like the game doesn't give you enough real estate to allow for decent pathfinding. I try to give a buffer in my academic rooms for extra equipment and general walking-around, but that gives me even less to work with for things like bathrooms and showers. I usually end up with a 3x3 or 3x4 bathroom in each building, and then have a shower by each dorm, maybe an extra if there's a far-away building. I never feel like I have enough space to make anything bigger.

Spiffinmoore is particularly bad about this. Your initial plot is small, with a small building -- and there are only four small-ish plots available total. And you start with two majors to support! And no money! I really hated that map and was happy to finally three-star it.

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