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I see I'm not the only one to figure out that training staff is a LOT more important than it first looks. Having GP specialists is absolutely vital for getting out of queue hell, as well as spreading around specialist skills like genetics and psychiatry so you're not reliant on one person, but I find it helps to train staff as either uber-generalists or specialists. Ward nurses especially, since you can breeze through emergencies with an efficient Ward. The best time to start training is at the very start of a mission, where your staff are going to be spending a fair amount of time wandering around idle because you don't have many patients yet.
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# ¿ Sep 4, 2018 04:24 |
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# ¿ May 21, 2024 07:32 |
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Decorating your hospital seems to get less repetitive after you unlock more objects. I'm betting paintings add a lot more beauty than posters.
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# ¿ Sep 4, 2018 04:35 |
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I do like that you unlock the harder levels two at a time, so if you find yourself in a losing spiral in one you can go try the other.
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# ¿ Sep 4, 2018 09:22 |
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Decentralised reception is how I've been doing it and the reason why you can build single reception desks as well as rooms. What's a good way to increase hospital value once you've run out of floor space? Trying to 3-star the first mission.
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# ¿ Sep 5, 2018 13:40 |
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Most of the early levels have a very limited disease list in general. Good idea to research in them while the pressure's off.
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# ¿ Sep 6, 2018 12:32 |
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The game definitely needs a diminishing returns system for duplicate items. Weigh it differently for stuff like server racks if it makes sense to. Though a lot of rooms do end up looking similar when you plop down the same selection of items, it feels punishing and unintuitive.
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# ¿ Sep 6, 2018 15:15 |
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If anything, it seems like boosting your reputation too much may have its downsides as you end up attracting way more patients than you can deal with.
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# ¿ Sep 6, 2018 15:25 |
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I haven't mucked around with price yet, I probably should given I usually end up with too many patients and not enough money.
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# ¿ Sep 6, 2018 16:55 |
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I can't remember their names, I know there's a ridiculously posh guy, a stoner guy, and someone in between.
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# ¿ Sep 7, 2018 05:30 |
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Feels like with some later scenarios going back to three-star them makes it seem way easier to just restart them from scratch because I completely forgot where I left off and I know what I'm doing now.
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# ¿ Sep 7, 2018 07:34 |
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It really is nice that you can uproot rooms entirely and move them wherever. Makes reorganising your hospital so much easier. I feel it might be a good idea to have GP offices near all entrances and diagnosis rooms nearby, with treatment rooms in the wings. Wards somewhere in between, since they do both. If you have a cafe, best put it as centrally as you can. And maybe a dedicated wing for the staff room, training and research out of the way.
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# ¿ Sep 8, 2018 06:39 |
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While I refuse to do ridiculous medicine cabinet tricks, GP Offices really need a way to be upgraded.
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# ¿ Sep 8, 2018 16:42 |
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Also would be nice if patients with under 10% health wouldn't immediately wander off to the other end of the hospital from their lifesaving treatment. I keep having some issues where patients are waiting by a ward bed for ages while the nurses wander around ignoring them, until I pick up and replace the beds.
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# ¿ Sep 9, 2018 12:17 |
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They really do need to do something about the pathfinding and patient priorities, because as it stands it makes the ideal setup, or even one that won't result in a huge mess of dying patients, very unintuitive and makes a lot of trap options.
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# ¿ Sep 9, 2018 12:30 |
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He's really good at inspiring speeches but doesn't have much else going on with him. He's basically a gruff, dull anime protagonist.
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# ¿ Sep 15, 2018 07:35 |
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Dunno-Lars posted:You can fix that with enough medicine cabinets. You're stuck til you get a new machine and upgrade it I presume. Would be nice if more advanced rooms had more fitting room accessories as a more interesting alternative to certificate spam. Maintenance equipment, blueprints and informational posters for heavy machinery? The research and surgery rooms have some nice bonus stuff, and the clown treatment room. Ghost Leviathan fucked around with this message at 06:59 on Sep 19, 2018 |
# ¿ Sep 19, 2018 06:56 |
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I just build up to three classrooms and have them going pretty much all the time. Apparently, the nurse's skill doesn't matter at all in surgery, they just gotta be there.
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# ¿ Sep 19, 2018 19:17 |
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I get the impression it's a good idea to have as wide a variety of diagnosis rooms as possible, though I'm not sure why. I usually fit fluid analysis into 3x3, but depends on the map.
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# ¿ Sep 23, 2018 11:06 |
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Seems like if you're going to have X-Rays you might as well also have a Mega Scan given the skill overlap. Also, bringing up the Medicine Cabinet exploit to a friend who hasn't played the game. Their response: '...you've never seen the storage room in an old-timey doctor's office.'
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# ¿ Sep 24, 2018 05:52 |
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So apparently machines will explode and need to be replaced if they stay on fire for too long.
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# ¿ Sep 27, 2018 17:54 |
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Copying and moving rooms is a feature I never knew I needed so much. Love to rearrange my entire floor plan to maximise space.
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# ¿ Sep 28, 2018 19:10 |
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I never found staff morale too hard to raise over time, though keep in mind Rotting Hill has a scenario-specific penalty to Happiness because it just sucks that much. A lategame break room has all kinds of cool poo poo. Bean bags, a mini gym, the fanciest snack vending machines, carpets, arcade sanic, etc etc. (does help to make em bigger to fit all that stuff) Put a staff-only toilet nearby.
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# ¿ Sep 30, 2018 09:08 |
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Janitors can work with pretty much anything, though when you're doing later tier upgrades in a busy hospital you want at LEAST Mechanics II otherwise it'll take forever and a day.
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# ¿ Sep 30, 2018 12:43 |
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Motivation seems good for Ward nurses, since they do a lot of walking around.
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# ¿ Oct 2, 2018 07:58 |
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Being possessed by a ghost would be a hilarious Halloween condition.
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# ¿ Oct 3, 2018 13:32 |
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nielsm posted:They're still very weak. Even with that many torches the room needed a radiator to get up to temperature. Yeah, it's more a flavour thing than anything. Even Servers likely won't heat a room up enough to not need a radiator at all.
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# ¿ Oct 13, 2018 07:46 |
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A few of the specialised treatment rooms have their own unique decorative items, make sure to scroll down. They should add more in patches or expansions. It's especially hilarious because the Clown Clinic is dressed up as a circus to lure in clowns before subjecting them to an Orb Foundation patented brainwashing device.
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# ¿ Oct 14, 2018 09:41 |
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IIRC a dead patient would either fly up to heaven as an angel or the devil would show up and open a hole to Hell in your floor that they'd fall into.
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# ¿ Oct 14, 2018 10:11 |
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I got right up to the last set of maps and don't wanna re-learn stuff with my doctors, is it fun to start over with a new save file? Though some more feature patches would be nice there.
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# ¿ Oct 15, 2018 04:54 |
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I was half expecting Sean Bean's interviewer to be 47.
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# ¿ Oct 18, 2018 09:14 |
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TK-42-1 posted:Wrong thread my dude. Dammit. Probably fitting at some point. Should totally be able to recreate Hokkaido.
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# ¿ Oct 24, 2018 09:06 |
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Instead change it to Christmas theme
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# ¿ Dec 6, 2018 10:07 |
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There's a very Wallace and Grommit feel to this game.
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# ¿ Mar 15, 2019 14:31 |
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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.
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# ¿ Oct 5, 2019 04:38 |
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I've got a friend who actually managed to three star the underfunded public hospital scenario. The letter you get for that literally just reads 'Congratulations. Now go do something else.'
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# ¿ Jun 13, 2021 07:00 |
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# ¿ May 21, 2024 07:32 |
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Red Mike posted:I'd be up for a golf club simulator in the vein of Sid Meier's SimGolf. That would fit well with the series' sense of humour and usual targets of satire, too. Being able to play your own courses too would fit right in.
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# ¿ Aug 18, 2022 10:10 |