August 25, 2019, 04:51:20 PMLatest Member: mixiup

Author Topic: Doctor Availability Tweaks  (Read 4662 times)

0 Members and 1 Guest are viewing this topic.

Haravikk

  • Registered member
  • *
  • Posts: 11
    • View Profile
Doctor Availability Tweaks
« on: August 01, 2013, 10:22:02 AM »
I'm not sure what algorithm Corsix TH currently uses for making doctors available, but it still seems fairly random (or I'm just really unlucky). But one thing that I found a huge hindrance in the original game is that you can spend half a game without any doctors with specialisation you need coming available to hire.

What I'd like to propose is that if your hospital has a particular need then doctors that are suitable will become more likely to appear, i.e - if you have an under-staffed operating theatre then surgeons will become more likely to appear, if you have an empty psychiatry room then a psychiatrist will become more likely to appear and so-on. The quality would still be random, so it's up to you to decide if you can manage with a terrible surgeon just to have the theatre open for business, but it would at least mean you don't have rooms open with no staff to run them.
Otherwise you end up with the opposite where you hoard every specialist you can get at the start, even if you can't use them for anything besides general diagnosis to begin with.

MarkL

  • Moderator
  • ***
  • Posts: 362
    • View Profile
Re: Doctor Availability Tweaks
« Reply #1 on: August 01, 2013, 10:47:08 AM »
Staff availability is taken from the level files, so it is predetermined to a point in them.

Perhaps in the future we could refine this, but isn't this part of the game? Do you hire them before you need them or do you train your own or do you take a chance later. 

It could also get harder when we add the AI's or multiplayer because you will all be wanting to hire from the same pool of staff.

Haravikk

  • Registered member
  • *
  • Posts: 11
    • View Profile
Re: Doctor Availability Tweaks
« Reply #2 on: August 01, 2013, 10:51:09 AM »
Staff availability is taken from the level files, so it is predetermined to a point in them.
Oh, hmm, I didn't realise that. Okay then, what about having them take longer to expire if there are empty specialist rooms they can staff (so when you open the menu to look they're more likely to still be there), but their asking price will go up over time. So you're better to get them early, but if you really need them then you can still get them.

MarkL

  • Moderator
  • ***
  • Posts: 362
    • View Profile
Re: Doctor Availability Tweaks
« Reply #3 on: August 01, 2013, 10:58:55 AM »
Perhaps a second hire screen, the main one is the standard option and have a second that is staff via an agency, but they come at a premium (higher wages and a premium on top to the agency)

The agency pool could perhaps always be two or three of all staff that you might need.

Something for the future though......

Haravikk

  • Registered member
  • *
  • Posts: 11
    • View Profile
Re: Doctor Availability Tweaks
« Reply #4 on: August 01, 2013, 11:02:16 AM »
True, but either way I think it's something that could be needed. I've had levels nearly end in disaster just because every time I opened the menu none of the specialists I needed were there, so I was probably somehow timing it to miss when they were available. Fortunately I got a researcher, but I think I had one (terrible) surgeon and nothing else, which wasn't the best arrangement when everyone seemed to have Spare Ribs :)

MarkL

  • Moderator
  • ***
  • Posts: 362
    • View Profile
Re: Doctor Availability Tweaks
« Reply #5 on: August 01, 2013, 11:39:36 AM »
Best time to check for new staff is the 1st of the month.

Slornie

  • Registered member
  • *
  • Posts: 8
    • View Profile
Re: Doctor Availability Tweaks
« Reply #6 on: August 04, 2013, 03:40:41 PM »
Perhaps a second hire screen, the main one is the standard option and have a second that is staff via an agency, but they come at a premium (higher wages and a premium on top to the agency)

The agency pool could perhaps always be two or three of all staff that you might need.

Something for the future though......
This sounds like a brilliant addition to the game once you get all the core features implemented!

In addition to costing more to hire than regular employees I would like to suggest that agency staff only work in your hospital for a defined period of time (perhaps specified on the hiring page?) - e.g. contracted for 3 months, 6 months or a year after which they just walk out of the hospital (naturally you'd get a fax one month before to remind you/give you chance to hire a replacement if needed).

EDIT: Obviously staff hired like this would need to be exempt from demanding/getting pay rises as they are on a fixed contract.
« Last Edit: August 04, 2013, 04:28:30 PM by Slornie »

Blacksky

  • Registered member
  • *
  • Posts: 11
    • View Profile
Re: Doctor Availability Tweaks
« Reply #7 on: October 17, 2013, 02:05:16 PM »
Agency could also have a time limit to keep you forgetting about them and draining the bank.

fang_xianfu

  • Registered member
  • *
  • Posts: 8
    • View Profile
Re: Doctor Availability Tweaks
« Reply #8 on: October 17, 2013, 06:00:41 PM »
Staff availability is an interesting topic because in the original game, the staff that were available were exactly the same in every playthrough (try it - the first three doctors on medium level 1 are always called Crablin, Warmond and Crabington. Warmond is a junior phychiatrist). This meant that it was quite easy to plan ahead if you wanted to, and it also meant that it was impossible to get screwed by the random number generator - just by the level designer, heh.

Staff availability is taken from the level files, so it is predetermined to a point in them.

This isn't quite the whole story though, it seems. The level file specifies the propensity for there to be different kinds of staff in the staff_levels line, but some elements are randomised. Sometimes on level 1 medium you get 3 phychiatrists in month 1 and sometimes 4, for example. CorsixTH is harder than the original game in a way because of this (though you can just reload on the last day of the month to see if you get something else, I suppose).

At any rate, I've never had a particular problem with staff availablity past the levels when you get a training room, because the first thing I do is create a "teacher" consultant who has at least surgery and phychiatry; it's not that hard to do because almost every level makes specialisms and consultants available frequently early on. Then you're free to manufacture specialists as you need them. I think the staff that are available is a big part of the game's decision-making, so in a sense it's good that you can't always get what you want. Forcing you to strategise about how you are going to get the right number of doctors with the right specialisms is part of the game's appeal, especially on the harder difficulties.

In short, I don't think the "agency menu" idea would really improve gameplay, and it's fine to leave the staff in the hands of the level designer.