Thoughts on moving 7k people through security

Yes. Security staff should prioritise Logic and Stress Management.

I have about 4 small ones that are actually quite a bit faster than the mediums. Granted, it’s only employees rolling through them, but still.

That’s the topic/intent of this thread. How does one do such a thing as increase the efficiency. Of course I would love to get the efficiency above 1.5, but I don’t know how that works. It is something I am now exploring with this post and game time because it’s not sustainable. My airline rating is crashing through the floor because of the delay in getting people through security.

I also don’t know if there’s a point to firing terrible skill employees, other than now I have to replace them.

Is there another thread of this topic I"m missing that is up to date for the version of the game?

Do you routinely adjust your staff based on their skills? I know this sounds ridiculous, because in RL, hellz yeah I would, but I"m not sure how they game mechanic works, if it even works yet.

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I would also say if the employee skills are an actual thing, having access to more than 5 applicants at a time would be helpful. Granted, that seems like a skill level of the HR executive to me. I usually end up hiring all 5 of each type. Perhaps it would be a good time to start to get rid of some of the really terrible people…for all crafts for that matter.

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When I start a new game I just hire anyone I can get available so I’ve got a workforce that works.

I check the applicants panel, especially for Airport Staff and Security. No good ones, I just reject the lot and wait for new hires. So just took a screen shot of applicants for security.

Faith Kamua would be a good hire. High logic and stress. Kelly I would reject. Li Na I would hire as well. Teddy a straight reject. Minji is a considered. I would now swop over to look at whom I’ve currently got hired. Minji has a better Logic and Stress than any of my current hires, I would fire them and hire Minji. Over time you’ll end up with a well balanced set of security workers. Not having more than five candidates is frustrating I agree, especially if you have a large airport and need to do mass hire and fire. I’ve not really seen anyone write the above. I’ve gleaned this information from pieces the Dev’s have said and experiments of my own and conversations with Jasper. Hiring and Firing till you get a good set of staff. Airport Staff, Security and Service Techs you can usually get a good strong workforce going quite quickly. Ramp agents and Janitors that’s another story I’m afraid.

Looking at some of my current staff too, I have one Security agent with top end green bars for Logic and Stress and very low red bars for the other two. The security station has an operating rating of 1.56.

@jasperwillem has also experimented with hiring and firing too.

Hope that helps?

Edit: I’ll also hire a few more than I need as well so when I do expand I’m not looking for a decent staff member.

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This does help indeed… the idea of going through >300 security people right now makes me cringe since my biggest delay/freeze comes when I open the employee stuff… which is probably because I have too many terrible employees gumming up the works…

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I think the devs said that as of now the skills of the employes have no influence. It will be in the game in the future.

But yeah, medium should have a faster PAX-handling rate.

Not quite. It does have an effect but only, right now on security staff. Everything else it does have no effect as you quite rightly mention.

and

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I’d love to see what your public transport setup is like as well?

Well, I had a lot of people in need of being firing, numerous security checkpoints at .85 efficiency or so. This works out ok because i had a lot of extra people needing to thinned out.

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I think it’s in need of rennovation / reimagining… to much walking right now.

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Im impressed that keeps up with your 7K PAX I will say. With my two to three thou I’ve got four subways and some bus stops and car drops too.

Thank you for that.

Part of the thing I love about this game is the application of workflow thinking into it. I do some stuff professionally that makes me try and think in this manner… It also makes me learn about Markov Chains…which fascinate me… why do people/objects do what they do… especially in a work environment.

They actually move quite quickly through it. The security checkpoint is currently a humongous traffic jam… This game is teaching me or confirming what I already knew to be true… bigger is not better, centralization usually results in stupidly high amounts of waste hidden in a guise of “gains in efficiency”… It hasn’t worked a single time yet… tried to move to a central vehicle depot region and it resulted in a traffice jam of epic proportions… rebuilt the vehicle depots up top as well… no more traffic jams… I know I need to rethink the baggage bays. I also know I have way too many passenger check-ins… wasted space., wasted coin, wasted time.

I’m also fumbling my arse off on the success of the shops/cafes… that’s next on my list of stuff…

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Ground vehicles are my biggest grip right now. They are so dumb. Push back trucks not in place in time. They are in the early stages of the game, very early. As you get further into it they get later and later. I had a vehicle depot just next to the fuel depot. Deleted it. Working from a single one now. That’s being worked on though with the ability to assign vehicles to stands.

They have two separate secure zones too and work as two independent terminals. T3 is about to go in on the far left. T1 Air New Zealand, T2 Qantas, T3 Virgin Aus and everything else.

I use 5 security member per big secure station as ratio.

As a Bachelor in Logistics & Economics, I know a lot about flow management / process management too; that is why I love this game :smiley: and dislike current loan system.

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It also helps to have separated secure zones to divide the load.

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i didnt realise you can change the security based at one station. Thanks for the tip :slight_smile:

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