Smooth Operators

Smooth Operators

Ei tarpeeksi arvosteluja
Smooth Operators: Complete Guide
Tekijältä Misfiring
First complete guide on Steam (not that complete but will update with additional info in future)

A general walkthrough on how to start a call center and how to plan for success, as well as a collection of all the tips and developer infos from the discussion.
   
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Introduction
Well, since there's no guide whatsoever here on this game, I decided to make one. Stuck with life for some times (ok a long time) before I get around to publish this.

The aim is to help new players to progress the game (duh).

Cheers.
So, what is this game?
A simple, yet deceptively difficult call center simulator. The basics couldn't be simpler to understand, yet trying to stay profitable in day to day operations is another story. You really need to know what you're doing in order to stay profitable.

This is one of those game where it's difficult at the start, but once you get how it works, it gets addicting and you just build higher and higher. It's a game where you are very aware of each game day and very not aware of the hours you used up.

Planning is very, very important in this game, and not just at the start. Failing to plan for a major incoming contract is a major penalty waiting to happen, and not having enough flexibility to take on increased/decreased workload is, again, a major profit loss waiting to happen.

Employees will get moody by many things. Lack of space in restaurant or toilet. Day to day stress in their work. Computers exploding. That damn manager screaming in their ears. Dirty workspace. A damn crack in the wall next to them. However, the thing that will burn their mood to a crisp is slow elevators. It doesn't matter if you taken care of everything else. Elevators are enough to make them rage off their workspace and into the scenery. How you deal with that will make or break the longevity of your call center.

Well, let's get started.
The early game
Technically, there's no real "end game" to this game, so I tend to declare a call center as reaching "end game" if it no longer bleeds employees (no one quits) and your profit is enough to afford a Teleporter (most expensive thing in the game). After you reached this stage, your call center is considered stable and you can safely expand till you get all the achievements.

That is a long way away though. First, you need to get started. At the beginning you will have a single contract consists of 500 Inbound and 200 Outbound, as well as 20,000 cash, and a single reception office that serves as the entrance. You will need to use the cash to start up your center by building operation "blocks", which can hold 4 employees and has a 4x1 dimension. The only other type of building is the elevator, which has a 1x* dimension and automatically links all floors from the ground, but is limited to the ground level, thus you can't have staggered elevators between floors. This means that to avoid headaches later, you must leave spaces for elevators right at the beginning.

From the reception office, there are 14 block spaces to the left, and 11 block space to the right. By simple maths, this means that you have room for 3 blocks at the left and 2 blocks at the right, and still have space for up to 5 elevators. Plan your elevator locations accordingly, and try not to place them on the far edge as this lengthen's the distance between the employee's workspace to the entrance.

At the start, it is enough to have 8 IB agents and 8 OB agents, which means 4 Operation blocks. You won't be able to handle all 500 starting Inbound, but it is important to leave some cash reserves on the first day. This is because on the second day you will get some Backlog Items, and if you can't get some BO Agents on the second day, it'll get accumulated. On the second day get the fifth Operation block, two IB agents and and two BO agents. At this point the ground floor is fully saturated. Save up for an Elevator and start building up. I recommend at the very least two elevators, one on each side of the entrance.

Slowly accumulate some cash, get other buildings as necessary, particularly restaurant, sanitary and a Service block to start getting janitors. Soon you'll build enough Operation blocks to fully filfull the contract. Let it run for a few days to save up, and get a Office block for a HR Manager, two Project Managers, and finally an Account Manager.

Do not build beyond the third floor for now. This is very important to avoid employees getting unhappy about slow elevators, which is very impactful to their morale and will make them quit, costing you cash. Three floors should be enough to fully fulfill the two contracts you have. Fire the Account Manager, and let the game accumulate cash until you unlock the second upgrade for your elevators. Once you upgraded one of them, you can start building up on THAT side (don't build above the one you haven't upgraded).

Level 2 Elevators should be able to handle up to 6 floors with minimum morale penalty. After you upgraded all your elevators, hire back the Account Manager and let him get the third and forth contract, slowly saturate all 6 floors. Make sure you build a restaurant and sanitary block between 4th and 6th floor. After 4 contracts, fire the Account Manager, focus on fully fulfilling them, and let the game run. Your objective now is to save up cash while waiting for that Flowtube transport.

Don't bother with Level 3 elevators, because they're getting less efficient the higher you build, no matter how many cars it has. It also costs so much that you might as well wait a bit longer for the Flowtube.
The mid and late game
You're reaching the mid game after you built your first Flowtube transport. After you do, immediately sell all other elevators and let everyone use the flowtube. Flowtube has no capacity limit whatsoever and will support up to 15 floors with zero trouble. Now you can hire back your Account Manager and start building up, getting more and more contracts and more cash. Build the remaining flowtubes on the space your old elevators occupied, and watch your empire grow. I recommend getting a second Office block, and fill it with two Account Managers and two Project Managers.

Your objective now is to grow until you unlocked the Teleporter, the last and most expensive thing in this game. The only danger now is getting contracts too fast, all the while trying to get the balance right so you don't get too much penalties when events happen. If you don't yet have the Teleporter when you fully saturated 15 floors, you can upgrade the flowtube to add more speed, avoiding any morale issues and let you build up safely to 20th floor.

Once you unlocked and can afford a Teleporter, you're effectively at the end game. Height no longer matters and you can build towards the sky (40 floors). Go ahead and try to get all the achievements if you want.

Inbound calls, Outbound calls and Backlog items
Each contract will always come with some Inbound calls (IB), Outbound calls (OB) and Backlog items (BO). Successful OBs will generate somemore IBs, thus you'll always get more IB than what's initially shown when accepting the contract. Undealt IBs will generate additional BOs, and if those are not dealt with they generate yet more IBs the next day. When this happens, it is NOT wise to get more IB agents in an attempt to meet the quota, as the BOs will get out of control and thus the rate of IBs will increase as well. Instead, you should get a few BO agents, but make sure that you don't over hire, just a few at a time, and at the end of each day check the BO forecast. If it's lower than yesterday, then it's enough, if its more then hire a few more. When BOs slowly decrease each day, so will the IBs, until they fall back to the normal levels.

Do not forget the L2 agents as well, they keep other agents from becoming moody due to difficult calls.
2 kommenttia
Andreas  [kehittäjä] 21.11.2021 klo 15.32 
Wow, great stuff! =)
SeniorPZ 25.8.2019 klo 15.12 
Thanks! I needed this. this game is very unforgiving at the start.