You know, I was thinking, and as a player I hate employees quitting no matter the mechanic :) I mean, I have built this "corporate machine" (made the decision whom to hire, when, for how much, with which skillset, for what position) and then the game breaks it by make those people leave :) My solution, as a player, would be *always* to quickly track what position was vacant, what kind of person was there (frequently impossible) and hire for this exact position someone similar.
The reason is, I'm lazy and, by some strange twist of fate, I'm always preoccupied with something else when this employee turmoil happens so I just want to make it "be like it was before" as quickly as possible :D
It's just me or do you react similarly as a plyer?
Hi
And yes, it is boring.
I think the reason being, you did not provide any context to the mechanic.
Without any context, it is very difficult to dicuss a mechanic on its own.
It is like asking people what they think about a wrench without telling them what they are gonna use it on.
Just choose any context (could be from a game you played) you wish. I just wanted to discuss this topic :)