What?
As the title suggests, the idea is to give more meaning to staff training, both for flight crews (which we already have in the game today) but also for other members of the workforce. New personnel pretty much always needs training…ranging from a simple on-boarding to a full-on pilot training “from nothing to a commercial type rating”…and anything in between.
As training requires time, new hires might not be productive immediately (at least not at maximum performance), requiring added foresight by the airline manager and a possibly more constrained expansion strategy if there are workforce constraints.
This comes in combination with staff experience: All parts of the workforce gain work experience over time. New hires bring a certain level of experience from the start, with hiring policies, HR budgets, newbie bonuses and other factors determining how high those initial levels are on average. Then said experience levels can have an impact on all sorts of factors, including handling speeds, amount of required staff, customer satisfaction, on-boarding duration of new employees and whatever else we can think of.
Why?
This feature is primarily intended to introduce inertia and (again) natural money sinks for larger airlines. But at least a basic version of it is also a desperately needed replacement for the existing training feature, as that one is seriously clunky.
When?
Depends on Employee cohorts and staff fluctuation as a base.