RollerCoaster Tycoon: Difference between revisions
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(Created page with "- The intensity/nausea/excitement ratings might not be entirely obvious. Nausea makes people more likely to throw up when they get off and already-nauseous people are less likely...") |
(Remembered this the hard way.) |
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* The intensity/nausea/excitement ratings might not be entirely obvious. Nausea makes people more likely to throw up when they get off and already-nauseous people are less likely to get on a nauseating ride; you can mitigate this by putting benches by the exit, as people who sit down cannot throw up and their nausea goes down over time. Excitement is what makes people want to come in; more is always better. Having fast rides makes this go up. Intensity is caused by having high G forces and lots of turns/loops; what this does varies from person to person (thrill-lovers will pay more for an intense ride while others will pay less or avoid them), but never go above 10 intensity or nobody will ever get on your ride. | |||
* Be careful of fast turns on rollercoasters. This is the number one thing that will ruin your rides with 11+ intensity. Never put in unbanked turns unless the ride is going under 10MPH, and make wider turns the faster the ride is going. Having lots of fast hills that the ride goes up and down is exciting, so use hills to kill speed if you need to make a turn. | |||
* Don't make your ride incredibly long or it'll take so long to ride that people in the queue will get fed up and leave the queue, if not the park entirely. The longer the ride is, the more seperate rollercoaster trains you want and the bigger the station should be. This applies double to water rides like log flumes, as they go very slowly. | |||
* Set up your entrances/exits so that the ride exit leads further away from your park entrance. | |||
- | * Keep the path through your park as linear as possible, including using one-way no entry signs to block off the short paths out of a ride exit. The guests can literally get lost in a 2x2 square of path, they'll need all the help they can get. | ||
- If you build a long, expensive coaster, or your coaster goes fast into the station, put some brakes before it and assign it its own mechanic (set his patrol path to only cover the station and the area around the exit). One of the breakdowns, the Station Breaks Failure, is very dangerous because cars won't slow down coming into the station and if they hit another car at speed they'll explode, everyone will die, and the ride's popularity/your park rating will tank. | * Pay attention to ride admission prices and tweak them to the point where it's right under the point where people won't pay for it. Also newer rides can get away with higher admission prices, so about 4-6 months after a ride opens you'll probably have to drop the price to keep people riding it. | ||
* If you build a long, expensive coaster, or your coaster goes fast into the station, put some brakes before it and assign it its own mechanic (set his patrol path to only cover the station and the area around the exit). One of the breakdowns, the Station Breaks Failure, is very dangerous because cars won't slow down coming into the station and if they hit another car at speed they'll explode, everyone will die, and the ride's popularity/your park rating will tank. | |||
* Once you get the basic steel rollercoaster, make the prebuilt Shuttle Loop ride. It's a cash cow: It's short, yet intense/exciting enough to warrant charging a few bucks admission unlike other small rides (and since it's short, it moves tickets pretty fast). Having a couple in your park can help fund big construction projects. | |||
[[Category:Games]] | [[Category:Games]] |
Latest revision as of 22:55, 28 January 2020
- The intensity/nausea/excitement ratings might not be entirely obvious. Nausea makes people more likely to throw up when they get off and already-nauseous people are less likely to get on a nauseating ride; you can mitigate this by putting benches by the exit, as people who sit down cannot throw up and their nausea goes down over time. Excitement is what makes people want to come in; more is always better. Having fast rides makes this go up. Intensity is caused by having high G forces and lots of turns/loops; what this does varies from person to person (thrill-lovers will pay more for an intense ride while others will pay less or avoid them), but never go above 10 intensity or nobody will ever get on your ride.
- Be careful of fast turns on rollercoasters. This is the number one thing that will ruin your rides with 11+ intensity. Never put in unbanked turns unless the ride is going under 10MPH, and make wider turns the faster the ride is going. Having lots of fast hills that the ride goes up and down is exciting, so use hills to kill speed if you need to make a turn.
- Don't make your ride incredibly long or it'll take so long to ride that people in the queue will get fed up and leave the queue, if not the park entirely. The longer the ride is, the more seperate rollercoaster trains you want and the bigger the station should be. This applies double to water rides like log flumes, as they go very slowly.
- Set up your entrances/exits so that the ride exit leads further away from your park entrance.
- Keep the path through your park as linear as possible, including using one-way no entry signs to block off the short paths out of a ride exit. The guests can literally get lost in a 2x2 square of path, they'll need all the help they can get.
- Pay attention to ride admission prices and tweak them to the point where it's right under the point where people won't pay for it. Also newer rides can get away with higher admission prices, so about 4-6 months after a ride opens you'll probably have to drop the price to keep people riding it.
- If you build a long, expensive coaster, or your coaster goes fast into the station, put some brakes before it and assign it its own mechanic (set his patrol path to only cover the station and the area around the exit). One of the breakdowns, the Station Breaks Failure, is very dangerous because cars won't slow down coming into the station and if they hit another car at speed they'll explode, everyone will die, and the ride's popularity/your park rating will tank.
- Once you get the basic steel rollercoaster, make the prebuilt Shuttle Loop ride. It's a cash cow: It's short, yet intense/exciting enough to warrant charging a few bucks admission unlike other small rides (and since it's short, it moves tickets pretty fast). Having a couple in your park can help fund big construction projects.