Excitement: Difference between revisions

 
(4 intermediate revisions by 4 users not shown)
Line 4:
 
==Contributing Factors==
===In RCT1 & 2===
Ride design is crucial for increasing Excitement. Adding variety to a ride, while decreasing parts that cause discomfort or boredom for the rider, will increase the excitement rating. Generally, rides that have sections that enter the ground are more exciting than rides that stay above-ground. Also, rides that have portions of it going over water will have higher excitement ratings. Rides that have lots of sections with high Positive and Negative G- forces or high Lateral G's will have lower excitement ratings; this is evidenced by many rides built that have very low Excitement Ratings while also having ultra-extreme [[Intensity]] ratings - the excessive G-Forces of the ride make the ride not enjoyable, and the excitement rating suffers. An intensity rating must always stay below 10, for the ride to stay exciting.
 
*For non trackedflat rides, the basic excitement rating is set, but can be increased by the surroundings (scenery, rides, etc). In the rideRide operationsOperations menu, making the ride time longer (by increasing the number of swings, turns, the time limit etc) increases the excitement rating. In go karts[[Go-Karts]], havingadding more laps increases the excitement rating.
 
*Nearby scenery and theming can massively increase the excitement rating. It doesn't matter what kind of scenery youis place,placed : quantity counts. Nevertheless, If too much scenery (up to 48 items, depending on the ride) had been used, the excitement rating would stop increasing at some point. ThatExcitement doesRating is not workincreased forby scenery on indoor enclosed rides likesuch as the [[3D Cinema]].
 
Also, having*Having coasters interlockinginterlock themselves or others, or having pathways or other rides going trough loops or corkscrews, also greatly improves excitement ratings for all coasters involved. The Excitement Rating on these coasters can go 1.xx up, which makes it very worth the effort in both time & money investment.
 
If you add scenery or interlocking tracks/paths, itIt will take a few seconds for the ride to recalculate the new excitement rating once new test data comes in. In older versions youplayers might have to close the ride and test it again to get the new value.
 
===In RCT1===
In RCT1, excitement is measured on a tiered level. Tracked rides must fulfil a set list of criteria for maximum excitement.
 
In [[RCT1]], excitement is measured on a tiered level. Tracked rides must fulfil a set list of criteria for maximum excitement.
1. The primary factor for excitement is intensity. More intense rides generally have higher excitements. But eventually the relationship stops increasing and drops, when the intensity reaches 10.
 
1. #The primary factor for excitement is intensity. More intense rides generally have higher excitements. But eventually the relationship stops increasing and drops, when intensity becomes too high for the intensityhuman body reachesto 10handle.
2. Excitement can only increase by up to 3 points by having other rides passing close to the tracks. The more rides nearby increases the excitement rating, but eventually the rating stops increasing even if you build more rides close by. For some rides, like Car Ride, it's crucial to have the track interlock with itself.
 
3.#Excitement Underground sectionscan increase excitement by up to 2.3 Thepoints moreby underground-abovehaving groundother intersectionsrides inpassing anearby. ride,The themore higherrides nearby increases the excitement increaserating, but eventually, the rating stops increasing, even ifwith youmore rides close by. For the [[Car Ride]], it's crucial to have morethe track interlock with intersectionsitself.
 
4. Having#Underground ridessections go near water increasesincrease excitement by up to 12 points. HavingThe more lengthunderground-above ofground trackintersections goingin neara waterride, increasesthe higher the excitement increase, but eventually, the relationshiprating stops plateausincreasing.
 
#Having rides go near (or above) water increases excitement by up to 1. Having more length of track going near water increases excitement, but eventually, this relationship plateaus.
5. Playing music increases the excitement, but not by much. E.g 0.3 points.
 
5. #Playing music increases the excitement, but notonly by much. E.g 0.3 points.
6. Having more scenery /interlocking paths close to the ride increases excitement, but place more than 48 pieces and the rating stops increasing. This works in a range of 5 tiles around the "yellow arrow" every ride has. At tracked rides, this is at the station (only station 1 counts) 1 tile behind the lights. In RCT3, a verity of scenery themes surrounding a ride increases the excitement more than a lot of scenery of the same theme. (This is useful for the "Box Office" scenario where an excitement of 7 is required.)
 
6. #Having more scenery /or interlocking paths close to the ride increases excitement, but place more than 48 pieces and the rating stops increasing. This works in a range of 5 tiles around the "yellow arrow" every ride has. At tracked rides, thiswhich is at the station (only station #1 counts) 1 tile behind the lights. In RCT3, a veritypart of scenery themes surrounding a ride. increasesAt thetracked excitementrides, morethis thanis athe lotstart of scenerytile of thestation same theme.1 (Thisusually is useful forwhere the "Boxred/green Office" scenario where an excitement of 7light is required.located).
7. The last way to increase excitement is to "synchronise with adjacent stations". This can increase excitement by as much as 1.5. It doesnt matter if the coasters keep up with each other, just checking this option will increase excitement ratings by a fixed amount.
 
7.#Synchronising Thea last way to increase excitement is to "synchronisecoaster with adjacent stations". This can increase excitement by as much as 1.5. It doesnt matter if the coasters keep up with each other, just checking this option will increase excitement ratings by a fixed amount.
 
This tiered system is most probably the reason why roller coasters in RCT1 rarely have extreme and ultra extreme excitement levels.
 
When the length of a ride's length exceeds four minutes, despite the elements, the excitement rating will start to drop, and guests will want to get off the ride.
 
Some rides will characteristically have lower Excitement ratings than other rides. [[Roller Coaster]]s will typically have the highest excitement ratings, followed by [[The_Complete_Rides_List#Water_Rides|Water Rides]] and [[The_Complete_Rides_List#Thrill_Rides|Thrill Rides]], then [[The_Complete_Rides_List#Gentle_Rides|Gentle Rides]] and [[The_Complete_Rides_List#Transport_Rides|Transport Rides]], although there are exceptions in each category. Since riders will pay more to ride a more exciting ride, it is typical, in a [[Admission#Pay-Per-Ride Park|pay-per-ride park]], to have the Roller Coasters have the highest admission cost, since they are (usually) the most exciting.
 
[[File:Helix1.jpg|thumb|Scenery in RCT2 that boosts excitement considerably. ]]
 
 
===In RCT3===
In RCT3, a variety of scenery themes surrounding a ride increases the excitement more than a lot of scenery of the same theme. (This is useful for the [[Box Office]] scenario where an excitement of 7 is required.)
 
 
Line 55 ⟶ 62:
 
==Uses==
The Excitement Rating can be used as a crude estimate of how "fun" a ride is. The more exciting the ride is, the more guests will say "Ride X was great" and return to ride the ride again. As such, it can be used to determine proper admission prices and ride photo prices, queue/line length, and the amount of advertising it should receive. The Excitement Rating also encourages unique building concepts, use of special track elements, and the construction of rides near each other, near paths, near scenery, and underground. In this way, the Excitement Rating works as a means to encourage real-life ride building practices.
 
==See Also==
Anonymous user