Factory Capers/Scenario Guide: Difference between revisions

Wikification (No-You edit)
No edit summary
(Wikification (No-You edit))
 
(One intermediate revision by one other user not shown)
Line 1:
==Scenario Guide==
{{Sgreminder}} AtPlayers theunsure beginning,when youstarting should'''Factory Capers''' can sell all the scenery and footpaths to get some extra cash.  BuildIt's anot goodthat Wildimportant Mouseand orhits builda potential boost to the Steelrides' Squeakratings, but it can be predesigndone. BuildThe anideal start would include a good [[InformationWild KioskMouse]] layout, [[Merryor the ''Steel Squeak'' pre-Go-Round]]design, andwith a goodlong thrillqueue. rideThis tois getimportant yousince started,this thencoaster raisewill welcome the priceearly ad campaigns, and therefore will have to $20.drain Makelots sureof guests off the main grid. The queue line for thethis Wildcoaster Mouseshould isallow veryguests long.to Next,wait you10 shouldminutes takebefore aboarding, smallbut loannot out11. andThis buildstat acan Woodenbe Rolleraccessed Coaster. Forthrough the restguests oftab on the scenario,ride's youwindow. shouldOn havethis nopath, problemadding fillingQueue inTVs the& gapseventually slowlya withpatrolling theentertainer, largecan varietyprove of ridessolid. IfThis youride dowould havebe aaccompanied moneyby problem,an take[[Information outKiosk]] smallwith loans,correctly butset ifprices, youToilets buildset plentyto of$0.20, ridesa [[Merry-Go-Round]], and eventuallya increasegood thethrill entrance feeride to aroundget $50,the youplayer shouldstarted havewith noan problementrance price to $20.
Next step for the player would be to take a small loan out and build a [[Wooden Roller Coaster]]. This machine should have the largest possible guest capacity possible, and therefore make a solid use of block brakes. In this regard, custom layouts can prove the best option. These block brakes should be evenly placed, so that no downtime happens due to guests having to wait too long for trains to go from one section to the other. The ideal block brakes spots are :
#at the top of every lift hill, including a special small one right after the station,
#as close as possible to the boarding station (with only one tile of free track between the block brake & the station),
#(if possible) at an exit station (one station for guests to leave the ride, then another one for new guests to board in)
#between these two stations, at regular intervals.
This roller coaster should charge as many trains as possible, and with long trains obviously. If this design sports at least 5 sections (therefore 4 trains), then it's good enough. This ride will need a decent queue line as well since it will be the subject of future ad campaigns, despite its supposedly excellent throughput.
For the rest of the scenario, players should have no problem filling in the gaps slowly with a large variety of rides. Those players who face a money problem can take out small loans, but with plenty of shops & stalls, plenty of rides and an entrance fee to around $50, there should be no problem at all.
[[File:Factory Capers RCT2-0.png|thumb|220x220px]]
Players of course should make <span style="font-weight:normal;">sure to have enough staff (The [[Crazy Castle/Scenario Guide|Scenario Guide of Crazy Castle]] includes a solid rule of thumb for calculating this number) and lots of stalls, especially Information Kiosks & [[Souvenirs Stall]]s for the ''umbrella cheat''. If the park receives an award, then both  incoming new guests and park rating will increase, as positive park awards work as free advertising campaigns in terms of in-game mechanics.</span>
 
There is's plenty of space to build, butand ifin youtheory findno yourselffurther land is required. But players getting cramped, youin, can build out over the parking lot because youthe park already haveowns construction rights there. Overall, this scenario is easy once youplayers get going, and the park rating is realtivelyrelatively easy to keep up if you make sure yourthe park isremains puke-free. If you completed the [[Crazy Castle|last]] [[Electric Fields|two]] scenarios without a problem, then this one will be simple.
<span style="font-weight:normal;">Make sure to hire lots of staff and build lots of stalls. If you receive an award, your park rating will increase.</span>
 
Players who completed [[Crazy Castle]] & [[Electric Fields]] without problems, should find '''Factory Capers''' quite simple. The difficulty level, however, will ramp up for the next scenarios, especially [[Amity Airfield]], [[Botany Breakers]] & [[Gravity Gardens]]...
There is plenty of space to build, but if you find yourself getting cramped, you can build out over the parking lot because you have construction rights there. Overall, this scenario is easy once you get going, and the park rating is realtively easy to keep up if you make sure your park is puke-free. If you completed the [[Crazy Castle|last]] [[Electric Fields|two]] scenarios without a problem, then this one will be simple.
[[Category:Scenario Guide]]