Factory Capers/Scenario Guide: Difference between revisions

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==Scenario Guide==
{{Sgreminder}}Players unsure when starting '''Factory Capers''' can sell all the scenery and footpaths to get some extra cash.  It's not that important and hits a potential boost to the rides' ratings, but it can be done. The ideal start would include a good [[Wild Mouse]] layout, or the ''Steel Squeak'' pre-design, with a long queue. This is important since this coaster will welcome the early ad campaigns, and therefore will have to drain lots of guests off the main grid. The queue line for this coaster should allow guests to wait 10 minutes before boarding, but not 11. This stat can be accessed through the guests tab on the ride's window. On this path, adding Queue TVs & eventually a patrolling entertainer, can prove solid. This ride would be accompanied by an [[Information Kiosk]] with correctly set prices, Toilets set to $0.20, a [[Merry-Go-Round]], and a good thrill ride to get the player started with an entrance price to $20.
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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 beginning, you should sell all the scenery and footpaths to get some extra cash. Build a good Wild Mouse or build the Steel Squeak pre-design. Build an [[Information Kiosk]], [[Merry-Go-Round]], and a good thrill ride to get you started, then raise the price to $20. Make sure the queue line for the Wild Mouse is very long. Next, you should take a small loan out and build a Wooden Roller Coaster. For the rest of the scenario, you should have no problem filling in the gaps slowly with the large variety of rides. If you do have a money problem, take out small loans, but if you build plenty of rides and eventually increase the entrance fee to around $50, you should have no problem.
#at the top of every lift hill, including a special small one right after the station,
[[File:Factory Capers RCT2-0.png|thumb|220x220px]] 
#as close as possible to the boarding station (with only one tile of free track between the block brake & the station),
<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>
#(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 relatively 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.
 
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]]...
[[Category:Scenario Guide]]