Hints and Tips: Difference between revisions

separation of staff-related tips into a new category
m (→‎All Games: Made some minor corrections to the physics reference tip.)
(separation of staff-related tips into a new category)
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* Some parks already have a developed path network at the start; quite often, such parks have no rides, resulting in overdeveloped path networks that do not lead guests to rides, causing guests to often wander around aimlessly and get lost, while causing any staff you hire to potentially wander a great distance away from any paths or rides that they should be moving around. Footpaths that lead to nowhere should be "disconnected" from the paths that you are using by removing one connecting path tile between them and the paths you are using; any guests or staff already in the disconnected paths should be picked up and placed onto the paths you are using. As you expand your park by building more rides, these disconnected paths can be reconnected if you need to use them, saving you the necessity of building new paths around your park.
* [[Signs and Items for Footpaths|Benches and litter bins]] are more heavily used around food/drink stalls; placing lots of these path items around these stalls will reduce the amount of litter seen elsewhere in your park. In addition, guests who feel sick after exiting a ride are more likely to sit on the nearest available bench upon exiting the ride; giving such guests enough benches to sit at the exit of a nauseating ride will allow their nausea ratings to drop a little, extending the amount of time they are able to get to the nearest [[Bathroom]] or drink stall before they throw up.
* You need enough [[Guests & Staff#Staff|Staff]] to keep a park in good condition.
** Handymen should be assigned patrol areas if your path has a large and/or complicated path network. Each handyman is capable of keeping a 30-40-tile footpath clean, depending on the nausea rating of rides, presence of food/drink stalls and number of junctions on the path.
** Mechanics do not need to be assigned patrol areas as the nearest mechanic to a broken down ride will usually be assigned to it. However, if your park's path network is large and/or complex, or if a short stretch of footpath has several rides along it, consider assigning patrol areas to some of your mechanics. One mechanic can manage 3-4 rides, inspecting them and fixing them as they break down.
** Security guards are only required along stretches of path that constantly experience vandalism; their patrol areas should be set accordingly.
** Entertainers help to increase and maintain the happiness of guests who see them, but are also useful in extending queue length times. Setting an Entertainer to patrol along a queue line path will lengthen the tolerance for guests to wait by about 2 minutes.
* If a footpath is untidy, guests will start to [[Vandals|vandalize]] the path items along it. If your park is kept clean, you do not need to hire any security guards at all.
* Bathrooms and drink stalls help to reduce the nausea rating of guests feeling sick; consider placing some of them near your most nauseating rides.
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* If the reliability of a ride is low and/or the Park Inspector is harping about the low reliability of a ride, you can manually summon a Mechanic to inspect the ride in question, boosting its reliability.
 
== Staff ==
 
=== RCT1 and RCT2 ===
* You need enough [[Guests & Staff#Staff|Staff]] to keep athe park you're running, in good condition. :
** Handymen should be assigned patrol areas ifas you increase your pathpark's haslayout, and therefore can be a largegood and/oridea complicatedto pathplan ahead since the beginning of a networkscenario.. Each handyman is capable of keeping a 30-40-tile footpath clean, depending on the nausea rating of rides, presence of food/drink stalls and number of junctions on the path.
** Mechanics do not need to be assigned patrol areas as the nearest mechanic to a broken down ride will usually be assigned to it. However, if your park's path network is large and/or complex, or if a short stretch of footpath has several rides along it, consider assigning patrol areas to some of your mechanics. One mechanic can manage 3-4 rides, inspecting them and fixing them as they break down. Just make sure that the mechanic has access to the rides, as he won't leave his patrol zone to reach the exit of a broken ride.
** Security guards are only required along stretches of path that constantly experience vandalism; their patrol areas should be set accordingly.
** Entertainers help to increase and maintain the happiness of guests who see them, but are also useful in extending queue length times. Setting an Entertainer to patrol along a queue line path will lengthen the tolerance for guests to wait by about 2 minutes.
* Entertainers can also be very helpful on the few zones straight after the park entrance gates, to give an additional boost to guests morale as they leave the park.
* Basically, all staff classes do work better with patrol areas, except for the mechanics, where the only improvement would involve setting a mechanic to patrol only at the exit of one ride, so that he's ready to jump in as soon as the ride breaks down. This is a costly solution, which can only be truly applied to its full extent if your park income can afford having one mechanic per ride.
* On the staff window, there's an option to activate (indicate) all the actually set patrol areas for one type of staff. By activating this option, you can see who's patrolling this set zone... simply by clicking on a set patrol area : the corresponding staff member's personal window will open straightaway. Useful to see whether a set patrol area's working or not.
* On the staff window, near said option of previous hint, there's also an option to remove all set patrol areas in one click. Also useful if you want to start patrol areas over from scratch.
* [[OpenRCT2]] offers an option to instantly place a newly hired staff member anywhere in the park. This can prove very useful, allowing you to swarm a sea of staff members in your park simply by clicking repeatedly on the "Hire Staff Member" button.
==Research & Development==
===All Games===
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===RCT1 and RCT2===
* You can choose which research categories to focus on in the Research Funding window by ticking the categories you want to research. Research & devlopmentdevelopment will then prioritiseprioritize the categories you choose over the other categories until all items in your chosen categories have been researched. Unless research is set to No Funding, unticking every category is the same as ticking every category.
* A greyed out, unclickable research category means that everything in that category has been researched, or there is nothing in that category to research. Once all research categories are greyed out, set research funding to No Funding as you will no longer receive anything from sinking funds into research & development.