Hints and Tips: Difference between revisions

→‎RCT1 and RCT2: What happens in OpenRCT2 stays in OpenRCT2 - the stuff in this article is for official games.
(separation of staff-related tips into a new category)
(→‎RCT1 and RCT2: What happens in OpenRCT2 stays in OpenRCT2 - the stuff in this article is for official games.)
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== Staff ==
 
=== RCT1All and RCT2Games ===
* Handymen should be assigned patrol areas in larger parks or parks with complex path networks to prevent them from clustering in only one part of the park while other parts demand their attention. 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.
You need enough [[Guests & Staff#Staff|Staff]] to keep the park you're running, in good condition :
* HandymenMechanics shoulddo not need to be assigned patrol areas as youthe increasenearest yourmechanic park'sto layout,a andbroken thereforedown canride bewill ausually goodbe ideaassigned to planit. aheadHowever, sinceif theyour beginningpark's ofpath anetwork scenario..is Eachlarge handymanand/or iscomplex, capableor of keepingif a 30-40-tileshort stretch of footpath cleanhas several rides along it, dependingconsider onassigning thepatrol nauseaareas ratingto some of rides,your presencemechanics. ofOne food/drinkmechanic stallscan manage 3-4 rides, inspecting them and numberfixing ofthem junctionsas onthey thebreak pathdown.
* Mechanics assigned a patrol area will not leave their assigned patrol area in order to enter a ride entrance/exit. At the very least, the tile connected to the ride entrance/exit must be within the mechanic's patrol area.
* 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.
* While costly, assigning one mechanic to patrol the tiles around a single ride's entrance/exit will ensure that the ride will always have a mechanic to fix it quickly whenever it breaks down, keeping its downtime low and reducing the rate at which its reliability drops.
* 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 and manipulating guests' initial and final impressions of your park. Setting an Entertainer to patrol along a queue line path will lengthen the tolerance for guests to wait by about 2 minutes; setting an Entertainer to patrol the tiles immediately after the park entrance(s) makes guests entering the park more eager to stay and helps to leave a slightly more positive impression of your park on guests who are leaving.
* In the Staff window, there is a button with blue footprints; pressing it displays all assigned patrol areas for the current staff category listed. This can be used to quickly identify areas in the park that are already covered by your staff, as well as areas that are currently not in the patrol zones of any staff member.
* 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.
=== RCT2 and RCT3 ===
* 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.
* An additional option to cancel the patrol area of a staff member you are viewing will appear if click and hold the blue footprint button in the staff member's window. This is extremely useful if you want to completely remove all of the staff member's assigned patrol areas at once, rather than hunting for all the grids they are assigned to and removing them one by one.
* 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.
=== RCT3 ===
* Staff patrol areas are no longer fixed to a 4x4 grid and can be toggled for individual tiles. You can also click and drag in the park, while assigning a staff member's patrol area, to create (or remove) a patrol grid for that staff member.
 
==Research & Development==
===All Games===