Hints and Tips: Difference between revisions

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==General Tips==
*You should pause the game at the start of each scenario. This gives you a chance to familiarise yourself with the park and get your finances in order. It is also a good idea to sort out your research priorities now.
**If there are any pre-built rides/attractions in the scenario, now is a good time to check their status and pricing information.
**In already established parks, you should also ensure you have adequate [[staff]] to meet your needs.
*Check whether you will be charging a park entrance fee, or charging per ride admission so you can plan your expansion accordingly.
**In [[RollerCoaster Tycoon]] it is the player’s choice, but from [[Added Attractions]] onward this is predetermined by the scenario.
*Before taking on large projects (such as building a new roller coaster), you should already have a basic park up and running.
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*Junctions are created by paths meeting, shops/stalls, ride entrances/exits, and the entrance to a queue line. If a guest has interacted with a path item (bench or bin), then this also acts as a junction.
*“Walking” guests will make a random decision at each junction (however, they are slightly more likely to continue straight).
**As a quirk of this system, a ride entrance/queue joined at a 4590 degree angle (or “T” intersection) to a path is less likely to attract guests than those joined straight on.
*Guests who have a destination will make the decision at each junction to choose the direction (north, south, east or west) that leads them directly to their target tile. This means that guests don’t use path finding, but rather make a judgement based on two points.
**Complex path systems with a lot of dead ends should be avoided as often as possible. Grid systems are the most efficient way to prevent your guests from getting lost.
*Guests cannot turn around on a straight section of path and require a junction to do so.
*Park maps allow guests to take them out and pick a destination to go to.
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*Tracked rides that have a ride time of 5 minutes or longer will have a negative impact as guests will want to get off the ride, and so should be avoided. This also affects the ride’s excitement rating.
**Broken down rides also aggravate this issue so it is important to ensure you have enough mechanics employed.
*Take advantage of the different operating modes of rides. “Powered Launch Mode” on some Roller Coasters can be used to make relatively cheap and compact “shuttle” rides that still draw a decent crowd.
**For long [[Go Karts]] tracks it may benefit you to change the number of laps, or even change from race mode to continuous circuit mode. In race mode, the winner gets a victory lap and so the next race can’t begin until the winner completes it. The drop in excitement rating from continuous circuit mode is generally offset by the increased capacity of the ride.
**Some rides can accommodate more guests than what the default is set at. [[Spiral Slide]]s and [[Hedge Maze]]s are two examples.
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*In RCT1 and RCT2 Information Kiosks can be accessed by guests from all 4 directions (i.e. the direction of the construction arrow is irrelevant). You can use this to your advantage and build the structures on existing path corners, or you can construct a 3x3 path with the kiosk in the centre to maximise guest access.
**In [[RollerCoaster Tycoon 3|RCT3]], [[Toilets]], [[A.T.M.|ATM machines]] and [[First Aid Room]]s are similarly accessible from all directions.
*Guests will only carry one food or drink item at a time and so there is no advantage (outside of aesthetics) to building “food court” areas in your park that have multiple stalls in close proximity.
*Merchandise stalls (such as the [[Souvenir Stall]] or [[Hat Stall]]) should be built near the exit of the park's most exciting rides as happier guests are more inclined to buy merchandise.
*In RCT3, food stalls are operated by a shop vendor. They are only capable of serving a certain number of peeps at a time, and will walk away from the shop if overwhelmed.
**Like other staff, they can be trained (via the human resources window) which increases the number of peeps they can deal with simultaneously