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Hints and Tips: Difference between revisions
Important wikification of the guide (No-You edit)
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This article lists many '''hints and tips''' available for players to keep
==General Tips==
*
**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,
*
**In vanilla [[RollerCoaster Tycoon]] it is the player’s choice, but from [[Added Attractions]]
*Before taking on large and costly projects (such as building a new roller coaster),
**While roller coasters are the big money makers, it’s far better to have a few small rides turning a monthly profit (or
**Most of the flat rides allow very little change in their entrance fee : it's often much better to leave the entrance price as-is, and put effort into the rollercoasters and other tracked rides, when comes the time to make a profit.
*In most cases, players will start with little to no-profit, forcing them to take a large loan, then slowly but steadily recover their finances as their parks get more and more profitable. As such, it is advised to take great care of the scenario's loan interest (in the Finances screen near the loan options) before setting on a loan strategy.
**This means that the first important direction to take when building a park, is to set on operating several high-profit rides with great guest capacity and excitement ratings : usually shuttle rollercoasters and well decorated tracked rides. This allows the player to either make a direct profit (in pay-per-ride parks), or to charge a large entrance fee (in pay-per-entrance parks) at the gates and draw lots of guests into the park's shops and stalls for an indirect profit scheme.
**Scenarios with a loan interest of 10% or higher, are much better dealt with by quickly repaying the loan instead of letting the loan run and drain the park's finances. Usually, the best rule of thumb here is to check directly in the finances screen the amount of loan interest paid every month. If it's above $120 per month, then it's wiser to repay the loan quickly.
==Paths==
===How paths work===
''See Also: [[Paths]]''
*In most cases, [[guests]] will wander
**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, since it's the moment when guests "decide" to interact with an item (sitting on a bench or throwing an item in a bin... or even destroying an object).
**“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 90 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.
**For rides, the target tiles are the first tiles of the ride's queue line (the one with the panel on top of it), where their behaviour changes from wandering around to queuing.
**Complex path systems with a lot of dead ends (Tree systems) should be avoided as often as possible. Grid systems are the most efficient way to prevent
*Guests cannot turn around on a straight single section of path
*Park maps allow guests to take them out and pick a destination to go to.
**This means that Information Kiosks selling maps will not prevent guests from getting lost because of a poorly laid out path system. Rather, it only prevents random decision making at junctions. However, guests do not gain pathfindings - they still make decisions based on distance between two points.
===Path tips===
*Many scenarios include pre-existing path networks. When this is the case, it is a good idea to “disconnect” long sections of paths that lead nowhere to prevent guests from getting lost and stop
**The "No-Entry" Signs from ''Added Attractions'' onwards, aren't always enough to close dead-end paths : staff still crosses them.
**Rather than deleting entire sections of path, simply deleting one path tile at an intersection is enough to “disconnect” it. As
**In extreme cases, it may be wise to completely demolish an existing path
*In [[RollerCoaster Tycoon|RCT]] paths wider than one tile should be avoided as guests are likely to end up walking in circles and getting lost.
**From [[RollerCoaster Tycoon 2|RCT2]] onward, paths that are 2 tiles wide can be used without confusing the guests, but 3 tiles wide and above still should be avoided. This problem is slowly getting fixed in [[OpenRCT2]].
*
▲*Untidy sections of path are more likely to be vandalised, so ensuring you have enough handymen to keep your paths clean will minimise the chance of vandalism in your park.
==Rides==
*
**This means that every scenery/pathing/layout addition or twirk that boosts a ride's ecitement rating up (intertwining tracks, interlocking loops, queues and pathes over the ride, extra scenery, elevation of terrain over the track, etc) becomes important, since it allows the wise builder to charge more for his rides, and therefore make huge profits.
**As rides age, they become less desirable and
*Rides with covered cars, or that have at least 40% of their track constructed underground will
*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 above all costs. This also affects the ride’s excitement rating.
**Broken down rides also aggravate this issue so it is important
*
**This means that the "Shuttle Loop" coaster from RCT1, with a rear-incline, can still work well in RCT2 and draw lots of guests, for lots of money in pay-per-ride parks. This makes such a coaster a powerful tool when beginning a scenario.
**For long [[Go Karts]] tracks it
*[[Spiral Slide]]s, [[Space Rings]], [[Maze]]s, [[Bumper Cars]] and [[Flying Saucers]] are the only rides that <u>do not require</u> a queue path to work efficiently. The Ferris Wheel only requires one square of queue path to work perfectly, even if a longer queue never really is wrong : it's just not necessary. In vanilla RCT1, rollercoasters that load only 2 guests per dispatch, such as the [[Wooden Wild Mouse]], could also function well with a single tile queue line despite their drawing power.
*Queue lines should at least be long enough to hold enough guests for one car/train but
**This can be worked around in RCT2/OpenRCT2 thanks to the block brake system, by allowing multiple trains for increased capacity.
**Any guest that meets a atrolling entertainer while queuing for a ride, will wait up to 11 minutes and 59 seconds (instead of 10 minutes 59s) before leaving the ride's line, unhappy.
===Tips for building tracked rides===
*[[Roller Coaster]]s and other track rides with multiple fast moving cars/trains are more susceptible to [[crash]] if they enter the station at a speed greater than 28mph (45km/h).
**Brakes can be used to minimise this risk. From RCT2 onwards, block
*Understanding how [[G-forces]] work is
**Try to keep the maximum positive vertical G
**
**
**
***[[OpenRCT2]] has a feature that allows said graph to automatically highlight these problematic G-Forces in red, for easy fixing. By keeping both the first train of a rollercoaster and the graph tab in check, any player can see at a glance where the G-Forces are too high for the guests, allowing for easy fixing. Good players often end up developing an "instinct" of what to do and what not to do when designing a custom roller coaster.
**Consider examples of real-life coasters of said type as references, for easier understanding when building roller coaster layouts.
*Most Roller coasters have "key-elements" and concepts that help any player designing efficient custom layouts :
**[[Wooden Roller Coaster]]s require fast speed and high hills set so that the trains do offer "air-times" on top of each hill.
**[[Wild Mouse|Wild Mouse Roller Coasters]] (any kind) require multiple tight turns taken at (not too) high speeds so that guests feel like their car will dislodge and fall off the track at any curve. As such, aiming for (not too) high lateral G-Forces is a must.
***[[Spinning Wild Mouse]] has a key-element called "Spinning Control Toggle Track", that switches the behavior of the train passing it, between "Free-spinning at curves" and "No-Spinning at curves" modes. Making a clever use of these notions is the key factor for success when designing a custom layout with this coaster.
**[[Looping Roller Coaster|Steel Looping Coaster]] needs — as its name implies — loopings. Interlocking them with other tracks, other parts of itself, queue lines or regular pathes, will boost the Coaster's Excitement rating to the roof, with the best option being interlocking loops through other loops for massive high-drawing rollercoasters that will draw guests into any park by the hundreds, if not by thousands.
**[[Suspended Swinging Coaster]]s and [[Bobsled Roller Coaster|Bobsled Coasters]] rely on helices much more than drops for high excitement ratings.
**[[Corkscrew Roller Coaster|Corkscrew]],[[Inverted Roller Coaster| Inverted]], [[Steel Twister Roller Coaster|Steel Twister]], [[LIM Launched Roller Coaster|LIM]] and [[Air Powered Vertical Coaster|Air-Powered]] Coasters require careful planning regarding inversions and hilltops, so that each one of them is taken at reasonable speeds on their top.
**[[Hypercoaster|Hyper]], [[Giga Coaster|Giga]] & [[Hyper-Twister Roller Coaster|Hyper-Twister]] Coasters are evolutions of Wooden Coaster, and as such require massive (very tall) drops and high speeds with reasonable G-Forces. Due to their sheer drawing power, they also require high guest capacity, therefore very long stations (in RCT1) or an extensive use of Block Brakes (in RCT2) as well as long queues to function at full capacity and therefore bring the biggest buck in.
==Shops and Stalls==
*[[Information Kiosk]]s should be built close to the park entrance. This ensures as many guests as possible have access to a park map which will give them destinations to go to (instead of wandering aimlessly).
*In RCT1 and RCT2 Information Kiosks ([[Toilets]], [[Cash Machine|ATM machines]] and [[First Aid Room]]s in RCT3) can be accessed by guests from all 4 directions,
*Using the ''umbrella cheat'' is always interesting for quick income, and especially in pay-per-entry parks, where they constitute a "second entrance ticket" when rain joins the party.
*Guests will only carry one food or drink item at a time, and
*Food items such as [[Popcorn Stall|Popcorn]], [[Chips Stall|Fries]], and [[Pretzel Stall|Pretzels]] increase the guest's thrist meter faster than normal. It is
*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.
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==Finances==
*The amount of money guests spawn with varies across scenarios, and within each one the amount varies between individual guests by $30 (as an example, in a scenario guests will have between $60 and $80).
**It is important to keep this number in mind when charging an entrance fee, as
*If guests are commenting that a particular ride
**Another viable strategy is to try and get the Best Value park award by keeping
*Park awards aren’t just passive
**It is extremely important to constantly check the thoughts of
*Advertising campaigns are great ways to temporarily boost the number of guests
*
*Where applicable,
**In particular, if interest rates are 10% or higher,
==See Also==
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