Intensity: Difference between revisions

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[[File:Ride_Window_RCT2_-_7.gif|thumb|The ride window in [[RCT2]], showing statistics.]]
 
'''Intensity''', or the '''Intensity Rating''' is one of three ratings used to determine the quality and enjoyability of a ride in the ''[[RollerCoaster Tycoon (Series)|RollerCoaster Tycoon]]'' series of games. Intensity is measured on a scale that starts at 0 (very dull), and which in theory can be infinitely high. -A qualityhigh-builtquality ridesRoller rarelyCoaster will usually have an Intensity aboverating below 10, butas poorly-builtanything rides can have Intensity ratings much higher thanabove 10, though these rides are usually not successful. Intensitywill ishurt a measurement of ride's speed,[[Excitement|Excitement G-forces,rating]] and ridethus mechanics,hurt andits determines the relative "thrill" of the ridepopularity.
 
==Contributing Factors==
 
Intensity isrepresents mainlythe aphysical numberfactors representingthat theguests qualityexperience during a ride. This sense of danger is what gives thrill-seekers the constructionrush of aadrenaline rideneeded into providingenjoy rides. However, it is a sufficientfine line that butmust not overabundantbe levelcrossed, ofas "thrill"coasters tothat theare too dangerous are simply too riderdangerous. The primary factor in determining this is [http://en.wikipedia.org/wiki/G-force G-force]. The games simulate the movement of ride trains along the track, compared to acceleration and ride speed, and calculate three factors: Positive Vertical Gs, Negative Vertical Gs, and Lateral Gs.
 
Lateral G-forces are the most important factor, and having too high Lateral Gs can singlehandedly make a Roller Coaster unpopular. The default resting rate of a stationary coaster is 0 Lateral Gs, and this cannot go below 0. As a train goes around a curve, the rider is forced in the opposite direction, and thus a "sideways" force of gravity is felt. On the Graphs screen of a ride, "positive" Lateral Gs represent a force to right, while "negative" Lateral Gs represent a force to the left. In a ride's stats, the [https://en.wikipedia.org/wiki/Absolute_value absolute value] of the highest Lateral G is displayed. The threshold for extreme Lateral Gs is between ~2.70 and 3.00, depending on the particular type of coaster. If a maximum Lateral G is too high, this number will be displayed in red and the Intensity rating will skyrocket. Banked curves can help alleviate this by diffusing much of the G-force, so banks should always be utilized when a train is moving fast. Also, using a curve with a larger radius can be more beneficial than using a curve with a small radius.
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Vertical Gs play a smaller role in determining a coaster's Intensity, but are important nonetheless. The default resting rate of a stationary coaster is a Vertical G-force of +1 (the normal rate of Earth's gravity). As a train moves upward, Vertical Gs increase, and as it moves downward, Vertical Gs decrease. At 0 Vertical Gs, a sense of weightlessness is achieved, hence the term "zero-gravity." A Vertical G-force of -1 means that a force is acting opposite to the usual direction of gravity. In other words, the rider is pulled up, not down. The total amount of time a coaster spends at or below 0 Vertical Gs is called 'air' time and is displayed on a ride's benchmark test. Vertical Gs can also reach extreme levels which can be detrimental to Excitement ratings, however these thresholds are much higher, being upwards of +5.00 Vertical Gs and -2.00 Vertical Gs, and are typically only achieved by building deliberately intense coasters.
 
The number of drops and inversions a coaster has will also impact Intensity. There is no definite amount that will put a coaster over the edge, but each element contributes to the total Intensity rating. If a ride's Intensity is too high but the G-forces seem to be at acceptable levels, it is likely that the ride has too many drops or inversions.
Basic understanding of G-forces is useful in ride design, especially in controlling extreme Intensity ratings. Ride construction, especially construction of [[Roller Coaster]]s, is impacted greatly by G-forces and how they act on riders. Rides with wide variations between Negative and Positive Vertical Gs, or wide variation in Lateral Gs, will be more intense. Often, higher intensity is more desirable, so elements are added to rides to increase these forces. For example, most Roller Coasters are built with an initial drop large enough to create zero Vertical Gs or Negative Vertical Gs ('air' time), and this increases not only the intensity but the excitement of the ride. This can be overdone, however, and especially so when an element is so rough that it could be injurious; a sharp 90-degree curve at the bottom of a large hill will pull riders so violently to one side of the ride that the enjoyability of the entire ride will suffer.
 
Intensity is related in some way to ride length. The longer themaximum ride, andtime thethat moreguests twistswill andtolerate turnsis inaround it,4 the higher the intensityminutes. It is interestingAfter that, onthey extremelywill shortwant rides,to evenget ifoff the G-forces are extremeride, theand intensitythis canis stillreflected stayin withinthe a medium or low levelIntensity.For example,Avoid ifbuilding youtracks buildthat aare crazytoo rodentlengthy, coasteror withmake a lift hillefforts to aget maximum height then drop and swervethe directlytrains back to the station (usingquicker thewith onehigher squarespeeds radiusand turn),faster thelift intensity would interestingly not go above 4 even though the maximum Lateral Gs is over 4hills.
 
Some coasters have inherently higher intensities than others even if the ride design is completely the same. This is presumably due to the difference in the design and limitations of the various tracks and trains. Certain coasters are better equipped to handle sharp curves and inversions. Generally, "traditional" coasters such as the Wooden Roller Coaster are best utilized with high drops and long straightaways with lots of speed, while more advanced coasters such as the Giga Coaster have cars designed to blaze around corners with high G-force. By comparing a basic design of a coaster looping directly back to the station without any drops/special elements, the wooden, wooden crazy rodent, corkscrew, standup, inverted, suspended coasters tend to have a higher intensity than steel, steel mini, steel single rail, suspended single rail and bobsled roller coasters.
 
==Scale==
Like [[Excitement]] and [[Nausea]] ratings, Intensity is measured on an infinite scale that starts at zero. Higher numbers represent higher intensity ratings. Ratings above 10 are possible, but ratings below 0.00 are not.
 
Intensity is given a value, and that value is associated with a category:
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Intensity can be used to determine ride quality, but not necessarily ride enjoyability. Quality is a factor in the ride's enjoyability, so a ride's excitement rating is in part dependent on a ride's Intensity; rides of extreme or ultra-extreme intensity typically have low Excitement ratings because the ride is so violent that it causes discomfort in its riders, who therefore enjoy the ride less.
 
A ride builder can use the G-force ratings given, along with the ride graphing window, to find and adjust specific sections of rides - adding or removing ride elements to adjust the G-force at that section and, therefore, the Intensity of a ride. Often, if a train is slowed down at certain trouble spots, G-forces can be reduced, and ride can be made less Intenseintense and more Excitingexciting, thus increasing the potential ridershippopularity for the ride.
 
==See Also==