![]() The basic roller coaster has a station, a power lift up a hill then various drops, inversions and climbs until it returns to the station. This will help when the coaster building challenges in the expansions. Practice makes perfect and making your own will let you get a good feel for designing each coaster. I, however, always made my own unique coaster every time. Building a pre-constructed coaster has the advantage that you don't need to spend time tinkering. You can also save your designs for re-use. Each type has a set of pre-constructed coasters you can build immediately. The excitement, intensity and nausea ratings will depend on the design of the coaster. Roller Coasters, as one would expect, are your primary money makers. They take up minimal space and only Go Karts requires a custom setup. Most provide reasonable profit with a few like the Roto-Drop and Gravitron having pretty good return given the initial investment. Thrill rides have higher intensity and excitement than gentle rides. They also take up minimal space and most don't require custom setup. They have minimal excitement and make little profit, however, they provide a ride for guests with low intensity preference or those who have gone on high intense rides recently and boost your park's value. Usually you'll have a choice of one if you can build multiple pick the one that makes the most sense and ignore the other option. Chairlifts have fairly low capacity and slow but can have big supports and go up hills without issues. They're not a profitable source of income. In a big park, these can be a good way to have guests move around. Chairlifts always have two stations that act as a loop. Railways and monorails can be used as a one station gentle ride, a small two station circuit or shuttle or a larger multi-station circuit. These are low intensity rides which can be used to move guests around the park or provide. Transport rides include railways, monorails and chairlifts. Rides in Roller Coaster Tycoon are split into several types: There's a staff cap so in a really large park hiring one of these guys is taking up a slot that would be better filled by the others. Less important that the previous two staff members imo.Įntertainers: Helps keep guests happy. ![]() Browse though your path network and replace any vandalized improvements you see. You can fix vandalized improvements by rebuilding them. ![]() If there is heavy vandalism in your park then your park rating will fall. Angry guests will prowl your park and smash park improvements like lamps, bins and benches. Security guards: These guys help deal with vandalism. You'll need enough mechanics in your park to respond promptly to any broken rides and carry out your inspections. I would advise you change big money makers like roller coasters to 10 mins and leave the lesser earners at the default. The default ride inspection time is 30 mins. Rides that are broken require the mechanic to come and repair them. Rides that are frequently inspected break less. Mechanic: These guys inspect and fix rides. You can assign them to a limited area (ie: like near the exit of your big, intense coaster) You tend to need quite a few of these guys. You want them on your paths keeping them clean so your park rating doesn't fall. I suggest removing the 'mow grass' option as otherwise they'll do nothing but mow endless grass from my experience. Handyman: These guys will clean up the vomit on your paths, water your gardens, empty your litter bins and mow your grass.
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