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View Full Version : How to "speed up" an attraction?


Jeroenv3
12-11-2004, 13:07
I feel very alone posting a question about the game itself, not about technical problems (I have none, really), but here it goes:

1. A Sky Sling attraction only holds 6 people at a time. How can I shorten the ride so the number of people per hour will increase? Or is there another way of increasing the loads?

2. What does the "number of circuits" do on some attrations? I tried raising it to the maximum of 6 but see no noticable difference in the ride...I kinda hoped this would lengthen or shorten the ride but no effect it seems...

3. If I stop a ride to increase the number of trains in it, all people in the queue walk away (angry I suppose). When I reactivate it while they are still walking on the entry queue, why don't they return? They would be the first ones on the ride!
Obviously this is not a bug, but maybe an idea for a future patch...hope some Atarist reads this...

3. Peeps tend to ignore my rides also on some occasions, no matter the price, music, etc. Just flat zero users. I cannot find answers on the forum, only other people complaining. No text also in the patch about this problem. Anyone with inside information about this? Pls no 126 replies saying "me too! Atari should be burned!", we know that now...I hope someone knows for a fact a reason or if they're working on it.

Still a great game people...look through it, really!

Thanx!

Justy
15-11-2004, 22:15
Sorry - I don't think I can help with all of the problems but I have noticed that when they walk away if you close a ride they will come back again but not until they have reached the end of the queue line. They then seem to turn round and come back. I have always thought it was annoying with all of the RCT that they leave the queue. It would be good if there was an option to temporarily close the ride for really quick changes.

Silkius
16-11-2004, 18:10
Nice to see a post that isn't just complaints. I also have very few problems that adjusting of gameplay to new style hasn't sorted.

1: Sky Sling: There is no ride time reducer, it takes x-time to bounce that thing, and that's it.
However, I did notice last night, that training your vendors up to max (a bit costly I know) seems to make them pass people through the bars quicker. (and make food vendors sell food quicker)
I increaced loads by putting in 2-3 skyslings (bit of a cheat, but 3X6= better than 1 methinks)

2: number of cicuits = on some sides (like merry go round) it will do something like 7 revoloutions per ride - if you increace this to 2 circuits your peeps would get 14 turns.
On something like the go-karts it means they do how ever many circuits of the track you set.
Basically, It increases the ride stats a fraction, but also increases the ride time. (a lot in some cases) so you have to weigh one against the other, also very long rides can result in the 'I want to get off X' = unhappy peeps. I used to build great go-kart tracks by making them very short and twisty, but having three laps.

3: The peeps on rides is a bit of a quandry, it is better with the patch, but many things still stop them (i.e. hunger, group leader decisions etc.,) I have had chairswings so overcowded peeeps can't get on, or so empty I am losing money hand over fist. A lot of it is gameplay (and learning that things don't work quite the same as 1&2) but there is some call for a bit more tweaking in the random peep preferences.

Basically from what I have worked out, roller costers cost, but if made right, make you lodsa money. Rides on the other hand seem to barely break even. On scenario 1 I sold everything at the start and placed down some thrill rides that did make some cash while I built a couple of roller coasters, which in turn made me more than enough to complete the scenario. (I ended up with 3 coasters, all making a steady income)

Justy
16-11-2004, 18:31
going to be thick now but how do you train your vendors?

Also - how do you get the peeps to go to your shops in the first place?!
I have been adding all the toppings to everything - do you think that may be putting people off?:(

Silkius
16-11-2004, 19:08
Training Vendors:

bring up the stats screens, then the staff screen, vendors are normally hidden (at bottom greyed out - when you hover it allows you to filter which staff you see) easily missed, so you aint thick - I only know from doing all tutorials and reading manual cover to cover 100 times. (I keep it and the readme's in the loo)

Warning! Game names vendors like: vendor 1 vendor 2 etc (very hard to know who's who) I pause, go through each one when I build anything and name accordingly (i.e. Hattie sells hats :) ) was initialy a pain in the butt, but now takes me little time, and is becoming standard practice.
I also pause at end of month (whish you could set up an auto pause for this, when end of month money is worked out) to check money status and go through staff: train. disipline, give raise etc.,

Training is like with other staff (and costs the same too £350 to fully train = ouch ) This would be better if it could be done from a direct window, and vendors could be selected directly like other staff - (IMO)

Getting geusts to use shops - not easy, am still struggling to make ends meet on shops (and I consider myself an RCT veteren) - I set up food courts with lots of benches etc., but not sure if these really work or not yet. (they get very busy though) I have noticed though that you do need to set up food BEFORE everyone gets starving and possibly take the hit on finances for a month (or two) If you don't you can kinda get set into a downward spiral where EVERYONE is starving and won't ride anything cos they are all too hungry.

I haven't come accross cold probs (yet), but I guess it needs hot drinks and food (i.e. not ice creams :biggringr ) Other than that I would burn my empty rides (if it was an option)

Basically, it looks like you need to pause on start, have a look around and pre-empt what your main needs will be 'before' it becomes a problem.