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#11 Qgirl

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Posted 23 November 2005 - 12:51 AM

All advertising will do is get the maxiumum number of people that your park will hold into the park more quickly. So don't be fooled by

700 people will come only if your park is 700 off its maximum capacity.

Maximum capacity is a function of the number of rides that you have, multiplied by a factor caused by your park rating. So you need lots of rides and good park rating to get the guests flowing in.

One thing that can drop the rating in Amity Airfield is that peeps wander off, and get bored and/or tired and start thinking about going home.

<{POST_SNAPBACK}>


This is helpful to know (how to get maximum capacity). I manage to keep the rating up, but maybe am not getting enough rides. Generally, that's due to money. The best help of all is to see that other people think Amity is hard. I was feeling really stupid since everything I'd found on it said it was pretty easy. I DIDN'T know that they don't go in order from easiest to hardest. Since RCT 1 went that way, I thought this would be the same. That's VERY helpful. I'll try another park and then go back to Amity Airfield. I'd like to think I'll have it conquered before the holiday is over. We'll see!

#12 Wolfman

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Posted 23 November 2005 - 01:23 AM

Try creating a few different shuttle coasters in the workbench & save the track layouts. Usually, this type of "short & sweet" ride becomes very popular and makes big bucks. Create smaller coasters. Big coaster's tap the budget big time. This will help build the account. These should be added asap as the cost of flat rides are considerably less and can be built anytime as it doesn't take long to save up for them.

Put as many seats on the coasters as possible to make as much money as you can. Sometimes all you need to do is place trains that are a car or two shorter than normal to get another train. Increased Capacity = More Money! Adjust departure times total devided by the number of trains and change fill capacity to "any load". this will cause the coasters to run sooner, creating happier guests and that means they'll spend more.

Are you building a park, or preserving an airfield just because it "looks cool"?? Totally scrap the airfield, scrap footpaths, scap it all! Start from scratch/empty land the moment you start playing. They build that stuff thinking that the player will "sell it off" to make more money to build a park. Their right, so do it. ;)

Sell off all footpaths that you know you don't really need. Wide paths look nice, but their not detremental to playing or winning the game. In the end, you've just added more footpath for the guests to spew upon and the handymen to keep clean. The operative word here is "ECONOMICAL" unfortunatly, you're not on a "Disney" budget.

Don't build buildings for looks alone. Resist the temptation. Seems that the park is on a shoestring budget from day one. Don't bother with fancy landmark structures, planting lush forests and theming. Just build a park that will be economical to run. Who cares really if it's baren of trees? Just win the scenario.

Share mechanics with several (3 or 4) rides close to each other and plan accordingly. 1 or 2 mechanic(s) per coaster, (shuttle coasters only have 1 train, so theres no crash potential, so only 1 mechanic is needed.)

Make it easy for as few handymen as possible to keep the park clean. Work out the footpaths to coencide with the coverage assignments of the handymen. Be efficient.

Shorten the time of flat rides a little bit, not much. More Ride Cycles = More Money.

Now, go out there and force those planes to take their tail-ends elsewhere!

#13 rcthelp

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Posted 23 November 2005 - 04:30 PM

Try creating a few different shuttle coasters in the workbench & save the track layouts. Usually, this type of "short & sweet" ride becomes very popular and makes big bucks. Create smaller coasters. Big coaster's tap the budget big time. This will help build the account. These should be added asap as the cost of flat rides are considerably less and can be built anytime as it doesn't take long to save up for them.

Put as many seats on the coasters as possible to make as much money as you can. Sometimes all you need to do is place trains that are a car or two shorter than normal to get another train. Increased Capacity = More Money! Adjust departure times total devided by the number of trains and change fill capacity to "any load". this will cause the coasters to run sooner, creating happier guests and that means they'll spend more.

Are you building a park, or preserving an airfield just because it "looks cool"?? Totally scrap the airfield, scrap footpaths, scrap it all! Start from scratch/empty land the moment you start playing. They build that stuff thinking that the player will "sell it off" to make more money to build a park. Their right, so do it. ;)

Sell off all footpaths that you know you don't really need. Wide paths look nice, but their not detremental to playing or winning the game. In the end, you've just added more footpath for the guests to spew upon and the handymen to keep clean. The operative word here is "ECONOMICAL" unfortunatly, you're not on a "Disney" budget.

Don't build buildings for looks alone. Resist the temptation. Seems that the park is on a shoestring budget from day one. Don't bother with fancy landmark structures, planting lush forests and theming. Just build a park that will be economical to run. Who cares really if it's baren of trees? Just win the scenario.

Share mechanics with several (3 or 4) rides close to each other and plan accordingly. 1 or 2 mechanic(s) per coaster, (shuttle coasters only have 1 train, so theres no crash potential, so only 1 mechanic is needed.)

Make it easy for as few handymen as possible to keep the park clean. Work out the footpaths to coencide with the coverage assignments of the handymen. Be efficient.

Shorten the time of flat rides a little bit, not much. More Ride Cycles = More Money.

Now, go out there and force those planes to take their tail-ends elsewhere!

<{POST_SNAPBACK}>


While the things highlighted above in purple are true when you can charge for rides, they are not true for Amity Airfield, which is a 'Free Rides' scenario.

3 of my money tips for 'Free Rides' scenarios:
  • Lift the park entrance fee by £5 ever time you build a ride
  • Don't place any ATMs in the park
  • Don't charge more than £45 (in this scenario) for Park entrance
In this scenario, the peeps arrive at the park gates with either 45, 55, 65 or 75 cash. So if you charge between 46 and 54 entrance, 1/4 of the peeps who arrive will not be able to get in, between 46 and 64 it's 1/2 etc. So whatever the capacity of the park, it's going to take a heck of a lot longer to reach capacity if you are turning away people at the gates.

ATMs mean people fill their pockets with £50 when they are empty, but they spend this money very very slowly. They will only buy 1 of every kind of souvenir, and 1 on-ride photo, and will only carry 1 kind of food or drink until they have finished it. It is far better for you if they go home as soon as they have emptied their pockets, and another peep arrives who pays an entrance fee. ATMs are best when the scenario is a 'Free Entrance' type.

Don't charge £45 though, leave even the poorest guests enough for an umbrella, a map (maybe make these free), a meal and a drink. Otherwise your park rating will be badly affected and this will lower park capacity.

I just think that your advice in orange is against the 'spirit' of the game. Sure it's valid to win the scenario, but if the game's creators intended you to do that, why didn't they just give you a square bit of empty land and some extra money? Is that what they intended when they put all that care and attention into the Crazy Castle scenario? I think not! ;)

This topic has inspired me to dust off RCT2, and try and win the scenario (which I have never played before) avoiding your orange advice. I'll report back on progress.

#14 spunknit

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Posted 24 November 2005 - 02:40 PM

Please be sure to check out Fossil's Dig Site. This is one of the best resources out there for winning RCT2 scenarios!

#15 Qgirl

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Posted 25 November 2005 - 10:43 PM

Try creating a few different shuttle coasters in the workbench & save the track layouts. Usually, this type of "short & sweet" ride becomes very popular and makes big bucks. Create smaller coasters. Big coaster's tap the budget big time. This will help build the account. These should be added asap as the cost of flat rides are considerably less and can be built anytime as it doesn't take long to save up for them.

Put as many seats on the coasters as possible to make as much money as you can. Sometimes all you need to do is place trains that are a car or two shorter than normal to get another train. Increased Capacity = More Money! Adjust departure times total devided by the number of trains and change fill capacity to "any load". this will cause the coasters to run sooner, creating happier guests and that means they'll spend more.

Are you building a park, or preserving an airfield just because it "looks cool"?? Totally scrap the airfield, scrap footpaths, scap it all! Start from scratch/empty land the moment you start playing. They build that stuff thinking that the player will "sell it off" to make more money to build a park. Their right, so do it. ;)

Sell off all footpaths that you know you don't really need. Wide paths look nice, but their not detremental to playing or winning the game. In the end, you've just added more footpath for the guests to spew upon and the handymen to keep clean. The operative word here is "ECONOMICAL" unfortunatly, you're not on a "Disney" budget.

Don't build buildings for looks alone. Resist the temptation. Seems that the park is on a shoestring budget from day one. Don't bother with fancy landmark structures, planting lush forests and theming. Just build a park that will be economical to run. Who cares really if it's baren of trees? Just win the scenario.

Share mechanics with several (3 or 4) rides close to each other and plan accordingly. 1 or 2 mechanic(s) per coaster, (shuttle coasters only have 1 train, so theres no crash potential, so only 1 mechanic is needed.)

Make it easy for as few handymen as possible to keep the park clean. Work out the footpaths to coencide with the coverage assignments of the handymen. Be efficient.

Shorten the time of flat rides a little bit, not much. More Ride Cycles = More Money.

Now, go out there and force those planes to take their tail-ends elsewhere!

<{POST_SNAPBACK}>


I'm not sure what you mean by "shuttle coaster". You can't pre-build transporation, can you? I thought about doing that, but didn't see anything that I thought I could use for that. You clearly know way more about building coasters than I do. I'm still working on proficiency there. As to taking up the airfields, etc., I don't see how you can not do that. I always need that money. Taking your advice and that of the next post (once I figure out how to convert pounds to dollars!), we'll see if I can do it. After learning that the scenarios aren't in order in difficulty, I tried the next one and easily won it - that one was lots of fun, too. I needed a win to break the spell of all the Amity failures, so maybe I'll approach it more positively, especially since I have some knowledge about it this time.

#16 headtapedtoscreen

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Posted 26 November 2005 - 02:51 PM

You can also go to the tips section to find some ways to cheat money...

#17 headtapedtoscreen

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Posted 26 November 2005 - 02:54 PM

I'm not sure what you mean by "shuttle coaster". You can't pre-build transporation, can you? I thought about doing that, but didn't see anything that I thought I could use for that. You clearly know way more about building coasters than I do. I'm still working on proficiency there. As to taking up the airfields, etc., I don't see how you can not do that. I always need that money. Taking your advice and that of the next post (once I figure out how to convert pounds to dollars!), we'll see if I can do it. After learning that the scenarios aren't in order in difficulty, I tried the next one and easily won it - that one was lots of fun, too. I needed a win to break the spell of all the Amity failures, so maybe I'll approach it more positively, especially since I have  some knowledge about it this time.

<{POST_SNAPBACK}>

What he means by "Shuttle Coaster" it's one the steel rollercoaster's prebuild set. It's the Shuttle Loop I think ;)

#18 rcthelp

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Posted 26 November 2005 - 05:39 PM

I'm not sure what you mean by "shuttle coaster". You can't pre-build transporation, can you? I thought about doing that, but didn't see anything that I thought I could use for that. You clearly know way more about building coasters than I do. I'm still working on proficiency there. As to taking up the airfields, etc., I don't see how you can not do that. I always need that money. Taking your advice and that of the next post (once I figure out how to convert pounds to dollars!), we'll see if I can do it.

<{POST_SNAPBACK}>


A shuttle coaster is one which does not do a complete circuit. So the ride normally lasts only a few seconds. They can be real "cash cows" in scenarios where you charge for rides.

In RCT £1 = 1$ ;)

A good tip in any scenario where you are up against the clock is to save the game, spend as long as you need designing any tracked ride, testing and tweaking it. Then save the ride's design, reload the saved game and then immediately place the pre-designed ride in the same place. This is impossible to do if your ride ever tunnels through land, but quite feasible in Amity Airfield.

There does seem to be some limit on what track designs you can save. Really spread out transport rides sometimes refuse to save.

I must admit I think I'm going to need to dig up that airfield too! After 1 year, I have 912 guests in the park, but I have almost maxxed out my loan, and with only around 40 new guests a month arriving, plus high staff, research and interest payments, it's going to be a struggle raising enough money to buy the extra rides I need to drag in the guests.

#19 Qgirl

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Posted 27 November 2005 - 02:30 PM

A shuttle coaster is one which does not do a complete circuit. So the ride normally lasts only a few seconds. They can be real "cash cows" in scenarios where you charge for rides.

In RCT £1 = 1$ ;)

A good tip in any scenario where you are up against the clock is to save the game, spend as long as you need designing any tracked ride, testing and tweaking it. Then save the ride's design, reload the saved game and then immediately place the pre-designed ride in the same place. This is impossible to do if your ride ever tunnels through land, but quite feasible in Amity Airfield.

There does seem to be some limit on what track designs you can save. Really spread out transport rides sometimes refuse to save.

I must admit I think I'm going to need to dig up that airfield too! After 1 year, I have 912 guests in the park, but I have almost maxxed out my loan, and with only around 40 new guests a month arriving, plus high staff, research and interest payments, it's going to be a struggle raising enough money to buy the extra rides I need to drag in the guests.

<{POST_SNAPBACK}>


Is there a shuttle coaster available for Amity Airfield? When I had the money, a monorail was very popular, but I couldn't ever seem to have enough money for a monorail and a good roller coaster. I haven't figured out why in some of the scenarios, like the Bazaar , money just pours in. I'm having a money problem with the island right after Amity Airfield. (Please excuse my lack of memory for the names - I just got up, and checked this while waiting on the coffee to brew. My brain is still asleep.) I get started OK, but it's expensive to build there, I can't get much going. I just started on it and hope I can figure it out.

Also, I am quite intrigued by cheats on money. I know about the steel building base, but not any others. I'll go back and check what's here again.

#20 rcthelp

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Posted 27 November 2005 - 03:50 PM

Is there a shuttle coaster available for Amity Airfield?  I haven't figured out why in some of the scenarios, like the  Bazaar , money just pours in.

<{POST_SNAPBACK}>

After a while, the Inverted Shuttle Coaster is researched, but because you cannot charge for rides, it really isn't important. What you need is coasters that are cheap to build, shuttle or not.

It's possible in scenarios to say how easy or difficult it is to please the peeps.

Also, peeps always arrive with a certain amount of money, one of four amounts in £10 increments. In Amity Airfield it's, 45, 55, 65 and 75. In others it might be 70, 80, 90, 100.

However, the cost of building things always remains the same, so scenarios where people have a lot more money are easier, especially if you can charge them for rides.




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