At the beginning of year 3 I have oodles of cash, no loan, a healthy monthly profit, decent park rating, and I am 130 guests ahead of schedule.

Posted 01 December 2005 - 10:07 PM
Posted 02 December 2005 - 12:03 AM
Actually, no. A coaster will add as many "trains" that the design can handle. If you made a brake run that can handle a few full length "trains", then you might end up with a number of trains.
But lets say you end up with a station that gives you two full length trains. So what you might end up with is eight cars with a capacity of four seats each, 8 (cars) X 4 (seats) = 32 seats X 2 (trains) = 64 total seats.
But say you can subtract a car from each train and this gives you the ability to add another train to the track. Now you have 7 (cars) x 4 (seats) = 28 seats X 3 (trains) = 84 seats. That means the capacity of the coaster has increased by almost half as many MORE seats, than when you had 2 trains of 8 cars each.
See how that works?![]()
If this is causing some grief, wander over to my Track Designs at: Wolf Tracks I have a number of smaller track designs in RCT1 you canstealborrow or copy via screen shots.![]()
I think someone mentioned park capacity with a ratio of available attractions. This sounds like a decent explaination, but I would still focus on the food stalls as well.
If the advice in this thread, (not necissarilly mine, but all the advice) doesn't pan out, I'd get that trainer to win it for you. (won't a trainer program fit onto a diskette so you can bring it to work??) There's no shame in admitting defeat. If there was, you wouldn't be looking for help here, huh?
Posted 02 December 2005 - 12:11 AM
It's beginning to look as though I may win this scenario while still retaining the airfield and its buildings (in the main).
At the beginning of year 3 I have oodles of cash, no loan, a healthy monthly profit, decent park rating, and I am 130 guests ahead of schedule.SCR2.png 58.89KB 33 downloads
Posted 02 December 2005 - 02:43 AM
Posted 02 December 2005 - 12:01 PM
Posted 02 December 2005 - 03:55 PM
Posted 03 December 2005 - 09:15 AM
Thanks QGirl for the inspiration to tackle this scenario. After a couple of false starts, I have achieved my objective of winning it, while keeping the airfield and buildings almost completely intact.
SCR4.png 53.78KB 29 downloads
I charged £45 from day 1. That meant that 25% peeps entered the park with no money! I inflated the price of all food/drink & souvenirs. I even charged £0.50 for the bathroom! The peeps with no money left as soon as they became very hungry or thirsty, so this meant that the game replaced them and I had a steady admission money of around £8,000 every month.
The other thing I did on day 1 was max out the research budget. I researched ONLY thrill rides until there were no more to research, then ONLY Gentle rides, finally switching to ONLY coasters. The last coaster was invented at the end of year 2, at which point I switched off research completely. The idea of this was to build many different cheap flat rides early on to bring in a lot of guests, allowing me to raise money quickly to build small coasters. I wanted to avoid borrowing too heavily, the interest rate is high in this scenario.
After a blitz of building (mainly flat) rides at the beginning, I tried to make sure that I built at least one ride a month. Going into year 3, I was making about £8,000 per month, and each month I'd build a flat ride, then every 3rd month a big coaster. In nearly every case I built pre-designed rides that come with the game.
By the end of the scenario I had 3 of nearly all the different types of flat rides.
I targetted trying to make sure that I had around 100 new peeps per month, and I was well ahead until the end of year 3, but about May year 4, I started to worry. Park Rating took a dive because I opened up a lot of the paths all at once and the handymen just couldn't keep up with the litter and vomit. This seemed to slow down the number of people coming. At this point, I continuously made 6 weeks marketing campaigns with free tickets. As soon as one campaign ended, I began another, right until mid-August.
In September year 4, I built 5 ATMs. I didn't want my cashless peeps to leave at that point.
I limited peeps to which parts of the airfield they could reach by using No Entry signs, fences, and by deleting the odd footpath tile here and there. I slowly opened up new parts of the airfield to peeps when I wanted to build a new coaster.
The airfield runway is 4 tiles wide. I dug up only the central 2 tiles and built gardens and food/drink stalls with lots of seating. I left the runway taxi zones pretty untouched, but on the airfield 'apron' near the tower, I built some flat rides by making 'holes' in the tarmac. I fenced off the really large expanse.
This WAS difficult, but I'm really pleased I tackled it the way I wanted, by keeping as much of the airfield as possible. I thought my food stalls in 2 of the hangars, and a Motion Sim in another were particularly nice touches.
Posted 03 December 2005 - 02:23 PM
You must admit though, it's rather difficult to find the Amity Airfield tips.
Posted 03 December 2005 - 07:01 PM
Fossil's Guide to Paid Admission Parks
Hope that helps!
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