Less advanced rides and coasters

Hi.

By now, there is no big variety of rides. But it would make sense to add some smaller / less advanced rides (not junior rides!). In scenarios you got to grow more and more and get happy when unlocking those big, advanced rides through research, cause youndtart with a limited amount of small rides.

In the first scenariou of rct 1, there was a merry go round at beginning. But when sou unlock rides like a drop tower or other coasters, that was a good feeling.


Long things short, start with less advanced, get more advanced rides/ coasters through research.
 
Like a sort of tech progression, where you start with low tier older rides, and work your way up to more modern ones?

Idk if that's the sort of design they are going with for PC, but they have a carousel, and are gonna add wooden coasters eventually, and have also talked briefly about researching being a thing at a later stage.

So presumably you could make your own custom scenario at some point that lets you order that stuff around and more or less have you progress the way you're asking here, with like, older looking scenery, rides, etc coming first, and more modern stuff later.
 
Eh, I dunno, it's not like parks actually "research" these rides or anything (maybe with the exception of Disney). It's not like the engineers at my local amusement park didn't discover the existence of Screamin' swings yet, and they have to invent them or something. They just can't afford buying them from the company that makes them because screamin' swings are big and expensive and cost a lot of money to keep up.
 
Eh, I dunno, it's not like parks actually "research" these rides or anything (maybe with the exception of Disney). It's not like the engineers at my local amusement park didn't discover the existence of Screamin' swings yet, and they have to invent them or something. They just can't afford buying them from the company that makes them because screamin' swings are big and expensive and cost a lot of money to keep up.
this is a video game, some people enjoy having that "level of challenge" that the original RCTs had. With your logic, games like GTA would require us to go to the gas station [cool] games are supposed to differ from reality to make them fun
 
this is a video game, some people enjoy having that "level of challenge" that the original RCTs had. With your logic, games like GTA would require us to go to the gas station [cool] games are supposed to differ from reality to make them fun

Agree, however, it could be fun to fill our tank of gas in GTA. ^^
 
The game is still in alpha with no real economic or background simulation happening. We are essentially locked into. sandbox mode. I am sure when the mechanics are in place to actually simulate it, research and ride, scenery or even theme unlocking will be a part of the gameplay. For those who just want creative freedom there will probably be a sandbox mode where you either have unlimited funds or everything costs nothing to build. All these options were in RCT3 , I see no reason why they would drop features from PC.
 
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Not research new rides but like in Theme Park (For Sega) the researchers would go around asking Guest what ride they would like to see next in the park. The more researchers hired the faster the guests requested rides come in. Could go for themeing, utilities, shops, stalls as well. All depending on size of park and finances available at the time.
If Guests want such and such coaster but you don't have the budget, their other choice "would you rather have A or B ride". Or you set the ride list for the researchers to ask the guest of which one they want first.
 
The game is still in alpha with no real economic or background simulation happening. We are essentially locked into. sandbox mode. I am sure when the mechanics are in place to actually simulate it, research and ride, scenery or even theme unlocking will be a part of the gameplay. For those who just want creative freedom there will probably be a sandbox mode where you either have unlimited funds or everything costs nothing to build. All these options were in RCT3 , I see no reason why they would drop features from PC.

The word 'probably' here is what catches my eye. I do not think we should ever assume that anything will make it to the game. The OP is discussing something that they would like to have for the campaign mode, and it may or may not be something that the devs have already thought of. As Brett has already said elsewhere, this game is not a follow up of RCT3, it is a completely new game made from scratch.

I personally am on the fence about the OPs idea. I've never really ever played scenario/campaign stuff in this kind of game as I get bored of it but if Planet Coaster does it well enough to keep me entertained then you can sure I will be playing. Research in games has always frustrated me because you don't really get any visual indication of how well your money is being spent in most games. And also the fact that it normally takes a very long time to get to the top level attractions. I'd like a system where we can maybe have freedom over the path that we take with research, so instead of just 'researching' a new ride, you would research part of the technology that makes it.
 
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They have also branded it as simulation evolved. It isn't a follow up to RCT 3, that is owned by Atari so they had to distance themselves from that. It is clear that Frontier value creative freedom with this game. I doubt, in my opinion, they would give us these amazingly powerful creative tools then permanently lock them away behind a scenario only game, where everything added or taken away depends on money being available. Frontier know their audience, they know that just as many people like to wield creative freedom without the constraints of a scenario or campaign as there are those who like the financial struggle of the business side of things. Dropping a freeform or sandbox mode would be a dramatic step backwards from the spirit of this type of game, which Frontier have made very clear is important to them.

But you are right, it is only my opinion, we have to trust in Frontiers vision. But I think they understand that people measure success and achievement in different ways. Some find satisfaction in creating something amazing and beautiful to look at. Others measure success and get satisfaction from really managing their parks and watching the budget, making profit from making their guests happy and slowly adding to and expanding their parks.[heart]
 
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The title of the post was a bit misleading. I thought you were going to actually list some less advanced rides that we need in the game. Looks like I was mistaken.
 
not my cars, my cars use the neon bars to drain energy from the earth itslef, like Xerneas:D

I never played RCT3, only RCT2, but in gta2 you could create scenearios and could tell what rides needed to be researched, and wich ones where available from the start.

PC may just get the option for that too.
 
Research in games has always frustrated me because you don't really get any visual indication of how well your money is being spent in most games. And also the fact that it normally takes a very long time to get to the top level attractions. I'd like a system where we can maybe have freedom over the path that we take with research, so instead of just 'researching' a new ride, you would research part of the technology that makes it.

I liked the reseach idea in RCT3, but like you said it was frustrating because you basicly had no control over which ride or item other than selecting type. I personally would like researching, but have more control such as the actual item (budget permitting) or as you suggested the technology as it would apply to rides. However, we must not forget the other items, scenery, shops, etc.
 
You have sparked my interest Parkmaker [big grin] Ive thought about this aspect before but it seems a bit complicated. I mean, what would people consider to be a valid "progression" to research?

Yes, we should be able to research specific categories such as Rides, Coasters, Shops, Scenery, etc. or also along the lines of Theme, Size, Value, Gentle/Extreme, etc.

But where do we take it from their? Should every scenario have the same set of "standard" rides? I really want to know SOME sneak-peak details about PCs scenario modes!!! [yesnod]

My idea is that when we go to research something, we can have options of various rides that are currently available, and we pick which one we want to "research" or put our money into. So for gentle rides, you might have 3 or 4 rides to choose from, 1 or 2 coasters, a few shops (that are "in research&development" before they are ready to purchase)... and as you spend more you gain more options of rides/shops/scenery to select from the research tab, before they become available to build.
 
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Creaper, as for technology we could start with simple rides (available at the start) like manual powered.

A simple manual powered kids ride (as an example):

Manual%20power_zpspfxggzqu.jpg


or similar things to what is on this page: http://www.cyclecide.com/beer/drinky/projects/rides/

The next step might be steam powered, then possibly chain driven, hydraulics, etc. I think you get my drift here.
 
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Rather talked about something like : junior coaster (less advanced) and later 4d coaster ( advanced ) or woodie --> hybrid
 
See, everybody has different opinions on this one. And thats fine [up] Im sure each scenario will be different [big grin] still wishing Frontier would release some info on this. Hopefully a "Scenario Editor" will also be a part of the games main "downloads" along with blueprints and park sharing!
 
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i don't like the idea of this topic at all.this is just my opinion,when i start playing a coaster game i want to be able to jump right in and build what i want,park management is one thing, some people don't have days or weeks to spend unlocking coaster's and rides, or just leave a sandbox option.[uhh]
 
We are just tossing ideas around for possible scenerios. I'm pretty sure that there will be a sandbox mode also.
 
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