Aren't they the same type of coaster. There should be a option switching train designs/
I agree. Would be much easier.
Well I am of the opinion that variance in the rides, limitations as to what elements you can include in each, are important to the gameplay, if not so much for creativity. If every coaster can use every track element, then there's really only one type of coaster, isn't there?
Part of what was fantastic about RCT2 and RCT3 were how different coasters did different jobs, and each one had its own unique feel and style because of it. That made them memorable, that made people find favorite types.
Something that really didnt appeal to me about RCTW was the fact that every track type could use booster track at any time, which completely destroys the actual gameplay of making a functional coaster, because you never have to worry about getting over the next hill.
What's the difference between a hyper coaster, giga coaster, twister coaster, coaster with 10 inversions, launched lift coaster, and others using the B&M box track?Well I am of the opinion that variance in the rides, limitations as to what elements you can include in each, are important to the gameplay, if not so much for creativity. If every coaster can use every track element, then there's really only one type of coaster, isn't there?
I disagreed with you earlier, but I agree with you here. As a park guest I will pick and choose which park to go to based on the features of their rides. Features matter. I would prefer Frontier approach this by categorizing rides based on what features a player actually built. In RCT2 and 3 you could build a hyper coaster that didn't go over 200 feet, a giga coaster that was shorter than 300 feet, and a twister coaster with no inversions. I'm not sure why you would do that, but people did.Part of what was fantastic about RCT2 and RCT3 were how different coasters did different jobs, and each one had its own unique feel and style because of it. That made them memorable, that made people find favorite types.
People who like to build realistic coasters will agree with you. Those less concerned about realism will disagree with you. Personally, I would try to avoid the use of boosters where inappropriate, but if someone else wants to use them that's totally fine (especially if they have to pay slightly higher maintenance fees for it).Something that really didnt appeal to me about RCTW was the fact that every track type could use booster track at any time, which completely destroys the actual gameplay of making a functional coaster, because you never have to worry about getting over the next hill.
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I used the B&M track as an example. This is why I mentioned 2 other track types as examples. I'm not going to list every single track variation out there. See the forest for the trees.... No, no not all use the B&M Box Track. There are differences. There are Manufacturers other than B&M.
And the Tracks are different.
I used the B&M track as an example. This is why I mentioned 2 other track types as examples. I'm not going to list every single track variation out there. See the forest for the trees.
Well I am of the opinion that variance in the rides, limitations as to what elements you can include in each, are important to the gameplay, if not so much for creativity. If every coaster can use every track element, then there's really only one type of coaster, isn't there?
Part of what was fantastic about RCT2 and RCT3 were how different coasters did different jobs, and each one had its own unique feel and style because of it. That made them memorable, that made people find favorite types.
Something that really didnt appeal to me about RCTW was the fact that every track type could use booster track at any time, which completely destroys the actual gameplay of making a functional coaster, because you never have to worry about getting over the next hill.
Random interesting note I just thought of: Volcano at Kings Dominion has 2 launch sections. The train does not clear the first turn fast enough to make it up through the top of the volcano, so there is a second set of magnets there to boost its speed. It's rare that you see multiple launch sections or boosters on a coaster, but that one has a second set. When the power to those magnets failed years ago the train did not complete the ascent out of the volcano peak and rolled back.Something that really didnt appeal to me about RCTW was the fact that every track type could use booster track at any time, which completely destroys the actual gameplay of making a functional coaster, because you never have to worry about getting over the next hill.
YES! [up] Now you know which coaster I built most often. It was the one that let me do basically anything I wanted. If Frontier wants to put such a thing in Planet Coaster then I'm fine with it. I just feel like the checklist would be a cleaner solution.Did you know they did something similar to what you said in RCT3. They had a Coaster Type they called "Extended Coaster" It combined a lot of different Coaster Types in one. When you chose the Train the Track changed its shape accordingly.