A true Career mode

Not every one. And its an opinion.

Changing the core game to much is a giant risk.

First of all, I did not use the word "everyone" and I also stated it was "my opinion", so I guess you are in agreement with me??

As for changing the core game? I never suggested that, I suggested adding a new feature but without removing or affecting current features :] and its not like I said the game sucks without this feature (like some people do)
 
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For me the biggest let down is the lack of a proper career mode. I find it hard to believe that the original Theme Park from the 90's had a better more complex career model than what is a 20+ year advancement of theme park games. The developers must have looked at all previous Coaster games and thought about what to include and excluded.

Only time I come back to game now is to check the new updates that are released. Appreciate the great job the developers adding content and fixing bugs has been top notch in this day and age of micro transactions, but this game seriously needs a proper career mode and progressions system to keep players involved.
 
Maybe it is helpful to tell why Theme Park is better in management then Planet Coaster.

So what did Theme Park had that PC does not have:

- stock refilling: You could refill your own stock in Theme Park (which wasn't to hard because you just filled it to the brim so you wouldn't be needed to constantly check on it)

And to be honest, that's where it ends. Oh, yeah you could have shares as well... Not sure if that's of any use in PC.

So what are the similarities:

- The entry price can be set
- loans can be taken out
- The player starts with a limited number of shops, rides, and facilities available
- Research must be carried out to purchase others
- Research can also make rides more durable, staff more efficient, and buses larger with increased capacity. This is in PC "Marketing".
- The topic of research and how much funding goes into it is determined by the player.
- Staff available for employment include entertainers, security guards, mechanics, and handymen.
- Lack of staff can cause problems, including messy footpaths, rides breaking down, crime, and unhappy visitors
- If visitors become unhappy, thugs may come to vandalise the park.
- Occasionally, wages and the price of goods must be negotiated

Well, looks to me that if Theme Park was the benchmark all is in.
 

WingardiumLevicoaster

Volunteer Moderator
In Theme Park staff could strike (but in PC they do quit) You could also have spies come into the park, which might be nice? and bike gang members smashing the place up, which is similar to vandals and pickpockets. I didn't like the stock part, it was confusing and as I got older, boring. [bored]
 
wasn't the original them park the career where you started with £XXXX amount of money, bought a plot on the world map and built park up from scratch, then when you had enough you could sell plot and move to a bigger area on world map that had other issues to contend with such as different weather or rocky terrain to build around, again once built up enough money you could sell up and move on bigger?
Was Theme Park world the game you competed against other Parks and could win awards over those Parks?
 
Only time I come back to game now is to check the new updates that are released. Appreciate the great job the developers adding content and fixing bugs has been top notch in this day and age of micro transactions, but this game seriously needs a proper career mode and progressions system to keep players involved.

Yeah, it's the same for me. The career mode is lacking, but there's also so much bugs in the gameplay and AI that needs to be fix (I already give details in other thread, so I'll not repeat here). Personally, I don't want anything new for the moment. I would prefer devs to take time to really improve gameplay by letting the core mechanisms work properly.
 
wasn't the original them park the career where you started with £XXXX amount of money, bought a plot on the world map and built park up from scratch, then when you had enough you could sell plot and move to a bigger area on world map that had other issues to contend with such as different weather or rocky terrain to build around, again once built up enough money you could sell up and move on bigger?
Was Theme Park world the game you competed against other Parks and could win awards over those Parks?

Yes it was, but basically it meant (because of size restrictions) that you could just start over, it was more a reset, not sure if circumstances would change. I thought it did not. So it was just starting a new park with some more financial possibilities and the stuff you already researched. But did someone truly thought this game was challenging? For it's time maybe.....
 
I like the idea of a tutorial. To me, choosing a type of ride is the hardest part when I want to create a good coaster. I can tell what's the difference between the wooden coaster and the others (one is made of wood...), but that's it. So I can't build a correct coaster because I don't know which one I should use, and how to improve statistics.

I know there are some good tutorials on the net, but most of them are in english, and mine is too bad to let me understand half of what is said in a video. And I think it should be something the game teach us. At least the bases.

What I loved in RCT3 (for example) was that, in the career mode, you would start with only a few coasters. I love having the choice, and I can't say anything about this in PC, IMO we have a lot of choice ! But when you're starting (or just bad at making a proper coaster), it's too much [haha].

I don't know if what I'm saying is making sense to anybody...
 
I loved the sense of progressing in the first RCT. Loved the challenges and restrictions you sometime had to encounter (height restriction, small plot you could or couldn´t expand, being not able to remove trees or modify terrain). I wish they got back to that RCT1 formula, just with some added challenges. The game made progress on every aspect, building, graphics, guests. But gameplay goes backwards sadly, things are simplified and still don´t understand why some things from previous game were removed or changed...
 
Things are simplified and still don´t understand why some things from previous game were removed or changed...

Do you have some examples?

I agree on the restrictions part, It would make the game more challenging and for maybe some of us more enjoyable, but other than that the game has the same aspects as the earlier RCT's.

I wouldn't say they simplified it, they just sticked with the basics.
 
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Do you have some examples?I agree on the restrictions part, It would make the game more challenging and for maybe some of us more enjoyable, but other than that the game has the same aspects as the earlier RCT's.I wouldn't say they simplified it, they just sticked with the basics.
  1. Already mentioned restrictions
  2. I think financial side is the least challenging in entire RCT saga. It´s hard to go bankrupt and it was actually not hard in previous games. Now it is impossible.
  3. Not sure why(some) people and probably devs don´t like it, but accidents definitely should be part of the game (maybe dissabled for sandbox.
  4. that partialy goes with park rating, as there are almost no aspects that can negatively affect it, it´s way too easy to get high-enough rating. Accidents were one of these that could ruin your park rating. And it IS possible to implement without loosing rating "E" for everyone.
 
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  1. Already mentioned restrictions
  2. I think financial side is the least challenging in entire RCT saga. It´s hard to go bankrupt and it was actually not hard in previous games. Now it is impossible.
  3. Not sure why(some) people and probably devs don´t like it, but accidents definitely should be part of the game (maybe dissabled for sandbox.
  4. that partialy goes with park rating, as there are almost no aspects that can negatively affect it, it´s way too easy to get high-enough rating. Accidents were one of these that could ruin your park rating. And it IS possible to implement without loosing rating "E" for everyone.

3/4)
With accidents they won't lose there E rating as there is no blood and gore in the game. Besides, accidents are such a rare occasion in modern theme parks because of all the safety measures implemented in rides that I don't feel the need for it in this game (what does it add?) Because the Smiler incident (famous example of why it should NOT be in the game) was just someone pushing the wrong button without checking. BUT: if a ride was deemed unsafe and often breaks down because of reliability issues this should/could effect the willingness of people entering and their general happiness and thus decreasing park rating. Also adds a new element to the refurbishment button.
But this would interfere with the wish of many people to build without limitations, because it would make all coasters unsafe as coasters already drop faster in reliability when it has extreme turns and drops with excessive g-forces.

2. All simulation games have this problem. If you change it there always is a trick to make money faster.
Should it be harder?
Yes,
How?
don't know.
Make everything more expensive?
No, because it just slows it down.

You can't actually fail. Nor could you in earlier games like you said before.

I like a lot of the ideas here on the forums, and I as well wouldn't mind more challenging aspects, but not all ideas can or will achieve that.

What I liked a lot about earlier RCT's just like many people said before:
- a designated piece of land that you only can use in the earlier stages of the park, really expanding into something big.
- height restrictions for building in the park
- maximum amount of people that will come to your park.
- only family/teen/adult groups that come to your park.

Things like that.
 
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3/4) With accidents they won't lose there E rating as there is no blood and gore in the game. Besides, accidents are such a rare occasion in modern theme parks because of all the safety measures implemented in rides that I don't feel the need for it in this game (what does it add?) Because the Smiler incident (famous example of why it should NOT be in the game) was just someone pushing the wrong button without checking. BUT: if a ride was deemed unsafe and often breaks down because of reliability issues this should/could effect the willingness of people entering and their general happiness and thus decreasing park rating. Also adds a new element to the refurbishment button.But this would interfere with the wish of many people to build without limitations, because it would make all coasters unsafe as coasters already drop faster in reliability when it has extreme turns and drops with excessive g-forces.2. All simulation games have this problem. If you change it there always is a trick to make money faster. Should it be harder? Yes, How? don't know. Make everything more expensive? No, because it just slows it down. You can't actually fail. Nor could you in earlier games like you said before. I like a lot of the ideas here on the forums, and I as well wouldn't mind more challenging aspects, but not all ideas can or will achieve that.What I liked a lot about earlier RCT's just like many people said before:- a designated piece of land that you only can use in the earlier stages of the park, really expanding into something big.- height restrictions for building in the park- maximum amount of people that will come to your park.- only family/teen/adult groups that come to your park.Things like that.
About the finances, I agree it´s something rly hard, maybe it cannot be solved, but it can still improve.As for accidents, I had exactly the same idea as you, about refurbishment and everything. That´s what I want to see. Becuse I want some mechanics that could force us to go back to old rides and work with them somehow. Bscly, once you place them and open, they live their own life and there is zero interaction (besides maybe a need of adjusting the price at some point, because people don ´t want to pay too much for older ride). That´s it? I think there is potential in this and at least for me, this would greatly enhence the "connection" with my park I built. Build it is one thing, take care of it another. Mentioning the smiler accident, that´s something I hadń´t in mind, although this could be implemented as long as another idea gets in the game - Turn ride operators into employee, you need to train them. Unhappy and untrained employee may cause some terrible mistake and cause an accident. The only thing I can imagine this being implemented. Although I would like to see mechanical failures for sure, such as already mentioned brake failures.
Also, when you think of it, this would be another addition to the financial side, extra costs for maintenance/ride operators/repairs after accident and of course affected rating would draw away customers). I think this is what financial side needs. Not direct intervention into the financial system, but add such a things that would "caught you by surprise". The problem is, that running costs are way too static and they change only when you build something/hire someone. Then there should be that dynamic factor to it. Unexpected ride repair/refurbishment or deadly accident (park would also have to pay fines and compensations)​
 
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Do you have some examples?

Park sizes and purchasing land. In RCT1 and RCT2 the park sizes all came in unique shapes, in RCT3 and PC the parks all come in one size (a large square) and PC does not offer land purchasing. I know land purchasing seems like a small feature, but I really miss oddly shaped, unique designs, of the smaller parks in Classic RCT. It gives the game a more "puzzle" feel when you have a tiny park that you must make full use out of. That is one thing missing from PC that I really wish we had. Hopefully we can get a scenario editor soon, with park size variations and maybe even land purchasing!
 
Park sizes and purchasing land. In RCT1 and RCT2 the park sizes all came in unique shapes, in RCT3 and PC the parks all come in one size (a large square) and PC does not offer land purchasing. I know land purchasing seems like a small feature, but I really miss oddly shaped, unique designs, of the smaller parks in Classic RCT. It gives the game a more "puzzle" feel when you have a tiny park that you must make full use out of. That is one thing missing from PC that I really wish we had. Hopefully we can get a scenario editor soon, with park size variations and maybe even land purchasing!

I agree with this. Building on a specific terrain added a whole lot more fun to the experience. Whenever I build a park I search the workshop for a pre landscaped challenge terrain map because it's the closest I can get to building with a strategy. I feel that the game is currently void of strategy and this is the problem.
 
Park sizes and purchasing land. In RCT1 and RCT2 the park sizes all came in unique shapes, in RCT3 and PC the parks all come in one size (a large square) and PC does not offer land purchasing. I know land purchasing seems like a small feature, but I really miss oddly shaped, unique designs, of the smaller parks in Classic RCT. It gives the game a more "puzzle" feel when you have a tiny park that you must make full use out of. That is one thing missing from PC that I really wish we had. Hopefully we can get a scenario editor soon, with park size variations and maybe even land purchasing!

I agree, as well with Mr Sugar. Funny as interpretation of text can be seen differently as we basically mean the same.

Though brake failures work differently nowadays, as brakes are standard in a closed position and it needs sensors and air pressure (which needs electricity) to function. It means that whenever a brake is not closing or a sensor is not reading the coaster goes into an emergency stop (just like what happened to the Smiler).

If you look at the list of incidents in European parks (https://en.wikipedia.org/wiki/Incidents_at_European_amusement_parks) you will notice that there is in most cases always an human error that is involved rather than an mechanical issue (which of course can happen also with bad maintenance) but I don't think the game needs accidents, but more reliability issues and mechanical brakedowns where parts can get updated or need replacement and thus create less breakdowns and improve reliability and general rating. All for a price. Just like magnetic brakes have less wear on the ride then friction brakes.

If a ride breakdowns so often it should have effect on the peeps.
 
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My idea of a career mode would be something of a mix between RCT scenario's and the original Theme Park. In Theme Park you'd purchase park land from around the world and once you've accumulated enough $$ you could purchase new land to start a new park.

So take that and imagine in PC where you have locations you can purchase all over the globe that act as the scenario's. In the beginning, you'd only be able to afford one location that's a small park with the basics which essentially acts as the tutorial level. Once you complete the objectives and have accumulated enough $$ you can return to the globe to purchase the next park/scenario (the more $ you have the more choices available).

I was going to mention Theme Park Inc as having a really good campaign mode. [up]
 
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