Had this posted in a the CHC forum. Moving it over here for more visibility
With this being alpha phase 1, what is the status currently in the alpha on crowd simulation? Are there new features still in works that are disabled or not in place yet?
As of now, I dont see true crowd simulation in a sense of the core piece of "Park Management"
The number of peeps in your park seem to be based on the number of attractions which is not realistic. One of the core aspects of theme park management is crowd management itself.
Here are some items I'm hoping are in the works
Guests come to your park in random numbers based on the popularity of your park. As a result, this could lead to over crowding, long queue lines, and disgruntled peeps..Especially on a hot day. To manage overcrowding, some of the things parks do are build more attractions, build higher capacity attractions, or add capacity to an existing attraction (More trains on a coaster, etc). In addition, you could expand your queue lines and add interactive themes/content to keep your guests occupied as they wait in line.
Other more last resort methods parks use to improve wait times is limit capacity into the park. While difficult to implement here since it is a single park, Disney for example has several phases. Phase 1 capacity reaches X; no more single park ticket holders are allowed to enter. Phase 2 capacity reaches XX; no more single park or multipark passes are allowed into the park. Phase 3 capacity reaches XXX; no more single, multipark passes, or season passes are allowed into the park. Phase 4 capacity reaches XXXX, all further entries to the park are suspended.
These are some examples and not necessarily what I'm suggesting be implemented...But some form of crowd simulation should be in place needing action from the player.
- - - - - Additional Content Posted / Auto Merge - - - - -
One other aspect of this is lets say you have one area of your park that is overcrowded due to having high ticket value attraction in that area. To disperse the crowd throughout your park, you need to build other high ticket value attractions on the other side of your park to improve queue times in the other area.
With this being alpha phase 1, what is the status currently in the alpha on crowd simulation? Are there new features still in works that are disabled or not in place yet?
As of now, I dont see true crowd simulation in a sense of the core piece of "Park Management"
The number of peeps in your park seem to be based on the number of attractions which is not realistic. One of the core aspects of theme park management is crowd management itself.
Here are some items I'm hoping are in the works
Guests come to your park in random numbers based on the popularity of your park. As a result, this could lead to over crowding, long queue lines, and disgruntled peeps..Especially on a hot day. To manage overcrowding, some of the things parks do are build more attractions, build higher capacity attractions, or add capacity to an existing attraction (More trains on a coaster, etc). In addition, you could expand your queue lines and add interactive themes/content to keep your guests occupied as they wait in line.
Other more last resort methods parks use to improve wait times is limit capacity into the park. While difficult to implement here since it is a single park, Disney for example has several phases. Phase 1 capacity reaches X; no more single park ticket holders are allowed to enter. Phase 2 capacity reaches XX; no more single park or multipark passes are allowed into the park. Phase 3 capacity reaches XXX; no more single, multipark passes, or season passes are allowed into the park. Phase 4 capacity reaches XXXX, all further entries to the park are suspended.
These are some examples and not necessarily what I'm suggesting be implemented...But some form of crowd simulation should be in place needing action from the player.
- - - - - Additional Content Posted / Auto Merge - - - - -
One other aspect of this is lets say you have one area of your park that is overcrowded due to having high ticket value attraction in that area. To disperse the crowd throughout your park, you need to build other high ticket value attractions on the other side of your park to improve queue times in the other area.