Designer or Tycoon

I definitely want something challenging for this game. None of the RCT games challenged me from a money/management perspective. At one point in time you could have enough guests rolling in that you could have an over abundance of staff (enough handymen to build an army) and still be making quite a large sum of $$$s. The only challenge became the actual map itself (Rainbow Valley and Ivory Towers in RCT1 for example), but money was almost never an issue. Build some small rides to attract guests, get some shops going (the information kiosk was a huge money maker), and you were already seeing a good cash flow.

Honestly it's near impossible to have a negative cash flow coming in (aside from the months when you build a huge ride)
 
RCT3 had three objectives but they were stair steps that built on each other. The top one was no harder than the first one it just took a little longer.

i would still like to see three for each scenario but have them be completely separate from each other. an easy, medium and hard. With the hard being a very long term objective.

Of course Sandbox mode for those that don't like the management part. But some of us are Civ players and like to play the long game. But sometimes we might want to have one that can be played in an evening.
 
I'm really enjoying this thread.

The management aspect of these types of games is definitely what keeps me interested, far beyond the creative side of things. Do you think they will use research as a part of the management game - for example, you need to research different types of coasters, flat rides, transport rides etc?

I'm sure there will be those who want everything open and available from the outset (but hopefully that's what sandbox is for), but I always think its more fun when you have to work for it. I'd really like a robust research requirement, perhaps having to hire a team of researchers/designers who you base in an admin building.

I'd also been keen for a more complex staff training element; they've shown in videos that poorly trained staff (entertainers, shop workers and security guards so far) can have a negative impact on the guests, so seems like they are definitely exploring this.
 
I'm a designer and a tycoon.

I love designing a park but I hate if I don't get what I trying to make. On that moment I go MAD! [haha]
So I go to the Tycoon aspect of the game if I go mad.
 
Well personally i'm only a designer. I'm all for managment and simulation as long as I can disable everything in sandbow. (NO VOMIT option PLS!)

IDEALY,sandbox should give you the option to turn off sickness, ride breaking down, and trash. It should also allow you to chose only some of those option. Example, I want my peeps to still be sick but not vomit on the floor.
 
I'm really enjoying this thread.

The management aspect of these types of games is definitely what keeps me interested, far beyond the creative side of things. Do you think they will use research as a part of the management game - for example, you need to research different types of coasters, flat rides, transport rides etc?

I'm sure there will be those who want everything open and available from the outset (but hopefully that's what sandbox is for), but I always think its more fun when you have to work for it. I'd really like a robust research requirement, perhaps having to hire a team of researchers/designers who you base in an admin building.

I'd also been keen for a more complex staff training element; they've shown in videos that poorly trained staff (entertainers, shop workers and security guards so far) can have a negative impact on the guests, so seems like they are definitely exploring this.

One thing I really didn't like about research was the breakdown of scenery and building section s. 800 dollars and three months and you learn how to make a 1/2 height brick wall.
 
I really loved the RCT1 scenarios and the challenges they gave you but some were rather easy and didn't take long to beat so I would definitely like to see some scenarios that will take a long time to achieve. The management side of this was rewarding when you were able to build a park that finally operated in the black as it gave you a sense of achievement. I also have a creative side so I like to build great looking areas with themed rides and so on, being able to have both would be great. What I mean by this is that some scenarios were achievable if you only focused on generating money so the creative side was less important as far as beating the winning conditions but the flip side was the x-amount of park guests that would require your creative skills to come into play to achieve in the allotted time frame. A strong mix of both would be my choice, a scenario editor is also a huge want so I could set my own winning conditions. Throw in a sandbox mode with a few options such as with or without finances and other restrictions would be awesome.

One thing I did really enjoy with RCT3 was the options you had with selling food or items, you could turn one burger into various ones by adding or removing different items, drinks were also the same and you could sell various colors of balloons that you could see all around your park. I would be really excited to see a huge amount of options again in these areas as it adds to the management side of the game. Maybe some more depth here as well where you need to purchase stock for all your shops, also in other areas such as park advertising there could be more options than we have seen in the past, from memory there were some fairly generic options for advertising so being able to customize your advertising budget and where you advertise would be awesome.

Ticket prices could also have much more depth, RTC1 was fairly straight forward with one price fits all which was great at the time but I would like to see the ability to make varying ticket prices for different age groups, social groups and yearly, month, week or 2 or 3 day passes maybe. This would definitely create a much more robust approach to finances and management in general. All in all more depth and options is my vote for the management side of things and also maybe a park that actually closes at night and reopens in the morning with peak times of the day, week and year and maybe a holiday calendar that allows you to target certain times of the year with promotions, etc. Hmmm, more depth please, more depth. [yesnod]
 
Oh we are going to get it. Every time they talk about the game as a whole and not a specific Alpha release the talk about the management. They did RCT3 and this one is set to be more robust.

As far as the funds go I just want it to be balanced to make it a fun. It doesn't matter to me what units they use. I wouldn't care if the made up their own currency. But I know that comes from the fact I'm a board game hobbiest and I'm used to games using all kinds of currency.

I always set RCT3 to some weird currency so that flat rides costed like 100 000
 
I never used scenery in RCT3 for that reason.

I did for the scenario "La La Land" (ARGGH), but that was it.

I have to say, I'd be rather sad if they didn't include some sort of "career" mode. I can't imagine they won't though.

I'd also like a much harder set of rules. As far as I remember, RCT 2 had time limits didn't it? "Reach 1200 guests by April Year 4" or something.
 
Back
Top Bottom