Fast track tickets/queues

If your going for realism it's a nice idea, but with any design decision you are trading off one thing for another and I don't see what benefits you get out of this, the volume of guests will still be the same regardless if you had to ques, it would make regular queue even longer if the fast queue block regular guests from entering
 
If your going for realism it's a nice idea, but with any design decision you are trading off one thing for another and I don't see what benefits you get out of this, the volume of guests will still be the same regardless if you had to ques, it would make regular queue even longer if the fast queue block regular guests from entering

You are right on this, even Disney has problems with fast pass, and not all big rides have it (very typical the first year of opening on super big rides), becuase they know the only thing they will create is longer waiting times.

There could be a concession done for people that want a fast pass sytem to appear, but it will not impact gamplay (so not fast pass money, no AI behaviour, etc...), only the "theming side". Letting the player add more than one entrance to your ride (this would also come handy for things like multiple drop towers, where the queue is divided in to four but all go to the same ride, etc...).
The only thing guests will do is choose wich one of the entrance has less people, so it usually be 2 euqal smaller queues, as every time the ride opens it will take the same amount of people from each queue.

Ive done a fast drawn example of how it could work:
multiqueuey6bef.png


You can see two examples, a multi queue were all them are normal (typical of drop tower in real life examples) and a coaster queue with a fast pass queue besides it (I know that the real entrance would be bigger than the fast pass one, this was simplified for the example).

So even if the fast pass line wouldnt really have a gameplay purpose, you can build it as a more realisitic theming for your park, and even guests use it. Of course both queues will have aproximately the same number of people in them, because the guest AI will choose were less people are and the proximity of the entrance to decide to use that queue. You can build a longer queue in the normal entrance, so that, as the fast pass one will be shorter and you cant have that many people in that line, they will infact use the normal entrance instead of the "fast pass" themed one.

And still, in the normal multi queue example, it would look like the real thing, with people choosing the queue to enter based in the people in line and the proximity of each entrance in relation to them.

I think that would be a good concession to have something similar to fast pass queues that the guests still will use (so not like the ones some us made in RCT3, that were only there as theming and couldnt be used, as the game didnt support multi queues). At least it will make parks more reallistic without to much work for Frontier.
 
You are right on this, even Disney has problems with fast pass, and not all big rides have it (very typical the first year of opening on super big rides), becuase they know the only thing they will create is longer waiting times.

There could be a concession done for people that want a fast pass sytem to appear, but it will not impact gamplay (so not fast pass money, no AI behaviour, etc...), only the "theming side". Letting the player add more than one entrance to your ride (this would also come handy for things like multiple drop towers, where the queue is divided in to four but all go to the same ride, etc...).
The only thing guests will do is choose wich one of the entrance has less people, so it usually be 2 euqal smaller queues, as every time the ride opens it will take the same amount of people from each queue.

Ive done a fast drawn example of how it could work:
http://abload.de/img/multiqueuey6bef.png

You can see two examples, a multi queue were all them are normal (typical of drop tower in real life examples) and a coaster queue with a fast pass queue besides it (I know that the real entrance would be bigger than the fast pass one, this was simplified for the example).

So even if the fast pass line wouldnt really have a gameplay purpose, you can build it as a more realisitic theming for your park, and even guests use it. Of course both queues will have aproximately the same number of people in them, because the guest AI will choose were less people are and the proximity of the entrance to decide to use that queue. You can build a longer queue in the normal entrance, so that, as the fast pass one will be shorter and you cant have that many people in that line, they will infact use the normal entrance instead of the "fast pass" themed one.

And still, in the normal multi queue example, it would look like the real thing, with people choosing the queue to enter based in the people in line and the proximity of each entrance in relation to them.

I think that would be a good concession to have something similar to fast pass queues that the guests still will use (so not like the ones some us made in RCT3, that were only there as theming and couldnt be used, as the game didnt support multi queues). At least it will make parks more reallistic without to much work for Frontier.

You're quite the artist aren't you? Well done!! Explains perfectly too...

I like the idea of the fastpass/fasttrack system as a way of generating more money.. And look at it this way:
The ride will process the same number of guests regardless of the presence of a fasttrack (FT) queue. If the FT queue wasn't there in game, the main queue would be longer and move quicker. With it there, there are essentially 2 queues and they both move slower than if there was the one.. but ultimately, the same TOTAL of in-game peeps would be in the queue, it's just processing them slower than having just 1 queue (so the game experience is not compromised this way). The game would need a feature to allow us to include or exclude the FT from it.. Then maybe set limits on how many can be sold?
 
You're quite the artist aren't you? Well done!! Explains perfectly too...

I like the idea of the fastpass/fasttrack system as a way of generating more money.. And look at it this way:
The ride will process the same number of guests regardless of the presence of a fasttrack (FT) queue. If the FT queue wasn't there in game, the main queue would be longer and move quicker. With it there, there are essentially 2 queues and they both move slower than if there was the one.. but ultimately, the same TOTAL of in-game peeps would be in the queue, it's just processing them slower than having just 1 queue (so the game experience is not compromised this way). The game would need a feature to allow us to include or exclude the FT from it.. Then maybe set limits on how many can be sold?

Yep, something like that, basically multi queues are just window dressing to make parks more real, but they fuction the same that normal ones. Frontier could do something with a fast pass system, but at the same time, thats adding more choosing variables to the AI and that could break (or maybe not and it isnt that hard to implement) guest behaviour.
And thanks, I work as an artist on games, but obviously that was done fast and dirty to try to explain it before I went out this afternoon [haha]
 
I haven't been to many theme parks, but I have never seen multi-queue ride how do they work. I have seen a fast-pass queue, but never multiple normal queues?
 
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I haven't been to many theme parks, but I have never seen multi-queue ride how do they work. I have seen a fast-pass queue, but never multiple normal queues?


Usually for drop towers (you could also count any racing coasters in real life, although RCT counts them as two different rides), where you can choose seats as depending of the queue you are in, it can change the view depending of the side of the droptower, the mechanism (space shoot, drop, or mix), and sometimes seats are different depending of the side.

And example of this is Hurakan Condor at Port Aventura, an intamin droptower. The ride was built with 3 different queues (used at the beggining but not use now becuase the management at the park is horrible). 2 queues have 2 vehicles each, while 1 queue has 1 vehicle.
-Queue 1 has 2 cars (number 1 and 2) that use the normal seat mechanism.
-Queue 2 has 2 cars (number 3 and 4), the cars use an stand up special sitting and tilts 15º once it gets to the top.
-Queue 3 has 1 car (number 5), it also tilts 15º once it gets to the top, but it uses the normal sitting from cars 1 and 2.
hurakan-condor-33.jpg


Depending of the side you want, you choose one of the 3 different queues.
Of course Planet Coaster's multi queue (if they decided to add something similar), would only be window dressing to not complicate guest AI behaviour.
 
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Usually for drop towers (you could also count any racing coasters in real life, although RCT counts them as two different rides), where you can choose seats as depending of the queue you are in, it can change the view depending of the side of the droptower, the mechanism (space shoot, drop, or mix), and sometimes seats are different depending of the side.

And example of this is Hurakan Condor at Port Aventura, an intamin droptower. The ride was built with 3 different queues (used at the beggining but not use now becuase the management at the park is horrible). 2 queues have 2 vehicles each, while 1 queue has 1 vehicle.
-Queue 1 has 2 cars (number 1 and 2) that use the normal seat mechanism.
-Queue 2 has 2 cars (number 3 and 4), the cars use an stand up special sitting and tilts 15º once it gets to the top.
-Queue 3 has 1 car (number 5), it also tilts 15º once it gets to the top, but it uses the normal sitting from cars 1 and 2.
http://www.pafans.com/resort/portaventura-park/mexico/hurakan-condor-33.jpg

Depending of the side you want, you choose one of the 3 different queues.
Of course Planet Coaster's multi queue (if they decided to add something similar), would only be window dressing to not complicate guest AI behaviour.
In the Efteling by the attraction: Baron 1898. You have 3 queues. single rider. Front row. Second and thirth row.
 
Single rider must be in Planet Coaster. All big themeparks have Single rides lines. I know no themepark (a big themepark) Without a single rider line.


Spanish theme parks [haha]
Not joking, they are usually at managment, even if they are big and international.

If adding that variable makes AI guest behaviour to do strange things (like the family/group AI in RCT3), better not add singlerider queues, IMO.
As I said, most of my examples work only as window dressing (but that the guests still can use without changing their AI a lot).
 
Single rider must be in Planet Coaster. All big themeparks have Single rides lines. I know no themepark (a big themepark) Without a single rider line.

This makes a lot of sense actually.

The path building menu needs to have the queue section split into 3. Regular queue, Single Riders and Fast Pass. Each section contains the same designs over all paths, so the paving or surfaces all look the same as each other, but there are subtle differences. Normal queue is normal, single rides is slimmer, fast pass comes with a booth at the start, with a turnstyle and an employee checking for passes.
 
This makes a lot of sense actually.

The path building menu needs to have the queue section split into 3. Regular queue, Single Riders and Fast Pass. Each section contains the same designs over all paths, so the paving or surfaces all look the same as each other, but there are subtle differences. Normal queue is normal, single rides is slimmer, fast pass comes with a booth at the start, with a turnstyle and an employee checking for passes.

Yes to everything here!! Although, I'd like to also see slim queue lines too, so that you can wind them in all sorts of places. The fact that they were always the same size as the path was a bit annoying. Then, having slimmer ones would also allow us to pack more queue in to a smaller space..

The split you mention above would only work if peeps come in groups.. If they are alone like RCT1 and 2, then the single rider wouldn't work..
 
Yes to everything here!! Although, I'd like to also see slim queue lines too, so that you can wind them in all sorts of places. The fact that they were always the same size as the path was a bit annoying. Then, having slimmer ones would also allow us to pack more queue in to a smaller space..

The split you mention above would only work if peeps come in groups.. If they are alone like RCT1 and 2, then the single rider wouldn't work..

It seems like there are families in PC though, so they may stick together as a unit and go on rides with each other.
 
This makes a lot of sense actually.

The path building menu needs to have the queue section split into 3. Regular queue, Single Riders and Fast Pass. Each section contains the same designs over all paths, so the paving or surfaces all look the same as each other, but there are subtle differences. Normal queue is normal, single rides is slimmer, fast pass comes with a booth at the start, with a turnstyle and an employee checking for passes.

If it doesnt break peep behaviou this idea is great.
If it does, it could always be implemented more as window dressing. Love the idea of a cast member getting tickets at the beggining of a fast pass path you build.
 
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I hate to revive an old thread but would rather that than create a new one. I'm very much hoping that this will be a feature in the end game

+1
 
We haven't seen any Fast Track Queues in the Dev Dairy #3. But we have seen the queues and the ticketbooths. I think it would be hard to implement the Fast Track to the ticketbooths. But we could not see everything in three Dev Dairies and I'm sure that Frontier has some secrets and hopefully the Fast Track Queue is one of them.
 
Hm, Dev Diary 3 was more focused on telling stories within the game wasn't it? Or am I mistaking that for Dev Diary 2. Either way, hopefully Coasters is coming up soon with it's own Dev Diary so maybe the placing and/or theming of Rides and Queues will be a part of that [yesnod]
 
I really hope this is still a thing they're considering, RCTW missed the boat with this (or queue, i guess), It's a cool feature not just for ascetics purposes, but it does add an extra dimension to your parks financials and management.

If you think about it, guests should really be thinking whether or not its worth paying. If you have an empty park, they should be like "hmmm not worth paying extra for lanes", but should be seriously considering buying passes like that when they're stood, expressing themselves in a queue.
 
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