Flat Ride bases, how big is too big?

Over the years we’ve seen improvement of the size of the flat ride bases in Planet Coaster 1. They were massive at launch, and over the years with DLCs they became a lot more manageable. So my excitement to have a normal sized teacups with high but I was met with great disappoint.

Why is the base so massive? Why is the ride so small compared to it? The actual ride itself is engulfed by the massive base, which it turn kind of makes it seem like it’s not meant to be viewed up close by guests. It’s… sad and lonely. Real life versions of this ride system have the fencing right against the platform.

Hopefully the Devs see this and make adjustments. I want the teacups to be up close to add energy to the parks, not be far away from everyone.

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Planet Coaster 2
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The entire time I was watching (and rewatching) the reveal video yesterday I was so overwhelmed with joy at all the possibilities that have been made possible ... except for two occasions. One was the mention that confirmed the dreaded power supply management requirements (HATE this in PlanZoo especially the negative impact radius even if hid behind walls in a building) and the other seeing how the teacups footprint has remained the same significantly large size. It is a development build work in progress that was show so technically anything and everything is subject to change(s) so I have hope for adjustments to be made to at least make these 2 points better overall for the player (because games should be fun and not aggravating to play :) ) Even the suggestion I had made for the footprints I feel like would be a somewhat easy thing to implement and be a good way to lower the real estate needs for the rides.
 
In PC1 I'll usually use the path controls to turn a ground-level flatride's footprint invisible with no kerb or fence -- I'll be unhappy if the equivalent of these options aren't available in PC2. Given that, I've seldom had trouble with the footprint sizes, when they're on dirt.

Elevated or over water is a different issue -- the wide footprints are so annoying when you're trying to create an immersive experience, only to have a vast expanse of solid base get in the way. I'd like to see this done better, like the ability to turn the base's visibility off completely -- this would seriously improve customizability!
 
I think the main problem is the huge path circle around the ride. If guests just walked between the teacups to their seats the big path circle around it wouldn't be needed,but that might be hard to programm.🤔
 
Surely it wouldn't need a coding overhaul to reduce the size of the ride footprints and while we're on the subject, the coaster stations.

I know they made the stations how they did in Planco 1 so people could easily build on the 4m grid around them. But please don't limit us to that.
On yesterday's deep dive, we saw an Arrow Looper with a 4 car train that could have probably fitted about 10 times on the footprint of the station. Why is there so much width on the side of the station when both the ride entrance and exit were on the other side? Even if the exit was on the opposite side to the entrance, there was still approx 2m of extra width on top of the ample width for a walkway which was already there. And why are the lanes that separate the air gates soooooo long. They're all long enough to fit about 6 guests even though most coasters have 2 or 4 per row. More wasted space.
Please Frontier, give us the option for smaller, more realistic footprints on our rides
 
Surely it wouldn't need a coding overhaul to reduce the size of the ride footprints and while we're on the subject, the coaster stations.

I know they made the stations how they did in Planco 1 so people could easily build on the 4m grid around them. But please don't limit us to that.
On yesterday's deep dive, we saw an Arrow Looper with a 4 car train that could have probably fitted about 10 times on the footprint of the station. Why is there so much width on the side of the station when both the ride entrance and exit were on the other side? Even if the exit was on the opposite side to the entrance, there was still approx 2m of extra width on top of the ample width for a walkway which was already there. And why are the lanes that separate the air gates soooooo long. They're all long enough to fit about 6 guests even though most coasters have 2 or 4 per row. More wasted space.
Please Frontier, give us the option for smaller, more realistic footprints on our rides
Absolutely agree. One of the biggest oversights of planco 1 and 2 are those enormous stations and footprints. I guess it's so we can easily build with walls around them,but I personally don't necessarily need that. Trust our creativity and make them smaller or at least give us that option. Speaking on the topic,more variety would be needed as well. River Rapids should have turntable stations available. Many coasters have conveyor belts now. It bugs me that we are still stuck with this one giant type of a station.😅
 
Just bumping this.

I was really hoping we would start seeing the pads being smaller by now with the rebuilt attractions from PC1, but it seems they're still using these huge pads for flat rides. Please Frontier, start reducing the size of these bases in future rides.
 
Surely it wouldn't need a coding overhaul to reduce the size of the ride footprints and while we're on the subject, the coaster stations.

I know they made the stations how they did in Planco 1 so people could easily build on the 4m grid around them. But please don't limit us to that.
On yesterday's deep dive, we saw an Arrow Looper with a 4 car train that could have probably fitted about 10 times on the footprint of the station. Why is there so much width on the side of the station when both the ride entrance and exit were on the other side? Even if the exit was on the opposite side to the entrance, there was still approx 2m of extra width on top of the ample width for a walkway which was already there. And why are the lanes that separate the air gates soooooo long. They're all long enough to fit about 6 guests even though most coasters have 2 or 4 per row. More wasted space.
Please Frontier, give us the option for smaller, more realistic footprints on our rides
I don't like these massive footprints either.
For the airgate lanes, I would like to see two trainloads queuing there...
 
It's frustrating that this hasn't been addressed from the start. It was always a pet peeve of many players in PC1, so one would THINK they were aware of it. Still playing PC1 myself, needed a small flat ride to ride inside a building to attract peeps...NOTHING was small enough because of the massive footprints on even fairly small rides...
 
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Flat ride footprints were something I was hoping would have been changed from the beginning because of how much real estate they take up for the most part. I even made a post that included a suggestion that would have been able to slim down these bases... see the following: https://forums.frontier.co.uk/threa...planco-rides-including-footprint-idea.626863/ I don't believe I have seen one thing from PC (and PZ inspired) that has been actually improved upon without minimally taking away features. Yes, the pathing system has opened up new possibilities but the ability to remove curbs and to easily create the narrower paths has been left out. Most things that have carried over suffer from texture issues or animation issues or broken by bugs. I can't understand why they wouldn't just keep the wonderful basics of the previous planet games and then actually improve upon them in ways as well as add the cool new features like water parks... instead of this not even half baked concoction that leaves so much more to be desired. The amount of opportunity and potential that is being missed with this game is just staggering. I am a very detailed oriented person and this game fails in this aspect with the details being missed. :cry:
 
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