Flat Ride Sequencing....

I just started messing around with some sequencing on flat rides.

I noticed I was able to remove two sequences from the Forge to make the ride quicker (hence more people can ride, and hence they can PAY ME FASTER (haha)), yet, I didn't have to reduce the price of the ride at all to get the peeps to ride the shortened version. Once I changed the sequencing I made a very nice profit on the Forge (whereas I was breaking relatively even before the changes).

Whereas, if I remove one of the two sequences for the Teacups ride, peeps will not ride the ride unless I drop the price dramatically and I started losing money.

Maybe it has to do with the amount of sequencing for each specific ride? The forge had a bunch of sequences and if I remove a couple, the peeps don't realize that it's a shorter ride? Yet, the Teacups is two sequences so peeps realize it's half as long of a ride if I remove one of the sequences?

Has anyone ever extensively tested the flat ride sequencing to figure out the min/max values for efficiency and profitability? If so, is there a listing somewhere?

How about your experiences? Do you have any tips for the various flat rides? What's worked best for you?
 
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Slightly off topic, but I';m curious if anyone has noticed more or less breakdowns on higher or lower sequenced rides.

I was thinking the other day I miss the mechanic from Sim Theme park where you could speed up a ride, or give it more time, but it affected maintenance. A ride that you told to go faster would be just as fun, if not more fun, but take less time, but also break down much faster. A ride you told to go slower would be just as fun, but more satisfying because you rode it longer, and break down slower.

It's not quite the same, as adding sequences isn't "speeding up" the ride, it's just making it take longer before it stops. Same with removing them, it just makes it stop earlier.

Does adding ride sequences make the ride break down more? Or make it break down less? Or anything like that?
 
I haven't played with it all that much but I love your tip for the Forge ride I must try that.

From what little I've seen it seems to depend whether its a ride that has multiple options for animations like Forge or Cube, or if it's a ride that has just one animation (or very similar variations i.e. clockwise/anticlockwise) like Psychola or Teacups.

The guests don't tolerate the rides with 'simple' sequences being cut short but you can play around with the sequences where there are more options.

What I'd like to test out when I get chance is what impact do the different animations have on the ride ratings? For example - the Cube ride is very nausea inducing (and always needs a first aid stall near it). Is there a particular animation in the sequence that is much more nausea inducing than the others that I can take out and reduce the nausea rating of the ride?

Edit - FMX yes I definitely noticed this in the Monolith scenario. The Cube ride in particular broke down much less frequently if you chopped out one of the animations from the sequence.
 
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Slightly off topic, but I';m curious if anyone has noticed more or less breakdowns on higher or lower sequenced rides.

I was thinking the other day I miss the mechanic from Sim Theme park where you could speed up a ride, or give it more time, but it affected maintenance. A ride that you told to go faster would be just as fun, if not more fun, but take less time, but also break down much faster. A ride you told to go slower would be just as fun, but more satisfying because you rode it longer, and break down slower.

It's not quite the same, as adding sequences isn't "speeding up" the ride, it's just making it take longer before it stops. Same with removing them, it just makes it stop earlier.

Does adding ride sequences make the ride break down more? Or make it break down less? Or anything like that?

Yes, adding more sequences increases the likelyhood of breaking down. It was in a dev diary/stream at some point.

In regards to OP. I haven't however I have found that I could increase ride prices without affecting the sequence so if you took the Forge as an example, add $5 they still ride it. So I guess it does make a difference however at moment you can go either way from the happy medium maybe on that ride particular?
 
Maybe you can do both - shorten the sequence and increase the price. Double whammy profit boost.

Given how much I like making profit I know what my next experiment will be!

It does go to show that there's more than one approach which is the beauty of games like this.
 
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I haven't played with it all that much but I love your tip for the Forge ride I must try that.

From what little I've seen it seems to depend whether its a ride that has multiple options for animations like Forge or Cube, or if it's a ride that has just one animation (or very similar variations i.e. clockwise/anticlockwise) like Psychola or Teacups.

The guests don't tolerate the rides with 'simple' sequences being cut short but you can play around with the sequences where there are more options.

What I'd like to test out when I get chance is what impact do the different animations have on the ride ratings? For example - the Cube ride is very nausea inducing (and always needs a first aid stall near it). Is there a particular animation in the sequence that is much more nausea inducing than the others that I can take out and reduce the nausea rating of the ride?

Edit - FMX yes I definitely noticed this in the Monolith scenario. The Cube ride in particular broke down much less frequently if you chopped out one of the animations from the sequence.

It certainly seems as though it depends on the amount of sequences whether or not you can "mess" with it and still remain profitable. I messed with the WhirlyRig last night as well and you can adjust the sequences (remove) and still raise the price and make more money. That's a great tip about the breakdowns!! Good question and good answer!

Yes, adding more sequences increases the likelyhood of breaking down. It was in a dev diary/stream at some point.

In regards to OP. I haven't however I have found that I could increase ride prices without affecting the sequence so if you took the Forge as an example, add $5 they still ride it. So I guess it does make a difference however at moment you can go either way from the happy medium maybe on that ride particular?

Again, ty for the info on breakdowns and sequencing. You are right. You can raise the price dramatically and still get people to ride the forge. There IS a happy medium and since I've only messed with a couple of the flat ride sequences, I can only assume it's the same for other rides (again dependent on the amount of sequences). It's important to balance queue length as well to the sequencing so you can keep the queue as small as possible while also increasing throughput and profit. Many peeps love the appearance of the "shorter queue length".

Maybe you can do both - shorten the sequence and increase the price. Double whammy profit boost.

Given how much I like making profit I know what my next experiment will be!

It does go to show that there's more than one approach which is the beauty of games like this.

You can do both for sure, again, depending on the ride and the amount of sequences the default ride is setup for. Also, be aware there is a "reset to default sequence" button in case you mess it up badly and need to revert your changes. :)
 
The price cap people are willing to pay to ride flat rides is largely based on total ride duration, not excitement and such.

People will pay a fair bit more for longer rides, and almost nothing for short rides.

I tested this with the Wild Blue (1 main sequence vs 2 (default) vs 3), which gave a ticket price of ca 3-5$ - 8-11$ and 16-18$ respectively.
Same with the Venetian Carousel, where by default peeps are willing to pay 5.50$ (duration is 110s, for Spin + Spin Fast + Spin), 6.50$ for Spin x6 (duration 139s) and not even 1.50$ for Spin x1 (duration 46s).

Noticed the same with other rides too, like the drop tower I keep forgetting the name of, where in some cases peeps were willing to pay up to 20-ish or so dollars if you just let them drop twice.

Another examples are short coasters will disproportionately high excitement values.
You'd think based on the stats that it'd be the most amazing thing ever right? Kinda like how it worked in literally all of the old games?
Nope. Low ride duration = lower ticket price.

Aside from that, I haven't messed too much with mixing/randomizing the ride sequences themselves.
Sometimes rides have sequences that aren't actually used by default, but aside from marginally changed excitement/fear/nausea levels, the max ticket prices still mostly seem to be based on duration rather than stats.

Some rides default prices aren't balanced evenly among one another also.
So sometimes you can build a ride and the ticket price will be around 1-2$ below the "cap" (ie the sweet spot where they don't say "X is really good value!" or "X is really expensive!"), and sometimes it'll be more, meaning that you can sometimes remove one ride sequence without having to lower price (presumably why you could remove one sequence from Forge at no loss).
 
The price cap people are willing to pay to ride flat rides is largely based on total ride duration, not excitement and such.

People will pay a fair bit more for longer rides, and almost nothing for short rides.

I tested this with the Wild Blue (1 main sequence vs 2 (default) vs 3), which gave a ticket price of ca 3-5$ - 8-11$ and 16-18$ respectively.
Same with the Venetian Carousel, where by default peeps are willing to pay 5.50$ (duration is 110s, for Spin + Spin Fast + Spin), 6.50$ for Spin x6 (duration 139s) and not even 1.50$ for Spin x1 (duration 46s).

Noticed the same with other rides too, like the drop tower I keep forgetting the name of, where in some cases peeps were willing to pay up to 20-ish or so dollars if you just let them drop twice.

Another examples are short coasters will disproportionately high excitement values.
You'd think based on the stats that it'd be the most amazing thing ever right? Kinda like how it worked in literally all of the old games?
Nope. Low ride duration = lower ticket price.

Aside from that, I haven't messed too much with mixing/randomizing the ride sequences themselves.
Sometimes rides have sequences that aren't actually used by default, but aside from marginally changed excitement/fear/nausea levels, the max ticket prices still mostly seem to be based on duration rather than stats.

Some rides default prices aren't balanced evenly among one another also.
So sometimes you can build a ride and the ticket price will be around 1-2$ below the "cap" (ie the sweet spot where they don't say "X is really good value!" or "X is really expensive!"), and sometimes it'll be more, meaning that you can sometimes remove one ride sequence without having to lower price (presumably why you could remove one sequence from Forge at no loss).

That is great information Replica! Thank you so much! Of course, I am going to be continually testing these sequences to make sure I am doing the best I can with what the park is asking of me. :)
 
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