Inverted coaster sections should add +1.5 to +2.0 to excitement.

Inverted coaster sections should add +1.0 to +2.0 to the overall excitement in those sections. Maybe +1.5 to +2.0 excitement when a train is at a full 180° , and the effect would lessen as the track become less inverted. In reality people do get excited about inversions.
 
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Inversion excitement has much to do with speed and ultimately, Gforce.
Take a vertical loop for example. If entry speed is slow and just enough to make the loop the train hangs at the top.. not exciting, not enough gforce.. If entry speed is quicker and stays within G force limitations, the inversion will get some pretty good excitement. Breaking the Gforce boundary will cause decrease in excitement also..I've seen inversions with 8 and 9 excitement when staying just inside the Gforce boundaries. You may be able to get even higher... Haven't looked at it too closely but, Excitement is primarily processed by G force. Also, more than excitement.. keep a close eye on fear. Fear and nausea have more to do with peeps deciding to ride your coaster
You get the best results with the following G-Forces:

Lateral: <1
Vertical: min -1 / max 6

Try to be faster than 30 km/h and maximize airtime hills. The fun heatmap is a good indicator, try to minimize parts that are <5 fun.

I find that helps!
 
100% agree with OP. Airtime hills pretty much always generate more excitement than any inversion in the game. The only exceptions are elements like pretzel loops and raven turns that register strong negative g-forces which the game then counts as airtime. Sure you can generate 8-9 excitement through most inversions, but you can easily generate 10-11 excitement with airtime hills. Also, taking loops/corkscrews at around 6 G's (which is absurdly strong) seems to generate the best excitement/fear ratings.
 
Also, it's kinda screwed up how when you're making a custom zero g-roll the excitement will be something 9-10 when the train traverses the airtime hill and drops to 7-8 when you twist the track to make it inverted.
 
The problem I have with this indiscriminant addition is If a coaster going 2 mph does a barrel roll it will give you higher excitement rating than doing a straightaway at 50mph. Personally, I think going 50 mph straight would be way more exciting so, I don't like that. There shouldn't be indiscriminant excitement tacked on to a coaster just because it inverts.
 
Inversion excitement has much to do with speed and ultimately, Gforce.
Take a vertical loop for example. If entry speed is slow and just enough to make the loop the train hangs at the top.. not exciting, not enough gforce.. If entry speed is quicker and stays within G force limitations, the inversion will get some pretty good excitement. Breaking the Gforce boundary will cause decrease in excitement also..I've seen inversions with 8 and 9 excitement when staying just inside the Gforce boundaries. You may be able to get even higher... Haven't looked at it too closely but, Excitement is primarily processed by G force. Also, more than excitement.. keep a close eye on fear. Fear and nausea have more to do with peeps deciding to ride your coaster


I find that helps!

In reality, people do find going inverted exciting even if they hang still for a while. I am not basing this on the opinion of one, but that of many. I am only thinking of a small increase. The majority of coaster rider get a small amount of extra thrill from inversions. I know way too many people who love this coaster just because it hangs upside down.
[video=youtube;p_bdZUhEsxQ]https://www.youtube.com/watch?v=p_bdZUhEsxQ&t=6s[/video]
 
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The problem I have with this indiscriminant addition is If a coaster going 2 mph does a barrel roll it will give you higher excitement rating than doing a straightaway at 50mph. Personally, I think going 50 mph straight would be way more exciting so, I don't like that. There shouldn't be indiscriminant excitement tacked on to a coaster just because it inverts.
I am not talking about adding to the overall score, just a small bump of excitement on inverted sections. I am basing this on a general consensus, not on the opinion of the minority. Ask any 8 year old who went upside down for the first time. They act like they just discovered the lost golden city of El Dorado. Most of my friends like rides that hang them upside down for a period of time. I am not a fan of long hand times, but I am in the minority. I am not even basing this on my opinion.
 
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The problem I have with this indiscriminant addition is If a coaster going 2 mph does a barrel roll it will give you higher excitement rating than doing a straightaway at 50mph. Personally, I think going 50 mph straight would be way more exciting so, I don't like that. There shouldn't be indiscriminant excitement tacked on to a coaster just because it inverts.

I don't think it would be a problem.
That 2mph coaster is starting the inversion with an excitement rating close to 0. The inversion bonus would bump this to an excitement of 2.
The 50mph coaster is starting the inversion with an excitement rating already quite high. Let's say it's late in the coaster, the huge drops are long gone, you'd be starting the inversion at about 5 or 6. The inversion bonus would bump this to an excitement of 7 or 6.

I would even argue that the bonus could be weighted in order to boost low value coasters more than high value ones : it would create much more believable reactions to slow rolls like the B&M Wing coaster's dive rolls (just after a lift hill start the ride with a slow half-inline-roll and dive upside down into a half loop.

The indiscriminant bonus would work very similarly to the head-chopper bonus : you get the bonus once relative to the base value without the element, but the bonus does not cumulate with itself.
 
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So just build a rollercoaster entirely upside down and have an extra 2.0 added to your excitement. No thanks.

Really guys.. Excitement is not the primary key to building a Rollercoaster in this game. Most importantly, you need to keep Nausea and Fear levels within peeps tolerant levels. Ultimately that will give you a much better rollercoaster that peeps will enjoy and you will earn $

If your excitement is 10 but your fear is over 5, only extreme teenagers will ride the ride. Excitement really doesn't factor that heavily into deciding if the peep rides the ride so adding an indiscriminant amount of excitement to your ride really in all fairness isn't going to do much anyway.
 
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So just build a rollercoaster entirely upside down and have an extra 2.0 added to your excitement. No thanks.

Really guys.. Excitement is not the primary key to building a Rollercoaster in this game. Most importantly, you need to keep Nausea and Fear levels within peeps tolerant levels. Ultimately that will give you a much better rollercoaster that peeps will enjoy and you will earn $

If your excitement is 10 but your fear is over 5, only extreme teenagers will ride the ride. Excitement really doesn't factor that heavily into deciding if the peep rides the ride so adding an indiscriminant amount of excitement to your ride really in all fairness isn't going to do much anyway.

I don't know how you design your coasters, but mine have absolutely no problems with fear and nausea.
I tend to build coasters with quite low height with moderately low speed, and thus rely on tight twists, turns and inversions to bring excitement up.
The all upside down coaster is a stupid idea. The fear and nausea ratings would explode at the first drop. But if the game did acknowledge the inversions : small inversions would be rewarded properly with a balanced amount of excitement, fear and nausea. Contrarely to the current system where the inversion is pretty much transparent.
 
On the other end of the spectrum I tend to build my coasters very tall and very fast and have no zero problems with fear and nausea. If you build coasters somewhat realistically you're likely to have bigger problems ramping up fear and excitement than curbing fear and nausea. 80% of them end up with sub 4 fear and sub 1 nausea. Absolutely none of them have fear above 5 or nausea above 1.5.

This discussion also reminded me of the holding brake in the dive coaster which generates large amounts of excitement and fear while the train sits on the brake despite no speed or extra g-force. This makes sense to me as it is an excitement feature of the roller coaster. However, this doesn't happen while a train is hanging upside down in a loop for example.
 
I don't know how you design your coasters, but mine have absolutely no problems with fear and nausea.

I don't have problems with fear and nausea on my coasters either, and the peeps love my rides and that is the point. Ultimately you are trying to get the peeps to ride your rollercoasters and excitement isn't the key factor. Adding indiscriminant boots to excitement just because a coaster inverts is pointless.

I tend to build coasters with quite low height with moderately low speed, and thus rely on tight twists, turns and inversions to bring excitement up.

Why would you build rollercoasters this way? Who wants to ride that? Personally, that is boring and should be rewarded as so. (Magic Mountain had a ride like that.. it was so boring I cant remember the name.. They demolished it.) Speed contributes to G-force. Add more speed to your boring low speed tight twist inverted rollercoasters and excitement will in fact increase, as it should.

The all upside down coaster is a stupid idea.
Yep, and should not be rewarded with inverted bonuses.

But if the game did acknowledge the inversions : small inversions would be rewarded properly with a balanced amount of excitement, fear and nausea. Contrarely to the current system where the inversion is pretty much transparent.

Disagree. Its not transparent. Add speed. Going slow with little height and relying on tight twists, turns, and inversions should not be as exciting as going fast through the same things. Use proper speed in your inversions and you will be rewarded with increased excitement.

No matter how you crack it, its still the same point I've made 3 times now. Fear and Nausea are so much more important than Excitement. Try this... go build a family rollercoaster (ie... wooden, giga) that has a high excitement but the fear is over 5.. tell me how many peeps you get to ride it. Family groups will not ride it (oops why did I build a family rollercoaster?), and only the most adventurous adults will. Primarily only teenagers will ride it so basically, you've just shot yourself in the foot for making a super exciting family rollercoaster with too much fear. If you're lucky and your fear isn't too crazy, maybe half the peeps in the park will ride it. Now go make a Wendigo with a low excitement rating and a low fear factor. Watch what happens to the queue.

Granted, those are not inverted rollercoasters and inverted rollercoasters attract only adults and teens but the point I'm trying to make here is adding a tiny +2 excitement to one section of track is not going to make much difference to the overall excitement of the ride, and ultimately not going to affect the decision making of the peeps in your park.

I think the excitement rating system is fine. There is absolutely no reason to add indiscriminant amounts of excitement to inversions for making slow boring rides.
 
I don't think you're getting the point. People wouldn't abuse this addition (if it ever happens) as much as they do with current tricks. I think that what most people are saying is that, say a coaster is going 10 mph on a straight piece of track, and an excitement of 3. But if they track does a small roll (without changing speed) it would get it's excitement boosted on the upside down portion to a 4.5, or whatever. Also about the low to the ground coaster, I don't think they meant at the ground going slow the whole time. When coasters go 30mph but on a tight turn, you feel like you're going faster. Rather than a big coaster with tons of air time.
Sorry if I offended anyone.
 
No offense taken. However, I don't think you are getting the point I've said 4 times now.

Fear and Nausea are what you need to worry about. Not excitement. Adding a little excitement bonus to an inversion (which happens if inverted at proper speed/g-force BTW) isn't going to attract more peeps to your ride.
Not only that, going upside down at 10mph should not be rewarded over going 35 mph straight. About the same in excitement in my book. Just because you hang upside down should not contribute to the rollercoasters overall excitement rating. Use proper g-force and you will be rewarded [up]
 
I'm not talking about in game strategies to earn money, I'm talking about realism. In reality most people would have fun hanging upside down going 10mph versus riding flat 10mph. And I never said there should be more excitement on that versus going straight 35mph, because yes, that would be and is fun also, and the game rewards so.
 
the game doesn't reward you for 35 mph straight. Try it sometime your excitement level will drop.
 
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This thread is about the game and game strategy. Adding a boost to excitement for a rollercoaster in Planet Coaster that does inversions will change peoples building strategies weather you think so or not.

35 straight does cause loss in excitement in this game, as does going slow and inverting. And ultimately it doesn't matter because fear and nausea are what you need to worry about in this game. Not excitement.
yes its good to have a green excitement level coaster but its not "the change all end all" decision peeps make deciding to ride a rollercoaster.

In reality, I've ridden a rollercoaster like that.. Had to look it up. Flashback at Magic Mountain. It sucked. slow, tight turn inverted hot mess. Most everyone hated that ride. Magic Mountain ended up shutting it down, due to lack of riders.
https://www.bing.com/videos/search?...F877D02535163B1555B2F877D02535163&FORM=VRDGAR
 
Curious as to what you think of the hold brake on the dive coaster that generates large amounts of excitement/fear while stopped at a 90 degree angle. Because there is no speed and no g-force difference from being at the ground at rest. I guess you think this should be a low excitement / low fear part of the ride. If you want to talk about game strategy do you think it is good that the optimal coaster design uses nothing but airtime hills? Oh and btw excitement does matter in this game just not as much as other variables. From most important to least important in terms of profitability, it probably goes something like length, scenery, queue design, location in park, fear, excitement, nausea. Nausea only matters if you're pushing into the orange which I never come close to doing.
 
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I think the hold brake on a dive coaster should increase in ratio to the height of the drop and so should fear. That is the entire purpose of the brake after all. It should not be generating excitement or fear if its on the ground. the optimal coaster design? says who? One of my optimal coasters from a game strategy has 5 inversions and a very fast throughput with low fear and a decent excitement pushing peeps through the queue like cattle to slaughter.
 
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