Track Rides

So I'm building a track ride (non-transport) and I'm trying to increase the excitement and fear. I've added loads of special effects with triggers but they don't seem to have much of an effect. What do I need to do to make these type of rides fun?
 
I could be wrong but I dont think triggers do anything to the excitement so there really isnt much you can do
 
Some triggered special effects seem to have an effect on the ride, like fire.

On the other hand, seems that long circuits with a lot up & downs at high speed increases those values.
 
So I'm building a track ride (non-transport) and I'm trying to increase the excitement and fear. I've added loads of special effects with triggers but they don't seem to have much of an effect. What do I need to do to make these type of rides fun?

Track rides are just like coasters when it comes to what influences their stats. In fact, the game treats them (and even transport rides) as "coasters" if you make work rosters including them. So basically, to amp excitement and fear, you need speed and frequent, rapid changes in direction.

No track ride can be set for more than 15mph and they can't bank more than 5^, let alone loop. So do what you can within those parameters. Max the speed, use frequent harsh zig-zags, and bank all turns 5^ outboard, which makes the zig-zags even more harsh. But hey, you're only doing 15mph so how harsh can it be? Also include as many headchoppers as possible. By doing such things as much as you can, you can get excitement up well over 5. My best so far is 5.9, ALMOST green there. Fear is 3.something, nausea 1.something. I might could break the 6.0 excitement barrier with a bit more effort.

But guess what? A 5.something excitement and a 3.something fear is actually the best possible set of stats for any ride in the game. It's very attractive to all demographics so will always have a long queue, provided the scenery is 100%, and you can charge about 2x the ticket price for such a ride as you can for a massive all-green coaster that costs you 3x as much to build.

Just don't fall into the trap of adding more and more cars. You're limited by the time it takes to offload the previous customers and load the next batch, so adding more cars above that point only hurts excitement and fear because cars at the end of the ride have to wait in line to unload. You only want enough cars so that 1 leaves the station just as the next is arriving, and no cars wait to unload.
 
But guess what? A 5.something excitement and a 3.something fear is actually the best possible set of stats for any ride in the game. It's very attractive to all demographics so will always have a long queue, provided the scenery is 100%, and you can charge about 2x the ticket price for such a ride as you can for a massive all-green coaster that costs you 3x as much to build.

Such a shame that this is the way it is... :(
 
Such a shame that this is the way it is... :(

Well, yeah, but it's something I'm sure will get adjusted in the near future. The game has a very complex system of many inter-related variables that make peeps decide what to do. It has to be complex to allow players to come up with many different strategies to accomplish the basic goal of not going broke. But all the variables have to be balanced. It's totally expected that in a game this new, with a small dev team, the balance is going to be a bit off to start with and produce strange or undesirable results. But I figure that once the devs are happy with the stability and actual bug-related state of the game, they'll turn to on balancing the peep behavioral system.
 
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