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First off I would
just like to say Intensity is bad and Excitement is good! The more intense
the ride the less appealing and will guest are to go on the ride, however
the more exciting the ride the more prone the guests are to ride it.
If the excitement and the intensity are almost the same for expample
Intensity = 6.8 Excitement = 6.3 then you will have some gusts
that won't ride it because the say it is too intense and others will
love the ride. If the intensity level of the ride exceeds 7 you can
more than likely say good bye to that ride design. And by making the
intensity high this automatically causes the excitment rating to drop.
I once had a coaster that had an intensity rating of 13 and automatically
the rides exitement droped below 3, needless to say I hade to completely
demolish my ride.
Things
that cause a high intensity rating are; sharp turns (non-banked),
high positive G's, tons of inversions (over 3 is probably to many),
and ultra high hills and drops. The absolute highest I ever make my
drops is 30 I will never make them any higher because it is no use.
I have however had coasters that had more than 3 inversions and the
peeps loved it the thing was was that they were'nt flying through them,
thats what causes positive G's, Speed + Turns, Inversions, and sudden
drops or hills. Basically Posite G's are the root of all evil in RCT
however gusets love negative G's. I don't know if you have ever ridden
a roller coaster but negative G's is the feeling of being weightless
(floating). Some inversions have different "G" ratings you
can try out all the inversions you can think of and find the ones that
are the best for your guests, but remember don't make them "fly"
frough them. Also I always bank my turns, there is hardly ever a time
when I have non-banked turns, banking turns cause -positive G's and
thats a good thing.
Making
a Higher Excitment isn't
all that hard once you get the hang of making a low intensity, by just
doing the things that are listed above you will make a great coaster,
here is an example of what a great coaster might consist of: A long
station platform to start off, then a gradual incline that does not
exceed 30 ft. in height, a gradual drop at first then an inversion,
you don't need to take the coaster all the way back down right away,
that would make it way to intense. Instead make a gradual drop that
will speed the coaster up enough to make it throught the first inversion,
remember the coaster will get some speed coming out of the back side
of the inversion, then maybe a few bank turns or a helix. Then back
down anther small hill then another inversion, a few more banke turns
and another hill, then another inversion and back into the station,
sure this doesn't sound very complex but once apply it to the game it
will work wonders.
A
list of "good" and "bad" ride characters
to sum up: |
Good |
Bad |
3
- 1 inversion/s |
More
than 3 inversions or no inversions |
A
30 ft. or less incline |
Greater
than a 30 ft. incline |
Banked/
Spaced out turns |
Sudden/
Sharp Turns |
Making
gradual descends |
Descending
fully |
Ample
breaks before station |
None/
little breaks at station |
Some
Negative G's |
High
Positive or Negative G's |
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