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RollerCoaster Tycoon 3 Queue Lines: How to Balance Length, Wait Time, and Guest Satisfaction



Queue lines are paths, where people that want to go on a certain ride, can get in line for that particular ride. When a queue line is too short, you won't maximize your profit on the ride that it runs to. When it's too long, people will complain and even get out of the line, because they get bored and fed up. So how to build good length queue lines?


Queue lines can be recognized by a special type of path. In RCT 1, you can only build blue queue lines. In the Loopy Landscapes expansion pack, there are 4 different colors available: Blue, yellow, green and red.




Rollercoaster Tycoon 3 Queue Lines




A queue line looks easy to build. But many people make them too long, or too short. Resulting in low profit on lines that are too short, or complaining guests on lines that are too long. You could hire some Entertainers , but it will cost the player some money, and that's one thing that's not desired. The secret of getting a queue line with the right length, lies in doing a little math. How long should a good designed queue line be? The answer is shown below.


If there is a rollercoaster in the park, with 3 trains, with each train having 6 cars, and with each car holding a maximum of 4 guests, you can have a maximum number of: 3 6 4 = 72 people on your rollercoaster. Now, let's say that one train goes around the track one time, in 1 minute and 15 seconds. You have to take in account an extra 10 to 15 seconds for passengers to get off of the train and others on it, so you come to a total of 72 guests riding the rollercoaster, every 1 and a half minute. On one piece of queue line, there is space for about 5 guests. So, every 1 and a half minute, there are about 14 pieces of queue line emptied. If you want to have a waiting time of about 5-6 minutes (not too long, not too short), just build a queue line, that's around 50 pieces of length.


On the second game, with roller coasters, you can use block brakes to have more cars on track, meaning more people on the ride (sometimes 200+ on one coaster at a time) and quicker queue times. I would highly advise using queue lines but don't make them too long. Adjust them (5 or 6 peeps per tile) that you see fit for the ride's capacity / ride time.


Large stores and supermarkets may have dozens of separate queues, but this can cause frustration, as different lines tend to be handled at different speeds; some people are served quickly, while others may wait for longer periods of time. Sometimes two people who are together split up and each waits in a different line; once it is determined which line is faster, the one in the slower line joins the other. Another arrangement is for everyone to wait in a single line[citation needed]; a person leaves the line each time a service point opens up. This is a common setup in banks and post offices.


Fill in one of the squares with gentle and thrill rides. Don't worry about building long queue lines to reach these rides. They'll stay busy enough, and you'll need that extra space to fill in with more rides.


Queue paths are required as an entrance to all rides. They will connect to the other two types of path and guests will automatically use them to queue for a ride. More exciting rides often need longer queue lines, so winding them in a snake-like fashion before connecting them to a ride will allow more guests to wait in line at a time. If the queue is too short, a guest will move on if there is not room and could become unhappy. Unhappy guests spend less money. Make sure the queue is appropriate for the ride it is attached to.


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