$$ at gate scenarios: BO-ring?

kpjb's avatar
Is it just me, or do you all feel that the pay at the gate scenarios are boring?

I've been playing the Fungus Woods scenario lately. You need 2500 people by year 4. The only way I can attract people is to build or advertise. The only way to do those things is to make some cash. When I raise the gate price, the people won't come. When I lower it, I lose money.

This leaves me with little money, so all I can do is sit there and stare at the dollar ticker in the corner waiting for it to s-l-o-w-l-y increase.

Maybe it's just me, but I don't find this fun. I need to be building, doing anything. If I want to stare at how little money I have left, I'll check out my stock portfolio.

Any tips out there on how to make these things better?

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If you could just see the beauty... these things I could never describe. Pleasures and wayward distraction; is this my wonderful prize? --Joy Division

I don't even bother with the scenario's anymore because I'm too busy making my own without using money. :)

Of course if you don't want to take that approach you can just use a trainer to freeze your cash flow at the maximum amount & start going on a free for all building spree.

Lord Gonchar's avatar
See, I actually prefer the pay at the gate scenarios because they're the most challenging. I see it as:

If you want to build, use a blank map or a moneyless scenario. If you want to address the challenges of money management, goal completion, problem solving (basically Sim game style elements) - play the money scenarios.

I'm still one of the odd ones who finds the large mega maps with trainers manipulating game play and unlimited amounts of cash to be the most boring all all. It takes no skill, there is no challenge and it gets old just slapping down whatever you want, whenever you want. Give me something to work around.

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www.coasterimage.com

I personally feel they're the easiest. Run a good park and advertise constantly, and CHA CHING! I don't have problems with them. Just learn to set some cash aside for advertising, and you'll be on your way. :)

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If at first don't succeed, find out if the loser gets anything.

You can always stack scenary and build rides over them to get more money if you want. Its not like your cheating, it was in the game. :)

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Final Deja Vu Count for the 2002 Season: 52
http://www.SFGAmWorld.com

Lord Gonchar's avatar

MarimbaGuy87 said:
I personally feel they're the easiest.

Seriously? That makes no sense. If you apply the same approach to pay per ride scenarios you'll make WAY more money. More money = "easier"

That's not to say pay per entry scenarios are hard, per se. Like the first RCT, advertising is the key to the entire game. But at $10+ a coaster ride (easy if you build decent coasters) you bring in so much more money over the pay per entry that I don't see how anyone could call the pay per entry easier. Both are easy to do, but I just can't see how pay per entry is easier than pay per ride.

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www.coasterimage.com

Well after thinking about it harder, I'll say this: the pay-per ride scenarios aren't difficult unless you don't have ATMs. That's when I find them difficult. Other than that they aren't too bad. :) I usually stay between $5 and $8 for coasters though...

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If at first don't succeed, find out if the loser gets anything.

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