(ie: M E RR where M is the mechanic, E is the exit, and RR is the station, make sure the patrol area covers all areas.)
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Favorite Steel: Nitro
Favorite Wood: Comet
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http://coastertrackrecord.tripod.com/
The only time I ever set zones: when I have flowers that need watering, when I want an entertainer to stay in a queue line and entertain the peeps on their long wait, or when I have a particularly puke-y section of path I want constantly cleaned.
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Mike Miller - Oh, and if your employees are being lazy, toss a few in the lake, it makes the others work harder!!
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I am not who you think I am.
That ride has a seperate unloading station,followed by a block brake & then the entrance station.Now if something goes wrwong in the entrance station the mechanic will enter there to fix it,they can't fix problems in the front of the station if the can't get there now can they?
I always set zones for handymen though and use them liberally. I usually overdo it with handymen, they're one of major keys to keeping the park rating at 999.
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www.coasterimage.com
Dorney Park Visits in 2003: 17
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Lyrically, I'm supposed to represent
I'm not only a client, I'm the playa president!
In scenario play, 4 mechanics can easily cover a well laid out park with 20 or 30 rides.
I think a well laid out park are the key words here. Its one thing to make a park where peeps don't get lost, but making a layout where roaming mechanics work well is a whole other level of design. None of the pre-made parks that come with RCT2 are designed this well, which I find strange since those are the people that programmed the AI in the first place.
When I do zone mechanics, it's in the "no money" scenarios, and I just make them pace anxiously back and forth in the 5x5 square by the exit of each ride, with the exception of the situation that started this thread.
*** This post was edited by RCTandy 10/1/2003 12:42:24 PM ***
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