Mechanic problem

Okay, I hire a mechanic for every single ride by setting their patrol area at the exit for every ride. Yet, when there is a breakdown the mechanics won't respond to the call even though they are RIGHT NEXT to the exit of the ride. This is the worst mechanic disaster I have ever had. Anyone know what the problem is or how to correct it?
Have you made sure the patrol area is inside the ride itself?

(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

Okay so it has to cover the whole entire station? I have been just covering the exit and they keep walking back and forth by the ride. Thanks for the reply.
On some rides they need to enter through the exit. On others they need to enter through the entertance. Cover the whole ride with there patrol. Good luck!

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http://coastertrackrecord.tripod.com/

Or you can just hire lots of mechanics and let them roam freely without zones. I've found this works better than zoning them. I do the same thing for sweepers. I generally hire two sweepers for every one mechanic, and add them as I add rides.

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!!

When do the mechanics enter the ride through the entrance? I have always seen them enter through the exit.

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I am not who you think I am.

They enter through the entrance on rides with a split station,take the flying dutchman goldmine coaster in the SFH scenario for example.

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?

Lord Gonchar's avatar
Zones don't work too well for mechanics. Let them free roam. When a ride breaks, the mechanic closest to the ride will get the call. In scenario play, 4 mechanics can easily cover a well laid out park with 20 or 30 rides.

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

Interesting! When I do not set patrol areas for my mechanics I notice alot of rides go unfixed. I they tend to get lost in corners or have to traverse from one corner of the park to another to fix a ride. I try to use one mechanic per rollercoaster and one for every three-four flats. I sometimes hire some to do only inspections. That helps also. Has anyone had problems with the "Son of Beast" Trainer and patrol areas? I had to rebuild my park because somehow it messed up the whole scheme of things.

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Lyrically, I'm supposed to represent
I'm not only a client, I'm the playa president!

Lord Gonchar said:

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 ***

I use the fix rides/inspect rides control.

5/6 roaming fixers and a inspector for each 15*15 square with 10 minute inspect times.

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