What would YOU like to see on the Expansion pack?

I just made a new Raptor, Mantis, Magnum, and Mean Streak. I am really proud of the new Raptor. If you want a copy of these, let me know, and I'll send you them.

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Thank you for riding Raptor and enjoy your day here at Cedar Point, America's RollerCoast!
1)On ride P.O.V.
2)Listed in order of B&M,CCI,CGI,Vecoma,Arrow and so on along wiht each company listed with it's rides like Hyper and Giga.
I would like to see some people with stomachs in that game, you build a roller coaster that goes over 40 M.P.H. and they freak out and won't ride it, Also the height restrictions should be changed so that the peole will be able to handel a drop over 100 ft. (and not have a huge stright away right after the hill).

By the way I built a Hyper Coaster that didn't take up the whole park, wasn't that hard... just had a curve in the middle of the lift hill
Who thinks the flying coaster interface should be changed? I really don't like it. You should be able to do all inversions in flying and backwards positions. I just don't like it a lot. Also, would this option be cool...Instead of having a set loop size why not an option where after the first drop the game automatically makes a loop size for you? The old loops would still be there. Also, this option would be VERY nice for the bottom of a drop. It could automatically crest the bottom for you so if you had a big drop you dont have to make a bunce of 30 degree pieces. I think these would be cool.
A main one overbanked turns!

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Kyle
201.3 Miles to Cedar Point from Owosso MI.
How about covered stations? Almost every coaster has one. I think it would make it more realistic.
Also I would like to see a skycoaster and midway games.
I'm a traditional park nut so it angered me that you couldn't place picnic groves, dance halls, or games of any kind along the midway. Also, I think you should be responsible for parking spaces and that you should be able to make large midways instead of winding paths.
You should be able to pick roller coaster train designs too.
Ex. Nat. Amusement Device W/headlights for wooden
Games up the midway would be great! As much as I enjoy building the coasters, I *really* like placing all the other rides and stalls. It's just such a drag that there are so many cool thrill and flat rides that aren't included in the pack. Oh well there's hope for the future.
JJ
I also think that there should be an all historical add-on pack, with rides like a Tumble Bug, Caterpillar, Flying Coaster, Astro Jet, etc.
And whatever happened to Kiddieland rides? The game is too much of a strictly roller coaster simulation.
Tell ya what I'd like to see... You start out with the basic command to do a loop.. (ie. half loop). Once it starts it, it should let you manipulate the height and angle of the loop. (such as the sideways loop on the mantis).. You should be able to do this with turns and more..plus you can't make the hills any smoother than what they give you.. it looks too boxish if you make a steep climb, then to a shorter incline to level off..especially if you're trying to reach the top of the maximum height level. you should be able to give it points and it should do the sloping and shape of the track.. I don't know. I have so many ideas that my brain is about to explode. You all would probably kill me if I wrote ALL of my ideas :) So I'll leave it at that for now :) tata for now! Au revoir, adios!
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Shawn Bailes
Webmaster of Coasters R Us
http://coastersrus.home-page.org
If your rides are coming out too intense, you must be doing something wrong in building them. My first coasters were always obnoxiously intense, but now I am able to make big coasters that are ridden a lot and are not too intense.

I do agree with the addition ideas I have seen above. One more ride that I would like (not sure if it was mentioned) is a Witches Wheel (Cedar Point) type ride. Also, you should be able to choose the size of ferris wheels and loops on coasters.

I think that it would be cool to have families with kids riding the kiddie rides but not being able to ride the adult rides.
I guess nobody is listening to what i said. I think that deciding the angles would make building a coaster a very streuous and long experience. I think the game should be able to make a loop, cksc, etc, that works perfectly at the spped at which the train is going. This would eliminate a lot of the time instead of choosing the angle. Same thing with the bottom of drops. Also, what about the flying coaster interface, should that be cahnged? I don't like it at all. You can't even do a full inversion in one mode,(flying or backward)only ones to get you to that mode.
The flying coaster is just like it is in real life, you can't do loops in the laying position and that is about it.

Simple not to much
1) Your choice of the degree of banking, On some types of coasters up to 90 degrees of banking.
2) Banking that can go up and down like the turn on MF, or the crazy banked huge hills on SOB. This would have to go with more choices on the degree of drop or upwardsness. I think you should have at least 8 angles of dips. So its more of a smooth transition, Loops are fine, Chris needs to do a little more. But he cant perform miricals.
3) Instead of 3 lengths of widenes of a turn, I would love to see 5 to 6 more even opener turning radius. Even mabey more. Nothing like a huge radiused 80 degree banked turn.
4) Easy way to make a indoor roller. Make one of the options on bringing up, or raising land, Clear glass, that can be painted black, non see threw. Or diffrent colors etc. Just like raising land, but instead your raising a big room.
5) Tunnel defenitions, Fog, lights etc etc.
Besides that,, alot more is asking to much, for what tech can do.
6) I know the way his engin for this game is made its hard to make 300 footers. But to be in the time he must do this.

Its simple if he can make the components to copey both the MF and sob nearley excatly, Those will copnents there will be enuff, stuff for me. Think of all the elements on these two rides you cant do on the game.
I would love to see a future Play Station 2 version of this, because the PS2, has the ability to have first person rides. If Chris Saweyer, got together with some more members. Or a big companey.


*** This post was edited by Ice838 on 4/20/2000. *** *** This post was edited by Ice838 on 4/20/2000. ***
You can do loops in the laying down position, I read so in the thrillride.com review. You still can't do a complete inversion in flying mode to.
Computers have the ability to do first person rides. And computer technology will always be better than any console. The PS2 is pretty much a computer dedicated to gaming, but you still can't upgrade, overclock, or customize it to the same degree you can customize a computer. *BUT* that's not what this thread's about. Sorry.

Anyway, the reason you cannot do first person rides is because the game is not 3D. It's either sprite based, or some other method of doing 2D animation, which would make it almost impossible to do.

Back on track, everything I would like to see has been mentioned, and as a fellow classic coaster and traditional park nut, I really like the idea of a historical expantion pack. Maybe instead just have a whole other game, that takes place in the early half of the century, with a huge variety of everything the old designers did, and all of the old flat rides too. I've never seen actual pictures of this, but I've seen drawings of it, and I think it would be really cool to be able to tak sheet metal to the sides of the wooden coasters. Also, I think it would be great to have skid brakes, and to have to hire a brakeman, and ride team for each coaster. Maybe you could put a nurse on duty in the station :)

Steve
I agree with Kumba Cayl on most of his montrous list. I like the ingeniuity. I can tell you are from the CP area when you speak highly of the 'octopus' etc. My list is a little shorter.
1) kiddie rides 2) families 3) multi-sexual guests (we still don't know what they are...we are catering to a bunch of 'Pat's') 4) arcades 5) Day & Night, or turn on the lights when it rains or gets cloudy...why do we put them up??? 6) guests being able to walk side ways on the paths, makes it a complete pain. 7) Space: being able to build a coaster that the lift hill doesn't take up the entire side of your park. Make the park relate, in space, to your coasters sizes. Building a MF coaster will take up the whole park...how many of them have curves in the middle of the lift hills? 8) Above ground tunnels (right Mr. Bailes, I love you man!! Had to keep you interested) 9) Restaurants 10) A day of therapy for our addiction!
Love to all of you, this has been a treat!
Oh yeah, I forgot! 11) an ATM for our guest so they don't have to leave to get $$$.
1.) Banked Drops (like Viper at SFMM)
2.) Any direction of track we want
3.) Taller loops and corkscrews/Dive loops
4.) Hypercoaster Trains (Goliath, Desperado, Magnum XL-200)
5.) Name of ride on front of train
6.) Wider pathways
7.) Taller coasters
8.) Less intensity
9.) Log Rides should go faster - My Log Jammer (SFMM) is 8 minutes long
10.) Corkscrews should go in a straight path
11.) Design rides without losing money mode
12.) 4 across trains on inverted
13.) Indoor stations
14.) More coaster types such as Hypercoaster, and Standing Inverted
15.) The scenarios should be based on real theme parks such as Cedar Point, Six Flags Parks, and Paramount parks.

David does not beat Goliath!!! SFMM rules!!!

Closed topic.

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