View Full Version : Maximising the profits for each coaster

02-28-2005, 05:13 AM
Possibly this topic is too obvious to mention it in which case I am sorry. Maximising the profits boils down to one thing only: Have a train arrive at the station as soon as another one departs. So a coaster with only one train would definitely not be maximising the profits, because nobody is getting on and off while that train is on the move.

From my observations I noted that (in the sandbox, thus with fully trained staff) if each train fits only 12 passengers, a ride time of 30 seconds is best. That is, with two trains a ride time of 30 seconds is the most efficient - with three trains it should be one minute and so on.

Bigger trains fill a bit faster, though. If you for example build a Floorless Coaster with the maximum no. of cars per train (12 cars, 4 seats each, equals 48 passengers), they board in less than 90 seconds. So a ride time of 1:30 would be pretty efficient, as soon as one train is fully boarded and leaves the station, the next one would arrive. These 48 passengers compare to 36 if you used smaller trains (12 passengers every 30 seconds) - longer trains usually produce a higher excitement rating as well, so there we have it.

By the way, for longer ride times (say 4:30) it is not necessary to build a huge station to accomodate three long trains - use the block section tick box and block brakes along the track in the necessary intervals. Don't place them too exact, though - boarding times do vary a bit each time, if you did place just two block brakes at 1:30 intervals chances would be that the trains will stop once in a while - rather place one or two more (at 1:00 intervals).

One last thing which especially applies to some other attractions - the placement of the entrance and exit. Since peeps board coasters usually from front to back you actually want to place the entrance near the back of the train - so the last peeps get on as quickly as possible. With shorter trains you'll also want the exit not to be too far away, because the train won't depart until the last person has left the station.

I noticed this especially with the Ghost House ride, which of all the "boring" attractions seems to be the most popular. Note where the peeps board the ride and place entrance and exit near that corner - if you place them on the other side it'll take a lot longer and the attraction will make less money per hour. Here's a simple screenshot: www.sininen.de/ghostride.jpg

03-28-2005, 12:41 PM
Also on the subject of maximizing profits, how much can you get away with charging for rides. I've found that if the park entrance is free, you can charge the ride's excitement rating in dollars and the peeps will still line up. Sometimes you can charge a little more and sometimes you have to turn the price down a few clicks but if you've got a ride with a 6.35 excitement rating you can usually charge 6.30 to ride it.

Anyone have insight into how much you can charge for rides when the park has an entrance fee?


03-28-2005, 01:25 PM
The official RCT3 strategy guide gives the best prices for every ride, but there seems to be no pattern at all for how they chose them.

The best way to find the price is through trial and error, even though it is very time consuming, it does help your park earn a maximum amount of $$$$.

CK the Fat
03-30-2005, 12:03 AM
I usually set price to excitment rating, as long as entrance is free. For example a ride of 6.07 excitement costs around six dollars. Most people will pay for a few years, then maybe lower it.

04-02-2005, 04:36 PM
While we're on the subject of price:
I tend to set the price(U.S. $) to the average of intensity and excitement (e+i)/2. Slightly higher may be possible without complaints.
I haven't really tested this apsect of the game too hard.

CK the Fat
04-03-2005, 03:16 PM
I always do my stuff in Scenerio editor, which lets you set prices but I never use money.

04-05-2005, 08:06 PM
I have always set the price to the excitment rating rounded to the nearest amount I can set. It's worked in every other RCT game, and appears to work here.

I always used to put the entrance at the head of the train and the exit at the tail, but I might try your idea. Actually, putting the exit in the middle might be better than putting it at the end as peeps disembark at the same time.

04-09-2005, 01:01 AM
That doesn't work for me, people say its too much.^^^^

04-09-2005, 01:04 AM
I have found that sometimes the ideal prices in the book do not always work for coasters. I have been able to price some higher with huge turnouts. I guess it has to do with all the features within the coaster including scenery.

[Enter Dream Sequence] The only way I can think of making more money on coasters is being able to put up a photo section on the ride and charge for the photo like we did in RCT2. Many parks today do it anyways. :) [End Dream Sequence] LOL.

04-11-2005, 01:02 PM
I try to watch my running costs as well as price. If a coaster is brand new, I usually just run one train until it "catches on". If it gets older and less popular, same thing, less trains. I never like to see trains sitting idle in a station. Less trains equal less running costs and more profit.

I also like to set operating conditions to "wait for full load" and maximum waiting time of 120 seconds. Rides break more when they are run more. If a ride doesn't fill after 2 minutes on a regular basis, something is wrong.

04-12-2005, 03:12 AM
Rides break more when they are run more.

Is that a fact?

I always used to put the entrance at the head of the train and the exit at the tail, but I might try your idea. Actually, putting the exit in the middle might be better than putting it at the end as peeps disembark at the same time.

Well, that is what I suggested, too. If the station length is exactly the length of one train, you can probably place the exit right at the end (or rather, front :)), because disembarking is faster than boarding.

how much can you get away with charging for rides

I didn't tackle this question since I don't think there is a definite answer. If I look at the biggest park I once built and left running for 20 years I see that the coaster close to the entrance, even though it is the oldest and certainly not the most exciting (a Bobsleigh Coaster) I have been charging 8 Dollars/Euros/Units all along and the queue is always full while with "superior" coasters at the back of the park I only charge $3 and still they don't fill up. This is also due to the fact that the Bobsleigh only has two trains for 20 passengers each while other, bigger coasters can easily fit in twice or three times as many passengers. Which of course means that the profit/hour of the large coasters is still greater than that of the Bobsleigh, even though I charge far less per peep.

So, that is the stat you should be looking to maximise in the end - profit per hour. By placing entrance and exits the way I suggested you should be able to reduce the boarding times and thus make more profit (because you can run more/longer trains on the same track length/ride time) and if you find a coaster not filling up well you will probably find that if you charge less you will still make more money.

04-14-2005, 11:22 AM
Originally posted by rizzla
Is that a fact?

Seems to be logic. The more the train goes over the track, the more it wear out.