Are food courts really better than sprinkling booths on a ..

john

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Aug 25, 2003
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.... or does that just trap guests in an area they really don't want to
be in, making them find their way out so they can get to the rides
they want to go on?
 
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In article <18df9af1.0406051835.10516080@posting.google.com>,
jmatt@no-nonsense-mortgage.com (John) wrote:

> ... or does that just trap guests in an area they really don't want to
> be in, making them find their way out so they can get to the rides
> they want to go on?

That's it. Food courts are a bad idea, they confuse the traffic of the
park. It's better to spread your food stands around so that they're
readily available. Food courts look nice but that's about it.

-- paul asente
To reply, make the host be the same as my last name
 
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"John" <jmatt@no-nonsense-mortgage.com> wrote in message
news:18df9af1.0406051835.10516080@posting.google.com...
> ... or does that just trap guests in an area they really don't want to
> be in, making them find their way out so they can get to the rides
> they want to go on?

I usually build smaller areas rather than a large food court. I build
first with a path tile, other than my main path, connected to the main path,
Then a stand such as popcorn, then another tile, then a drink stand, then
another tile, then another stand such as hamburger, then another path tile.
I fill the area with benches and a few trash cans. I add a washroom nearby.
and assign a
maintenance man to the area. I build quite a few like this, some larger,
and occasionally a lone stand or two. It's just how I like to do it since it
seems to work for me.

Here's how it would look.

pppppppppppppppp p=path XX=seating area tile ss=food/drink stand
XXssXXssXXssXX

B.N.
 
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On Mon, 07 Jun 2004 21:48:40 -0700, in alt.games.rctycoon, Paul Asente
<usenet@not-asente.com> wrote:

>That's it. Food courts are a bad idea, they confuse the traffic of the
>park. It's better to spread your food stands around so that they're
>readily available. Food courts look nice but that's about it.

That's my findings too.

Scatter a couple foodcourts around and there'll be loads of little peeps
all over the park having thoughts of "I'm hungry" and "I'm thirsty". Most
of the are either too stupid to find a food court or are too excited by
the next ride they are heading for to deviate from track and go looking
for food or drink.

Placing food and drink stands evenly around the park reduces that, keeps
the guest satisfaction levels higher and therefore your park rating
higher.

Dave

--
xtalsinger@yahoo.com is a valid reply-to address but I don't check it every day.
 
Archived from groups: alt.games.rctycoon (More info?)

If this is the case, then I have to say that I'm pretty disappointed
in the AI of the guests. 75% of the fun for me is in designing a park
that functions like one in the real world. But my experience supports
your observations, that it's really just a mathematical formula, ie:
one drink booth every xx number of path tiles, one souvenir booth
every yy number of path tiles, etc.

Chris Sawyer really didn't change *anything* discernible with the
second release of the game. He accepted a promotional fee to slap
"Six Flags" on the box, took his personal tool for designing coasters
and made it a toolbox feature and called it a new product.

What a rip-off. Or a sell-out, take your pick.