(no subject)
Jan. 21st, 2004 12:25 pmSo two nights ago I spent about two hours trying to "improve" Tickletwist. What I ended up with was a monstrosity (which was mainly constructed underground, which was cool) that was so intense none of the sims would go near it. This coaster was appropriately named Titanic. I kept trying to tinker with the design and slow it down a little (as the top speed of the coaster approached 60 miles an hour), but nothing I did helped and/or would fit together in a closed circuit. So I ended up demolishing the new coaster altogether, then gave up for the night.
The next night, I reopened the scenario and tried a new coaster design, the steel coaster. It's called "Slowpoke" because it doesn't pick up speed until around the middle of the ride. Naming a coaster is like naming a poem: it's the final step in the process. Anyway, the problem I had was the novelty factor--I'd inadvertently opened the ride while I was constructing it, so by the time I'd made it available to the public, they weren't willing to pay new prices anymore. So I'm not making enough of a profit. I might tear it down and build the same design again.
I've learned a lot from these mistakes, but it'd be nice to have a success every once in awhile.
The next night, I reopened the scenario and tried a new coaster design, the steel coaster. It's called "Slowpoke" because it doesn't pick up speed until around the middle of the ride. Naming a coaster is like naming a poem: it's the final step in the process. Anyway, the problem I had was the novelty factor--I'd inadvertently opened the ride while I was constructing it, so by the time I'd made it available to the public, they weren't willing to pay new prices anymore. So I'm not making enough of a profit. I might tear it down and build the same design again.
I've learned a lot from these mistakes, but it'd be nice to have a success every once in awhile.
(no subject)
(no subject)
Date: 2004-01-21 12:41 pm (UTC)The game's really intricate, if you hadn't already guessed. :)