A Compendium for Pricing Rides
When pricing a ride, take into consideration the excitement rating and then the intensity rating. Nausea seems to have no effect on what you can charge for a ride. There are so many more factors that go into pricing that these calculations may be off by a dime or a few dimes, but are accurate enough to be used for all rides.
For more thrilling flat rides and rollercoasters, you will want to charge a price equal to or nearly equal to your excitement rating. Here's a couple of examples:
Junior Coaster 1:
Excitement - 5.75 (High)
Intensity - 5.75 (High)
Nausea - 3.15 (Medium)
If your excitement and intensity ratings are (just about or literally) equal, charge a price equal to your excitement rating, rounded down: 5.75 -> $5.70
Wooden Coaster 1
Excitement - 7.94 (Very High)
Intensity - 5.15 (High)
Nausea - 3.15 (Medium)
This is a well-designed rollercoaster with a lot of scenery interaction, hence the uncharacteristically high excitement compared to the intensity. Take the excitement, rounded down, and subtract a value equal to the difference divided by 10:
7.94 -> $7.90 (rounded, unaltered price). 7.94 - 5.15 = 2.79 (difference). 2.79 / 10 = .279 -> $0.30 (rounded).
Refined price: $7.90 - $0.30 = $7.60.
Heartline Coaster 1
Excitement - 4.30 (Medium)
Intensity - 7.23 (High)
Nausea - 5.80 (High)
In this case, the excitement rating is much less than the intensity. Charge a price equal to the excitement rating rounded down plus the difference between intensity and excitement divided by 10:
4.30 -> $4.30, 7.23 - 4.30 = 2.93, 2.93 / 10 = .293 -> $0.30
$4.30 + $0.30 = $4.60
The above applies to just about all rollercoasters and most thrill rides.
Gentle rides, some thrill rides, and especially film rides (3D cinema, motion simulator) should be priced as follows:
When the excitement is equal to the intensity, price the ride equal to the excitement, rounded down.
When the excitement is greater than the intensity, price the ride equal to the average between the two [ (Excitement + Intensity) / 2 ], rounded down.
When the excitement is lesser than the intensity, price the ride equal to the excitement, rounded up.
Novelty value affects flat rides and should be considered. New rides and rides that benefit from nearby scenery [this includes car rides, but discludes most indoor rides like the 3D cinema (although the Merry-Go-Round and Observation Tower are significant exceptions, adding up to a total of ~3.00 and ~5.00 excitement rating, respectively)] have 100% novelty value and can be charged by the above equations. Novelty value wears of more significantly depending on the type of ride, with Merry-Go-Rounds and Haunted Houses wearing off significantly faster than Swinging Ships and Miniature Golf.
Novelty value decay can be easily checked by looking at satisfaction and popularity percentages. If satisfaction is equal to 75%, then your price is good or even too low. If satisfaction is lower than 60%, your price could use a small reduction. If the popularity value is uncharacteristically low (<25%), the novelty decay demands that the price be reduced significantly (50 cents, or up to 1/2 of the original price).
Film rides (3D cinemas and motion simulators) decrease in novelty catastrophically: the price may need to be reduced to just 25% of the original price after 1-3 years of operation.
Finally, the last significant factor is buzz. Buzz is a wild factor that typically applies to flat rides of all sorts from the moment they are built until 3-5 months of use, and it allows such ridiculous prices as $5 for a Merry-Go-Round with an excitement of 1.25. Buzz allows for these inflated prices for only the short while of those few months, then it drops completely, and the price should be changed immediately to the normal calculations or else the ride will have 0% popularity and negative income (due to running costs).
- 6 years ago