I wasn't talking about having the entire maintenance staff offsite. If they are looking to have more offsite, it's a matter of risk prioritization. Things that are high priority (broken down rides, people stranded, life-threatening, etc.) will obviously be staffed both with human and equipment resources at the instant ready.
Which is what those buildings next to Corkscrew are for during the summer.
June 11th, 2001 - Gemini 100
VertiGo Rides - 82
R.I.P. Fright Zone, and Cyrus along with it.
I feel like there's a distressing number of enthusiasts who feel that real parks should be as close to Roller Coaster Tycoon as possible. I can't even begin to think of how many times I've seen people suggest removing pretty much everything but roller coasters from the park for more roller coasters.
That being said, over time I could realistically see them building a new maintenance building on the same site and consolidating things just to have newer facilities, but I doubt central maintenance are ever going to move far from, well, the center.
Hell I'm not big on removing anything. As for coasters a few new every now and then is nice, but honestly comparing flats, I'll take some great new flats. Those can provide a ton of thrills for what they are. I remember looking at Skyhawk for the first time thinking...woo a swing, lame..I was totally mistaken first ride, now it's a must do when I go.
Corkscrew, Power Tower, Magnum, & Monster/ Witches Wheel Crew 2011
I was mistaken about Skyhawk, too, as I tend to ignore the flats, but it was because of all of your reviews on it that got me to get on it and it was worth it.
Upside-down Fun House
Kris
I don't think that space will be used for rides. Corkscrew isn't going anywhere in the foreseeable future. It's a good ride for beginners to get the feel of inversions. And wardrobe is also in that space, there is too much to move, a new attraction couldn't possibly go there until 2016 at the earliest, but I doubt that space will ever be used for a new attraction.
Brian
Valravn Rides: 24| Steel Vengeance Rides: 27| Dragster Rollbacks: 1
It still makes me chuckle a little when I see written how Corkscrew is a good starter coaster (I don't disagree there) but for the fact it was THE ride back when it came out and seemed very scary and would even have a 2 hour wait.
Upside-down Fun House
Kris
Yeah. Corkscrew was probably a big ride back then because it was one of the first few modern coasters with inversions. Gemini was the tallest and fastest at the time it came out and now it's just a step above a family ride.
Brian
Valravn Rides: 24| Steel Vengeance Rides: 27| Dragster Rollbacks: 1
You're right and it still makes me laugh a little remembering how it was back then. How times have changed on those two rides!
Upside-down Fun House
Kris
Both of those rides opened before my time. I'll just see how the park evolves over the next 30 years. I think the last decade was where alot of the improvements occurred.
Brian
Valravn Rides: 24| Steel Vengeance Rides: 27| Dragster Rollbacks: 1
People say corkscrew isn't intense, but honestly for an older ride it's still a great ride IMO. I enjoy everything about the ride and is a must do when I'm there. That bunny hill is still great, nice simple loop, and beautifully simple corkscrews with an awesome view.
Short, simple, sweet, fun, and memorable.
Corkscrew, Power Tower, Magnum, & Monster/ Witches Wheel Crew 2011
I agree about Corkscrew, the ride is actually more intense than many of the Arrow loopers from that era. The bunny hill before the loop is one of my favorite elements of any coaster at CP.
I'd rather be in my boat with a drink on the rocks,
than in the drink with a boat on the rocks.
Yup, you ride in 21 correctly, loads of fun. The drop is great in 51 as well
Corkscrew, Power Tower, Magnum, & Monster/ Witches Wheel Crew 2011
Scottyf said:
I'm not sure of your point. Maintenance is not akin to an ambulance service. It makes so little difference to travel one minute vs. 15 minutes to perform maintenance duties.
15 minutes is a huge difference over one minute; fifteen times a difference in fact. Thats 15 extra minutes that riders are stuck in a station with the restraints closed or sitting on the brake run, 15 extra minutes that an attraction is down on a packed Halloweekends Saturday (which could easily mean the difference between a ride going back up for the tail end of the night) and 15 extra minutes you are paying skilled mechanics to sit in a vehicle. How many extra hours are you wasting over the course of the season driving up and down the causeway? From an operations standpoint it makes no sense whatsoever.
Girl: "l want to ride that yellow one again... Twisted Wicker"
Me: "It's a roller coaster, not a broken clothes hamper."
Separating facilities to essential on point vs non-essential off point shops compiled be done very easily. The bulk of repairs done during the operation of the park require basic tools and minimal parts. As described to me by a park staff member from the department "most of what I do is resets. Resetting safety systems and block sections takes more then half of my time. The biggest part I have replaced this week was a four inch green sensor of dragster." That was the last week in August. If organized properly it's a system that can work. There is currently a machine shop and extensive storage that is non essential and could be moved off property with no impact on day to day operations.
What's another fifteen minute wait for maintenance to show up, when you are stuck on Windseeker for an hour as it is?
Of course, being underwater on Shoot the Rapids after a rollback for another fifteen minutes - is quite another thing.
As in all real estate issues, it's location, location, location. If you are stuck (or a ride is down), everyone wants it cleared ASAP so normal operations can resume. Minimizing wait times (except for those not in the FastPass lane) is the best solution for pretty much everyone.
How about, the point still has other land opportunities, let the park have it's on point facilities it's currently using quite well and have some backstage areas and work with what they have and build something spectacular..
Y'all seem to want a park to look like some of your RCT parks, packed with nothing but rides next to eachother..
Corkscrew, Power Tower, Magnum, & Monster/ Witches Wheel Crew 2011
TheRealMaverick said:
Separating facilities to essential on point vs non-essential off point shops could be done very easily.
This right here. The large repair bays that are currently on-point do not need to be there for day to day operation. They could be placed off point and used for when a ride vehicle needs to be craned off a ride and repaired. All that needs to be on-point are the necessary parts/equipment needed for those quick repairs. I am pretty sure most of that is already at the larger ride locations that require it and most Ride Mechanics carry around the tools they need as they walk/drive from ride to ride as it is.
Other areas of Maintenance that take up space and don't impact day to day operation that could be moved off point are the Painters, Laborers, Welders, Vehicle Maintenance, Carpenters, HVAC, Animation, Sign Shop, and Plumbers. Ride Mechanics and Controls are the only two that I would say need to stay on-point for a fast response time and even then they do not need a large building to house them all.
A lot of parks already operate this way and it works fine for them having their Maintenance, Warehouses and other nonessential operations away from the park. Id also bet willing to be that most of the staff in Maintenance would be ok with off-point shops because then they wouldn't have to mess with Causeway/Perimeter road traffic after they clock out. That means more time at happy hour :)
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