Well in RCT2 they stopped vandalism. I don't think they are as efficient in RCT3. I usually supply 1 or 2 in my parks.
They make the guests feel more secure and in that way contribute to a higher park rating. A secure guest is a happy guest. Also if you’re trying to earn a safe park award you’ll need security guards in place for that. I usually have one every 30-50 tiles and have had 25 or 30 in some parks but have on several occasions recently read that only one or two per park are sufficient.
Like Nathan wrote, in RCT2 they helped stop vandalism. You could actually see the damaged vandalized items in RCT2 but I’ve never noticed any similar damage in RCT3 so perhaps RCT3 vandalism is only programmed but never seen. I wonder if the game engine can write vandalism to custom items.
I would use security even if they didn’t help because they look very smart in their uniforms, the uniforms are colourable and I feel security guards add to the ambience of the park.
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you do indeed get vandalism in rct3, however less frequently than in rct2, and you have to look a bit closer.
I made a sandbox scenario, placed a small water trough (kinda like a moat) as I wanted the park to be water themed, I then put rides around the inside, then a path around the inside of this. When placing staff, they've all suddenly started to become lost. Even if I fire and then hire new staff, after 30 seconds or so they all stop walking and become 'lost'. I can't figure out why? When I start up the scenario, they move fine, and after 30 seconds or so they all stop moving. Anyone have any ideas? I put a lot of effort into making what I have so I don't want to have to start over.
Can anyone help?