I think it is quite a big hinderance though, consider that on a normal ride such as nemesis people picking up bags have time to do so before the people leaving bags get there, they also are able to directly exit without interfering with the loading guests allowing for the gates to be open whilst exiting guests are still on the platform without causing interference (although oblivion I think it dose dramatically slow opps due to the width of the trains).The issue with Swarm seems to be that they just don't open the gates for ages, I'm not convinced the closure of the bag room is entirely to blame for that one. I'd like to see the one on Saw close as it seems more of a hinderance than a help, Stealth runs fine without one.
Just don't do the silly RFID thing Voltron has on the trains and KISS principles always win.
One thing I have noticed but not just Swarm but also Colossus, Hyperia and Nemesis is that the operators will open the gates very soon after people get off the train resulting in the previous train's people faffing with bags and getting in the way of oncoming riders.I think it is quite a big hinderance though, consider that on a normal ride such as nemesis people picking up bags have time to do so before the people leaving bags get there, they also are able to directly exit without interfering with the loading guests allowing for the gates to be open whilst exiting guests are still on the platform without causing interference (although oblivion I think it dose dramatically slow opps due to the width of the trains).
on swarm though as there is only one side to access they either have to hold the gates closed to wait for everyone to exit, which means if someone is messing with their bags holding up the people behind them it can dramatically increase loading times. or they have to open them with people leaving, and it causes a clash between people messing with bags, loading on to the train, trying to push past to get off the platform, etc.
if people didn't have to mess with their bags on the platform (for some reason people often will try to get stuff from their bags whilst on swarms platform) it could mean that the guest flow is much better (one stream of people offloading, another one of people onloading) with no stops for people to place / pickup their bags meaning there are no bunch ups of people.
Edit: I do agree that not all rides need baggage bays, it depends on 3 factors for me:
1: station design.
2: ease of access to baggage cage.
3: time train has to dispatch.
1: station design is essentially the guest flows around the baggage cage. for instance if the baggage cage is on one side everyone has to go there but, for instance nemesis and hyperia have good station design which allow for all the rows to have easy access to their own baggage cage, thus they don't really need a baggage bay.
2: the ease of access to baggage cage it may sound similar to previous, but I am more thinking difficulty in crossing the train / accessing it, rides such as oblivion and 13 can be quite hard to cross the row to get to the baggage cage, slowing operations but rides such as nemesis, galactica and hyperia due to the train design it is very easy to access the baggage cage (there is room to walk past someone on those trains).
3: time to dispatch is quite an easy one, if you need quick dispatches then even an efficient baggage cage will slow operations, but if you can send a train every 3 mins then you probably can get away with not having an efficient baggage cage system.
For swarm it mainly comes down to point 1, as the platform is quite cramped, and doesn't allow for the best loading / unloading, opposite to this I don't think mandrill needs a baggage bay, as its station design is much wider than swarms allowing for guest to easily walk past each other.
For the RIFD thing, isn't this where the ride host uses a card to close and open the restraints which they have on Arthur and Voltron at Europa.What do these things mean?
I think this depends on the station design, nemesis and hyperia I don't think it would make much of a differnce due to its more open station design, but colosus I think it would be quite an advantage as you don't have people trying to get to the bags clashing with people trying to leave.One thing I have noticed but not just Swarm but also Colossus, Hyperia and Nemesis is that the operators will open the gates very soon after people get off the train resulting in the previous train's people faffing with bags and getting in the way of oncoming riders.
I do wonder if delaying the gates opening about 5 seconds longer will help with operations better than rushing to open them.
Admittedly, it's not so much enthusiasts I'm seeing doing this but the general public. I'm guessing a lot of that is to do with better understanding of operations as enthusiasts who come to the park as part of their hobby than the average casual visitor who may come once in a while for a treat for a special fun day out.
I have noticed this happen at Phantasialand and Europa so I think it could be a thing that happens at parks anyway and not necessarily a Merlin specific problem.
For the RIFD thing, isn't this where the ride host uses a card to close and open the restraints which they have on Arthur and Voltron at Europa.
I think that's rather impressive
universal use the same system on hagrids I believe I guess it can't be a button as at least on hagrids there is no restraint sensor, the operator has to check them and thus if it was a button presumably a guest could just push a button and go round without a restraint.They were having some issues getting it to recognise. A button would be much more sensible and reliable.
the decision to have unload / load stations isn't one where the designers decided it was too expensive, most rides would probably be worse off as it very heavily depends on the block spacing of the ride, dispatch time required, number of trains etc.Agree that design (of the ride/station) has a lot to do with it. Most don't have separate unload stations, bag drop before loading, etc. It's almost as if throughput is not planned, and reduced throughput leads to cumulatively growing queues.
Theme parks help no-one by nickel'n'dime-ing you to pay for an all-day locker - otherwise stashing bags before boarding means max throughput - Saw is an excellent example.
We can all dream....
The duelling coasters at Universal Singapore have mandatory lockers at the entrance and a metal detector.
Whilst I’m sure this aids with throughput, to me the fact there was still a 60 minute queue meant it deterred me to the point of not even going on the ride.
Can’t imagine this would be well received in the UK!
That is honestly what some of the US parks seem to get wrong honestly.It's why you design it like FLY or Voltron, where the lockers are under 10 minutes, usually under 5, from boarding.
yeah, the one thing I always hear from Americans is about how our baggage storage is free, I don't get why the US dose it the other way, it is just asking for people to take their lose articles onto a ride.That is honestly what some of the US parks seem to get wrong honestly.
I think it's better to either offer bag storage on station, have free lockers near the station or a baggage hold.
Mandating paid lockers before you get into the queue literally sucks the life out of a queue in my view.
yeah, I believe a lot of universals later stuff is much better, althuogh rip rodcket I think was the worse you had to put it in a locker (free) before entering the like 60+ min queue, and there was metal detectors and no space for a phone or smaller articles at the station (unlike at places where there is normally a small basket for phones)The VelociCoaster locker design is a lot better than some of Universal’s earlier coasters. That one is more like FLY or Voltron in having the lockers close to boarding.
Universal’s lockers are also free, unlike the ones in the likes of Six Flags, Cedar Fair or SeaWorld.
Are you familiar with the concept of capitalism? The Americans are rather fond of it, extremely so.I don't get why the US dose it the other way, it is just asking for people to take their lose articles onto a ride.
I meant more I don't understand how you get to the point of having to pay a couple dollars essentially to ride each ride, or have someone sit out and not be able to ride it, surly it adds up, like $2 per locker, if you get on 10 rides you end up spending like $20, surly there is a point where people just don't go.Are you familiar with the concept of capitalism? The Americans are rather fond of it, extremely so.
It's a revenue stream for the park. Why give something away for free, when people will pay for it? That's the American / Capitalist way.I meant more I don't understand how you get to the point of having to pay a couple dollars essentially to ride each ride, or have someone sit out and not be able to ride it, surly it adds up, like $2 per locker, if you get on 10 rides you end up spending like $20, surly there is a point where people just don't go.
The liability is yours, never the park's. There is an option, it's a paid locker outside the ride. If you decide to go on a ride with a loose article in your possession, which then falls and breaks (or worse, hits someone), you are liable. The park has warned you, the park has given you the option of paying for a locker to store your possessions. The park would only be liable if they encouraged you to bring on loose articles, and didn't warn you that doing so could lead to the items becoming lost, broken and doing so was at your own risk.my main though though is that you are just asking for people to bring phones and stuff onto the ride and I feel like it is quite a large liability as there is often no option to put the phone down some where once in the station, and in the place where a lawsuit is done for every possible reason I think they could make a good argument that if something happens the park is partially liable as there was no option to put the phone anywhere else.