I was able to track down a couple for you. What I do is just use Google search and search for "Tiny Tower Vegas xxxx" where xxxx is the code I am looking for. Google DOES search signatures on TA as well as other websites that people may have posted their TTV codes. 3002 = PBSNellie 28YK = fenderbendr 34V0 = Ghosthack The only unknown I currently have on my friend's list is 1GKV9. If anyone knows who that is, please let me know.
The chips generated by dream job applicants are definitely not an insignificant amount, and perhaps that is the one flaw in my chosen strategy. I love hearing all of the alternate strategies used by others, and it definitely sounds like you have a chip farming method that works for your needs. However, the one part of your strategy that I find a tad unnecessary is the shuffling of level 9 bitizens to a spare floor while you hire and fire a lower level dream job so you can swap them back in later. As I have mentioned before, a dream job bitizen's stats only provide a half a percent discount per stat. So a level 9 dream job is only giving you 4.5% more discount than a level 0 dream job. Personally I just keep 2 level 9 dream jobs per floor and use the 3rd slot to swap in new dream jobs regardless of their stat. Sometimes I have 3 level 9's, sometimes I don't. At most that last level 9 dream job is only saving you 135 coins on a level 10 floor 3rd item restock. I don't know about you, but 135 coins isn't really worth it to me to do all that level 9 dream job shuffling.
You're right, you do sometimes receive chips when restocking floors, however I find it really inconsistent and unreliable. You also randomly receive chips when delivering guests to floors other than Casino floors as well, but there is really no way to increase the odds. I suppose you could try a level 1 floors strategy and let us know if the chip revenue from restocking every 3-54 minutes is worth it. As for your questions, I believe others have already replied, but I'll give you my answers as well. 1. As far as I know the chip reward for restocking a floor is completely random and not based oin floor level, tower height, or any other factors. 2. If you're able to play constantly there is no reason to upgrade your floors at all. However a level 1 floor's 1st item will need to be restocked every 3 minutes (6 minutes with dream job) so you'll need to constantly restock it. Although you may end up getting a few extra chips every couple of restocks, so it may be worth it. 3.When I was constructing new floors I would level Suites to level 10, Casinos to level 7, and all other floors to level 4. Now I am concentrating on getting all of my floors to level 10. 4. As far as I can tell there is no correlation between a Casino's stock and how lucky you will be. I usually play Blackjack 100 chips at a time with 1 chip bets and I have noticed that I will go through streaks of winning and streaks of losing, but it generally feels weighted in the player's favor. I have been tracking my chips to bux conversions and my current average for Blackjack is roughly 1 chip = 25 bux, my averages for Slots and Poker are much lower so I only play Blackjack (unless I am tipping a friend and they don't have Blackjack.) Thank you for your questions and your interesting level 1 floors restock chips strategy that you suggested.
I think the biggest thing missing from Tiny Tower Vegas is more variety in casino games. Specifically, I think a Las Vegas-themed game has a major hole without the inclusion of a craps minigame. I think that roulette should also be added. For craps, I think Nimblebit might have avoided that because of the wide variety of bets in the real-life game, but I think it could be simplified to a two-tap minigame. They already simplified 21 by removing splits, double-downs and insurance, but compensated with the improved payout rules for any 21 (not just a natural blackjack). So with that in mind, I propose that the TTV craps minigame just uses a pass line bet. First tap is the come-out roll: Natural 7 - win 15 bux per chip Natural 11 - win 50 Craps 2, 3 or 12 - lose Otherwise, Point is established. If a point (4, 5, 6, 8, 9 or 10) is set, then I propose it would be resolved immediately by the second tap (unlike real-life, where you roll indefinitely until a 7 or the point comes up). After that tap: Point 4 or 10: win 50 bux (1 in 3 chance) Point 5 or 9: win 40 bux (2 in 5 chance) Point 6 or 8: win 30 bux (5 in 11 chance) 7 - lose With these payouts, the expected bux per chip bet is 15.4, which seems about right. You can tweak the payouts a bit (e.g. how much is a natural 11 winner worth) to alter that is necessary. I think a roulette minigame could also be quite simple, by offering only a handful of possible payouts. You'd have the player choose a single number only, then spin the wheel. If it hits, pay 500 bux (real-life payout 35 to 1). If not, there could be payouts for hitting the "street" (same row as the chosen number), column, or red/black (which would pay 10 chips). And in both cases, I think the animation of the rolling dice and of the spinning wheel could be quite nice additions to this game!
I fully agree that the difference in discount is trivial, so I have no problem whatsoever in removing a level 8 employee to bring in a level 0 and get that chip. But I suppose I'm a bit OCD, and I consider it necessary to have EVERY employee at level 9 before I consider my tower "complete". You can't imagine how much I played the original Tiny Tower to have all three 9s on every floor.... Perhaps I shouldn't be so concerned about keeping that third dream job 9 for a tower that's 30% complete, since there should be plenty of opportunities to regain the third 9 later. But I still only have one gold star for the third floor I built (on the same day the game was released!) despite having dozens of other employees cycled through that floor. So I assume that the dream job 9 is a scarce resource to be protected, so that I can fulfill the mission of completing a "perfect" tower...
As a fellow TA veteran of games like Pocket Planes and Pixel People, I'd be inclined to lean on the high end of the OCD scale for you We all have OCD tendencies here though, or else we wouldn't discuss strategy on a Tiny Tower game I'm afraid that my interest in actively playing the game has already decreased a lot. As in TT, I found the elevator riding and the find me missions cool as long as my tower was small (under 20 floors). Now it's beginning to look more like a chore, also due to the fact I've seen almost all the fun texts and nice pixel art. So it looks like I'll be logging 2 or 3 times a day for a few minutes now, and build a floor every other day. I'm cool with that, this is supposed to be played like that, even if they added a lot of things to keep you busy for longer play sessions. Same with the players club I fear, it's not really enticing as a reward, even if I like our friendly competition inside TA1 Also I'm a bit over casino games IRL and in video games, after playing Black Jack and poker a lot in my younger days. Counting cards in a 6 decks shoe, that was fun
Just wanted to say that I'm at 37 floors and am still getting 2 chips for the missions My biggest annoyance right now is getting the bux to upgrade the elevator. So expensive.
Hmm, that's odd. I thought that mission rewards increased every 18 floors. Can anyone with 38 floors confirm how many chips they're receiving for missions?
Yeah I was expecting to start getting 3. Maybe it's every 19 or even 20. I'll just keep building at this point. Also, the more floors = more DJs = more chips = more bux thing sounds good to me. I'll have to stop upgrading the floors for a while if I want to get the elevator up though... I'm at 5.50 fps and the next upgrade is 6,050 bux.
I think that Nimblebit made a conscious effort to slowly reveal the missions, to keep that part of the gameplay fresh. Mission details depend on the characters in your tower, so the character quotes, objects & people to search for, etc. will be extended as the game goes on. I have 5/15 unlocked, so there is more to come. But I agree that the whole elevator dynamic, which is a fundamental part of Tiny Tower, can be a grind...
As soon as you physically have 20, 40, etc. floors, the chip bonus increases. It considers the "Build Floor" as a Floor in that count, so once you're constructing Floor 19, you officially "have" 20. (Floor 19 is in a Coming Soon status at that point, and Floor #20 is the "Build Floor" banner.) So once you start Floor 39, it will increase to 3 chips per seek-and-find mission.
Okay, so once I begin building floor 39 I will get the increased chip rewards, that is what I wanted to know. So it looks like my next floor goal will actually be floor 42. But due to increasing floor costs, I may just decide to jump by 5's. So from my current floor 22 I could jump to floor 27, then floor 32, and so on. Thanks for the information.
Thank you 1999V, whoever you are. This will help the team as well as the JMAC upgrade fund. Sorry I only tipped 1 chip for a 5000 win (no wonder I couldn't get a drink from your bartenders). I hope I'm not that cheap in real life.
Anyone who played TT with its mere 4 upgrades (if I'm recalling correctly) can't help but be beyond annoyed by the constant "gimme more bux" for every measly .25 FPS. Players can build additional floors or update them when they have the wherewithal but they can't function with a slow elevator. If there is an Achilles heel to this game, then the implementation of the elevator is definitely it. IMO, more than anything else, the ever increasing huge price for a tiny speed increment seems petty & comes perilously close to a player's feeling that NB is coveting what is in the user's wallet. It will be interesting to see how many people actually finish this game.