TJRat wrote: Why a price increase? If you only build 24 rooms, you save the cost of building four rooms. I'm not certain what other costs are involved that would be impacted, but more time and space per room is intriguing.
You also reduce the number of volunteers needed, and all of their associated costs (badges, hotels, etc.).
While I'm all for more space per room (or a more expansive cityscape, or a mini-dungeon that newbies can play for cheap) I find the current amount of time per room to be pretty balanced and appropriate.
Brad Mortensen wrote: One option: split the 10 tickets over 8 people. Smaller parties mean faster combat and less bickering while solving puzzles, which is almost like getting a few extra minutes per room.
While I think you meant split the cost of the 10 slots amongst your smaller group, I think this idea might also make smaller groups possible without increasing the per-player cost.
With 8 players in a room, things do indeed go quicker. Many times, dealing with the crowd is a greater challenge than the room itself! If reducing players allows 10 minutes per room to become doable, then you could fit an extra run in each hour to counteract the loss of revenue from having fewer players in each run.
Now: 10 players x 5 teams per hour = 50 tickets per hour, per dungeon
Maybe: 8 players x 6 teams per hour = 48 tickets per hour, per dungeon
Yeah, that works out to a decrease in revenue of $408 per hour (for the four dungeons total), but these are just example numbers to illustrate the idea. Various fiddling might create something more viable.
On the other hand, while I think 12 minutes per room is plenty, I realize going down to 10 (or even 11) would be a pretty significant change, even if there are fewer people in the room to wrangle with. The entire way room challenges are designed would need to be reconsidered.