I'm so addicted to RCT1. I've been rushing through the scenarios to try to get to some oreo cookie at the end, which I hope will be a huge megapark I can play without restrictions or time limits, and play it all over the map, save for a small section outside the map for people to enter the park. I only have RCT1 with no expansions, and my cash to spend is so limited that right now I must either decide whether I want to go out and get RCT1 with all the expansions included, or just go out and get RCT2. I think both are the same price, so here are a few annoyances I have with RCT1, and I'm basically wanting to know if I could expect to see any change in RCT2 in these aspects:
1. Are there any "eating areas" that come prepackaged with RCT2? Like some kind of food court/dining area I can place for people to go sit and eat? In RCT1, I just clear out areas and make a kind of "tic-tac-toe" area out of pathways so I can put lots of benches and trash cans, then I assign one handyman to only sweep and empty trash cans in that tic-tac-toe pattern. It works pretty well, but just isn't very elegant.
2. I want to build coasters, not be a lumberjack. I love trees in the park, but I hate getting messages saying a tree is in the way. I want to remove only the necessary trees, but find myself instead clearcutting the whole area (one tree at a time, of course), and then I try to place the track, then find "too high for supports" flashing me in the face, but I see no clues as to where I should raise or lower land to make the track fit with the least amount of landscaping possible. I'd like to just be able to decide where I want a track and just place it, having all necessary trees cleared away without me having to try to remember the grid layout and imagine its position as I click to clear away trees. Is that kind of thing the same in RCT2? As for land heights, I'd like to see the "problem areas" on the track turn red or something showing where I could adjust land heights to make the track and the land fit together. Even better would be some kind of "ghost layout" I could place for "future/planned development" to make sure I don't use the space for something else. For me, part of the fun of the game is trying to stuff a ride into a cramped corner, even if I have to use tunnels and crazy pathways to make it work. Even when I go to real theme parks, part of the fun is navigating the hills, twists, and turns. If it was all laid out in straight paths with no hills or curves, going to the park wouldn't be nearly as much fun. I have the same view when building it.
3. Patrol areas for handymen, security, mechanics and entertainers - I like the idea of patrol routes, but sometimes the arbitrary 4x4 patrol grids can be more of a curse than a blessing. If I set a patrol area for a handyman, sometimes an area he's supposed to be patrolling becomes a streaming river of vomit and I find the handyman wandering up and down a queuing line for a ride over and over. Seems like I could prevent the handyman getting lost if I had finer control of his patrol routes, like single squares instead of 4x4s. Does RCT2 have a map that will highlight all the positions for handymen, mechanics, entertainers and security guards? I figure handymen might wander randomly, but if I check the map and see they're all in one corner, or something, I'd want to pick a few up and drop them on the River Puke.
4. Zoom Depth - I can't zoom in close enough to suit myself in RCT1. One more "zoom in" level would be nice. Does RCT2 have a closer zoom level?
I've read plenty about RCT2 being more of an RCT1.5 than a true sequel, but I'm loving RCT1 well enough to find the same satisfaction in RCT2 as long as nothing has been removed. Even with all the minor annoyances above, RCT2 would still be fun. I've also read enough about RCT3 to know I don't want to mess with it.
Lastly, the only minor annoyance I have with RCT1 is with the four views available. I know that RCT2 has the same limitations on view angles, but sometimes completed pathways just look odd when you've got pathways crisscrossing over and under each other on a hillside just to get it all crammed into a tight space. Having a fluid method of adjusting the view angle would at least train my brain on how to perceive it correctly instead of assuming everything is as it appears to be on the screen.
Here's an example of what I mean, four angles of the same shot in RCT1. A few extra textual details are above the four images:
http://home.earthlink.net/~phanes7/rct1.html
Thanks,
Phanes