
Now, Chris Sawyer seems to work on RCT without Rollercoasters...or Transport Tycoon without sandbox feeling and without a beatiful graphic...
Seems like he fought a personal fight:
45° Steps, a lot of fun and a "not-that-realistic"-game, or nice curves and a s*** game? I don't like trains bucking around edges, but I prefer this to a boring game.
As a Game- and Graphic-Designer this is what I have to say: TT2 needs 45° Steps - based on the same, patterned ground like TT with some usefull additons from RCT: (like clean, vertical cuts in the landscape)
This solid basic system than has to be wrapped in a up-to-date Isometrical 3D-Engine, which is static and not closer zoomable than it was in TT.
View & Control:
Same viewing angle than in TT, isometric view, visible pattern-lines and free zoom from closest (size of classic TT size) to farest (whole map)
Engine:
Polygonal, DX9 shaders, real time shadows - but isometric and static. Vehicles, Buildings and Landscape are based on polygons (very smooth animations and small size of data)
But to balance the retro-view, it look must be amazing: reflecting water, animated trees, Shadows and maybe...(what we all always wanted) changing seasons

More content:
As usualy in sequels we want "more". Like for example from 1850 to 2150 - 300 years of transportation. And of course more vehicles. And talking of more...how about a nice 5. way of transportation starting in...2050?
Bigger:
There should be bigger maps, that make 4-line tracks realy necessary.
Better:
Actualy there isn't much to change in the economy-system and the way the game works. Only some details would be nice, like longer tracks of goods. e.g. transport coal and steel to X and transport Steel-Produkts to Y...
Hell, it would need a big Team to make a modern Game like this. But it would be a goddamn success and would make people addicted to it...because it would be the good old TT in a modern look and a hand full of advances...
*awakes in the reality*
s*** ^^