Automation too cheap/early - feels a little unearned?

13 votes

Ive broken this down into points so its easier to talk about:
1) I love what automation can do, it's amazing and such a fantastic addition, buuuuuuuut:
2) please keep sluices, as a zero programming/logic option, that will fit in confined spaces and do a very specific thing. it has a purpose, and I think is a key element of early gameplay. Not having it really feels like i am short a key and simple mechanic for separating the waters
3) The access to automation feels a little unearned, especially there not being any requirement for direct connections for communications
4) I was expecting to have to use a resource like science, or some form of hub, or even paths with wires in to get elements to communicate
5) The sensors feel like a great reward for mid-late gameplay, but having wireless tech early on feels like it takes some of the peril and immersion from this analog vibe game.
6) The manual tinkering with sluices and floodgates made for a lot of interesting, and engaging play moments.

Under consideration Balance Suggested by: Timmy Upvoted: 31 Mar Comments: 2

Comments: 2
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