Automation too cheap/early - feels a little unearned?
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.
Comments: 2
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04 Mar
QodvuxI agree regarding too early availability and that the wireless tech feels out of place. Having to draw or build wires (non-blocking in the ground or with wirepoles when bridging gaps) might really make this more in line with the otherwise decidedly mechanical nature of the game and add some space/terrain-related challenges. It could work much like ziplines: free connections in a limited range, beyond that build wirepoles.
As for sluices, I agree not having flow regulation in tight spaces (where you can't build sensors, e.g. in a 1x1 underground pipe) is a painful loss. Then again, sluices always seemed just as cheaply magical to me as automation now (e.g. how could they sense the water height 10 levels below?). Maybe compact (1x1) water sensor variations would help – more costly in terms of SP, could only sense within their tile, maybe very limited range, but could be placed on the same level as the valve they're controlling, without requiring more height. -
14 Mar
OlivierMy 0.02$ opinion:
2) so you want the built in automation of sluices back instead of the explicit automation with valve and sensor, because... ?
Sluices are not "early game" since they need metal blocks.
fill valve + contamination sensor = sluice.
But now there's a lot more you can do.
3, 4, 5) The thing to take home here is... automation is a convenience for the player, not the beavers. a little micromanagement when you're still in the survival phase of the game is ok.
It quickly becomes a laundry list of things to manage. Since most people tend to put the automation buildings right next to what they're affecting this "adding wires" wouldn't make much of a difference. Except if you put the buildings further away, not the whole "adding wires" things doesn't the game more fun, just more tedious.
6) sure early on... Then later you have 40 separate dams and watered areas, bad tide hits you forgot one...
At some point, the "interesting and engaging game play" becomes tedious.