LOL...... about all I can say. Overcoming a challenge based on design choice rather than gameplay............isn't gameplay.
You know 'Dwarf Fortress', don't you?
50% of the incentive comes from mastering the horrid user interface (and I don't mean its simple presentation, but the terrible usability).
Don't get me wrong - I hate badly designed user interfaces and loath DF for it. Accordingly, I want ED to have the best usability possible.
Nevertheless, there
is a certain amount of skill involved in changing weapons at the right time (if you think this is necessary/beneficial to do) - and if only a tiny bit of coordination. And a mastered skill - as little as might be necessary - generates satisfaction. Automatization
isn't satisfactory! *)
Regarding the rest (heat and defense saturation): Sure, it might be helpful in this respect. As mentioned above, I don't deny the potential usefulness.
However, both are
balancing factors. Why should FDev introduce a game mechanic that purposefully counteracts their carefully tweaked tuning?
Yes, in the real world, all efforts would be taken in order to gain dominance over an opponent in combat. Including a sequencer, I guess.
But this is a game, not reality. It both needs to make the player
actively play the game (no automatization) and to achieve a balance in its mechanisms.
I think, my arguments are at least worth being discussed (you may very well disagree) and not just "LOL....."ed away.
What would make a passive sequencer more "gameplay"-y than an active player involvement in your opinion?
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*) This is, by the way, the reason why I am very skeptical in respect to automated mining equipments that can be placed on planet surfaces and just picked up later - filled with materials that otherwise would require active playing. But I digress...