i can think of several ways in which gravity control could be made more flexible. it is a neat mechanic and begs to be used more, but there are some real problems when attempting to automate gravity for other players, most of which seem like they could be solved with the TLC of block-adjacent placing things like the rail system have gotten:
- there's no detection for "already in this gravity alignment, do not release, just keep them there" - this would solve 90% of my personal gravity-system woes and eliminate the need to create lockouts and double up on passageways for incoming/outgoing to avoid any possible.
-not being able to set conditions on when area triggers trigger a gravity effect (due to the fact that the only acceptable sequence to use area triggers to activate gravity for a player is trigger-activation-gravity)
- there seems to be some strange client siding / cooldown with area triggers. i can't seem to get them to act remotely reliably, but would love to hear from anyone who has them figured out.
- there's no way to sort gravity activation by player's faction/permission status.
another possible way around this would be gravity well that would change the direction "default" gravity is for a given structure or area, changing all "releases" to that directional gravity, similar to how a planet exudes a "general" gravity field.
one thing is for sure with rails: use things moving or rotating carriages (maybe even catapults?) or bridge systems made of orbiting and rotating asteroids -- these kinds of parkour/navigation elements are screaming out for a way to quickly get people into an expected gravity.