The other day I was trying to build a safe rail crossing and it turned out to require a somewhat intricate system to pull it off quite nicely. I think it could be solved by slightly changing the behaviour of gates when connected to the circuit network in one of two ways:
Variant A: Gate's sensor is independent of its state.
This way, the gate would be able to send a signal whether it can detect a entity approaching regardless of whether it's open or not. That way you could have a signal indicating to the crossing that "someone wants to cross" and then let the crossing itself decide whether a gate should be opened. Perhaps even a gate that automatically locks itself up when turrets are busy firing on enemies? Build an anti-player contraption that can be easily recognised as dangerous?
Variant B: Instead of forcing the gate state to open or close, circuit network condition serves as a lock permitting the gate to open.
It's pretty self-explanatory. The way gates work right now is that circuit network condition forces a particular gate state. This modification would allow the gate to open if the condition is false (true), and keep it closed shut if it's true (false).
Different gate behaviour for circuit network
Post your ideas and suggestions how to improve the game.
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