The train's gameplay design is unfinished, fix it.
So, whether you like it or not, but here we are, train has been online for weeks. But there is something need to be fixed.
1. Ridiculous upgrade path is weakening the motivation
When I first start SCBI, in the first hour, I keep exploring and unlocking new contents and mechanism, and there will be more to come. I can build fast, upgrade fast, and make money fast, the upgrade is not unreachable. This feedback loop is making me want to continue. And yet, now, after I unlock the first train, what keeps me from the next upgrade is 8-10 train cards and thousands of train simoleons, unless I pay for it or there will be hundreds of manual dispatches and days of free card collecting.
And when you do the math, upgrading a train to level 2 with all cards and simoleons you have saved, and wallet updated, look what you got? +8/+26 passengers capacity for Flying Sim/Llama Line 350 per dispatch which equals to about +4/+10 sinoleons income per set off, and -1 min cooldown time, that let you click the "dispatch" bottom 1 min faster.
Yes, this reward system is a freaking joke to me, an unfinished game design, a half-baked one.
2. Why do we need to dispatch the train manually?
The train shop is just another Neo shop tbh, but we don't need to log in every 15 mins to secure the Neo simoleon income. As for the train, even at the beginning, if you don't log in per 15 mins to dispatch the train then you are losing train income. I takes no joy for being a train conductor at all, it make me working like a job rather than enjoying a game. I have unlocked Llama Line 350 and I know the frequency became a bit more comfortable. But seriously, dispatching train is not fun at all and why making it manual? This is a simulator mobile game, checking it every 15 mins or 1 hour regularly is anti-human.
When you make good content, we are willing to pay to give a support. But this, the train and train simoleons, it's a bad joke. I hope you found your train simoleon sale performance is horrible.