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After a few days, I can say I really like this DLC, especially as it offers now 3 types of starting experiences: Bionic, regular, mixed. Seems to be well-balanced and requires new strategies for the bionics, which is what ONI is all about for me. 

As a bonus, looks like my overnight crash issue / bug is gone as well. 2 days overnight now, no crash. Good job! 

 

Edited by Gurgel
  • Like 2
6 hours ago, mukca said:

Interesting DLC. Just missing some new goals (victories) or achievements.
For example
Borg Colony - complete victory goals in a colony that does not have regular duplicates

Maybe. But I think that mutually exclusive achievements wouldn't enjoy that good of a reception. Bionic dupe only anything would lock you out of achievements like carnivore and locavore, unless you were willing to complete those achievements first, then evolve (or upgrade) your regular dupes into tasteful memorials.

Or you could send them all through the temporal tear, then complete your bionic only achievements.

Not sure how I feel about that:wilson_curious:

I like the Bionics DLC so far. It opens up plenty of new options and ways of playing. I am still figuring out more.

For the next DLC, I hope for a disease-focused DLC that heavily revamps the current disease and medicine system, which is much too weak and barely noticeable, if at all.

In the highest disease difficulty setting, I want to be confronted with harsh diseases and environmental hazards. I want to be forced and pressured to build an elaborate clinic system, including chlorine vents. 

I want to be in a situation where I dare not enter areas with germs. Germs should be dangerous and terrifying. Now, they are only a little nuisance and mostly just ignored.

We have discussed this topic quite often in the last three years, and I hope Klei will address it at some point. 

 

  • Like 1
10 hours ago, Deathgar said:

Hi everyone. I'm not quite sure if there's any point in creating a new world (new save). Has anything been added to world generation in this DLC? It seems like only lore entries have been added.

No new worldgen with Bionic Booster Pack. If you enable it in an existing save you will have access to all the content it brings.

  • Like 2

Hello,
I've been enjoying the Bionic DLC and I've got a question, has anyone found how to heal the Bionic Dupes?
Mine do not heal during their trance/sleep, and currently my wounded Bionic dupe isn't wounded heavily enough to go on the triage cot.

Other then that, I just have to say I really love the new challenges that come with going blind into the DLC.

16 minutes ago, chaoscrider said:

Hello,
I've been enjoying the Bionic DLC and I've got a question, has anyone found how to heal the Bionic Dupes?
Mine do not heal during their trance/sleep, and currently my wounded Bionic dupe isn't wounded heavily enough to go on the triage cot.

Other then that, I just have to say I really love the new challenges that come with going blind into the DLC.

You can adjust the Triage Cot Severity Requirement

  • Like 1

After playing with the bionics for some time now, I still believe they need some tweaks.

Bonics are supposed to handle hazardous environments better than standard dupes, primarily by breathing in unbreathable air and withstanding the local elements, especially chlorine, hydrogen, heat, and cold.

Because of their internal oxygen tank, they can already breathe well, which is great. However, they have deeper issues regarding the other situations.

Bionics regularly freeze, get heat strokes, and (major) eye irritation when entering such biomes. I don't agree with that design choice.

Logically, bionics should be more resistant to such effects than standard dupes because they are meant to enter dangerous biomes by default. This is based on their nature as bionics. 

The problem is that playing with bionics and seeing them suffer the abovementioned issues is not fun. It is rather demotivating. The internal oxygen tank alone is not enough. It is discouraging to even enter dangerous biomes, which violates the idea of bionics. 

That is why I would recommend the following for the bionics:

1. 50% resistance to heat and cold, which should slow down and lessen their impact

2. 50% resistance to eye irritation; they would still get it sometimes, but significantly less severe and shorter than regular dupes

3. A +2 or +3 innate resistance against all types of germs; however, I haven't yet seen any bionic getting sick. I am not sure if this is intended or just a coincidence because of their oxygen tanks, but they should theoretically get the "yucky lungs" debuff if they have polluted oxygen in their tanks, right?

With that innate resistance, bionics would be more impervious to the surrounding elements, and, in my view, they would be more fun to play with because they would provide a feeling of strength that normal dupes don't have. The confidence to run with them into menacing biomes would increase.

Any resistance should be written on their individual sheet/screen.

 

  • Like 1
55 minutes ago, Henlikuoth said:

After playing with the bionics for some time now, I still believe they need some tweaks.

Bonics are supposed to handle hazardous environments better than standard dupes, primarily by breathing in unbreathable air and withstanding the local elements, especially chlorine, hydrogen, heat, and cold.

Because of their internal oxygen tank, they can already breathe well, which is great. However, they have deeper issues regarding the other situations.

Bionics regularly freeze, get heat strokes, and (major) eye irritation when entering such biomes. I don't agree with that design choice.

Logically, bionics should be more resistant to such effects than standard dupes because they are meant to enter dangerous biomes by default. This is based on their nature as bionics. 

The problem is that playing with bionics and seeing them suffer the abovementioned issues is not fun. It is rather demotivating. The internal oxygen tank alone is not enough. It is discouraging to even enter dangerous biomes, which violates the idea of bionics. 

That is why I would recommend the following for the bionics:

1. 50% resistance to heat and cold, which should slow down and lessen their impact

2. 50% resistance to eye irritation; they would still get it sometimes, but significantly less severe and shorter than regular dupes

3. A +2 or +3 innate resistance against all types of germs; however, I haven't yet seen any bionic getting sick. I am not sure if this is intended or just a coincidence because of their oxygen tanks, but they should theoretically get the "yucky lungs" debuff if they have polluted oxygen in their tanks, right?

With that innate resistance, bionics would be more impervious to the surrounding elements, and, in my view, they would be more fun to play with because they would provide a feeling of strength that normal dupes don't have. The confidence to run with them into menacing biomes would increase.

Any resistance should be written on their individual sheet/screen.

 

Boops are currently immune to disease (probably a bug/oversight). I don’t think boops are intended to handle hazardous environments better although our TV Trope brains might suggest otherwise, however.

In the lore, they are duplicants had Gravitas decided to use power and electricity as the basis for survival rather than food.

I also think you’re underselling the oxygen tank/schedule requirements a bit since often times it’s the lack of oxygen and long commutes that hinders excavation missions. Atmos suits also has an…interesting interaction with boops that does get you your immortal robot vision.

  • Like 1

I should add that bionics should also have resistance to radiation, maybe 25%.

14 hours ago, Tigin said:

TV Trope

It is not just a "trope." It is based on my gameplay experience and observation. 

14 hours ago, Tigin said:

underselling the oxygen tank/schedule requirements

I did not discuss that in my post above because it was not my point.

I like the oxygen tanks, and it is very good that the bionics can work almost three cycles straight. I never doubted that.

I was referring to other issues, which I have already explained.

14 hours ago, Tigin said:

immortal robot vision

I never asked for literally "immortal" robots/bionics. If you are referring to the fact that bionics can theoretically run around inside an Atmo suit for all eternity, I can only say that I consider that a flawed and neglectful game mechanic. The absolute minimum should be that the Atmo suits automatically fall off if they reach 0% durability.

I'm late to the party, but I think bionic dupes and atmo suits are a way too strong combo. Contrary to normal dupes, they don't suffer any negative consequences of running errands with an empty oxygen tank in their suit. At the same time, suits don't break down if worn. Therefore, you don't need to take ageing of atmo suits into account using bionic dupes.

Therefore, I would suggest adding sth as easy as a "sweaty suit debuff": If a suit is worn for longer than say a full cycle, duplicants feel sweaty in their suits and gain stress. Kinda comparable to the soiled suit debuff.
I expect that to be an incentive to slip out of the suit once in a while, re-enabling suit ageing.

Edited by MrAnimaniac
  • Like 3
2 hours ago, MrAnimaniac said:

...

I agree.

Something should be done about that. It has been mentioned several times, and I hope Klei will act on it creatively soon.

The current system seems flawed and not fully thought through. 

Klei should pay more attention to the many details of the game and listen carefully to the player base since they are the ones playing it and are usually more aware of things.

I also criticized the Atmo suit situation with the bionic dupes before.

  • Like 2

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