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I've played ONI since beta and followed the game during these years playing every expansion. 

After the shift to small DLCs i've been cautious to praise the choice and Frosty Planet Pack didn't convince me that much. It was a fun DLC but the "end game" condition isn't personally engaging or challenging at all; it is basically just an easier way to produce power and manage heat compared to a regular playthrough for an experienced player. The DLC have a good refreshing early game but that's it.

Bionic booster pack was even "smaller" as DLC and almost made myself abandon hopes that we will ever get something that would actually threat us as player like old disease iteration did back in the days.

PPP on the other hand really hit the spot, it has it all. If you decide to play against the clock you are actually at risk to fail, you need to prepare, learn new resource loops and all in a threatening environment where heat management can't be ignored.
Pets are non trivial, and you can't just make a 96 room and fill with max critter potential, you actually have to arrange the stables in a smarter way if you want to min-max (something along these lines was true for spigots in FPP but in this DLC feels even better i.e. the non obvious loop with Rhex and Darts or the new way you can produce plastic from resin plants )

I don't have much time to play these days but still managed to make a run when the DLC was out. Without spoiler the gameplay just felt right, i had the chance to use my experience and prove it against the game in an actual challenge not designed by the community but by the devs. I had to learn new loops, and at some point i really thought i wasn't able to make it. And even after i made it the asteroid was still a mess that took another 150ish cycles to clean up. 

Wanted to make this post earlier but didn't got the chance. Nonetheless it was my duty as player to yet again praise the Devs for the great job they did and are still doing with this game.

Looking forward for next DLCs and Away Team,

thanks for the the time <3

 

  • Like 4

I really enjoyed this planet pack and it was also my first time playing with bionic dupes and the bionic booster buildings. A 2-for-1 experience and I had a lot of fun.

I'm kinda done with my latest 600 cycle colony and I'm on a break but I'll for sure be back to try bionics with other planets and try the lab maps too.  

As someone who is far less into planet packs than booster packs, I must say that I was pleasantly surprised by what PPP offers me as well. 

It used to be that chlorine vents had very little use outside of making bleach stone for geotuning or sustaining the odd late game gassy moo ranch, resulting in many of these geysers being simply walled of. Finding this vent was a bit of a bummer and chlorine felt a bit hollow. Now we can turn it directly into high quality food. Use case for bleach stone and salt are also more numerous so chlorine gained in value from that as well.

The addition of a renewable source of rust also makes the rust deoxidizer far more useful than it used to be.

 

The only thing that feels a bit empty to me in this DLC at the moment is the intracosmic blastshot. Beside Demolior, it can be used on any incoming meteor shower but, since it can't target things without player intervention, it is next to useless outside of Relica. Canceling a meteor shower with a single intracosmic blastshot would be a bit too OP indeed, but it could be made that that each meteor shower requires more than one shot, or the auto targeting could be made to require dupe operation in some way (with your usual telescope, and perhaps the little used mission control station), or both! That would give us a third meteor management option beside hunkering down or close range blasting. 

Edited by gigamoi
typos
  • Like 3

image.png.77df05e3c8f22cb601fda1db88467197.png

this feature is very clever. Actually these vine plants are a very clever design overall. If you want to make use of this plentiful source of wild food you have to build around them. If you want a symmetrical base you have to cut them down.

this puts me into a bit of OCD paralysis, though, the most efficient opening is to build an inefficient base? gahhhhhhh. I can't get free light for both of my lab benches without cutting the vine down.

Mimikas leave mimillets all over the starting biome, if you don't retrieve them there will be polluted oxygen. I feel compelled to spend the first 20 days digging to access every mimika pod.

Don't take this in a complaining tone, it's me, not the game. The biome design is super interesting.

Edited by avc15

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