Suggestions After My First Biotech Ship Launch

Started by yellowyeetyak, May 31, 2024, 03:31:06 PM

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yellowyeetyak

Context:

My first biotech play through was as dirtmoles with a tribal start. I had hoped to grow my colony by recruiting only dirtmoles and by raising children. I had an almost game over, where a man in black rescued my last colonist just before he was kidnapped. I did have an actual game over when the impids came back to finish the job. I enjoyed the option to choose 6 new wanders to rebuild the remains of my colony. After losing so many colonist I decided to build a ship and get the f*** off this planet.

Suggestions:

Screaming - why is it that only pawns going through labor scream but not the people burning alive? Give me more screaming, I love it!

Education - why do teachers sit at the desk with individual students and teach them. I would prefer one teacher for a whole class. As an American, teachers giving students one on one time is the most unrealistic part of this whole game. /s

Mechs - now that we have the ability to control our own mechs, it would be nice if there were a way to "recruit" mechs. Maybe there could be a way for the player to down mechs and then take control of them by a hacking process that could take a certain amount of time.

Genes - as the game progressed I realized other dirtmoles were not going to be showing up in raids. So I decided to turn baseline humans into dirtmoles. However I found the process of extracting genes to be a little tedious. I wish there was an option to just recreate my dirtmole genes without so much tedium.

Undergrounder - why aren't all dirtmoles undergrounders by default? This never made sense to me and I assume it was just an oversight.

Toxic Waste - I love the new mechs but the pollution they produce I could do without. I found myself just launching it at the impids, because they killed my whole colony that one time, but it didn't seem like a reasonable solution, although admittedly it was pretty funny one. The only other ways to get rid of pollution seemed to be a certain type of tree and a very late game building that required a tech print, that I never got. Maybe there could be a "green" option that charges your mechs but uses twice the energy but doesn't produce pollution, or maybe make the building that destroys pollution easier to get by removing the techprint requirement. I'm not sure what the best solution is but I would love changes in this area.

Toxic Raiders - I would love an option to have a helmet with a built in gas mask. Helmets are just too important to skip out on and toxic gas straight up gave my pawn dementia. Maybe make it so cataphrac helmets filter out toxins, or maybe make it so vents can move toxic gas from one room to another.

Breach Raids - can we please have an option to disable these or at least turn down the frequency. Half my raids were breach raids and I was straight up not having a very good time.

Books - bookshelves give a bonus to "academic work" but as far as I can tell it only applies to research benches. It would be nice if they gave a bonus in class rooms as well.

Royal Speeches - I know this one isn't related to biotech, so I saved it for last. In ideology when your leader gives a speech it shows what they are saying in the log. Can we please have the same thing with throne speeches and bestowing ceremony. Because as it stands, they are just staring at someone until they become a count or whatever. It's kinda silly.