Aquilo feedback
Posted: Wed Nov 13, 2024 3:53 pm
Aquilo doesn't sit right for me. I liked all other planets, even Gleba, but with Aquilo there's several things that rub me the wrong way.
First of all, some annoyances:
- 5x bot energy drain means that building anything with bots becomes much slower, as they drain even a pretty decent suit (Q3 mech armor with 4x Q3 fission reactors and 2x Q3 Mk III batteries in seconds) Doesn't help that you need to landfill and concrete a lot and placing tiles always introduces additional strain on bots.
- Designing anything without connecting it to a heat source first is annoying as it gets plastered with freezing icons over every single item and I can't actually see anything behind them.
- Building something too quickly or rebuilding something introduces a lot of cool pipes to the network, and if you also run power off those same pipes it leads to power outage.
- I think too many recipes are limited to assembler or cryo plant that probably don't need to be, namely cryo plant itself. It's not all that interesting to slap down an assembler, put materials inside and get your craft, so allowing manual crafting for those wouldn't really change much.
All that put together introduces a lot of inconveniences to the building and designing process itself.
Next, the heat mechanics itself. It's rather strange that devs decided to nuke old fluid system due to how it wasn't intuitive, and yet introduced the whole planet with a gimmick of relying on a system that's about as unintuitive as old fluid system (not to mention that IIRC it is in fact the same system). I have somewhat remote lithium brine cluster, and I want to pump it back to my base. I honestly have no idea whether I can just run one long heat pipe, or I will have to introduce any intermediate heaters on the way, as mechanics behind the system are rather opaque. It seems to be propagating so far, but it does it rather slowly, so I don't know if in the end it will work.
Then, I feel like it's a bit of a thematic mess. Now I don't expect the game to be realistic, not at all, but at the same time usually it tries to maintain at least some verisimilitude. But here you need to heat up any machine, even if it's a turbine that's running on 500 degree steam. There's cryogenic plant that "can handle extremely low temperatures" but of course it freezes over if you don't heat it up. There's a fluid that has both hot (180 degrees) and cold (-150 degrees) states, and to work with it you need to heat up the tanks and pipelines to 30 degrees or they freeze over, which really doesn't make any sense for either of the fluids.
Now the heating puzzle itself is functional. I didn't find it all that fun to work with so far, but I don't think there's anything necessarily wrong with it - it is what it is, I just don't like working with lots of pipes in general, and this is exacerbated by also adding heat pipes to the mix.
Aquilo also feels like it's much "shorter" than the other planets. It took me a while to get a working base, but that's due to inexperience and rebuilding certain elements multiple times, and also due to the annoyances I had with it - and having to ship construction materials constantly.
Overall the unlocks it gives are definitely useful, although it's a bit of a shame that fusion plant seems to be vastly superior to fission plant despite being far easier to design for, and railguns honestly being only really useful against asteroids, so they feel more like mandatory unlock for the endgame, rather than some piece of equipment you'd want to use. Now the handheld version is nice to kill demolishers, but it still makes them a little narrow in scope.
First of all, some annoyances:
- 5x bot energy drain means that building anything with bots becomes much slower, as they drain even a pretty decent suit (Q3 mech armor with 4x Q3 fission reactors and 2x Q3 Mk III batteries in seconds) Doesn't help that you need to landfill and concrete a lot and placing tiles always introduces additional strain on bots.
- Designing anything without connecting it to a heat source first is annoying as it gets plastered with freezing icons over every single item and I can't actually see anything behind them.
- Building something too quickly or rebuilding something introduces a lot of cool pipes to the network, and if you also run power off those same pipes it leads to power outage.
- I think too many recipes are limited to assembler or cryo plant that probably don't need to be, namely cryo plant itself. It's not all that interesting to slap down an assembler, put materials inside and get your craft, so allowing manual crafting for those wouldn't really change much.
All that put together introduces a lot of inconveniences to the building and designing process itself.
Next, the heat mechanics itself. It's rather strange that devs decided to nuke old fluid system due to how it wasn't intuitive, and yet introduced the whole planet with a gimmick of relying on a system that's about as unintuitive as old fluid system (not to mention that IIRC it is in fact the same system). I have somewhat remote lithium brine cluster, and I want to pump it back to my base. I honestly have no idea whether I can just run one long heat pipe, or I will have to introduce any intermediate heaters on the way, as mechanics behind the system are rather opaque. It seems to be propagating so far, but it does it rather slowly, so I don't know if in the end it will work.
Then, I feel like it's a bit of a thematic mess. Now I don't expect the game to be realistic, not at all, but at the same time usually it tries to maintain at least some verisimilitude. But here you need to heat up any machine, even if it's a turbine that's running on 500 degree steam. There's cryogenic plant that "can handle extremely low temperatures" but of course it freezes over if you don't heat it up. There's a fluid that has both hot (180 degrees) and cold (-150 degrees) states, and to work with it you need to heat up the tanks and pipelines to 30 degrees or they freeze over, which really doesn't make any sense for either of the fluids.
Now the heating puzzle itself is functional. I didn't find it all that fun to work with so far, but I don't think there's anything necessarily wrong with it - it is what it is, I just don't like working with lots of pipes in general, and this is exacerbated by also adding heat pipes to the mix.
Aquilo also feels like it's much "shorter" than the other planets. It took me a while to get a working base, but that's due to inexperience and rebuilding certain elements multiple times, and also due to the annoyances I had with it - and having to ship construction materials constantly.
Overall the unlocks it gives are definitely useful, although it's a bit of a shame that fusion plant seems to be vastly superior to fission plant despite being far easier to design for, and railguns honestly being only really useful against asteroids, so they feel more like mandatory unlock for the endgame, rather than some piece of equipment you'd want to use. Now the handheld version is nice to kill demolishers, but it still makes them a little narrow in scope.