Postby meklozz » Sun Mar 20, 2016 12:20 am
So I played the Aqui~ today. Don't have any screenshots this time, but I do have some feedback!
Firstly, something to fix: switching to medbay is still possible and you can get unreasonably high levels that way by upgrading the clonebay beforehand. I had a lvl 4 for a while and it was even faster than 3, but I switched back to the clonebay so I don't know how significant the effect of lvl 6 would be. Should probably be either made impossible or all the limiters doubled for both. Well, I guess it's not a really bad thing, but it's not very neat.
The ship itself plays very nicely, but I fear there's not much replayability due to how a lot of its playstyle is already decided at the start. There is very little that will actually be modified by RNG and the player themselves. Just drones and crew, really, maybe some augments, but not extremely relevant with what you do have.
I found the artillery to be nearly useless on my run, but I could see it coming in handy if someone upgraded the battery a lot. Still, with the cost of that + the system itself it felt a lot like just something to stuff the system slot.
I'm not sure what the difficulty you were going for was supposed to be, so I'll just say that the lack of power is not nearly as big a downside as one might think, and the 4 tile teleporter is as strong as ever. Ship felt very OP for good chunks of time, pretty much all the way until the flagship, where the length of the fight made things get a little hectic once or twice. Even so, it only got me down to yellow towards the end of the third phase. I did have a good assortment of drones, with a DD II, hull repair (didn't use it much), 2 combat drones.
@edit
Oh, and one more thing, because I can't really figure it out.. Why all the trouble with the surplus clonebay/teleporter levels? The only reason I can think of is that so you don't start with a functional boarding strategy, but then why clonebay, too? Why not just limit teleporter by one at the start and have it go up to 4?
The upside is that getting damage on them is much less relevant (and the blue options should show up earlier), but did you really just mean that as a buff?
Or is it just trying a feature (I had an idea of how, but it was still.. weird to actually see what you did there - all the modifications to just, well, everything..).