If this was a free update I'd probably not complain, but as a paid DLC I feel the need to post about it. In addition to the bugs on the Sanctuary map (please see/contribute to my bug report at https://issues.frontierstore.net/issue-detail/54676), the DLC is missing a great deal of content.
Although I had played the Biosyn story mission, I hadn't done a sandbox Sanctuary map using only Biosyn buildings. I was really disappointed to discover the following:
1. Biosyn Staff and Guests aren't a setup option
- One of the reasons you can't roleplay a successful Biosyn is that you can only have Jurassic World, JP, DFW, and/or guests in the park.
2. Biosyn-only buildings substitute guest comfort and other buildings with DFW buildings
- Although the DFW buildings are, in my opinion, some of the coolest, they don't at all fit the Biosyn theme. They are also the most lacking in terms of transportation.
3. Power distribution is heavily unbalanced
- The Biosyn research facility in sandbox mode is (sadly) mostly cosmetic, and requires 140 (!) power. Although each hydropower station generates quite a lot, they a) can't be unlocked until 3.5 stars, and b) can't receive the second upgrade slot expanding their power output. Each section of invisible fencing requires 6 power, meaning that to fully power your park, you either need to build the less fitting DFW power plants, or waste a ton of space on hydropower plants. The latter is especially problematic when faced with the bug I linked above.
4. The purpose of the hyperloop is unclear
- Although the Research Centre seems to hint that the hyperloop affects transportation (which would make sense), the hyperloop doesn't connect to all buildings. I especially don't see the purpose of them connecting to hydropower plants if substations are still needed to extend power to hyperloop-linked viewing platforms. Currently, it seems like a sort of afterthought left over after the story mission. It has potential though, if some changes are made.
That brings me to what should, in my opinion, be rectified with this expansion. Obviously, the option to have either Biosyn Staff only or Biosyn Staff and Guests (to simulate a successful Biosyn park) would be great. The Biosyn buildings need to be their own fully-fledged category, uncomplemented by the DFW buildings. These should include their own hotels, amenities, attractions, restrooms, bunkers, hatchery, feeders, and park tours. The hyperloop should connect to various stations which replace the monorail option for transportation. The aviary should also be different, in some way reflecting the ADS from the film which formed an invisible barrier for flying reptiles. This could allow the free-standing viewing platforms to be placed inside these areas and connected (and powered!) via hyperloop.
Very importantly, these buildings need to have upgrade slots that match the upgrade tree. If I unlock an extra power slot for the hydropower station, I should be able to apply it. There should also be the option for a large hydropower (or solar power) station that saves precious space.
In a perfect world, I'd say the expansion would also benefit from a couple unique attractions. But I know that's a stretch. Having a guest lecture hall (from the film) would be great.
Lastly, having the option to enable amber-mining mode would be very welcome. This is present in the story mission and would provide a great way to provide a fully-fledged 'role play' in sandbox of what a successful Biosyn park might look like.
Although I had played the Biosyn story mission, I hadn't done a sandbox Sanctuary map using only Biosyn buildings. I was really disappointed to discover the following:
1. Biosyn Staff and Guests aren't a setup option
- One of the reasons you can't roleplay a successful Biosyn is that you can only have Jurassic World, JP, DFW, and/or guests in the park.
2. Biosyn-only buildings substitute guest comfort and other buildings with DFW buildings
- Although the DFW buildings are, in my opinion, some of the coolest, they don't at all fit the Biosyn theme. They are also the most lacking in terms of transportation.
3. Power distribution is heavily unbalanced
- The Biosyn research facility in sandbox mode is (sadly) mostly cosmetic, and requires 140 (!) power. Although each hydropower station generates quite a lot, they a) can't be unlocked until 3.5 stars, and b) can't receive the second upgrade slot expanding their power output. Each section of invisible fencing requires 6 power, meaning that to fully power your park, you either need to build the less fitting DFW power plants, or waste a ton of space on hydropower plants. The latter is especially problematic when faced with the bug I linked above.
4. The purpose of the hyperloop is unclear
- Although the Research Centre seems to hint that the hyperloop affects transportation (which would make sense), the hyperloop doesn't connect to all buildings. I especially don't see the purpose of them connecting to hydropower plants if substations are still needed to extend power to hyperloop-linked viewing platforms. Currently, it seems like a sort of afterthought left over after the story mission. It has potential though, if some changes are made.
That brings me to what should, in my opinion, be rectified with this expansion. Obviously, the option to have either Biosyn Staff only or Biosyn Staff and Guests (to simulate a successful Biosyn park) would be great. The Biosyn buildings need to be their own fully-fledged category, uncomplemented by the DFW buildings. These should include their own hotels, amenities, attractions, restrooms, bunkers, hatchery, feeders, and park tours. The hyperloop should connect to various stations which replace the monorail option for transportation. The aviary should also be different, in some way reflecting the ADS from the film which formed an invisible barrier for flying reptiles. This could allow the free-standing viewing platforms to be placed inside these areas and connected (and powered!) via hyperloop.
Very importantly, these buildings need to have upgrade slots that match the upgrade tree. If I unlock an extra power slot for the hydropower station, I should be able to apply it. There should also be the option for a large hydropower (or solar power) station that saves precious space.
In a perfect world, I'd say the expansion would also benefit from a couple unique attractions. But I know that's a stretch. Having a guest lecture hall (from the film) would be great.
Lastly, having the option to enable amber-mining mode would be very welcome. This is present in the story mission and would provide a great way to provide a fully-fledged 'role play' in sandbox of what a successful Biosyn park might look like.