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Re: RED 1.1: Physics overview
Posted By: Steve LevinsonDate: 6/9/04 4:07 a.m.

In Response To: RED 1.1: Physics overview (Mark Levin)

: Reaver Fusion Mace has 100 (give or take) units of ammo for second trigger.
: We may wish to reduce this number significantly since I also plan to give
: the player a brand-new mace on each level. What's the maximum amount of
: extra health we want the player to be able to charge to?

Explain to me again why we're making all reaver levels rebellion levels? That said, I think that doing so does allow us to allocated a specified number of shield (excuse me, armor) recharges to each level. As I recall, each use of the secondary trigger yields a half-bar of health. Six uses yields a 3X recharge. I would suggest looking at this level by level, if this is possible. In most cases 12 or 18 uses in a single level should be more than adequate, except perhaps in End Game.

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Replies:

RED 1.1: Physics overviewMark Levin 6/8/04 9:39 p.m.
     Re: RED 1.1: Physics overviewMe_43 6/9/04 1:33 a.m.
           Re: RED 1.1: Physics overviewMark Levin 6/9/04 6:51 a.m.
     Re: RED 1.1: Physics overviewSteve Levinson 6/9/04 4:07 a.m.
           Re: RED 1.1: Physics overviewMark Levin 6/9/04 6:36 a.m.
                 Re: RED 1.1: Physics overviewAndrew Nagy 6/9/04 8:51 a.m.
                       Re: RED 1.1: Physics overviewMark Levin 6/9/04 9:44 a.m.
                             Re: RED 1.1: Physics overviewSteve Levinson 6/9/04 11:36 a.m.

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