: Ooo - I wasn't looking for choice. I'll have to go back and play it again.
: Keep in mind, though, that I'm looking for compatibility with play on TC.
: I have p-l-e-n-t-y of time to beat the clock on normal. Yes, I know TC is
: supposed to be dificult, but a player who usually plays on TC should be
: just as able to get there in time as the player who plays on normal,
: playing on normal. If you want the player to have some probability, even
: slight, of reaching the final terminal in time, that needs to hold true on
: TC. Again, I suggest giving the player the resources to cut through the
: monsters rather than slowing down the clock, or making it possible to
: bypass the monsters (i.e. not having them blocking your way at every
: turn). But I'll work on that puzzle.
The players still can read the Leela exit in time. The time "limit" doesn't close any options, just moves one and opens another. Missing the time limit won't make players miss anything, they'll just have to look a little harder for it. It just makes the puzzle a little harder on TC, I guess... which I haven't really heard of before now that I think about it, puzzles that get harder with difficulty level.
: One thing - did you mean for the trooper weapon to be so asymetric in terms
: of duration of fire? A round of bullets last dramatically less than a
: round of grenades. By comparison, the marine can fire off 6 grenades in
: the time it takes to empty an AR clip. Perhaps this is the way you wanted
: it to be, but I end up wasting a lot of grenades. Perhaps youu could speed
: up the grenade firing rate (I wouldn't object to more bullets, though :) )
: - my experience is that troopers on TC fire grenades much more rapidly
: than the AR can.
All the alien weapons have random ammo on pickup, so it might just be that you picked up an AR with a lot of grendes and few bullets... but I think you're right about the grenade firing rate, it should be a good bit faster.