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Re: The 11th Hour - good job so far | ||
Posted By: Steve Levinson | Date: 9/2/04 3:39 a.m. | |
In Response To: Re: The 11th Hour - good job so far (Forrest of B.org) 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. 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. Well, I gotta get to work, but I'll try out the puzzle when I can. : There's not supposed to be enough time, or at least, there's supposed to be a
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