Wurmish wrote:I save scummed the first couple times to get a feel for how fast the virus damages and how fast the AI adapts. I tend to pump out a high quantity of virus in the beginning and then drop down to almost nothing while the AI adapts, then pump it back up as the resistance drops to zero and hold it steady.
The first few times I played it though... I had no clue what I was doing >.>
That's exactly how I felt. I better try again for the locrym blew up most stations I docked in to. They got me in Taikon Ventures'. My ship exploded along with the station.
.....cry without weeping......
.....talk without speaking......
.....scream without raising your voice......
george moromisato wrote:While I like this particular mechanic, in retrospect I would have done things differently. In particular, the end-game is not generally the place to introduce a completely new mechanic. I should have had other places in the game where you can hack an AI (so the player can practice). The end-game one should have just been a harder version.
Why not? I like it that this is a one-shot special that appears only at the end, even if it is unexpected and failure is likely. At least failure does not mean "BANG! You're (perma)dead!" like getting one-shotted by an unknown monster in Angband/Nethack.
That said, the Sisters who give the mission should say a quantum CPU will make the mission easier. I had to read the xml files to find that out.
Download and Play in 1.9 beta 1... Drake Technologies (Alpha): More hardware for combat in parts 1 and 2! Star Castle Arcade: Play a classic arcade game adventure, with or without more features (like powerups)! Playership Drones: Buy or restore exotic ships to command!
Other playable mods from 1.8 and 1.7, waiting to be updated... Godmode v3 (WIP): Dev/cheat tool compatible with D&O parts 1 or 2.
Sister: Oh, and my PhD in Quatum Computing has given me the expertise to tell you that a quantum computer would give you more virus to work with. Have fun!
Download and Play in 1.9 beta 1... Drake Technologies (Alpha): More hardware for combat in parts 1 and 2! Star Castle Arcade: Play a classic arcade game adventure, with or without more features (like powerups)! Playership Drones: Buy or restore exotic ships to command!
Other playable mods from 1.8 and 1.7, waiting to be updated... Godmode v3 (WIP): Dev/cheat tool compatible with D&O parts 1 or 2.
The code for the vault changes with every game : you get the code from the Point Juno Command station ( which is why you must fight to keep it alive )
And I will shut up now because I know too much and Decker wants to put the "Cute" in Execute on my head.
Flying Irresponsibly In Eridani......
I don't like to kill pirates in cold blood ..I do it.. but I don't like it..
george moromisato wrote:I probably haven't mentioned this, but I ripped off the mechanics of this from classic lunar lander simulations [although it is not a direct rip off--there are some subtle differences.]
If you inject the virus too slowly, you run out of virus before you break the AI.
If you inject too quickly, you crash the AI
My strategy is to inject enough virus to get close to breaking it; then I drop the virus load to get to a "soft landing"
While I like this particular mechanic, in retrospect I would have done things differently. In particular, the end-game is not generally the place to introduce a completely new mechanic. I should have had other places in the game where you can hack an AI (so the player can practice). The end-game one should have just been a harder version.
I might still do that. E.g., maybe you can hack Death Cubes (or something).
Tie it into Point Juno and/or Charon, perhaps....some time earlier, there's missions to hack computers, the data from which results in those missions being a bit easier (reinforcements sent, or something).
Oh no not Point Juno again. Remember Shrike the CSC Europa's armory? I'm still racking my brains out thinking what word to type to get in their vault.
They TELL you at the station...if you do the missions to save it (twice).
george moromisato wrote:I probably haven't mentioned this, but I ripped off the mechanics of this from classic lunar lander simulations [although it is not a direct rip off--there are some subtle differences.]
If you inject the virus too slowly, you run out of virus before you break the AI.
If you inject too quickly, you crash the AI
My strategy is to inject enough virus to get close to breaking it; then I drop the virus load to get to a "soft landing"
While I like this particular mechanic, in retrospect I would have done things differently. In particular, the end-game is not generally the place to introduce a completely new mechanic. I should have had other places in the game where you can hack an AI (so the player can practice). The end-game one should have just been a harder version.
I might still do that. E.g., maybe you can hack Death Cubes (or something).
Tie it into Point Juno and/or Charon, perhaps....some time earlier, there's missions to hack computers, the data from which results in those missions being a bit easier (reinforcements sent, or something).
Oh no not Point Juno again. Remember Shrike the CSC Europa's armory? I'm still racking my brains out thinking what word to type to get in their vault.
They TELL you at the station...if you do the missions to save it (twice).
A million thanks to all of you guys for all your inputs. Big big help for me.
... and to you too shanejfilomena.
.....cry without weeping......
.....talk without speaking......
.....scream without raising your voice......