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Seyser Koze
Dec 15, 2013

Mucho Mucho
Nap Ghost

Crazy Achmed posted:

Oh, sorry, I meant difficulty 2. So if the time limit is removed for 2, then how does it (presumably) get easier on 1 and 0?

This was a while ago, but going into a little more detail on what Rojo said:
Mission 1 strips logs down to the most gameplay-relevant stuff, so logs are just “there’s ammo here,” “we can flip a switch to make cyborg conversion heal us,” “blowing up computers lowers security” etc.

In addition to doing away with logs entirely, Mission 0 also basically removes any kind of gating from the game. All doors open without keys, there’s no need to lower level security, and no need to do any of the plot missions as you go. So on Mission 0 Combat 0 you can basically run to the end of the game in a minute or so.

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Seyser Koze
Dec 15, 2013

Mucho Mucho
Nap Ghost
On the subject of the aggressive respawns, some enemy types on each level are set up to repopulate when the population falls below a particular threshold. On level 1 it's the humanoid mutants, level 2 it's cyborg drones, R it's the hoppers. They tend to respawn in specific spots and don't necessarily patrol afterward, hence why you keep getting little clusters of mutants around the surgery machine on 1, for example. The game's not usually quite so vicious about respawning them right behind you, though.

Also re: lasting penalties for dying, it's been a while, but IIRC on Cyber 3 each death in meatspace applies a penalty to your cyberspace time limit due to your brain not working as well after reconstruction.

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