![]() Later on, there's an elevator, which works by holding down press switches to raise platforms through three vertical chambers filled with spiked mines. Another key card must be found to proceed through the door as well. To avoid running out of oxygen in the absence of the air bubbles on Normal and Hard Mode, Milla will assist by throwing Water Shield Crystals, which are the best and unavoidable way to get through the rest of the Stage alive. ![]() On Casual and Easy Mode, there are air bubbles scattered in this area to keep air gauge filled. Unlike underwater, the oxygen gauge depletes faster for Lilac. Brevon, cutting off the Dreadnought's oxygen supply Īfter this, the room goes dark and no more oxygen is available (this doesn't happen if playing as Milla). Once the Player reaches a certain point as Lilac or Carol, Brevon will say the following line: This area is dedicated for rotating platforms while dealing with more enemies and avoiding more traps. After reaching the bottom of the area, few more enemies and making use of the rising platforms before proceeding to the next area. In the section where Milla first appear in this stage, there's a Robosquid, who needs to be damaged until it drops its keycard while avoiding the lasers it shoots. Along the way, if playing as Lilac or Carol, Milla will appear out of the air ducts and assist the Player by throwing Life Flowers and Shield Crystals (Wood and Water). ![]() ![]() As the Player continues, they'll ride elevator platforms to proceed even further up through the area as well. This area features plenty of enemies, traps, teleporters, barricades that use pressure mechanism by closing when going off from them, and locked doors that require keycards to open, like the ones seen in Thermal Base. There should probably be another issue opened for item 2 if that's a feature you're interested in due to the implications of death payouts being incurred by AI escorts and other considerations.The Player teleports into the area and there's several Axle Turrets at the beginning of the Stage. I would be interested in the mechanics for item 2, which would allow for a different style of gameplay whereby a flagship could be small and maneuverable or even a merchant, with AI warship escorts serving a prize-capturing function. There are no or only minimal reasons for maintaining high crew populations across escorts. you add a fleet-level command directing escorts to "disable and capture,".player-owned merchant ships face a real possibility of being captured by AI, or,.Perhaps with a popup notification that all extra crews were fired, for clarity's sake. I recommend auto-firing all extra crews upon changing the flagship to be an escort, especially since there is no hiring fee, only the daily wage. I assume this isn't intended since the only purpose (to my knowledge) that additional crews could serve on an escort is resisting capture by AI. I was able to remedy this by rotating back to the escort with extra crews (again, via the Shipyard drag+drop method), firing all extra crews on the Dreadnought, then rotating back to the desired flagship. After hiring max allowable (all bunks filled) crews in a Dreadnought, then purchasing a Bactrian and rotating it to be my flagship (via Shipyard drag+drop), the Dreadnought retained its max crew, including making me pay their additional daily wages.
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