Path: chuka.playstation.co.uk!news From: "pal" Newsgroups: scee.yaroze.freetalk.english Subject: Re: Invs - post-final release Date: 16 May 2002 16:50:49 GMT Organization: PlayStation Net Yaroze (SCEE) Lines: 58 Message-ID: <01c1fcf8$ee487720$c692933e@pal-s-omnibook> References: <01c1f9e2$53c30760$d695933e@pal-s-omnibook> <3CE37ADA.6C26A58D@peregrine.com> NNTP-Posting-Host: nas-cbv-5-62-147-146-198.dial.proxad.net X-Newsreader: Microsoft Internet News 4.70.1155 I knew the scoring would raise some comments :) Before answering, I'd like to let you all know that there's a 2nd post-final release available ^^ ... There's no noticeable difference this time however (and no auth code change). I also wrote a guide as several people suggested, let me know what you think of it (and please if you have the time point any mistakes or poor language) :) http://palpalpalpal.free.fr/Works/Videogames/Invs/ Now, about the swooping-bonus, I'll paste here the answer I made to hiscorer Peter Armstrong who pointed out this too in an email: I know this is a classical point in that game genre, but here I wanted the player to almost blindly *slaughter* enemies, and having the attacking enemies score more meant that the player spend some time just waiting to get a better score -- not good. In Galaga this idea works better because you have fewer shots (so you get to aim anyway) and the attackers are more annoying and each attack takes much more time. btw you'll notice that a difference between the post-final and the 2nd post-final is that Prots no longer score 400 when attacking. > Only 10 points for those purple ones seems a bit steep though :) Hehe what's wrong with these purple things everyone is mad at :) I know they're both annoying and hard to shoot, but my point is that the player does try to shoot them anyway, even without any reward. Players who want to feel like they're uber-cool and stylish will just have to shoot them. I hope this works (well it works with me at least ;) )... I dont think that harder things must always provide explicit better rewards. Everyone bothers gathering coins in Mario-likes while you rarely run out of lives (and even then you don't really care). I'd bet most people (not the better players of course) dont even realise coins earn you lives (I know people who dont and are still attracted to them). And in DDR, you don't feel as good when you just get A as when you've moved your body elegantly - which the game doesn't even know about. Finally, shooting the purple's often means surviving them as a reward ;) However, there are still some rewards for skill in Invs... but they're perhaps not visible and numerous enough. > The invs you get in the warp area - does the score you get depend on the > number of shots it takes to kill them (sometimes I get 1500 (I think), > sometimes 0), or is it a "feature"? ;) I hope there's no such 'feature' left ;) . At least this one's intended. I'm sure if you play carefully you'll find out... pal PS thank you for your feedback!