Spoonboy

Forum Replies Created

Viewing 12 posts - 1 through 12 (of 12 total)
  • Spoonboy
    Spoonboy
    Participant
    Podcaster
    in reply to: Hello! #5156

    Hi xtonyx and welcome!
    Hope you enjoy the Street Rod episode. That was the first recording I took part in 😉
    I’d never played it before, but now I go back to it often! Also loved F117, and all those Microprose sims.

    Spoonboy
    Spoonboy
    Participant
    Podcaster
    in reply to: Who wants to join the podcast? #5062

    I thought this would be a fun episode to join if you need someone, but haven’t got as much to say on the game as some might, and this week is quite busy for me. But keep me in the loop and I might able to join.

    Spoonboy
    Spoonboy
    Participant
    Podcaster
    in reply to: Hi there! #4902

    Hi stdevel and welcome!
    I remember listening through previous episodes when I first discovered DGC. It was great, it felt like an infinite supply! Now, waiting a whole month for the next ep seems like forever XD
    Look forward to your game suggestions.

    Spoonboy
    Spoonboy
    Participant
    Podcaster
    in reply to: Syndicate 101 #4477

    Hi Shattered. Only just saw this so sorry for not responding sooner!
    You’ve probably already worked this out, but it raises a good point I’d not mentioned before.
    While you can aim your agents at the inside of each building from the main view screen and left-click to move them around, for precise targets you can also do this via the mini-map. Just left-click on the targets (white-ringed grey circles), and your agents will move to that point. Assuming your Persaudertron is equiped, the targets will be persuaded.
    This can be a useful movement method, as buildings often obscure areas you move through during missions.
    Also useful for getting all agents back inside the red ‘evacuate’ circle at the end – but the mission won’t complete until your persuaded targets join you there.
    Hope this helps!

    Spoonboy
    Spoonboy
    Participant
    Podcaster
    in reply to: Syndicate 101 #4412

    Notable Weapons/items:

    Medikit – carry a couple per agent until you have V3 Chest (when health regenerates).

    Minigun – most useful weapon in the game. Powerful, fast, loads of ammo. Once you have this weapon, the game really begins! 😉

    Gauss Gun – rocket launcher, 3 shots. Note: If changing from Gauss to another weapon with all agents selected, make sure they all have the new selected weapon you want (or individually deselect their Gausses). Otherwise they will keep their Gauss Gun selected and with hilarious/messy results! As it’s so expensive and hard to keep safe, I’ll often only have one Guass-equipped agent selected when firing, or equip only one agent with rocketty goodness in the first place.

    Laser: hugely expensive, only 5 shots. Vaporises enemies, and everything they drop. So on one hand, no timed bombs laying around blowing you up! On the other hand, no timed bombs to grab for the 25k! In tough later missions, it might be worth sacrificing this income for safety.

    Flamer: short range, but fun if you like hearing the screams of burning enemies. Notable bc in this game, flames travel through walls! A graphical glitch maybe, but it can be a safe way to clear a building from the outside…

    Energy Shield – gives invulnerablility, but can’t fire while equipped. Depletes over time but does recharge (slowly), if not empty. Can be alternated with a 2nd shield for constant protection, if timed right. But probably not worth the hassle.

    Persuadertron – iconic item. Essential in some missions. Persuade/capture individuals that come within range. Persuading power dependant on Brain version/number persuaded (see manual pic).
    Civilians, Guards, Police and Enemy agents all have different difficulties to persuade, defined by how many you have already persuaded. This that means as the group increases in size it gets easier to persuade higher value individuals, like agents.

    A novel tactic on some missions is to quickly persuade everyone nearby, until you have a group large enough to persuade enemy agents. Then you can run around the map moping them up without ever firing a shot!
    This is useful on missions with large waves of enemy agents.

    Attachments:
    Spoonboy
    Spoonboy
    Participant
    Podcaster
    in reply to: Syndicate 101 #4409

    Drugs:
    Agent behaviour / performance can be altered by adjusting their drug levels. This side of the game is very useful, but is often misunderstood, or largely ignored by players trying the game out. The manual explains the bars in more detail (see pics), but to explain them with their most obvious behaviour changes:

    Adrenaline (Red) —> Faster/slower movement
    Perception (Blue) —> Higher/lower accuracy
    Intelligence (Brown) —> Higher/lower initiative

    High adrenaline: used most of the time, just to get around the map.
    Low adrenaline can be worthwhile for increased health regen later (with V3 Chest).
    High accuracy useful most of the time.
    Low accuracy can be useful for covering fire.
    High intelligence useful for guarding areas (agents will open fire on enemies by themselves).
    Low intelligence useful for covert missions (agents will not fire unless you make them).

    Killer tip: Left + Right mouse buttons = Panic Mode. Maxes all drug levels.
    Used in firefights. Essential tactic.

    However, the longer drugs are used (bar to right side), the higher the agents tolerance (white line), until the drug has little effect. If that drug is not needed, the tolerance line can be slowly brought back by moving the bar to the left side. Tolerence is controlled better with upgraded heart/brain mods.

    Spoonboy
    Spoonboy
    Participant
    Podcaster
    in reply to: PC Zone Review #4402

    Thanks for sharing, TigerQuoll!
    Loving the demo file. I’ve never played the American Revolt expansion, but this is a great way to see the extra kit that it adds (air-strike/cloak), as well as showing how the original game plays in general.
    Hard not to die though! Lucky there’s not too many missions in the main game that throw that many waves of enemy agents at you all at once!

    Spoonboy
    Spoonboy
    Participant
    Podcaster
    in reply to: Great choice #4401

    Hi MattBurton, welcome! Great that you’re a Syndicate fan! Really looking forward to this myself. I only ever had a 286, so I was playing it on a friend’s pc until I returned to DOS on my own computers later in life.
    I totally agree with what you say about its dystopian atmosphere – that was very appealing to me too.
    And like you I’ve found this game to be one I come back to revisit often, probably more than a lot of DOS games I play.
    If you ever want to chat more about the game, I’m on the club’s irc channel most days.

    Spoonboy
    Spoonboy
    Participant
    Podcaster
    in reply to: Aircraft textures #3460

    @sorceress looks like a Fokker Eindecker!
    One of the early enemy aircraft in the game.
    There are some recognisable features, but not sure about the points behind the aircraft. I thought they could’ve been related to the smoke polys (that appear when planes are shot down), or maybe something to do with hitboxes?
    But I really LOVE this point cloud gif.
    Seeing something recognisable from my past, in an abstract way, it feels like opening Tutankhamun’s tomb and finding his fingerprints on a cup 😉
    For those that know the game, this would make a great quiz – guess the object!
    Maybe the patterns/colours are kept in a different file, although @kdrnic’s code did seem to contain colour information?
    The game is about 1Mb and is available on freeware/abandonware sites, if you wanted to see the rest of the files (Or I could post it here? Not sure if posting whole games is ok?)
    Anyway, thanks so much for showing me familiar things in interesting ways 🙂

    Spoonboy
    Spoonboy
    Participant
    Podcaster
    in reply to: Aircraft textures #3441

    I like that theory! Have you noticed this in any other games of the era? (This is a Microprose game)
    A lot of the files have quite decriptive extentions (.pln, .pic, .dat, etc). If only I could get into them.
    And had the ability to do anything with them once I’d got into them..:D

    Spoonboy
    Spoonboy
    Participant
    Podcaster
    in reply to: Aircraft textures #3405

    Ha, I wonder what all those weird file extentions mean…
    As my programming knowledge is practically zero, I naively hoped to find files with flattened-out versions of the planes, that I could easily edit in Photoshop (or MS Paint!). I fear that may not be the case 😀
    I still wonder if these textures can be edited somehow.

    Spoonboy
    Spoonboy
    Participant
    Podcaster
    in reply to: Syndicate (1993) #3365

    It’s definitely an exciting game. It has quite a tense atmosphere – I rarely feel ‘safe’, no matter how well I’m doing!
    I’m writing a document of useful keys, with hints and tips for anyone that wants to give this game try.
    Will post it here when it’s ready.

Viewing 12 posts - 1 through 12 (of 12 total)