Author Topic: Freespace / System Shock  (Read 4124 times)

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Offline CP5670

  • Dr. Evil
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Freespace / System Shock
I only learned that Paul Denton could be actually saved on the seventh or eighth time I played through the game. Then for a long time I was not able to find the thing Tracer Tong was talking about when he said the thing about the dead Versalife guy in the canal road collapse, but I finally reached the place on the 11th try. Then on the 14th try I found out that Morgan Everett had some extra stuff in his house- namely, Lucius Debeers and Morpheus. I subsequently also found out that it was possible to talk to Everett about the fluke mechanic and get rid of him, thereby saving Jock. I also find some secret room or hidden item on just about every try; lots of hidden stuff all over the place in this game. :D

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You have too much time on your hands. :D


You got that right; when I first got this game, I was playing nonstop for 11 hours straight. :D (and I only stopped because I was getting sleepy)

 

Offline Styxx

  • 211
    • Hard Light Productions
Freespace / System Shock
Eh, I'd have played once and get a walkthrough to find out all the stuff I had missed on the second way through - and then get into a different game... :p
Probably away. Contact through email.

 

Offline Alikchi

  • Neo-Terran
  • 210
  • Spooky ghost (RIP)
Freespace / System Shock
Quote
Originally posted by CP5670
I subsequently also found out that it was possible to talk to Everett about the fluke mechanic and get rid of him, thereby saving Jock.


Eh, I just talk to everyone I see - and when he started sounding suspicious, I shot him. First playthrough. Quite cool when I realized I'd saved the chopper :)
"Going too far and caring too much about a subject is the best way to make friends that I know."
- Sarah Vowell

 

Offline Zeronet

  • Hanger Man
  • 29
Freespace / System Shock
I completed the game 5 times or so all the way through and Paul survived, but now he keeps dieing :(.
Got Ether?

 

Offline CP5670

  • Dr. Evil
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Freespace / System Shock
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Eh, I just talk to everyone I see - and when he started sounding suspicious, I shot him. First playthrough. Quite cool when I realized I'd saved the chopper


Yeah, he did sound somewhat strange the first time I played the game, but I gave no thought to it until much later when Everett told me what happened. Then I tried various things with him; killing him immediately, talking to him and killing him, throwing the other mechanic's body on him, talking to him and then to Jock, talking to him, then Everett and then killing him, and so on. :D

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I completed the game 5 times or so all the way through and Paul survived, but now he keeps dieing :(.


The funny thing there is that one of you must die in the firefight in the hotel; if you survive, he dies, and if he survives, you die. (or at least you become unconscious) This was something I experimented around with quite a bit; the first time I played through, I left the hotel immediately, and so Paul died. Later, I tried a number of different things, including killing all the bad guys in the hotel and on the streets, but he still died, so I concluded that you must die to allow him to live. :p (can't see how he would die anyway; he is invulnerable, runs extremely fast and has a ton of ammo :D) Although they must be putting you back together or something, since you are still alive later, but heavily damaged.

One a side note, has anyone tried releasing the two greasels in the MJ12 Pacific Rim lab in Hong Kong? Usually they end up doing some wacky things in there with the guards, but the real fun part comes when you release the nearby bum. It is pretty rare, but the bum sometimes is able to run all the way to where the soldiers' breakroom is, with the special agents following him. If this occurs, the normal MJ12 soldiers and the special agents actually start fighting each other. (with the scientists running around in the middle) I have a saved game there; it is really funny to watch that. :D :D

The most recent thing I discovered was that one of the police officers in Paris has a reload mod on him, so I just get him angry and kill him to get that. (those mods are rare)
« Last Edit: June 18, 2002, 12:59:40 pm by 296 »

 

Offline wEvil

  • The Other Good Renderer
  • 28
    • http://www.andymelville.net
Freespace / System Shock
It's easy to keep Paul AND yourself alive.

When you go to his apartment plant a couple of gas grenades at the closer end of the coridoor to the rest of the hotel.

At the far end, plant a couple of LAMs.

That way after you dont wha tyou have to do with the satdishes and return and the MiBs break the door down, most of them get blasted as they walk in.

Next you need to rush out and lob a couple of gas grenades into the hotel foyer and then just start headshotting all the UNATCO troops.

Paul gets away, you get away and you both survive ;)

E-Z

 

Offline CP5670

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Freespace / System Shock
Yeah, I did try killing everyone in the hotel (as you said, it is pretty easy with those LAMs, and Paul is one heck of a fighter; you can go hide in the bedroom and he'll do all the work), but he still died sometime later. :( Maybe I should try that again just to make sure, though.

  

Offline Galemp

  • Actual father of Samus
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Freespace / System Shock
Okay... uh... (has never played SS :nervous: )

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Originally posted by mikhael
If I was going to do it on a modern engine, I would again go with a Warren Specter's choice: the modified engine used in Deus Ex 2. Why? Becase Specter and his team believe in making the software fit the story, not the other way around. There will be proper leaning, sneaking, sound trapping, shadow trapping, dynamic lighting, etc. In short, you'll be able to put together the sort of atmosphere you need for a squad of GTA marines skulking their way through a captured shivan ship. No other design team, in my opinion, can make an engine that can make that sort of atmosphere. Its what they're good at.


Right on. AvP needed an entirely new engine for what they wanted to include in it and they pulled it off perfectly. Actually, if AvP was a little more mod-friendly, we could use that. A Freespace FPS engine should have low- and zero-gravity environments that let you use suction boots on the walls, and Shivans scampering around like Aliens. Vision modes would be a plus (normal, infra-red, night vision) and the environment seems fine, with rain, sparks, glass, dynamic lighting etc.
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