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Offline Karlos

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Re: Syndicate
« on: May 13, 2004, 08:33:52 PM »
Depends on how busy it gets.

I don't think it was designed properly scalable - a lot of animations seem to just run as fast as they can. You *have* to see it on an 060 for full comedy effect ;-)
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Offline Karlos

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Re: Syndicate
« Reply #1 on: May 14, 2004, 02:01:12 AM »
Quote

Abou27 wrote:
@Karlos

You mention animations.  I have the 2 disk AGA version and have always been frustrated by the 'Sorry, animations unavailable' message.  I always wondered if there was a full version but you seemed to have answered this question.  Are they any good/worth it?


I meant the in-game animation frames. People walking, billboards etc., not the actual cut scenes.
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Offline Karlos

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Re: Syndicate
« Reply #2 on: May 14, 2004, 12:09:43 PM »
I bought syndicate as soon as it was released and played it to death. I was so addicted.

You learn a massive amounr about how the enemy AI works and how to take advantage of it.

Some tips:

1) Enemy teams never develop attack weapons beyond the Uzi/long range by default. If you develop heavy assault weapons, in time so will they. It's much more fun to divert your funds into body upgrades and rely on stealing heavy weapons. Use the persuadertron to get a full cryo chamber early on, you can use the agents therein to store weapons. The first new weapon you find is always given to your R&D team so make sure you use it first. Subsequent finds are yours to keep, you just can't reload them. Considering this, make sure you punish territories that have a military bias so you are forced to redo them occasionally. Consider it a smash and grab raid for the hardware ;-)

2) Enemy agents will always hunt your least armed agent first or if equally equipped, hunt them in numerical order.

3) Enemy agents don't appear duly concerned seeing any other of your agents whilst you first / least armed is still alive. They will only react to another agent of yours if you shoot first.

4) Enemy agents occupy zero volume and have little concept of height :-D. If you put your first / least armed agent somewhere fairly inaccessible, but with a space underneath, all the activated enemy agents will congregate en-masse on the point beneath.

5) Where (4) is impossible to acheive, you can ensure all your guys carry sheilds. The enemy will pile onto your guys position after pointlessly shooting for a bit. You can then send #2 in to roast them. Strangely, your flamer (or indeed any weapon other than explosives) will never hurt your own guys.

6) The flamer is incapable of injuring an enemy. It is always 100% lethal. Coupling the above observation, you can wait for the enemy to pile up underneath your first / least armed agent, then send number 2 in and give them a lick of flame. As long as you hit them, they will all die, none of them will be able retaliate. Use of any other weapon is not recommended for this trick. 15 aggrivated enemy agents simultaneously firing on your man with shotguns at exactly the same time will kill you unless you have a sheild activated.

7) For many normal missions, a squad of 4 v3 agents, armed with 8 long range rifles apiece will wipe the floor with the enemy, still relying on shotguns/uzis. They will never even get within a screens distance of you :-)

Recently I played it to see how quickly I can complete it.


The atlantic Accelerator is an exception to the weaponry rules. They all come equipped with minuguns aplenty. However if you make note of points (2)-(6) you will see a way to do it without a single casualty on your own team.
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Offline Karlos

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Re: Syndicate
« Reply #3 on: May 15, 2004, 03:42:19 PM »
No no no! :-D

The best way to beat the Atlantic Accelerator is as follows.

1) Equip all four of your fully v3 agents with 4 energy sheilds, 2 flamers and 2 gauss guns a piece.

2) Take the squad in, enter team mode immediately, drop IPA levels and enable sheilds.

3) Exit team mode and move agents 2-3 away from the pad, leaving agent #1 alone. The first enemy will swarm onto him, but can't harm him. As long as your other guys are out of the firing line, disable their sheilds. The enemy wont take a blind bit of notice as long as your #1 is ok. A second wave will arrive shortly afterwards. Ensure your #1 guy is cycling his sheilds, whatever you do don't let him get vulnerable.

4) Wait for the commotion to stop. There are about 16 agents actually stood on #1's position. Calmly take another agent within flamer distance and give your #1 position a liberal lick of napalm. All the enemy agents will die. This is quite a spectacle ;-)

5) You can now take your other agents further out, leaving #1 right where he is ;-). You will find active enemy agents running in a loop, trying to get to #1's position but never quite managing it. Find a few nice corners where you can position your guys out of sight of the gun towers and let them use their flamers. When an enemy runs past, he'll get torched and as I said earlier cannot possibly survive.

6) After a while you've cleaned out all the agents apart from 2 inside some buildings and the guard towers. Gauss the guard towers to get rid of the latter. You don't want lasers slashing at your men.

7) Take another agent (never #1) and stand him in the doorways of the buildings where the last 2 agents are running in circles. Let him flame them automatically with higher IPA. Failing that, stand outside and gauss the corner of the building as the guy inside passes it.

All done. All enemy agents killed, no losses sustained. More than likely nobody ever even opened fire on your agents (other than #1).

:-D
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Offline Karlos

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Re: Syndicate
« Reply #4 on: May 16, 2004, 01:59:57 PM »
Quote

MAD wrote:
Hoya!

I thought about this more or less... But for some reason, it just did not work...
Gotta try it again I guess...


Hmm. I wonder if there were version differences? I got my syndicate the day it became available in Future Zone (or was it Game? I forgot what it was called first!).

The strategy I presented just then for the Atlantic Accelerator relies on all the observations about gaps in the enemy AI I made earlier. Perhaps this was fixed later, I don't know.

You can easily test the assertations in other levels. There are plenty of them were you can leave your least equipped / numerically lowest agent somewhere the enemy cant get to.

Man I need to play again now! Must find another keyboard for the 1200 so I can play throught the PC's tv card ;-)
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