on 21-03-2012 10:47 PM
Tactical Defense - In this minigame/battle mission, Cole must join forces with the Militia to protect a generator from 9 waves of Ice Soldiers. However, the Militia are wary about trusting a Conduit like Cole, and could turn against him. Cole must gain their trust (in the form of Trust Points) by defeating waves of enemies and use this trust to position Militia, convince them to upgrade to newer equipment, and be able to use his more powerful abilities without scaring the Militia into attacking. Only with good tactics and pre-planning can Cole and the Militia prevail.
Trust Points System
Cole does less damage than the Militia, so while you may be able to get away with having no assistance for a bit, you will need Militia on your side as the waves get stronger. Trust Points (TP for short) represent the trust the Militia have in Cole. Bertrand's orders are the only reason Cole is trusted at all by the Militia at first, so Cole starts with very little (200) TP. As Cole and the Militia defeat waves of enemies, he gains more Trust Points. This trust can be used to "place" Militia along the road the Ice Soldiers run down, upgrade their weapons, and use more powerful attacks; if Cole ever has 0 TP left, the Militia will turn against him, and the mission will end in failure. You will not gain enough TP to "purchase" everything, so be sure to plan ahead.
on 13-04-2012 10:26 PM
After seemingly endless troubles with cutscenes freezing the game and platforms moving the wrong way after cutscenes, Stratospheric Platforming is finally complete! This platformer takes place above the normal editing bounds of the UGC editor (hence the name), and has 5 difficulty settings, 2 different lengths, and 3 game modes (Standard, Hardcore (no checkpoints), and Time Trial (no checkpoints and a time limit)).
This is without question my most complex mission ever, with 58.3% logic (58.0% not counting the "master cutscene" with all objects in it that serves as backup for other cutscenes) and 559 logic boxes (558 not counting the "master cutscene"). Since this mission has so much logic, the entire second half of the course is actually the first half of the course moved into place via cutscenes. This gives the mission an extra 39.0% worth of platforming, which makes it effectively 137.3% full instead of just 98.3% full (the 1.0% not moved in a cutscene and not logic is the collectibles at the start).
For first-time players, I would strongly recommend against starting with Long Insane Time Trial; it took 2 hours for me to finally get through it during testing, and I only had a few seconds left at the end.
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