All players gain the additional health permanently. Armor will not be saved unless the level is successfully completed. Grinding for armor is commonly neccessary when preparing for the higher difficulty levels. Collecting armor powerup items will increase a character's health in future play sessions by 1.2 for each armor acquired. This is a red image of a bulletproof vest. In 2017 Portable this applies to 5 more for the Pale Wing. All players gain the new weapons.Īs with Global Defence Force, there are five weapons that do not drop as part of this system and are instead awarded when all missions for each difficulty level are completed. Weapons may have already been unlocked, in which case nothing is gained by the player. Weapons unlocked are randomly picked from a pool for each stage and difficulty level combination. Grants the player an additional random weapon unlock if they successfully complete the current stage. Like a health pack but restores a much more sizeable portion of a player's health.Ī green box. Three white circles with red cross signs. Health packs cannot fill the player's health past the max quantity, which is fixed while playing a level. Restores a reasonable percent of the player's maximum health. The in-game pickups are two-dimensional sprites.Ī white circle with a red cross sign. In Global Defence Force the health increase per item is 1.5 for the Infantry class and 0.5 for the Pale Wing.Īll pickups are marked as green dots on the minimap. Increases the character's maximum HP if the current mission is successfully completed. Grey-blue bulletproof vest with "ARMOR" underneath. There is no reward for completing Impossible difficulty. These weapons are instead rewards for completing the entire campaign on each of the first 5 difficulty levels. Ten weapons are exempt from being dropped by this system, 5 for the Infantry and 5 for the Pale Wing. Weapons are specific to each class, and cannot be used by the other. Grants a level-based random weapon unlock for the current class if the current mission is successfully completed. Green briefcase with "WEAPON" on the side in yellow. Restores 30% of a character's current max HP. Open yellow-brown box with three white circular tubs inside with red X markings, and "EDF AID KIT" written underneath. Monster Attack has the fastest armor growth of any EDF game, with each Armor pickup increasing health by four points. Grey bulletproof vest with "ARMOR" underneath. They can be thought of as similar to tokens to put in a slot machine each item is one spin of the reels, which may or may not result in a new weapon. Grants a level-based random weapon unlock if the current mission is successfully completed this can be a weapon the player already has, in which case unlocking it again has no effect. Green ammo can with "WEAPON" on the side. Restores 10% of the character's current maximum HP.īrown briefcase with a red X shape. Round white tub with a red X shape on the top. For example, if an item lands on a building and the building is destroyed, the item will remain hovering in mid-air rather than falling down. Monster Attack has a more primitive physics engine than the other games (it is, for example, the only game where enemy corpses are complete intangible and can be fired and walked through), and this affects items: once an item settles on a surface, it is not affected by further physics events. Uniquely, these green dots are the highest-priority icon on the minimap: if an enemy walks over items, their red blip will be hidden under the green ones. Monster Attack features the same four items as other games, marking them as green dots on the minimap.
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