I like the timed recharge idea, but for static med bays I don't think it'd be necessary.

My thought was that they'd be like the recharge rooms in Metroid games, occurring at significant places such as the start of each level, and refilling your health to maximum each time, so that you could use the medkits for immergency battlefield healing.

Beware the grue!

Drk.
----- Original Message ----- From: "Bryan Peterson" <bpeterson2...@cableone.net>
To: "Gamers Discussion list" <gamers@audyssey.org>
Sent: Wednesday, May 14, 2014 5:49 PM
Subject: Re: [Audyssey] Sod Walkthrough.


Or make them so that you could use them as many times as you wanted but with a certain amount of recharge time between uses. So it'd be like the Wand of Dragonfire in Sryth, which you can theoretically use as many times as you want but with an hour or so of recharge time after each use. A medical bay might need less time to charge but it would still mean you' have to be strategic and try not to get beaten up too much right away.



Oh freddled gruntbuggly,
thy micturations are to me
as plurdled gabbleblotchits on a lurgid bee.
GroupI implore thee, my foonting turlingdromes,
And hooptiously drangle me with crinkly bindlewurdles,
or I will rend thee in the gobberwarts with my blurglecruncheon, see if I don't! -----Original Message----- From: dark
Sent: Wednesday, May 14, 2014 10:41 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Sod Walkthrough.

Personally i rather like the auto healing myself, sinse it means you don't
have to be super stingy with the medkits and can use them tactically in
battle. i remember when I first had shades 1.0 I'd never use a med kit in a fight sinse I didn't like the idea of saving and getting to a point where I had no medkits, couldn't find any others and was thus stuck far towards the
end of the game with little energy or possibility of healing, which I have
seen happen before in games with only one life and no breaks between levels
to recover energy.

of course, had david included static healing stations, say medical bays that
acted like a med kit and healed you to full but were static, or had some
sort of respawning enemy who offered health boosts when killed on a random
basis, auto healing wouldn't be necessary.

Beware the grue!

Dark.
----- Original Message ----- From: "Thomas Ward" <thomasward1...@gmail.com>
To: "Gamers Discussion list" <gamers@audyssey.org>
Sent: Wednesday, May 14, 2014 5:27 PM
Subject: Re: [Audyssey] Sod Walkthrough.


Hello Ishan,

Actually, in version 1.0 it was possible to destroy the temporal
disturbance with a mine. You can't do that in version 1.2 though.

As for automatic healing you are right. It was not present in 1.0, but
is present in 1.2. I really like that feature although I think it
makes the game a little too easy as med kits are no longer necessary.

Cheers!


On 5/14/14, ishan dhami <ishan1dha...@gmail.com> wrote:
grenades and fists are not there
Why you forget the auto healing feature?
This feature is a good even the master piece of the game.
STD are not destroyed by mines.

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