Icarus wrote:Are you sure? I've played the game at both minimum and maximum rank and have noticed no difference in the rate the drones are generated.
I just double-checked it now. Between a decent rank when I was playing without much regard for rank control, and setting it to max on a seperate playthrough, there was almost a doubled drone output (this was tested on Boredom). He went from a volley of four (x2 drones x2 generators for a total of 16) to a volley of eight (x2 drones x2 generators for a total of 32). This definitely has milking potential.
Icarus wrote:Wouldn't mind seeing that, actually. I can't imagine there being many places that this occurs, however.
The spot I noticed it the most was in Airport, where there are those natural rows of enemies. But even in other parts of the game, there is a noticable increase in enemies between standard rank and max. I forgot to snag screenshots, I'll hopefully remember next time. >_>;
Icarus wrote:It would tie into the maximum rank play, by maxing out Shot and Option power to compensate for the increased enemy resilience (which again adds to the rank counter).
The major issue in this is that, especially on the part of the popcorn enemies, there is a SEVERE increase in health, to the point where a piercing weapon (such as Car-pet's) is REQUIRED to be able to hit more than one enemy and not have all your shots tied up. Without piercing, each enemy takes (subjectively, of course) maybe 2 or 3 times the firepower to beat. That is enough where it's difficult to keep up (especially on the part of larger enemies--in fact, on max rank, even WITH Carpet, I have let quite a few large enemies by despite concentrating a lot of firepower on them).
I'm also working on the health variable thing...though there's definitely quite a few variables in use. I also think I may have found one of the boss countdown variables, but it's very difficult to pin down as it seems both the health and the countdown get assigned to some random temp-variable, of which there appears to be a staggering amount. I'm still trying to determine if there's temp-variables just for the health and countdown timers, or even if there's any pattern to the variables used at all.
Two values I have pinned down:
Address 20A36B (this appears to be a health variable, sometimes. As far as I can tell it seems to consistently be the "main body" variable for Deviate--i.e. if this hits 0, it dies. I'm still figuring it out for sure, though.)
Address 2086E2 (this appears to be a countdown variable, sometimes. I've seen it act as such for both Gob-Robo and Bashinet Mk. II, but I'm not sure if those were isolated causes as this is still quite untested. One thing's for sure, though, when it acts as a countdown timer, it starts off in about the 1.5 million range and decreases by somewhere in the neighboorhood of 150-200? each frame. It's also noteworthy that when I was testing it out on Bashi-2, I somehow got the value to jump up 300k. I'm not sure how this happened (I THOUGHT it was dropping a Max-medal (from which my chain somehow didn't die...), but I dropped my chain again and the value didn't change) but it DEFINITELY delayed the timeout by that much because it still didn't timeout until this variable hit 0.)
Can someone watch these variables (notably the first on Deviate and the second on Gob-Robo and Bashi-2) and see if you can get consistent results with them?
~EI
EDIT: Got some pictures (on Bazzcok) of the drone change in action:
Minimum rank (rank at F00000):

Maximum rank (rank at 000000):
