Sly 2:Difficulty

Revision as of 06:42, 2 August 2022 by TheOnlyZac (talk | contribs) (Added more examples)
Difficulty
Game Mechanic
Your suck increases each time you fail a job
GameSly 2: Band of Thieves

Difficulty, also called suck or uSuck, is the mechanic by which the game dynamically becomes easier depending on your gameplay. If you repeatedly die or fail a job, certain aspects of the game become easier to compensate.

Suck score

In Sly 2: Band of Thieves, the player is assigned a uSuck score on a per-mission basis[check]. It ranges from 0.0f to 1.0f and increases each time you die or fail a job. The uSuck value is used in the level scripts to make certain aspects of the game easier.

Examples

The following is a list of instances where the game uses the current uSuck value to scale the difficulty level.

  • In Moonlight Rendezvous, how long Neyla will wait for you ranges from 5 to 20 seconds depending on the suck value.
    • nWaitTime = (suck * 15) + 5
  • Neyla's Secret uses the same principle, but the wait time only ranges from 5 to 15 seconds.
    • nWaitTime = (suck * 10) + 5
  • The "shell damage amount" in m7_robot_war ranges from -10 to -5 based on the current suck.
    • tank1.shell_damage_points = floor((suck * 5) - 10)
  • The speed of the enemy missiles in the hacking stages scale based on the current suck value.
    • missileSpeed = clq-evaluate(clq(1.0, -0.3, 0), current-suck) * turret.MISSILE_SPEED)
  • The speed of something is set based on suck in t3_heist3_protect_murray
    • speed = speed - (current-suck * 0.3)
  • During the Rajan boss fight, some function is only called if suck is less than 0.7.
    • if (gm != null-obj && current-suck < 0.7) gm.LightningJump()