Difference between revisions of "Talk:Old Hamidon Raid"
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"When we first created Hamidon, we started by making a trial that was, for all intents and purposes, impossible, save for one strategy designed by Geko, our lead powers and critters designer. Because the Hamidon would spawn a Mitochondria bodyguard for every character in the cytoplasm when reduced to 50% (and 25%) health, Geko’s plan involved the players coordinating their tactics so only a minimum number of characters were actually inside the cytoplasm, effectively reducing the re-spawn to a manageable level. Also, since the Mitos were immobile, characters could perform a multi-pronged assault so that when the Mito re-spawn occurred, they could force the Mitos to spawn on one side of the Hamidon, leaving one side undefended." | "When we first created Hamidon, we started by making a trial that was, for all intents and purposes, impossible, save for one strategy designed by Geko, our lead powers and critters designer. Because the Hamidon would spawn a Mitochondria bodyguard for every character in the cytoplasm when reduced to 50% (and 25%) health, Geko’s plan involved the players coordinating their tactics so only a minimum number of characters were actually inside the cytoplasm, effectively reducing the re-spawn to a manageable level. Also, since the Mitos were immobile, characters could perform a multi-pronged assault so that when the Mito re-spawn occurred, they could force the Mitos to spawn on one side of the Hamidon, leaving one side undefended." | ||
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Revision as of 00:42, 5 April 2007
I think this is very interesting, we finally know how the Hamidon Raid was designed to be completed rather than how all servers actually do it. [1] - Snorii 06:48, 23 March 2007 (PDT)
"When we first created Hamidon, we started by making a trial that was, for all intents and purposes, impossible, save for one strategy designed by Geko, our lead powers and critters designer. Because the Hamidon would spawn a Mitochondria bodyguard for every character in the cytoplasm when reduced to 50% (and 25%) health, Geko’s plan involved the players coordinating their tactics so only a minimum number of characters were actually inside the cytoplasm, effectively reducing the re-spawn to a manageable level. Also, since the Mitos were immobile, characters could perform a multi-pronged assault so that when the Mito re-spawn occurred, they could force the Mitos to spawn on one side of the Hamidon, leaving one side undefended."