Talk:Old Hamidon Raid: Difference between revisions

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imported>Snorii (historical)
(New page: 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. [http://www-en.curse-gaming.com/games/7/city...)
 
imported>Snorii (historical)
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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. [http://www-en.curse-gaming.com/games/7/city-of-heroes/articles/1225/exclusive-redesigning-the-old-god-hamidon/]  - [[User:Snorii|Snorii]] 06:48, 23 March 2007 (PDT)
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. [http://www-en.curse-gaming.com/games/7/city-of-heroes/articles/1225/exclusive-redesigning-the-old-god-hamidon/]  - [[User:Snorii|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.
"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."

Revision as of 13:49, 23 March 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."