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Re: Hydra | Hydra https://elementscommunity.org/forum/index.php?topic=29533.msg376553#msg376553
« Reply #12 on: August 06, 2011, 09:56:45 pm »
Coding-wise, it's not difficult at all to store a simple piece of info on each Hydra Head that refers to the creature space occupied by the Hydra body it came from.  If a Hydra is in any way removed from the field, all active creatures are checked to see if they are Hydra Heads and point to a "mother space" that doesn't contain a Hydra.

So I don't think the limit is remotely necessary, though it's not problematic either, since we already can't have two Chimeras even with PU.

Offline XenocidiusTopic starter

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Re: Hydra | Hydra https://elementscommunity.org/forum/index.php?topic=29533.msg376570#msg376570
« Reply #13 on: August 06, 2011, 10:59:34 pm »
Maybe not coding-wise, but what about the player? There would have to be some sort of markings. And that means extra work for zanz.

Although I'll keep that in mind in case I do need to remove it.
Don't cry because it's over, smile because it happened.

Re: Hydra | Hydra https://elementscommunity.org/forum/index.php?topic=29533.msg376578#msg376578
« Reply #14 on: August 06, 2011, 11:17:23 pm »
I don't think markings for the player's sake would be necessary.  The only situations that would make you lose track are if you're equipping fire shield, using unstable gases, running firestorms... and WHY are you using those against Hydras, exactly?  :)  Even if you are, you just need to know which Hydra's been on the field the longest, that's your target.

In other news, Quinting a Hydra body is a very smart move.

Offline XenocidiusTopic starter

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Re: Hydra | Hydra https://elementscommunity.org/forum/index.php?topic=29533.msg376583#msg376583
« Reply #15 on: August 06, 2011, 11:30:07 pm »
Aaaaaand once again, Aether comes along to troll card ideas.

Although that would require a trio, so thankfully not so OP.
Don't cry because it's over, smile because it happened.

 

blarg: