great orb project

Discussion in 'RuneScape Guide & eBook Sales' started by exiled47, Sep 9, 2008.

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great orb project
  1. Unread #1 - Sep 9, 2008 at 11:14 AM
  2. exiled47
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    exiled47 Active Member

    great orb project

    this is for 1st timers =)

    Objective

    The objective of the game is for players to move as many orbs corresponding to their team colour as they can to the altars. The team with the most orbs when the timer runs out wins.

    Starting the game

    Talk to either Wizard Acantha (green team) or Wizard Vief (yellow team) to join the game. Each team requires at least two members to notify Wizard Elriss to open the portal to start the game. With the 19 August update, players can now join the least populated team by talking to wizards found within the Guild.

    Rounds

    There are 8 rounds for pay-to-play and 6 rounds for free-to-play, which are the Runecrafting altars, in the following order:

    * Air altar
    * Mind altar
    * Water altar
    * Earth altar
    * Fire altar
    * Body altar
    * Chaos altar (members only)
    * Nature altar (members only)

    Equipment

    Three wands are given when players enroll to either one team, namely Green/yellow attractor, Green/yellow repeller and the Green/yellow barrier generator. A hat is also given to distinguish which side players are on. The hat and attractor wand are equipped automatically.

    Other useful items

    * Weight-reducing items, such as Spotted capes, Spottier capes and Boots of lightness.
    * Runecrafting pouches - for storing extra pure essence.
    * Runecrafter robes of any colour- when equipped, they will allow the wearer to push and pull orbs across more of a distance (Not to mention they match the hat!).

    Leaving a team

    To switch teams before the minigame, players have to simply destroy any of the wands given BEFORE the game starts. Doing this will NOT result in the 15-minute time penalty for abandoning the game.

    Abandoning a game

    Abandoning the game will result in a 15-minute time penalty where players will be unable to play the next game until the penalty expires (similar to Bounty Hunter minigame). There are a number of ways to abandon an on-going game:

    * Getting disconnected.
    * Leaving an altar via the altar exit portal, rather than the portal created by Wizard Elriss.
    * Destroying any of the wands given before the game.

    Abandoning a game will return the player to the Guild.


    In the battle
    To score points, orbs must be led to the 1-grid square around the altar, by either attracting or repelling the orbs. When the two teams finish scoring points within the two-minute time limit, they will need to step into the purple portal that appears in order to be teleported to the next altar. The next round then begins.

    Every time a round finishes, some Rune essences or Pure essences (Pure essence in Members) will be given according to the number of orbs that players led to score marks and whether or not that team lost the altar. If players already have a full inventory of essences, the extras will be dropped to the ground.

    Players can then choose to craft them into Runes at that altar (remember to pick up the extras if they had a full inventory) or to take them with them (either in the inventory or in pouches). This is identical to normal Runecrafting and the ability of the Explorer's ring and crafting multiple runes are in effect.

    Barriers

    At the same time, players can also set up barriers which block the way of orbs. Both teams can pass through any barriers regardless of colour, but no orb can pass a barriers even if it is the same colour as the orb. Members of the opposing team can destroy the barriers by simply choosing 'destroy' option without going near the barriers. Players may fail at removing their opposing team's barriers, but they can simply continuously try to remove it until they succeed. Multiple players can try to remove the same barriers at the same time. Players can remove their own team's barriers without fail.

    Each member of the gang can only set one barricade each time. If a player has a barricade still up and tries to put another down, the original barrier will be removed while the new barrier is put in. If the player is standing where the other team is going to put their barrier, they can make a barrier on top of the other team's barrier, and then destroy it.

    Fixed games

    There is a method of playing known as 50/50, altar sharing, or 50/50 sharing. This involves letting each team win an equal number of altars. However, players run the risk that the arrangement will not be followed during the course of the game. These arrangements can be caused by one team constantly outnumbering and beating the other, players who want maximum tokens with minimum effort, or players who are not particularly skilled at the game. The appearances of this arrangement have dwindled since the 18 August 2008 updates.

    * Pros:
    o Guaranteed win (when the arrangement is followed).
    o Easy source of Runecrafting guild tokens.
    o Less amount of effort (as the opposing teams take turns).
    * Cons:
    o Predictable outcome (when the arrangement is followed).
    o Ethically questionable, due to game fixing.
    o Less amount of tokens received per game.
    o Risk of the arrangement not being followed.

    Tips

    * Always have at least 8 (or 6 for non-members) inventory spaces reserved for carrying the crafted runes. This eliminates the need of banking runes after each game.
    * Try to keep as many essence as possible until the last round, where Nature runes may be crafted. This is because Nature runes are the most profitable runes, selling for 244 coins each.
    * Organise the team so that some team members are "anchors" while others are "scouts". Anchors usually stay close to the altar converting orbs into points for the team. Scouts generally lookout for new orbs to appear, and stray further away from the altar, bringing orbs closer to the altar.
    * When orbs are stuck behind a pillar, try standing diagonal to the orbs before attracting the orbs. This way the orbs will go through the Pi-shaped pillars. If the orb is between the Pi-shaped pillar, try attracting it from BEHIND the Runecrafting altar.
    * Try not to attract orbs from team members, especially when team members are facing each other. This results in stalemates, where the orbs do not move in any direction.
    * It is possible to make orbs "stuck" so the other team can't get them back. Repel the other team's orb as far as possible until no one can get them. This is a great technique to use when there are not many players in the game.


    oh btw this is my friend guide not mine :p :p
     
  3. Unread #2 - Sep 16, 2008 at 11:48 AM
  4. scylla
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    scylla Forum Addict

    great orb project

    I get around 800-900 tokens per game, you can trade in each token for 1 noted rune essence.
     
  5. Unread #3 - Sep 16, 2008 at 10:05 PM
  6. moopiebumpie
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    moopiebumpie Guest

    great orb project

    Nice guide, but you should add pics
     
  7. Unread #4 - Sep 17, 2008 at 9:26 AM
  8. Divine_God
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    Divine_God Grand Master

    great orb project

    Thanks nice guide, add pictures and colored text to make it better :D
     
  9. Unread #5 - Sep 17, 2008 at 10:25 AM
  10. Rare Names
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    Rare Names Grand Master

    great orb project

    Okay guide, add some pictures :p
     
  11. Unread #6 - Sep 17, 2008 at 1:37 PM
  12. ~Killer~
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    ~Killer~ Guru
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    great orb project

    tell your friend nice guide
     
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