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− | + | =Combat= |
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− | # If you [[death|die]] in battle you won't get right back in the fight. Combat system is going to be a lot more complicated than that. |
+ | # If you [[death|die]] in battle you won't get right back in the fight. Combat system is going to be a lot more complicated than that. {{Citation needed}} |
− | # Combat will be |
+ | # Combat will be based on [[RPS|'Rock, Paper, Scissors']] and [[Classes|class]] inter-dependance through the [[Holy Trinity]] and strong [[Archetypes|archetypes]]. |
− | # Combat, including magical combat, should be innovative and fun. The world has enough MMORPGs with combat systems that are the same or strikingly similar to other MMORPGs |
+ | # Quote: "Combat, including [[Magic|magical]] combat, should be innovative and fun. The world has enough MMORPGs with combat systems that are the same or strikingly similar to other MMORPGs." {{Citation needed}} |
− | # The combat system is specifically designed with experienced players (or players who want a greater challenge) in mind. |
+ | # The combat system is specifically designed with experienced players (or players who want a greater challenge) in mind. {{Citation needed}} |
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Revision as of 04:23, 8 April 2015
This article is a stub. You can help Camelot Unchained Wiki by expanding it. |
Combat
- If you die in battle you won't get right back in the fight. Combat system is going to be a lot more complicated than that. [citation needed]
- Combat will be based on 'Rock, Paper, Scissors' and class inter-dependance through the Holy Trinity and strong archetypes.
- Quote: "Combat, including magical combat, should be innovative and fun. The world has enough MMORPGs with combat systems that are the same or strikingly similar to other MMORPGs." [citation needed]
- The combat system is specifically designed with experienced players (or players who want a greater challenge) in mind. [citation needed]