Camelot Unchained Wiki
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=Component Combat System=
 
=Component Combat System=
   
# Uses a variant on the [[Components|component]] magic system used in previous games, particularly the MUD ''Dragon's Gate'', also by [[Marc Jacobs]].
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# Uses a variant on the [[Components|component]] magic system used in previous games, particularly the MUD ''Dragon's Gate'', also by [[Mark Jacobs]].
 
# All abilities are created by each player for themselves through the [[Ability Building System]].
 
# All abilities are created by each player for themselves through the [[Ability Building System]].
 
# Combat is partially balanced by the power of each ability, which is limited by a value rating limit, which represents how strong an ability can be after modification by the player.
 
# Combat is partially balanced by the power of each ability, which is limited by a value rating limit, which represents how strong an ability can be after modification by the player.
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# A small percentage of gain can come from practice against dummy targets, and possibly against a trainer or other members of your Realm
 
# A small percentage of gain can come from practice against dummy targets, and possibly against a trainer or other members of your Realm
 
# Not all components are compatible with each other
 
# Not all components are compatible with each other
# No class has access to all components, and many components are class- or Realm-locked to prevent mirrored classes
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# No class has access to all components, and many components are class- or Realm-locked to prevent mirrored classes
  +
 
 
=Combat-body parts/armor=
 
=Combat-body parts/armor=
 
 

Revision as of 19:46, 9 April 2015

Combat - The combat system for Camelot Unchained is planned to be tactically complex, with significant consequences. Characters who die in battle won't get right back in the fight.

Combat

  1. Combat will be based on 'Rock, Paper, Scissors' mechanics and class inter-dependence through the Holy Trinity and strong archetypes. [1]
  2. 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." [2]
  3. The combat system is specifically designed with experienced players (or players who want a greater challenge) in mind. [2]

Component Combat System

  1. Uses a variant on the component magic system used in previous games, particularly the MUD Dragon's Gate, also by Mark Jacobs.
  2. All abilities are created by each player for themselves through the Ability Building System.
  3. Combat is partially balanced by the power of each ability, which is limited by a value rating limit, which represents how strong an ability can be after modification by the player.
  4. With each new component added to an ability, the value rating goes up. It cannot surpass the value rating limit of the ability.
  5. Many components also has a range of adjustments that can be made, once again raising the VR.
  6. Players have precise control over the VR and all the adjustments made to it.

Ability Components

Four basic types of ability components

  1. Primary – The thing that the player wants the ability to use, such as a sword
  2. Secondary – The way in which a player wants to use the primary component. For example, if the PC was a sword, an SC could be a slash. Sword + Slash = Sword slash attack
  3. Modifiers – Optional add-ons, which a player can use to further tweak their abilities to suit a desired playstyle. These are the largest set of components, and cover things such as adding range to an attack, width to an AOE attack, or directing an attack to a specific body area
  4. Modal Components – These change the state of the character in some way, such as an offensive or defensive stance
  5. All abilities require at least one Primary and one Secondary component
  6. Can have multiples of both, such as when attacking with multiple weapons
  7. All components must be learned and practiced to increase their effectiveness
  8. A small percentage of gain can come from practice against dummy targets, and possibly against a trainer or other members of your Realm
  9. Not all components are compatible with each other
  10. No class has access to all components, and many components are class- or Realm-locked to prevent mirrored classes

Combat-body parts/armor

  1. Each part of a character’s body is protected only by its own piece of armor
  2. Unlike the way of most games, armor only protects the part of the body that it covers. Your helm doesn’t help you when you are struck on the leg!
  3. Body parts take damage individually, and each part has its own pool of health and injury effects
  4. A shoulder wound could reduce how fast you can swing a sword, but it won’t stop you from running away
  5. Player-created abilities can add a modular component to target a specific region of the body
  6. Paying careful attention can give the attacker an advantage, but if you target an area that the defender is guarding or quickly moves to protect, the advantage could shift
  7. Certain components will also allow a defender, after a successful defense, to perform a special counter-attack on the attacker
  8. Abilities always trigger cooldowns once started, and cost resources whether they complete successfully or not.
  9. Abilities also have a “Disruption Value” which is damaged by “Disruption Damage” from hostile abilities. If an ability takes too much disruption damage, it is interrupted. Too much DD can result in a very negative effect on the player whose ability was disrupted.
  10. The more powerful the ability disrupted, the more likely the backlash from the ability will hurt the user of the ability.

Summary

  1. The combat system of Camelot Unchained is one of the most unique systems in any MMORPG to date.
  2. Players literally craft all their own abilities: nothing except the core components of an ability are premade. Epitome of “choices matter”.
  3. Four different categories of components, many with their own customization, yields huge number of possible combinations.
  4. Players can create abilities to match their preferred playstyle, not just play the classes that we create for them.
  5. System supports hard interrupts, positionals, reactionaries, and other staples of hard-core combat systems.


Sources

Video presentation and Q&A videos: