New Camelot Unchained Update Elaborates on Building and Mining Concepts

on April 21, 2013 5:42 PM

Yesterday’s Camelot Unchained update on building left a few questions on the table, but today we got a new one that expands on the concept, and specifically gives us a further glimpse on the concepts that are at the basics of the mining system and of collaboration between crafters.

Here are a few descriptive bullet points that will let you better understand what mining will entail in Camelot Unchained:

  • Mines are bubbles that are contained within separate world zones.
  • Long lasting, not simply “hit with a hammer a few times and watch them disappear” types of mines.
  • Mines are meant to support many players unlike traditional MMO mines.
  • More players/miners = more bonuses (more on this in the cooperative play section).
  • Overall design encourages realm-mates working together and helps build Realm Pride rather than discouraging it
  • Mines can be claimed.
  • Small mines can be claimed by individuals, groups and guilds.
  • Large mines can be claimed by the realm as well and shared with players.
  • Mines can be protected – i.e.: traps and defenses. Collapsible – Can heavily damage them to prevent easy reuse by the enemy.

…And a few more on collaborative crafting.

  • Players work together to build structures, mine, etc.
  • The more crafters involved, the more benefits will scale till max.
  • All plots have permissions to allow other players to build/help build a structure on a plot. Plots
  • Plots can decay/degrade overtime if not kept up (Possible – time and/or monetary costs).
  • Players risk of losing plot ownership if player doesn’t maintain properly.
  • Bring in Prefabs and/or Material/Resources to help build a structure.
  • Possible use of foremen on projects, mines, etc.
  • Possible “Can I help” coordination, permissions, etc.
  • Possibly allow control of NPCs to speed up some activities for high-level crafters/builders/
  •  Upgrades – any player can contribute to upgrading a structure (wood -> stone -> metal -?)
  • Constructs can evolve over time.

The update also elaborates further on the concept of cells and pre-fabs, that will be at the base of building. If you want to know more you can read the full wall of text here, and since you’re at it, don’t forget to pledge your own support. There are ten more days to turn this project into a reality.

As a bonus we also got a lovely piece of artwork by Lead Concept Artist Michelle Davies, that you can see at the top of this post. Yes, I know it kicks the text all the way into the Depths, but it’s just too cool not to be there.

 /  Executive News Editor
Hailing from sunny (not as much as people think) Italy and long standing gamer since the age of Mattel Intellivision and Sinclair ZX Spectrum. Definitely a multi-platform gamer, he still holds the old dear PC nearest to his heart, while not disregarding any console on the market. RPGs (of any nationality) and MMORPGs are his daily bread, but he enjoys almost every other genre, prominently racing simulators, action and sandbox games. He is also one of the few surviving fans of the flight simulator genre on Earth.
 [ 0 ]