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(The class list is ordered so that each class is above the class it is best against) |
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Each class is equipped with a weapon (usually intended for melee range), and can also make use of two different magical abilities, which can be changed in the load-out screen alongside visual changes. |
Each class is equipped with a weapon (usually intended for melee range), and can also make use of two different magical abilities, which can be changed in the load-out screen alongside visual changes. |
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== Classes == |
== Classes == |
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− | <!--- |
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− | Yes, I'm basing it on Team Fortress now. |
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− | *Fire/Curse - Fast weak class based on infiltration and disrupting the enemy team |
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− | *Electricity/Sorceror - Slow, powerful front-line class |
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− | *Stone/Summoner - Constructs buildings to help teammates and indirectly attack enemies |
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− | *Water/Psychic - Long-range class |
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− | Basic class balance: |
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− | *Fire/Curse beats Stone/Summoner |
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− | *Air/Witch beats Fire/Curse |
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− | *Water/Psychic beats Air/Witch |
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− | *Electricity/Sorceror beats Water/Psychic |
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− | *Stone/Summoner beats Electricity/Sorceror |
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− | ---> |
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*'''[[Fire Elemental|Fire]]'''/'''[[Curse Vampire|Curse]]''': Fast but weak class, focuses on "hit and run" tactics and generally disrupting the enemy defence |
*'''[[Fire Elemental|Fire]]'''/'''[[Curse Vampire|Curse]]''': Fast but weak class, focuses on "hit and run" tactics and generally disrupting the enemy defence |
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− | *'''[[Electricity Elemental|Electricity]]'''/'''[[Sorcerer Vampire|Sorcerer]]''': A powerhouse class, good for making a push or defending a location |
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*'''[[Stone Elemental|Stone]]'''/'''[[Summoner Vampire|Summoner]]''': Indirect combat class that creates helpful buildings to assist team members and halt enemy advances |
*'''[[Stone Elemental|Stone]]'''/'''[[Summoner Vampire|Summoner]]''': Indirect combat class that creates helpful buildings to assist team members and halt enemy advances |
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− | *'''[[ |
+ | *'''[[Electricity Elemental|Electricity]]'''/'''[[Sorcerer Vampire|Sorcerer]]''': A powerhouse class, good for making a push or defending a location |
*'''[[Water Elemental|Water]]'''/'''[[Psychic Vampire|Psychic]]''': Long-range class that focuses on debuffing enemies and providing assistance to teammates without entering combat directly |
*'''[[Water Elemental|Water]]'''/'''[[Psychic Vampire|Psychic]]''': Long-range class that focuses on debuffing enemies and providing assistance to teammates without entering combat directly |
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== Maps == |
== Maps == |
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Each map has it's own objectives for the teams to complete; in some maps, teams race to complete the same objective first but in others, one team attempts to complete an objective while the other team attempts to stop them, or they both attempt to complete their own objectives at the same time. |
Each map has it's own objectives for the teams to complete; in some maps, teams race to complete the same objective first but in others, one team attempts to complete an objective while the other team attempts to stop them, or they both attempt to complete their own objectives at the same time. |
Revision as of 02:27, 18 February 2012
Winged Nexus: Conflict is a third-person class-based shooter developed by Twenty-Second Choice for the Novaya, and a spin-off of the Winged Nexus series.
Gameplay
The game features two teams, the Elementals and the Vampires, who must fight each other to complete the objective of the map they are currently playing. Players can make use of their classes individual abilities to combat the other team.
Each class is equipped with a weapon (usually intended for melee range), and can also make use of two different magical abilities, which can be changed in the load-out screen alongside visual changes.
Classes
- Fire/Curse: Fast but weak class, focuses on "hit and run" tactics and generally disrupting the enemy defence
- Stone/Summoner: Indirect combat class that creates helpful buildings to assist team members and halt enemy advances
- Electricity/Sorcerer: A powerhouse class, good for making a push or defending a location
- Water/Psychic: Long-range class that focuses on debuffing enemies and providing assistance to teammates without entering combat directly
- Air/Witch: Short-range class that supplies buffs to teammates
Maps
Each map has it's own objectives for the teams to complete; in some maps, teams race to complete the same objective first but in others, one team attempts to complete an objective while the other team attempts to stop them, or they both attempt to complete their own objectives at the same time.