Display title | Everything Breaks |
Default sort key | Everything Breaks |
Page length (in bytes) | 7,724 |
Namespace ID | 0 |
Page ID | 79784 |
Page content language | en - English |
Page content model | wikitext |
Indexing by robots | Allowed |
Number of redirects to this page | 0 |
Counted as a content page | Yes |
Number of subpages of this page | 0 (0 redirects; 0 non-redirects) |
Edit | Allow all users (infinite) |
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Page creator | prefix>Import Bot |
Date of page creation | 21:27, 1 November 2013 |
Latest editor | Robkelk (talk | contribs) |
Date of latest edit | 18:58, 5 November 2023 |
Total number of edits | 9 |
Recent number of edits (within past 180 days) | 0 |
Recent number of distinct authors | 0 |
Description | Content |
Article description: (description ) This attribute controls the content of the description and og:description elements. | With the advent of fully destructible environments in modern computer games, sometimes the game world's destructibility gets taken a bit too far. Since everything seems to collapse as soon as anything touches it, planning vehicle paths, especially in Real Time Strategy games, becomes crucial if one doesn't want to lose other potential benefits of the scenery, such as (following the previous example) cover for infantry. |