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Spellborn International
MMORPG | Setting:Fantasy | Status:Cancelled  (est.rel 04/23/09)  | Pub:Frogster Interactive / Mindscape / Acclaim
PVP:Yes | Distribution:Download | Retail Price:Free | Pay Type:Free | Monthly Fee:Free
System Req: PC | Out of date info? Let us know!

Skill and Combat System Explained

Posted by Jon Wood on Dec 27, 2005  | Comments

Skill and Combat System Explained -

 Coen Neessen, the lead designer of the MMORPG, The Chronicles of Spellborn, has written an explanation of the Skill and Combat System for our reading pleasure. The article is quite in-depth. Here is a sample:


I will kick off with introducing myself. I am Coen Neessen, the Lead Game Designer for The Chronicles of Spellborn. I have been involved with designing most of the core mechanics for TCoS and I am currently working on the skill and combat systems. In the article below I will try to explain a bit about what makes the skill and combat system for the game so special and interesting. After you have read the article, feel free to give your opinion in this forum topic.

Tactical Choices
What we are doing with the combat system in TCoS is to increase the effect of tactical choices made by the player during combat. Furthermore we think that too many games use a combat system that is too dependent on damage outcome using formulas and percentages that sort of take away player control, and can take away the joy of victory. For instance this can be especially true of a combatant who wins due to a lucky streak of critical hits, or by using a weapon which does random bonus damage.

Targeting System
One of the things that has drastically changed in our game (in relation to most other MMOGs) is the targeting system. We have removed auto attack combat where you would target an opponent and click the attack button once and wait utill the opponent is defeated. Instead you hit where you swing by actually keeping your opponent manually targeted using a targeting 'reticule' or 'crosshair'. So if you win a battle it means your choices and reactions made the difference, not dice rolls and statistics.

If the player must aim and make tactical choices during combat we don’t want to swamp the player with tons of spells and skills, at least not all at the same time. Players will have access to a large number of different skills they can use during combat, but never more then a handful are displayed on screen at any time.

To read the whole article, click here.