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The systems of battle in Champions Online

Filed under: Super-hero, Game mechanics, Endgame, Champions Online


We've been getting a generous look under the hood of Champions Online courtesy of designer Brian Urbanek, with the second part of his system-focused developer diary now available. The first part covered the progression and improvement of a player's heroes, while this diary focuses on the mechanics of that ever-present diversion in almost every game -- combat. As one can imagine, with a game whose systems are based on a tabletop roleplaying game dating back more than twenty years, there are a lot of numbers and expressions to be thrown around.

Urbanek explains, in detail, how the team set up values for stats and durability with some baseline assumptions. They knew what they could expect for an "average" player to do in terms of damage-per-second at high levels, and they had some idea of how long they wanted each fight to last (the time cited is twenty seconds). From there, the diary goes into the balancing and scaling factors needed to ensure that players and enemies both are dealing reasonable damage and surviving for the preferrable amount of time. If you like numbers and systems, or just a clearer picture of how Champions Online works, this diary should be perfect for you, with promises of still more to come down the pipeline.

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