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[装甲军团] 装甲军团2开发日志4

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发表于 2018-10-3 12:47:46 | 显示全部楼层 |阅读模式
http://www.matrixgames.com/news/ ... ps.2.-.Dev.Diary.#4
本次讨论了一些核心机制,信息量十足。越来越期待啦。


In the previous dev diaries, we have talked a lot about new features and mechanics we are implementing in Panzer Corps 2. But what about the core game mechanics which have always been a fundamental part of the game? Will they remain the same, or will they change in the sequel? In this issue of the dev diary, we’ll discuss how some of the core mechanics are going to be transformed.
在前几次的开发日志中,我们已经谈论了很多我们正在制作的装甲军团的新特性和机制。但一直是游戏的基础部分的核心游戏机制呢?它们会保持不变,还是会在新作中改变?在本次开发日志的话题中,我们将讨论一些核心机制的变化。

Turn limit
回合限制

In a real war, late victory is often no victory at all, and the game represents this. The player must not just achieve the victory, but achieve it in a limited number of turns. This requires proper planning and strategy, instead of just rolling slowly over the map and eliminating scattered groups of enemy units with the concentrated power of the core force.
在一场真正的战争中,迟来的胜利往往不是胜利,而游戏中会表现出这一点。玩家不仅要取得胜利,还要在有限的回合中实现胜利。这需要适当的计划和战略策略,而不仅仅是在地图上缓慢地推进,集中主力消灭分散的敌军单位。

All this remains true in Panzer Corps 2. But we were surprised how many players feel that turn limit is an artificial limitation which detracts from the fun of the game. For such players, we are also adding an option to disable turn limit completely. Adding such a checkbox is the easy part. The tricky part is to make sure the game remains balanced, and fun with this option turned on. We are making sure that it is not possible to “harvest” more useful resources (prestige, experience) by staying in a scenario indefinitely, and that enemy units provide an adequate challenge.
这一切在装甲军团2中仍然是真实不会变化的。但我们惊讶的是,有多少玩家会觉得回合极限是一种人为的限制,削弱了游戏的乐趣。对于这样的玩家,我们也添加了一个选项来完全禁用回合限制。添加这样的复选框是很容易的。麻烦的是此选项打开后使继续游戏保持平衡与乐趣。我们不可能无限期地停留在一个剧本中,从而“收获”更有用的资源(声望、经验),让敌人的单位提供足够的挑战。

Prestige
声望

Prestige is this game’s currency, and, as its name implies, it is awarded for your successes on the battlefield. In Panzer Corps, there were certain exceptions from this rule, like Minor victory giving more prestige than Major, and this created a lot of confusion. In Panzer Corps 2 we will avoid any such things. Better performance will be rewarded with more prestige.
威望是这个游戏的货币,正如它的名字所暗示的,它是因为在战场上的成功而授予的。在装甲军团里,这个规则有一些例外,比如小胜比大胜有更多威望,这造成了很多混乱。在装甲军团2,我们将避免任何这样的事情。更好的表现会得到更高的声誉。

Unit slots
单位槽

Unit slots determine how many units the player can have in the core force, which travel from scenario to scenario in a campaign. In Panzer Corps, every unit occupied a single core slot. In Panzer Corps 2 this will change so that a unit can occupy one or several slots. More powerful units will take more slots.
单位槽决定玩家的核心力量中能有多少单位,将其从一个剧本带到下一个剧本。在装甲军团中,每一个单位都有一个单独的槽。在装甲军团2中,将会有所改变,一个单位可以占据一个或几个槽。更强大的单位将占据更多的槽。

Such an approach is not a novelty, it was used in a lot of similar games before, and many people thought that we had to implement it in Panzer Corps already. But of course, this change is significant and fundamental. The way it worked before, optimal core structure was obvious – you wanted to use all the best units available. Maybe you were not able to afford these units right away, but this was a clear goal to go for in the long run. It is no longer as clear-cut. What is better: 3 Tigers IIs, 5 Panthers, or some combination of them? Maybe add some Panzer IVs, and Tiger Is to the mix as well? With changed unit slots mechanic, we expect to see much more varied core forces in Panzer Corps 2, and they will probably become more realistic too.
这种方法并不新鲜,它以前在很多类似的游戏中使用过,很多人认为我们已经在装甲军团中实现了它。当然,这种变化是重要的和基本的。我们以前的游戏方式——最核心的——显而易见,所有你想使用的的单位需要是最好的。也许你现在不能负担得起这些单位,但从长远来看,这是一个明确的目标。而现在这不再是明确的。更好的是:3队虎王,5队黑豹,还是它们的组合?也许添加一些四号或者混合一些虎式?随着单位槽机制的改变,我们期望在装甲军团2看到更多变化的核心力量,而且也可能变得现实。

Same is true for transports. Better transports cost more slots, so using them for every single unit in the core might not be a good idea.
运输单位同样如此。更好的运输花费更多的槽,所以在核心的每一个单位使用它们可能不是一个好主意。

At the same time, we are not going to introduce specialised slots, for example, ground-only or air-only ones. We want the core composition to remain flexible, and the players are still free to go with ground-heavy or air-heavy cores if they prefer.
同时,我们不打算引入专门的槽,例如,只有陆地单位或者空中单位。我们希望核心单位构成保持灵活,并且如果玩家愿意,他们仍然可以自由使用地面单位或空中单位。

Overstrength
超战力单位

Overstrength units (i. e. units with more strength points than their type has typically) have always been very popular with our players, and in some cases, they become outright necessary, especially when your opponent has more powerful units in his roster. We felt that it was imperative to keep this mechanic in the sequel.
超战力单位(即比他们的原战力更多的单位)一直很受我们玩家的欢迎,在某些情况下,他们变得非常必要,尤其是当你的对手有更强大的单位在他的战斗序列上。我们觉得把这个机械师留在续作中是很有必要的。

At the same time, overstrength was a big problem with game balance, while its connection to experience felt very artificial, and because of this, overstrength became significant only in the later part of a campaign. We wanted to solve these problems. In Panzer Corps 2, any unit can get overstrength directly in the Purchase screen, from the very beginning of the game. But such units cost more prestige and slots than usual, so you can have fewer of these. A balanced core will include both overstrength and regular units, but the player will need to figure out perfect ratio for himself.
同时,超战力单位是游戏平衡的一个大问题,其与经验的联系是人工造成的,正因为如此,超战力单位只有在战役的后期才会变多。我们想解决这些问题。在装甲军团2中,任何单位都可以从游戏开始时直接在购买屏幕上获得超战力。但是这样的单位会比平时贵,所以你可以买少一些。一个平衡的核心将包括超战力和常规单位,但玩家将需要为自己计算出完美的比例。


Entrenchment
工事
Entrenchment mechanic will remain fundamentally the same. Stationary units will accumulate entrenchment over time (infantry and towed guns faster, other classes slower), and it will give various defensive bonuses in combat. But in Panzer Corps 2 we want to make this mechanic even more critical. There will be more entrenchment levels, and specialised units (heavy artillery, strategic bombers, engineers) intended to destroy them quickly.
工事机制将基本保持不变。随着时间的流逝,固定的单位会构筑工事(步兵和拖曳炮的速度更快,其他单位的速度更慢),而且在战斗中会获得各种防御奖励。但在装甲军团2中,我们想让这个机制更加关键。将会有更多的工事,并且会有专门的单位(重炮、战略轰炸机、工兵)设法快速摧毁它们。

Another significant change is that, unlike Panzer Corps, base entrenchment provided by terrain will not be destroyed. Base entrenchment is a defensive bonus created by the terrain itself (forest, hills, mountains), and no bombardment can significantly reduce this bonus.
另一个重要的变化是,不像装甲军团,地形提供的基础工事不会被破坏。基础工事是由地形本身(森林,丘陵,山脉)创造的防御奖励,没有轰炸可以显著减少这个奖励。

Support fire
火力支援
Support fire is another signature mechanic from Panzer Corps. It is a prime example of interaction between units, and it allowed the defender to create “clusters ofdefence”, which were not so easy to “crack” by the attacker. All this remains true in Panzer Corps 2 too. However, we felt that in the prequel artillery was not very useful in support fire role against tanks, while the class of AT guns was underused. So, in the sequel artillery will provide support fire against soft targets, while AT units will provide support fire against hard targets.
火力支援是装甲军团的另一个标志性机制。这是单位之间相互作用的一个主要例子,它允许防守者建立“防御集群”,使得攻击者不容易“破解”。这一切在装甲军团2中也是存在的。然而,我们觉得在前作中,火炮在支援反坦克火力方面并不是非常有用,同时反坦克炮使用不足。因此,在新作中火炮将提供对软目标的火力支援,而反坦克单位将提供对硬目标的火力支援。


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发表于 2018-10-3 16:32:28 | 显示全部楼层
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发表于 2018-10-4 17:34:08 | 显示全部楼层
本帖最后由 mittermaye 于 2018-10-4 17:36 编辑

其实回合限制的解决只要有一个选项,增加20%的回合数即可,这样明显缓解地紧张感,满足了喜欢稳扎稳打的玩家,又不会无限拖长剧本,造成无法判断胜负的问题。

大小胜分数的矛盾可以调整奖励分数,避免玩家热衷于击毁敌人单位。更进一步地,可以有些剧本分数偏向时间,有些偏向有生力量,有些偏向时间。

单位槽倒没那么关键,因为高级的单位和精良的装备购买、补充需要的声望实在很高,我德军大战役从39年到43年已经撑不住了,全部动物园这种阵容,不仅时间来不及,而且根本养不起,老4号们还在挑大梁,多样化不可避免。

超战力单位可以直接购买,我觉得还是严加限制。我比较倾向两种方式,一是像PG3,人员和装备完全分开,可以调动,如果要更进一步,可以创造技能树,自己选择方向培养,二是奖励装备改成原型武器,不只是量产武器提前,而是一部分梦幻装备,但是补充较贵。这两点应该是可以吸引玩家的。

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