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[装甲军团] 装甲军团2开发日志5

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发表于 2018-11-1 17:22:05 | 显示全部楼层 |阅读模式
本期继续讨论了游戏的机制,可以预计新作的战术会有巨大的改变,老玩家津津乐道的很多玩法会不再存在。原帖:http://www.matrixgames.com/news/ ... ps.2.-.Dev.Diary.#5

Our previous dev diary on gameplay has sparked some very interesting discussions, so we have decided to follow up on the same topic and tell about a few more gameplay mechanics which are being changed in the sequel.

我们之前关于游戏特性的开发日志引发了一些非常有趣的讨论,所以我们决定继续关注相同的主题,并讲述一些在续作中改变的游戏机制。

Major and minor victories

大胜与小胜

Although major and minor victories have been a signature feature of the series, we felt that this mechanic had a number of problems. In many cases the abrupt transition from major to minor felt extremely artificial. Players wondered why finishing on turn 10 is a major victory with all its inherent bonuses, but finishing on turn 11 is already a minor victory, and finishing on turn 9 did not give any additional bonus. The latter also motivated the players to linger in the scenario and “harvest” more prestige and experience before the major victory limit.

虽然大胜和小胜是这个系列的标志性特征,但我们觉得这个机制有很多问题。在许多情况下,从大到小的突然转变感觉非常突兀。玩家们很好奇为什么在第10回合结束比赛是一场大胜利,虽然它拥有固有的奖励,但是到了第11回合结束比赛就变成是一场小胜利了。如果在第9回合结束比赛没有额外的奖励。后者也激发了玩家们徘徊在剧本中,并在主要的胜利极限前“收获”更多的声望和经验。

On the other hand, we found that many players refused to settle for a minor victory and had to replay a scenario several times in order to achieve a major. And this detracted a lot from the fun of the game.

另一方面,我们发现很多玩家拒绝达成一个小胜利,不得不多次重开一个战役,以获得一个大胜。这使得游戏的乐趣大幅减少。

To fix all this, we introduce a new approach in Panzer Corps 2. The faster you achieve successes on the battlefield (be it capturing flags, killing enemy units or forcing them to surrender), the more prestige you will earn for these achievements. And the final reward when finishing the mission will be based on the number of remaining turns. This will give you enough incentive to finish the mission as fast and as decisively as possible, but at the same time, you will not be punished too severely when you miss that major victory by a single turn because of the stupid random generator.

为了解决这一切,我们在装甲军团2制作了一种新的方法。你在战场上取得成功的速度越快(无论是夺旗、杀敌,还是迫使他们投降),你赢得的声望就越大。完成任务时的最终奖励将基于剩余回合数。这会给你足够的动力,让你尽可能快和果断地完成任务,但同时,当你因为愚蠢的随机数发生器而错过一次重大胜利时,你不会受到太严厉的惩罚。

Heroes

英雄

We felt that in Panzer Corps heroes were too numerous, to a point where getting a new hero was not so exciting any more. We are going to take a step back on this. The number of heroes which you are going to get in Panzer Corps 2 in the course of a campaign will be several times smaller. On the other hand, heroes will be more powerful and important in the new game.

我们觉得在装甲军团中英雄过多,得到一个新的英雄不令人兴奋。我们将在这一步上退后一步。在装甲军团2战役中中获得的英雄数量将是原先的几倍小。另一方面,英雄将在新游戏中更加强大和重要。

Each unit can still have up to three heroes assigned to it, but we are adding controls to dismiss unwanted heroes and move them freely between units (within certain constraints, i.e. some hero abilities can be class-specific). This will allow you to concentrate heroes with synergistic abilities in a single unit without relying on pure luck.

每个单位仍然可以分配多达三个英雄,但我们正在添加功能,以消除不需要的英雄,并允许其在单位之间自由移动(在某些限制内,即一些英雄能力是针对特定单位的)。这将允许你集中英雄在一个单位相互协同,而不纯粹依赖于的运气。

Depending on the difficulty level, heroes can be wounded or even die when their unit is destroyed. But there is always a good chance that a hero will survive and can be assigned to a different unit before the next mission.

取决于难度等级,英雄在其单位被摧毁时可能会受伤甚至死亡。但是也很有可能,一个英雄生存,并可以在下一个任务被分配到一个不同的单位。

As for hero abilities themselves, we already have around 50 unique abilities in our list, and most of these are not simple stats changes, but more fundamental abilities affecting the unit and other units (friendly or enemy) around it.

至于英雄能力本身,在我们的列表中我们已经有50种独特的能力,其中大部分不是简单的属性改变,而是影响单位本身和其他单位(友方或敌人)的更基本的能力。

Awards
奖励

Awards are also getting a significant overhaul. In Panzer Corps awards were purely decorative and represented elite veteran units, even if they lost their experience in a series of green replacements. But we felt that as a gameplay mechanic, awards were wasted to a large extent.

奖项也得到了重大的改革。装甲军团的奖项纯粹是装饰性的,代表精英老兵部队,即使他们在一系列的新兵补充中失去了经验。但我们觉得作为一种游戏机制,奖励在很大程度上被浪费了。
In Panzer Corps 2 awards will not be given for a certain number of kills (which all units in the core achieve eventually, and often at about the same time), but for doing something outstanding on the battlefield. For example, for killing a certain number of units in a single scenario, or for surviving several attacks in a single turn.

在装甲兵团中,2级奖励不是为了一定数量的杀敌(所有核心单位最终都会达到,而且常常是同时达到的),而是为了在战场上做出杰出的贡献。例如,在一个剧本中摧毁一定数量的单位,或者在一个回合中幸存几次攻击。

Each award earned like this will not only be a memorable text note in unit’s dossier but will also give a small bonus to various stats. Unlike heroes, awards cannot be transferred between units.

像这样赢得的每个奖励不仅在单位的档案中是一个值得纪念的文字说明,而且会给各种统计数字一个小的奖励。不同于英雄,奖励不能在单位之间传递。

Bonus units

奖励单位

Bonus (SE) units as such are eliminated from the game. We felt that they were redundant since we are introducing a number of new mechanics.

奖励(SE)单位在游戏中被去除了。我们觉得他们是多余的,因为我们引入了一些新的机制。

First, some heroes can have a special ability to reduce the number of slots occupied by the unit to zero, which would mimic the most important trait of bonus units, but will also allow you to apply this trait to any unit in the core.

首先,一些英雄可以有一个特殊的能力,以减少插槽的数量占用单位到零,这是对奖励单位最重要的模仿。但也将允许你应用这个特点到任何核单位。

Second, we introduce the concept of prototypes. Prototypes are more advanced and cool units which can be made available to you before their “official” availability date in limited numbers. Prototypes can appear randomly, or based on various conditions, meeting secondary objectives etc. They are available directly in Purchase interface and can be used to raise new units or replace and upgrade existing ones until you run out of available points. Just as in real life, prototypes can have reliability problems, which are shown in the game by occasional loss of move points and attack action at the beginning of a turn.

其次,我们引入了原型的概念。原型是更先进、更酷的单元,在它们的“官方”可用日期之前,您可以使用有限的数量。原型可以随机出现,或者基于各种条件,满足次要目标等。它们可以直接在Purchase界面中使用,并且可以用来增加新的单位或者替换和升级现有的单位,直到可用点数用完。就像在现实生活中,原型可能存在可靠性问题,这在游戏中通过偶尔丢失移动点和在回合开始时的攻击动作表现出来。

Finally, in Panzer Corps 2 it is possible to assign any custom camouflage and insignia to any unit in the core, including the characteristic “SE” camouflage from Panzer Corps, in order to give them some visual distinction.

最后,在装甲兵团2中,可以为核心中的任何单位分配任何定制的伪装和徽章,包括来自装甲军团的特征“SE”伪装,以便给他们一些视觉上的区别。

Naval, air and rail transports

海军、航空和铁路运输

Naval, air and rail transports remain essentially the same. You have a pool of available transports, and you can embark on them in the right hexes (ports for naval transports, airfields for air transports etc.). But there is one small change which will fundamentally change how all these transports are used.

海军、航空和铁路运输基本上保持不变。你有一堆可用的运输工具,你可以把它们放在正确的六角格上(海运港口、空运机场等)。但有一个小小的变化将从根本上改变所有这些交通工具的使用方式。

In Panzer Corps, a unit must have unused move action in order to embark. If you have 10 units and a single embarkation point, you would need 10 turns (!) to embark this whole group.

在装甲军团中,一个单位必须在回合开始时不动才能上船。如果你有10个单位和一个装载地点,你需要10个回合(!)来运输全部的单位。

In Panzer Corps 2 embark command only spends attack action. You can move into a port or airfield, embark and move out, all in a single turn. The same group of 10 units could be embarked in a single turn. We expect that this change will make transports a much more useful strategic and tactical asset, especially on fictional random maps with a lot of sea, lakes and islands. You still cannot disembark on the same turn you embarked on, so your opponent has a chance to react and catch your units in defenceless transports on the move.

装甲军团2中,装载只需要耗费攻击行动。你可以在一个回合进入一个港口或机场,然后上船并离开。同一组的10个单位可以轮流上船。我们预计,这一变化将使运输成为更有用的战略和战术辅助,特别是在虚构的随机地图上,其中有许多海洋、湖泊和岛屿。你仍然不能在你出发的同一个回合下车,所以你的对手有机会做出反应,在移动中抓住你手无寸铁的运输单位。



大家请不要叫我C大,我不是大,也不是C是Coucou

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发表于 2018-11-1 20:52:12 | 显示全部楼层
我上次所说的原型装备和英雄独立化真的出现了,但遗憾的是原型居然有这么多毛病......那个更快完成更多奖励的规定其实不好,反而会加重对那部分玩家的压迫感。
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