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英雄无敌7#战场系统

EvilP 更新于 2015-02-18 01:38

来源:http://mmh7.ubi.com/en/blog/post/view/battles-in-heroes-vii,以下由塞勒斯翻译。

This article is about what changes, novelties and also current balancing tasks on Heroes VII’s battle system. You’ll find out the recipe is not really changed but we’re trying to make battles more interesting and varied.

本文简述了有关英雄无敌7战场系统的变化、创新以及目前的平衡工作。您将从知晓,战场系统虽未发生根本性改变,但我们仍在努力使得战场系统平添更多趣味性和多样化。

战术阶段 - Tactics phase

We discussed a lot about this feature and found out the tactical phase was too important to be reserved to certain Hero classes with the relevant skill, so in Heroes VII, all heroes can benefit from the tactical phase and deploy their troops according to their own tactics, though some Heroes, thanks to the Leadership skill, can improve the area where they can deploy during this phase.

我们探讨此功能良久,并发现由于其与某些英雄职业的技能相关,以至于战术阶段十分重要,必须保留。所以在英雄无敌7中,所有英雄都可从战术阶段按自己的战术部署自己的军队,不过有些英雄得益于领导术技能,可以提高在此阶段可部署部队的范围。

军队布局 - Armies layouts

In Heroes VII, we developed a system to have more flexibility when creating battle maps, which include the possibility to have custom deployment formations for CPU controller armies. It means the “ambush” formations seen in Heroes III are possible, as well as other exotic formation.

在英雄无敌7中,我们开发了一款更灵活多变的战场创建系统,其中包含了可定制的电脑军队部署。这意味着类似于英雄无敌3的“伏击”单位,还有其他不同体验的兵种组合变得可行。

魔王战 - Boss battle maps

In Heroes VII, we don’t plan at the moment on having bosses because we want to stay in a paradigm of army vs army, so we are focusing on efforts in making unique battle maps using the tools we have developed. That means instead of one 4x4 creature with more health than a thousand champion units, you will fight a regular army, but in a map with specific shape and encumbrance, and with unique positioning of enemies. This will challenge your ability to adapt to a tactical situation that is out of the ordinary, while staying in the normal rules of the game.

在英雄无敌7中,由于我们想保持军队间战斗的模式,所以目前不打算设计魔王战。因此,我们的重点将会放在努力用我们已开发出的工具制作独特的战场地图。这说明您将不再面对一个4x4、生命值与千余冠军单位可向媲美的生物,而是一支正规军团,但地图将有特定的形状和附属,以及敌人将拥有特定单位。这将挑战您卓尔不凡的应战能力,同时保持正常的游戏规则。

主动系统 - Initiative

This is one endless topic of discussion, and we had a hard time getting a majority’s opinion from out studies in the community. Some prefer a dynamic initiative like in Heroes V, some prefer the classic “creature initiative-based” system. We decided to go for the latter, while trying to improve it. We know the timing of the Hero action in the turn is a critical element of a battle, and that relying on his creature’s initiative is debatable, but having the Hero in the initiative bar with its own initiative value proved to be impractical during our prototyping phase.

这是一个讨论起来无休无止的话题,并且我们好不容易才从论坛上得到一个主流观点。有些人喜欢英雄无敌5的动态主动系统,而有人更喜欢经典的“生物主动性”系统。我们决定采取后者,并试图改善它。我们知道英雄的行动时机是战斗的关键因素,所以依靠他的生物主动性进行行动仍值得商榷,但英雄拥有自己的主动性在试验阶段被证明是不切实际的。

侧击系统 - Flanking

Flanking in Heroes VII is an experiment which goal is to promote movement during battles and counter natural tendencies to turtling, even if more tools have been developed with that in mind, like more area of effect abilities and spells. Flanking grants damage bonuses to creatures attacking the flank or rear of an opponent. We had originally designed it as more powerful but our first tests have proven it wrong. Flanking is to be used as the main tool of the most mobile units like fliers and teleporters, but should only remain a “bonus” for most creatures.

侧击系统是英雄无敌7中的一个实验,它的目的是促进更多战场上的移动并抑制自然而然的龟缩战术——即使已有诸如更大的施法范围等效果被开发出来以反对龟缩。侧击系统对攻击敌军侧翼或后方带来更多伤害奖励。我们原先设计的侧击系统更为强大,但在我们第一次测试中已被证明是不可取的。侧击常被运用于高机动兵种,但对于大多数生物来说,它只是一种“奖励”。

障碍掩蔽 - Covers

Cover feature existed in Heroes VI but we tried to make it more obvious and efficient in Heroes VII. We’re working on a system to provide a clear preview of which enemies will have reduced damage when shooting at your creature, when you’re about to place said creature behind an obstacle to take cover. Placing your shooters in cover during tactics phases could improve your chances to rule the fight.

障碍掩蔽在英雄无敌6出现,我们想在英雄无敌7中使之更加明显和有效。我们正在研究一种系统,可以清晰地显示掩蔽对不同敌方射手的伤害降低效果的多寡。部署你的射手部队于战场掩蔽之后,将使你统御全场。

反击系统 - Retaliation system

Heroes VII will also feature Retaliation system. All creatures will be able to retaliate after the first melee attack they receive in the turn. Heroes need to be sure that their creatures do not suicide themselves when rushing on weak but devastating enemy units.

英雄无敌7也将拥有反击系统。所有生物都会在本回合被第一次近战攻击后进行反击。英雄必须确保他的生物不在冲击虚弱但致命的敌军时白白变成炮灰。

防御指令 - Defend action

The defend action in Heroes VII has a significant effect on a creature’s defense, making it not only a default action when you can’t do better but a real boost for a defensive tactics.

英雄无敌7中的防御指令将使生物执行时有更显著的防御提升。这使得防御指令不仅是一个没有更好行动选项时的默认指令,也成为一种真正提高防御力的战术。

等待指令 - Wait

The wait order moves a creature back in the initiative bar, for the turn. Creature with higher initiative (the slowest) will wait longer than those with low initiative. Fast creature will then always act before slow ones. Each creature can only wait once a turn. This has a critical impact on how to manage enemy retaliations.

执行等待指令后,主动性更低的生物将会排在行动条更前的位置(参考H3,也就是所有等待的兵种里,在正常行动顺序结束后,主动性/速度更低的兵种是先行动的)。每个生物每回合只能执行等待指令一次,这有着如何响应敌人的至关重要的影响。

英雄打击 - Hero attack

Heroes can act one a turn during a battle, when one of their creatures has the initiative. The default action is an attack, which is ranged and does not trigger retaliation. In Heroes VII, the power of this attack is currently balanced to allow a starting hero to kill 2-4 core units with one strike and a maximum level hero to be able to kill most champion units with one strike. Of course we will continue to reiterate and adjust those values until the very end of the development.

英雄可每回合一次地在他的生物具有优先权的时候执行攻击。默认动作是攻击,但这不会引发反击。在英雄无敌7中,英雄打击被平衡为初期一击可杀死2到4个核心单位,而一个高等级英雄一击可杀死大多数冠军单位1个。当然,在结束开发之前,我们仍会重新调整这些数值。

英雄法术和战嚎 - Hero spells and warcries

Heroes have two other major ways of intervening in the battle. Spells are powerful and affect enemy or allied troops immediately or during multiple turns, and they cost mana, so they are limited according to your investment in magic skills and abilities. Warcries are tactical options that grant bonuses to your troops and that can also be upgraded through one skill, reserved only for Might heroes, and warcries cost no mana.

英雄参战的主要两个方式是法术和战嚎。法术能在几个回合内迅速而显著地影响友军和敌军的形式,并且花费魔法值,所以它们受限于你对魔法技能和能力的投资。战嚎是战术选择,它可以增益你的部队,它同样通过技能升级。战嚎只能被力量英雄使用,并不花费魔法值。

自动战斗 - Autocombat

Before engaging a battle, you are generally asked if you wish to play it manually or to let the statistics talk and do the job for you. In Heroes VII, we don’t want autocombat to challenge a real player’s ability, so unless the odds are greatly unbalanced, you’ll tend to lose more troops when using autocombat than if you play manually. Of course if you succeed in getting the upper hand and outnumber greatly your opponents, autocombat will allow you to smash your enemies as well.

在战斗真正开始以前,您将被询问是否由您亲自指挥战斗。在英雄无敌7中,我们不希望自动战斗的能力能与一位真人玩家的能力匹敌,所以除非战斗双方的实力及其不平衡,否则自动战斗将比手动战斗损失更多单位。当然,如果你成功占据上风并大大地领先于对手,自动战斗仍然是你粉碎仇敌的利器。

wudevils 回复于 2015-03-10 09:13:
有障碍掩蔽就更要挑战场了
mp364m 回复于 2015-03-05 11:11:
我是觉得五代的魔法体系就很完善很清晰了,改成3代的反而乱,而且功能重复的魔法太多
弗拉基喵尔 回复于 2015-02-21 19:33:
喜欢的都没了……
弗拉基喵尔 回复于 2015-02-21 19:27:
冰雷魔导师 发表于 2015-2-18 10:47
 
次奥 回归5代的主动性系统就这么困难。。
 更麻烦,外一(很有可能)崩了就是吃力不讨好,官方心态就是尽量保持原作水平小赚一笔,应该不会有太大创新吧。
yylinch 回复于 2015-02-19 21:37:
和前作比没有太多的新颖成分,不过这次终于可以伏击对手了是个好事儿,不过希望能有H4里那种让单位能单独存在的状况,这样的话伏击才更有意义吧
忘情潇洒哥 回复于 2015-02-19 20:41:
新年快乐
wyd247 回复于 2015-02-19 20:00:
和前作基本差不多,加入侧击系统好评
mephisto1987 回复于 2015-02-19 14:56:
自动战斗ai貌似要悲剧,希望能达到5代ai的水平
Edwin_Yang 回复于 2015-02-19 14:13:
wudevils 发表于 2015-2-19 13:35

 伏击在英3里是什么,没印象啊
 下宝屋那种十面埋伏的队形还有印象吧?就是那种。
wudevils 回复于 2015-02-19 13:35:
伏击在英3里是什么,没印象啊
ainsoflight 回复于 2015-02-19 13:21:
"这意味着类似于英雄无敌3的“伏击”单位,还有其他不同体验的单位变得可行。"
 
 这里formation翻译成“单位”不对吧,应该是“军队阵型”或者“兵力配置”才对……
塞勒斯 回复于 2015-02-19 10:55:
大过年的,翻译都回家过年去了
chalienge 回复于 2015-02-18 21:11:
大过年的,地板都没人要了……
冰雷魔导师 回复于 2015-02-18 10:47:
次奥 回归5代的主动性系统就这么困难。。


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