复古即时战略游戏 - D.O.R.F. - 2022.09.28 - 开发日志 - 派系概览 - “崩溃的帝国”

在北方,工厂和铁路覆盖了大陆广阔的土地,存在着强大的实业家、贵族和军事贵族的联盟。尽管他们的领土辽阔,他们的装甲军团和大炮是一支不可忽视的力量,他们的混凝土超级堡垒和巨大的车辆是军事工程的奇迹,但他们的帝国已经被掠夺者、腐败官员的侵蚀慢慢侵蚀,日渐萎缩资源和敌对势力的破坏。除非一个伟大的领导者能够出现来扭转他们的命运,否则他们的存在是借来的时间。
---
“帝国”派系本质上将主要是防御性的,拥有坚固的混凝土建筑和厚装甲的坦克(甚至他们的步兵都是装甲的!)。虽然强大,但他们用速度换取盔甲,移动速度通常比其他派系的同等单位慢得多。他们还非常重视火炮,拥有许多强大的远程武器,尽管这些武器同样非常缓慢和笨重。
为了避开这个速度问题,帝国可以建造铁路系统和火车。其中包括移动它们的发动机、步兵的装甲运输车、运输坦克和资源的平板车、用于进攻和防御选择的火炮车,以及用于大规模进攻的重型火炮的铁路大炮。这些火车速度快,装甲厚,但(当然)与铁路相连,所以玩家在建造铁路基础设施时必须非常考虑。请注意,帝国的总部大楼、资源精炼厂和火车站都将成为一栋建筑,以增加便利性。
另请注意,目前还没有火车的游戏画面;目前这还处于纯粹的概念阶段,因为稍后需要添加列车逻辑,甚至这个逻辑也依赖于对通用单位寻路的额外修改(换句话说,还有很长的路要走)。不过,我确实有一些很酷的火车资产 3D 渲染图,可以向您展示。



到目前为止,帝国的单位列表包括:
可以挖掘战壕和隧道,清除碎片或收集地面资源的基本步枪手
投掷手榴弹并拥有 SMG 的步兵(可用于清理建筑物)
建造和维护建筑物的战斗工程师
装甲平庸的特斯拉坦克,但具有强大的闪电攻击能力,可使车辆瘫痪并炸毁步兵
带有用于防御的简单机枪的半履带车,可以运输步兵,牵引车辆,如果插入野战炮或大炮,可以获得新武器
强大的重型坦克,配备多门火炮,包括一门固定的正面迫击炮,前后各有一个 MG 炮塔,后炮塔和主炮塔各有一门反坦克炮,主炮塔上有一门重型榴弹炮,以及两侧-安装的sponson机枪
一种无防御能力的洲际弹道导弹发射器,射程远,但移动缓慢,攻击时间紧迫。必须在服务站结构中重新加载
一种移动极其缓慢的实验性重型车辆,具有短程辐射束攻击,几乎可以瞬间消灭任何东西
具有重型装甲和强大反坦克炮的坦克歼击车单位,但对付步兵或建筑时用处不大。可以用轨道炮升级。
一个重机枪小组,可以在未部署时开火,部署它可以提高准确性并能够向飞机开火
一个用于轻型火炮支援的迫击炮小组。可以改用化学毒气弹代替高爆弹,以及照明弹以扩大视野。
用于反轻型装甲和防空用途的防空炮组
用于反坦克和防空的重型野战炮。可以升级为发射轨道炮。
用于反潜和防空以及轻型海岸轰炸的驱逐舰
用于反舰鱼雷和轻型地对地导弹的潜艇
用于运输大量单位和打捞海难的运输船
重型海军火炮的无畏舰
用于运送步兵部队和牵引轻型火炮的运输直升机
用于攻击的齐柏林飞艇残局单位,配备火箭弹幕和用于防御的 AA 自动加农炮
用于通用防空和空袭的重型战斗机
用于重型空袭的战术轰炸机
火车引擎
兼作掩体的步兵运输火车车厢
用于运输大型单位和资源的火车平板车
用于防御的炮车,配备多门反坦克炮和一门高射炮
重型迫击炮火车车厢,用于对敌人进行重型迫击炮
(请注意,由于这款游戏的飞机功能更像是您可以购买的空袭(想想战争行为或侵略行为,如果您玩过的话),飞机将不会进行常规控制,而是更像是一种支援力量可以购买但如果被击落仍然会丢失,并且在丢失的情况下需要重新购买)
此列表远非详尽无遗,许多单位可能会发生变化(有些可能会合并以避免整体膨胀单位数量,其他单位可能会被修改以使其更有趣,而不仅仅是通用的二战单位)。
——
更多信息来袭,感谢支持!

原文内容
In the north, covering a vast expanse of the continent in factories and rail lines, exists a confederation of powerful industrialists, aristocrats and military nobility. Though their territories are extensive, and their legions of armor and artillery a force to be reckoned with, and their concrete superfortresses and colossal vehicles a marvel of military engineering, their empire has been slowly eroded by the gnawing attacks of raiders, corrupt officials, dwindling resources and sabotage by rival powers. Unless a great leader can emerge to reverse their fortunes, they exist on borrowed time.
---
The "Empire" faction will be mainly defensive in nature, with strong, concrete buildings and thickly-armored tanks (even their infantry are armored!). Though powerful, they exchange speed for armor, often moving much slower than equivalent units for the other factions. They also place a great emphasis on artillery, with many powerful long-range weapons, though similarly these are very slow and cumbersome.
To skirt this speed issue, the Empire can construct railway systems and trains. These include the engines that move them, armored transport cars for infantry, flatbeds for hauling tanks and resources, gun cars for offensive and defensive options, and railway cannons for heavy artillery for a major offensive. These trains are fast and thickly armored, but (of course) are bound to the railway, so the player must be very considerate when building rail infrastructure. Note that the Empire's HQ building, resource refinery, and trainyard will all be one building, for added convenience.
Also note that no gameplay footage of trains yet exists; currently this is in the purely conceptual stage, as train logic will need to be added later down the line, and even this logic is dependent on additional modifications to general unit pathfinding (so in other words, it's a ways off). I do have these cool 3D renders of some train assets that I've made to show you, though.
So far, the Empire's unit list includes:
basic rifleman that can dig trenches and tunnels, and clear debris or gather surface resources
infantry that throws grenades and has an SMG (useful for clearing buildings)
combat engineer for constructing and maintaining buildings
tesla tank with mediocre armor but a strong lightning attack that disables vehicles and fries infantry
halftrack with a simple MG for defense, can transport infantry, tow vehicles, and can acquire a new weapon if a field gun or artillery is inserted into it
a powerful heavy tank with multiple cannons, including a fixed frontal mortar, an MG turret on its front and rear, an anti-tank cannon on its rear turret and main turret, and a heavy howitzer on its main turret, as well as two side-mounted sponson machine guns
a defenseless ICBM launcher with long range but slow movement and a wind-up time to attack. Must be reloaded at a service depot structure
an extremely slow-moving experimental heavy vehicle with a short range radiation beam attack that obliterates almost anything in moments
tank destroyer unit with heavy armor and a powerful anti-tank cannon, but is much less useful versus infantry or structures. Can be upgraded with a railgun.
a heavy machine gun team that can fire while undeployed, while deploying it gives it an accuracy buff and the ability to fire on aircraft
a mortar team for light artillery support. Can switch to chemical gas shells instead of high-explosive, as well as flares to expand vision range.
a flak autocannon team for anti-light armor and anti-air use
a heavy field gun for anti-tank and anti-aircraft use. Can be upgraded to fire a railgun.
a destroyer for anti-submarine and anti-air use, as well as light shore bombardment
submarine for anti-ship torpedoes, and light surface-to-surface missiles
transport ship for transporting a large number of units, and for salvaging sea wrecks
dreadnought for heavy naval artillery
a transport helicopter for ferrying infantry units and towing light artillery
zeppelin endgame unit for assault, equipped with a rocket barrage and AA autocannons for defense
a heavy fighter for general purpose anti-air and airstrikes
a tactical bomber for heavy airstrikes
train engine
infantry transport train car that doubles as a bunker
train flatbed car for hauling large units and resources
gun car for defense, equipped with multiple anti-tank cannons and an anti-aircraft cannon
heavy mortar train car, for heavily mortaring the enemy
(note that since this game will feature aircraft that function more like airstrikes you can purchase (think Act of War or Act of Aggression, if you ever played those), aircraft won't control conventionally, and instead work more like a support power that can be purchased but can still be lost if shot down, and need to be re-purchased in the event they are lost)
This list is nowhere near exhaustive, and many units are subject to change (some may be merged to avoid bloating the overall number of units, others may be altered to make more interesting instead of just being a generic WWII unit).
--
More information to come, and thank you for the support!