欢迎光临散文网 会员登陆 & 注册

Stellaris开发日志#271 | 10/13 准备好了?开始战斗!

2022-11-06 22:40 作者:牧有汉化  | 我要投稿

牧游社 牧有汉化翻译


Stellaris Dev Diary #271 - Ready…? Fight!

Eladrin, Stellaris Game Director


Hello again!

大家吼啊!


This week's topic is the combat rebalancing planned for the Stellaris 3.6 "Orion" update. We'll begin with an exploration of the goals and intended scope of the changes, and then go into detail regarding what we've done.

这周的主题是关于Stellaris的 3.6版本号“猎户座Orion”的战斗再平衡计划。我们将首先探讨改动的目标以及预期的范围,之后我们会详细介绍已完成的工作内容。


Scope and Intentions

改动范围与预期目标


We first discussed the combat balancing back in Dev Diary #257, and then provided some more information on our early work at PDXCon. Since then, we've done more experimentation and gathered some feedback before making more iterative changes.

在开发日志#257号中,我们首次讨论了战斗中的平衡问题,并且在之后的PDXCon上展示了更多关于早期平衡工作的信息成果。自那时起,在我们在进行更多的迭代更新之前,已完成了许多实验并且收集到了一些反馈。


When we started thinking about doing the Combat Rebalancing experiment, we had to decide what it was, and perhaps just as importantly, what it was not.

当我们开始考虑战斗再平衡实验时,我们必须决定这项平衡改动该是什么效果,或者可以说,这项改动不该有哪些效果。


Goals

目标


We decided that the primary goals were to:

因此我们决定,这项改动的主要目标是:


Shake up the meta and improve general space combat, while maintaining a limited scope.
动摇版本套路玩法,并且改善常规的太空战斗,同时将其保持在一个有限的范围内。

Provide benefits to having mixed fleets rather than unihull.
为混合舰队而不是单一舰船提供增益。

Using the 3D Assets that we have, improve counterplay and ship design options.
使用现有的3D模型,改善反制以及舰船设计选项。


Containing the scope of these changes was considered critical - this is intended to be tightly focused on fleet composition and balance changes rather than a massive rewrite of how fleet combat works. We’re also not touching ground combat at this time.

被纳入改动范围的是我们认为至关重要的部分——主要是为了关注舰队构成,以及平衡改动,而不是大量重写舰船的战斗代码。同样这次我们也不会对陆战进行任何改动。


Problems

问题


Some of the problems that we identified with fleet combat in Stellaris included:

我们已发现在Stellaris中舰船战斗所面临的问题包括:


"Alpha strike" artillery battleships dominate the late game. We added a bit of rock-paper-scissors when we improved Strike Craft, but due to the way repeatable technologies interact with combat, eventually all that matters is who has longer range.
“首轮打击”的巨炮战列舰主宰了后期游戏。当我们增强舰载机时,我们为其添加了一点克制关系。但由于重复科技对战斗的影响,最终战斗变成了射程至上。

Disengagement mechanics further encourage overkill.
撤退机制的存在更加鼓励赶尽杀绝。

Ships like Destroyers and Cruisers fall out of effectiveness almost immediately. The Point Defense niche of Destroyers isn't very valuable, and almost anything a Cruiser can do, a Battleship can do better.
类似驱逐舰以及巡洋舰这样的舰船几乎会立刻失去作用。驱逐舰的点防御炮台并没有什么作用,并且巡洋舰可以做的事情,战列舰都可以做得更好。

Command Limits don't really do their intended jobs.
舰船指挥上限并没有发挥应有的作用。

Doomstacks aren't fun.
把所有舰船堆叠起来一战定胜负并不是很有趣。


The last two were deemed out of scope for this round of changes, and will be explored in future updates. We're also not really touching repeatable technologies at this time, focusing instead on trying to provide useful roles for more ship sizes.

最后两个问题将会被移出此轮改动,但是会在未来的更新中再进行讨论。我们这次同样也不会真的去碰重复科技,而是专注于使更多舰船规格发挥作用。


So What Did You Do?

那么我们到底做了啥?


The biggest changes include:

最大的改动包括:


Ship Roles can now be selected to auto-design ships that actually fulfill certain roles, such as Artillery, Brawler, Torpedo, and so on. If you do not possess any weapons that fulfill the selected role, it’ll do its best with what you have.
现在可以选择舰船职责Ship Roles,来自动设计与之对应职责相符的舰船,比如火力舰、格斗舰(译注:Brawler在战舰世界中常指俾斯麦这样擅长扛线的战舰)、鱼雷艇以及其它等等。如果你并未拥有任何适配此舰船类型的武器,那么系统就会自动为你选择当前最佳配置。

Torpedoes and select other weapons now gain a multiplicative damage bonus based on the size of the target.
鱼雷,以及部分其它武器,现在会根据目标的大小获得一个可以相乘的伤害增益。
- Missiles have been moved out of the G slot back into S and M.
- 导弹武器现在已被移出G槽并且返还到S与M槽。
- Energy Torpedoes such as Proton and Neutron Launchers have been changed into G class weapons with a minimum range. Damage has been adjusted to be balanced as a Torpedo class weapon, and like the new Torpedoes, they deal increased damage to larger targets. Unlike standard torpedoes, they remain instant hit weapons for now.
- 能量鱼雷比如质子或中子鱼雷已被移到射程最小的G类武器。同时伤害也被平衡至与鱼雷级武器相适配,并且同新的鱼雷武器一样,会对大型单位造成更多的伤害。但是与普通的鱼雷不同,它们现在仍然是激光武器。

A new ship size called the Frigate, an advanced Corvette frame that delivers torpedoes, but is slower and less evasive. It's unlocked with the Torpedo technology.
添加了一种叫做巡防舰Frigate的全新舰船规格,这是一种更加高级的护卫舰Corvette,并且可以发射鱼雷,但是速度更慢且闪避更低。这个舰船类型会与鱼类科技一起解锁。

Added a minimum range to all Large weapons except Lasers
为除了激光武器之外的所有大型武器添加了最小射程
- Note: Currently ships do not yet back off if all weapons are unable to fire due to range.
- 注意:目前舰船并不能因为射程导致所有武器无法使用而撤退。

Strike Craft no longer intercept missiles, but will continue to fight each other.
舰载机将不再能够拦截导弹,但是舰载机之间仍会互相攻击。

Flak Batteries now more strongly counter Strike Craft, while Point Defense now more strongly counter missiles and torpedoes. Strike Craft are more reliant on Shields, Missiles and Torpedoes are more reliant on Armor. Due to their ability to bypass shields, Strike Craft are very effective against other Strike Craft.
现在高射炮将会更加有效地反制舰载机,而点防御则会更加有效的反制导弹与鱼雷。舰载机更加依赖护盾,而导弹与鱼雷则更加依赖装甲。由于舰载机穿透护盾的能力,它们在对抗其他舰载机时会更加有效。

Ship combat computers now ignore certain weapons for desired range purposes, and base their desired distance on the actual loadout of the ship. "Swarm" and "Torpedo" behavior will charge in, "Picket" and "Line" behaviors will attempt to stay at the range of their median range weapons, and "Artillery" and "Carrier" will try to stay at the range of their longest ranged weapons.This generally increases the desire for ships to remain at range if possible.
当考虑舰船的期望射程时,舰船作战电脑现在会忽视某些武器,并根据舰船实际装载的模块来确定舰船的期望距离。“蜂拥”以及“鱼雷”作战行为将会使舰船冲锋,“哨戒”与“线列”作战行为将会使舰船试图待在它们武器的中等射程,而“炮击”与“航母”作战行为则会使舰船试图待在它们武器的最远射程。这个改动会尽可能改善舰船呆在射程内的意图。

Ships now get a limited number of Disengagement Opportunities per combat. All current drives provide 1 disengagement roll (except for Psi Jump Drives, which provide 2) once the ship takes hull damage below its disengagement threshold, and the Hit and Run war doctrine grants all of your ships an additional attempt. Civilian ships set to evasive will continue to try to disengage with each hit.
现在舰船在每次战斗中会获得有限的撤退机会。目前所有的引擎提供1次撤退机会(灵能跃迁引擎提供2次)。一旦舰船受到的船体伤害低于撤退阈值,那么一击脱离学说会给予你所有的舰船额外的撤退尝试。采用回避姿态的民用舰船仍将试图在每一次攻击后撤退。

Some sources of Evasion have been replaced with other effects.
一些增加闪避值的方式已被其他效果替换。

Everything else changed. Everything we know is wrong. Panic, and know despair.
所有的一切都改变了。所知的一切都是错的。只剩恐慌与失望。


A more comprehensive list of changes can be found here:

以下是更全面的改动清单……


详略,请参见:
STELLARIS 3.6.0 'ORION' PRELIMINARY OPEN BETA PATCH NOTES
forum.paradoxplaza.com/


TLDR; ELI5

太长不读,给五岁小孩解释一下


(Too long didn't read; Explain like I'm five)


The roles for different ship sizes should become more valuable. The introduction of size based damage make Frigates and Cruisers potentially very dangerous to Battleships and other large ships.

不同的舰船职责应当变得更有价值。由于引入了基于舰船规格的伤害,对战列舰和其他大型舰船来说,巡防舰和巡洋舰可能变得十分危险。


Frigates, however, are very vulnerable without a screen of Corvettes to protect them, Destroyers are the masters of Point Defense in Screen or cutting down those Corvettes and Frigates using the Gunship or Brawler roles.

但是,在没有护卫舰屏卫的情况下,巡防舰Frigate非常脆弱。而采用了炮艇或格斗舰职责的驱逐舰,则是点防御和干掉护卫舰的专家。


Artillery ships are vulnerable if something closes under the range of their guns, but with a screen that engages the enemy further away, they are free to blast away.

如果火力舰射程范围内有东西靠近,炮艇会很脆弱。但只要有屏卫舰把敌人挡在远处,火力舰就能自由发射。


Every ship role has a counter somewhere in the system, and mixed fleets that cover for deficiencies are thus generally much more difficult to hard-counter.

每个舰船职责都在体系内存在克星,因此,弥补缺陷的混编舰队将更难被强克制。


舰船规格 Ship Sizes
护卫舰Corvettes:迅速、便宜、闪躲性高。数量的本身就是质量,护卫舰擅长拦截巡防舰Frigates和围攻敌人。
巡防舰Frigates:脆弱,但很有冲击力。专精于发射鱼雷。巡防舰是玻璃大炮,对大型舰船是致命的。但其生存需要其他舰船的支援。
驱逐舰Destroyers:歼灭小型舰船以提供防御性屏卫。驱逐舰是点防御无可置疑的王者,最适合用于保护大型舰船免遭重型护卫舰、护卫舰和舰载机的袭扰。
巡洋舰Cruisers:最多功能的舰船规格。巡洋舰可以适应几乎任何定位,包括发射鱼雷、作为小型母舰、远远地提供火力,甚至可以扮演近战格斗舰。
战列舰Battleships:除了泰坦之外,战列舰能提供战斗中最大口径的火力。通常情况下,最适用于作为火力舰或母舰从远处打击敌方舰队。不计一切代价保护他们免遭鱼雷袭击。
每种舰船规格都有其专精的定位,同样也存在对应的缺陷,需要在舰队中加入其他类型的舰船掩护他们。
理想状况下,这样一只混编舰队应该全方面优于仅由一两种舰船组成的舰队。而驱逐舰和巡洋舰等舰船应当始终在游戏中发挥价值。让我们看看你能不能找到问题吧!


舰船职责 Ship Roles
现在可以在舰船设计器中选择舰船职责。舰船分段、武器以及其他组件都将自动最优适应你的选择。
屏卫舰Screen
屏卫舰携带点防御和高射炮,保护舰队内的其他舰船不受导弹、鱼雷及舰载机的攻击。
适用于:护卫舰、驱逐舰及防御平台
专注于哨戒舰模块,装备有点防御和高射炮。
炮舰Gunship
炮舰的目的是与同类型的其他舰船作战,配备尽可能多的中程武器。
适用于:护卫舰、驱逐舰、巡洋舰、战列舰、泰坦及防御平台
通常倾向于最大化中型武器的数量。
火力舰Artillery
火力舰倾向于远程导弹和直射武器以保证接战距离。与小型舰船作战存在困难。
适用于:护卫舰、巡防舰、驱逐舰、巡洋舰、战列舰、泰坦及防御平台
倾向于在更小的槽位中安装大型远程武器及导弹。
格斗舰Brawler
格斗舰倾向于围攻敌人,喜欢高伤害但射程近的武器,如自动加农炮。
适用于:护卫舰和驱逐舰
使用自动加农炮或裂解炮等极近程武器接近敌人。
鱼雷艇Torpedo
鱼雷艇使用制导武器对大型舰船造成巨大伤害,但往往比同级其他舰船速度慢,躲避性更差。
适用于:巡防和巡洋舰
使用近程鱼雷摧毁大型舰船。
航空母舰Carrier
母舰是舰载机的起降平台,通常离战场很远。
适用于:巡洋舰、战列舰和防御平台
在最远交战距离上发射舰载机。


If you prefer to listen to a good summary, we have @MordredViking here explaining everything using sounds made by flapping meat at us.

如果你更喜欢听总结,我们这有@MordedViking,他用对我们拍打的肉(嘴唇)制造的声音解释一切事情。

youtube.com/watch?


Pictures Are Worth 1,000 Words, Right?

一图胜千言,不是吗?


A Torpedo Frigate

鱼雷巡防舰

Neutron Launchers and Missiles Cruiser

中子发射器和导弹巡洋舰


Different number of Aux Utility slots on the sterns.

不同数目的船尾辅助工具槽


That's going to hurt if it hits that Titan.

这个打中泰坦会很痛的。


Shield and Armor Hardening counter Shield and Armor Penetration.

护盾硬化和装甲硬化能够对抗护盾穿透和装甲穿透的能力。


I Want To Try It and Provide Constructive Feedback!

我想试试并提供建设性反馈!


Good, I was hoping you would.

很好,我希望你这样做。


As of the posting of this dev diary, the Stellaris 3.6 "Orion" Open Beta should be live on Steam, and will run until the end of the month.

就在发布这篇开发日志的同时,Stellaris的3.6版本号“猎户座Orion”开放测试已经在Steam上线了,测试将持续到本月底。


Please note that the 3.6 "Orion" Open Beta is an optional beta patch. You have to manually opt in to access it.

请注意3.6版本号“猎户座Orion”是一个可选测试补丁。你需要手动选择才能获取。


Go to your Steam library, right click on Stellaris -> Properties -> betas tab -> select "stellaris_test" branch.

进入你的Steam库,右键点击Stellaris→属性→测试版→选择“stellaris_test”选项。


Don't forget to turn off your mods, they will break.

别忘了关掉你的mod,他们将会崩溃。


As this build is still in "hot" and in development, expect to see many placeholder icons and TODO text here and there. Numbers are not necessarily final, and we'll be looking at data gathered from the Open Beta to potentially make additional changes.

由于此版本仍然在热开发中,可以想见会有很多占位符图标和TODO文本。游戏数值不一定是最终的,我们将查看从开放测试中搜集到的数据,并可能利用这些数据进行额外的修改。


Known Issues:

已知的问题:


Many placeholder icons and some placeholder text.
许多占位符图标和部分占位符文本

All new text will only be in English for the duration of the Open Beta.
在开放测试期间,所有的新文本都仅有英语。

Ships do not currently back away if they are trapped within the minimum range of their weapons.
如果舰船在其武器的最小射程内进入战斗,舰船目前不会后退。

We expect to be making more changes and plan to update the beta at least once during the upcoming weeks.
我们期待做出更多的修改,并将在接下来的几周内至少更新一次测试版。


Targeted feedback threads exist for the following topics:

以下主题都有针对性的反馈帖:


Fleet Combat Rebalancing

舰船战斗再平衡:

forum.paradoxplaza.com/


Ascension Path changes (for those of you that have Utopia)

飞升路径改动(拥有乌托邦DLC的玩家):

forum.paradoxplaza.com/


Other 3.6 Feedback

其他3.6反馈:

forum.paradoxplaza.com/


And we have a thread for general discussion of the Open Beta.

我们还有一个讨论开放测试整体情况的帖子:

forum.paradoxplaza.com/


Thanks for reading, and I hope you enjoy the Stellaris 3.6 "Orion" Open Beta!

感谢阅读,希望你能享受3.6版本号“猎户座Orion”的开放测试!



翻译:疯狂的新兵 格拉摩根伯爵

校对:一水战阿部熊 三等文官猹中堂


欢迎关注UP主和主播小牧Phenix

欢迎关注牧游社微信公众号和知乎专栏!微信公众号改版为信息流,欢迎【置顶订阅】不迷路,即时获得推送消息!

B站在关注分组中设置为【特别关注】,将会在私信内及时收到视频和专栏投稿的推送!

欢迎加入牧有汉化,致力于为玩家社群提供优质内容!组员急切募集中!测试群组822400145!   

本作品英文原文著作权属Paradox interactive AB所有,中文译文著作权属牧有汉化所有。

Stellaris开发日志#271 | 10/13 准备好了?开始战斗!的评论 (共 条)

分享到微博请遵守国家法律