钢铁雄心4开发日志 | 5/18 设计之角:空军重做

牧游社 牧有汉化翻译
Air Changes | Developer Corner
YaBoy_Bobby, Game Designer - HoI4
Hey Everyone! I am back this week to talk to you a bit about some changes we are making to air management and combat. The first thing I want to get out of the way is that this is not a "Man the Guns" style rework of combat and management systems. Our focus on air changes have mostly revolved around quality of life and balance changes to existing systems, while largely maintaining the structures people are familiar with (with a couple of exceptions). So, let's get into it!
大家吼哇!这周咱们来聊聊空军管理和空战的一些改动。首先要强调的是,这并非炮手就位MtG那种对整个战斗及管理系统的重做。我们对空军改动的关注点,主要在游戏基础质量和对现有系统进行平衡调整,同时大致保留玩家熟悉的框架(但有几个例外)。这就细说!
Starting off with a QoL change I am very happy about: Simplified Wing Deployment. Anyone who has experience with managing air wings probably has some complaints about how deploying wings works. The live system requires three clicks in the best case (four if you include choosing a base) to deploy a single wing into an empty airbase. In the worst case this requires more clicks and doing some math for creating a large wing that can later be divided evenly. Now, we are adding quick deploy buttons to the air base UI to allow deployment of a wing in a single click. We are also keeping the old deployment menu for more advanced deployment options. Also, in this menu, we have simplified the flow for deploying single and multiple wings at once.
先从我个人很中意的基础质量改进讲起:空军联队部署简化。所有管理过空军联队的玩家,大概都会对部署方式有点怨气。当前系统最少也要点三次(算上选择空军基地就是四次)才能将一个空军联队部署到一座空军基地。最糟的情况不仅要多点,还要做些计算才能创建一个之后可以被整除划分的大型联队。现在,我们在空军基地界面上加了一个快速部署按钮,允许单击直接部署一个联队。但我们也保留了旧部署菜单,用于更多的高级部署选项。另外,在该菜单中,我们还简化了一次部署单个和多个联队的流程。

WIP UI design of simplified wing deployment tools. Note the art style here is not indicative of a change in art direction for our UI. In the first image we see the setup that can be done to select fast deploy options from any air base.简化后的联队部署工具界面设计,仍处于开发中。注意这里的艺术风格并不代表我们的UI会在美术方向上有所改变。第一张图片中,我们可以看到从任意空军基地都能选择进行快速部署选项的设置。

In the second Image we see the newer version of quick deploy within the advanced deployment menu. You now have a set of filters to only show planes of a specific type, and you can now set the reinforce preference on all of the wings you are about to deploy, or individual ones.第二张图片,可以看到高级部署菜单中更新版本的快速部署。你现在有一组过滤器,来显示特定种类的飞机,而且你现在可以对你要部署的所有或单独某个联队设置偏好。
One of the most visible changes to air management, and hopefully a big quality of life improvement for most people, is the addition of Air Groups. The first thing I want to say is this is not Army Groups or Fleets. For now, and the foreseeable future, we are not adding Air Marshals or any sort of mechanical impact to using Air Groups. Air Groups are an organizational structure and nothing more. What it will do is enable the grouping and selection of multiple air wings across multiple locations bases for easier management. These groups will be displayed when in the air map mode so that you do not have to hunt down your wings on the map when you want to interact with them.
对空军管理来说最肉眼可见的改动之一,便是增加了航空队Air Groups。首先我要声明,这并不是集团军或海军舰队,而且目前规划里也没有加入空军元帅,或是任何种类的对航空队使用有机制影响的内容。航空队是一个组织框架,仅此而已。其作用是能在数个空军基地间对多个空军联队进行编组及选择,以便于管理。这样在玩家要调动空军联队时,也不必费劲在地图上四处找了。

A very much WIP view of our current air groups我们当前仍处于极早期开发中的航空队概览。
Of the changes we are making, one of the most notable is moving to standardized/fixed wing sizes. This change comes with a loss of flexibility in some situations and makes managing smaller numbers of airplanes a bit more complicated. However, I think that real air combat in HoI4 is measured in thousands of airplanes and not dozens. We are currently looking at 100 sized wings for most aircraft, with size 10 wings for a few specific equipment types(scout plans, CV planes, ect). This allows us to streamline wing deployment and some other management stuff such as not having AI take up weird percentages of air bases. It also makes balance easier and fixes a few exploit cases. This may take some getting used to but I feel it improves the overall experience of managing large numbers of aircraft.
我们正在制作的改动中,另一个很明显的改动是,我们趋向于使空军联队的大小变得标准化/固定化。这一改动在某些情况下会导致损失一些灵活性,且让管理较小数量的飞机变得略微复杂。不过,我认为钢铁雄心4中真正的空战应是以数千架飞机考虑的,而不是几十架。目前,我们正在考虑让绝大多数机型的空军联队大小以100架为标准单位,特定某些装备类型(侦察机、舰载机等)则以10架为标准单位。这样我们可以简化空军联队部署与其他有关的东西,比如防止AI向空军基地派出占比诡异的飞机数量。这也使得平衡更加容易,而且修复了一些漏洞。这个改动可能需要一段时间来适应,但我觉得它对管理大量飞机的体验有所改善。
The final change I want to discuss today is an addition to the combat system. We are adding a new mechanic for intercepting planes in regions enroute to their target. In most cases, engaging planes in their target region will still be most effective. But in others, such as when range is a factor, the region being crossed has a bunch of engagement and spotting bonuses, and in a few other cases leaning into combat in an intermediary region can be a good idea.
本篇日志最后谈及的改动是空战系统。我们正着手添加在中途进行截击的机制。多数情况下,在目标空域交战还是最有效的手段。但在其他情况下,比如考虑进航程因素的情形下,航程中穿行的空域会有一大堆交战及索敌加成。在少数其它情况下,着眼于在中途空域的交战反而更合适。
Beyond these more concrete changes we are doing a balance pass on existing air combat mechanics. A lot of this is still too WIP to discuss, but I would like to highlight one of our objectives which is decoupling agility and speed with more impact given to speed in later air superiority fighter designs, but more on that at a later date.
除这些更具体的改动以外,我们正在对现有的空战机制进行平衡测试。很多东西由于仅初具雏形而无法谈及,但我希望强调我们的目标之一是让机动与速度脱钩,并在游戏晚期的制空战斗机设计中让速度比重更高,不过这些内容日后再谈吧。
As always, I wish you all the best and don't hesitate to tell us how these changes make you feel.
和往常一样,祝大伙一切顺利,对于这些改动有什么感想,也请不要犹豫告诉我们。
Until next time o7
下回见。
翻译:月蚀
校对:zzztotoso 三等文官猹中堂
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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。