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钢铁雄心4开发日志 | 6/1 设计之角:海军平衡改动

2022-06-09 15:01 作者:牧有汉化  | 我要投稿

牧游社 牧有汉化翻译


Naval Rebalance | designer Corner

C0RAX, HOI4 Game designer


Hello there, C0RAX here. Welcome aboard to my dev corner, in this thread I'll be going over the core introduction of the planned changes to naval gameplay.

大家吼,我C0RAX来辣。欢迎登上我的开发之角,本次主题是对海军玩法相关已规划的改动进行概述。


Why? The Live System:

为啥?当前系统是这样的:


Good ship design is unintuitive.
优秀的舰船设计比较反直觉。

Combat revolves around exploiting oversights
战斗主要围绕利用游戏缺陷进行。

Ahistorical meta
不符合史实的版本最优解。



Goals:

目标:


Clearer design process
更明确的设计流程。

Meta based upon good structure and multiple key values
将版本最优解建立在良好结构与几个关键数值上。

Making historic choices in naval design and composition work well in game
让符合史实的舰船设计与编组能更好地融入游戏


Rebalance Overview:

平衡概览:


Tech Tree
科技树

Ship designer
舰艇设计

Hit profiles
受击率

Spotting
索敌

Fleet composition
海军舰队组成



Tech tree

科技树


The most obvious change is our first port of call today, this is the tech tree. There are a number of changes here that will be explained in further detail further to the aft of the dev corner.

今天第一站是最直观的改动,就是科技树。这里的很多变化将在开发之角后面深入详细介绍。



So firstly the naval tech tree has been split into 2, the naval tab contains hulls and tech directly linked to hulls. Let's take a look at what that looks like.

首先,海军科技树分成了两部分,海军栏包含了船体与和与之直接相关的科技。让我们来看看它的具体样貌。



As you can see it's much more concise than before, armor techs have been combined so each level will unlock both heavy and cruiser armours and are not linked to any specific hulls. SH armor still remains part of the super heavy battleship.

如各位所见,界面比以前简洁多了;装甲科技进行了合并,这样每一级都会解锁重型与巡洋装甲,且不与任何特定船体绑定。超重型装甲仍然是超重战列舰的一部分。


Moving on to the new "Naval Support" tab.

再来看看“海军支援”标签页。



Here you will see quite a difference from the old tech tree. Gone are the secondary battery techs as they are now research via the medium gun techs

这里大家会发现与旧科技树非常不同。消失了的副炮科技改为通过中型火炮科技进行研究。



Additionally the naval shell upgrades are now part of the gun lines acting as an intermediary tech between new modules. But don't worry about having to research more techs, XP reductions are gone but base research times are down.

另外,海军炮弹升级现在整合进了火炮研究线,用作新模块研发的中间科技。不过不用担心要研究的项目增多,因为虽然花费经验值的研究加速没了,但基础的研究时间也减少了。


小口径半穿甲弹
需要科技(基础轻型火炮)
研究耗时:47天


Dual Purpose Guns

两用火炮


And let's finally address that big elephant in the room… Dual purpose guns now branch off the light gun line. They are a 1939 onward tech, with the UK,USA,Japan & France starting with the Basic dual purpose Battery Researched and historic ships starting equipped with dual purpose Batteries and dual purpose Secondaries. Dual purpose guns lack the piercing of regular guns but make up for it by also providing AA.

随后,让我们来面对以往忽略的“房间里的大象”:两用火炮现为轻型火炮线的分支科技。它们归为1939年后科技线,开局时英、美、日、法初始已研究基础两用火炮,史实舰船也都配备两用主/副炮。两用火炮缺少常规火炮的穿透力,但靠提升防空火力补足缺陷。



The current values for the dual purpose batteries are not final and are currently aligned with their non AA equivalents.

当前两用主炮的数值并不是最终版本,并暂时与无防空能力的同级火炮对标。



Finally we have the 1944 Advanced medium dual purpose battery which packs a punch both to ships and planes, which should you reach it could wreak havoc for enemy aircraft and destroyers alike.

最后是1944年先进中型两用主炮,对舰船及飞机都效果拔群,研究若能推到这里那便能给敌国飞机和驱逐舰都来上一壶了。



Hit profiles & damage ("well the front fell off")

受击率和损伤(“呃它船头掉了”)


Quick primer on hit profile in case you don't know what they are. A Hit profile is the calculation used to determine how easy it is to hit a ship. This hit profile is then divided by the accuracy of the weapon type a ship is firing (10 * (Hitprofile/weaponaccuracy)^2).

为不了解受击率的朋友快速讲解一下:受击率是用于确定舰船被命中概率的计算公式。这个概率之后还要除以攻击方舰船所用武器类型的精度:10*(命中率/武器精度)^2。


Any other effects that affect hit chances such as weather/time of day are applied to the final value. Currently the live game calculation for a hit profile is the ( (visibility * 100) / speed) .

天气和时间等任何影响受击率的效果,都应用于最终数值上。当前游戏对受击率的计算公式为:(可见度*100)/速度。


So a ship with a high hit profile will be easier to hit than one with a small hit profile.

因此高受击率舰船将比低受击率舰船更容易被击中。


A change to the hit profile calculation is aimed to reduce the impact of speed on hit chance and should flatten the effect of speed for much slower ships. The current but not final working formula is:

对受击率计算方式的改动旨在降低速度对命中概率的影响,并应该能让速度对更慢舰船的影响更平稳。目前非最终的计算公式为:


( (visibility * 100) / ( (speed/2) + 15) )

(可见度*100)/((速度/2)+15)


In addition to this there have been some other changes for hit chance

此外,命中率还有其他改动:


New hit chance modifiers that affect hit chance in the same way that weather affects hit chance. The new modifiers replace existing stat modifiers for modules/tech.
新的命中率修正项,与天气影响命中率的方式相同。新修正代替了现有模块/科技的数值修正。

Radar and fire control increase light and heavy guns hit chance
雷达与火控会增加轻型与重型火炮的命中率。

homing torpedoes now increase torpedo hit chance
自主制导鱼雷现在会增加鱼雷的命中率。

Base critical chance is reduced
减少基础暴击率。



Spotting

索敌


Spotting is now min capped at 0.01% progress per hour, so you will always spot a task force after 10,000 hours (417 days)

现在,索敌每小时至少会有0.01%的进度,所以你必然可以在10000小时(417天)后发现一支特遣舰队。


Random chance to instantly spot (encounter) equal to your hourly progress, so if you have a 4% hourly progress you also have a 4% chance to "encounter" a task force.

立即发现(遭遇)的随机概率等于每小时进度,所以如果你每小时进度是4%,那么也就有4%的概率“遭遇”一支特遣舰队。


Sub and surface detections for a task force are now listed in the task force information tooltip.

特遣舰队的对潜与对海探测现在列入特遣舰队信息提示栏中。


舰队信息
最大航速:22.2
最大航程:1916
对潜探测:1.0
对海探测:20.0



Fleet Composition

舰队编制


First joining an ongoing battle was very painful and making strike forces much less useful this should be much less of an issue with much lower and shorter lived penalties for positioning.

首先,中途加入战斗非常难受,而且让打击舰队的作用大打折扣。不过降低阵位惩罚的数值和持续时间后,这个问题应该就没这么严重了。



Additionally SUPREMACY_PER_SHIP_BASE has been reduced from 100>75 so that IC and manpower have a greater impact on naval supremacy.

另外,SUPREMACY_PER_SHIP_BASE(舰船基础制海权)已经从100减少至75,以便让工业能力和人力对制海权影响更显著。


MAX_POSITIONING_PENALTY_FROM_HIGHER_SHIP_RATIO Has been increase from50% to 75%.

MAX_POSITIONING_PENALTY_FROM_HIGHER_SHIP_RATIO(超出舰船比例的阵位惩罚)已经从50%提高到75%。


finally convoys no longer count as carriers for screening but instead need 0.5 screens (rounding up) per convoy.

最后,运输船不再在屏卫中视作航母,1艘运输船所需屏卫仅0.5(四舍五入)。



Ship designer

舰艇设计


The ship designer has some of the most major changes to existing ships and modules. Let's go through them by groupings..

舰艇设计对于已有的舰船和模块有一些很关键的改动。咱们按组来看。


Firstly I want to say that you can no longer have both medium cruiser and light cruiser guns on the same design, fitting both will invalidate the design. This will eliminate one of the largest exploits in current ship design and should prevent ships being unintentionally protected by screening.

首先要说的是,在同一设计上无法同时添加中型及轻型巡洋舰炮了,强行安装会使设计无效。这将会消除掉目前舰船设计中最大的漏洞之一,也应该能防止舰船无意中受到屏卫保护。


Now we will get into some gritty details of the current value changes for the rebalance.

现在咱们深入一些繁琐的细节,以便了解平衡对当前数值所做的变化。


(RED=changed values, BLUE=New values and BLACK=unchanged)

(红色为变化后的数值,蓝色为新的数值,黑色为未改变。)


Changes to speed,reliability and Production cost.

速度、可靠性与生产花费的变化如下。



Changes to speed for hulls

船体速度变化如下:



On speed it should be much harder to get 40kt ships now - faster ships hover around ~35kt with slower ships being in the 30kt range. Some older ships and submarines remain well below 30kt and will need upgrading if you want their speed to match modern ships.

在航速方面,现在应该很难造出40节航速的舰船了,较快的舰船在35节左右,较慢的舰船则在30节以内。部分较旧舰船和潜艇速度仍远低于30节,如果要与现代舰船相匹配则需要升级。


Submarine Visibility

潜艇可见度:



Now these are the normal changes to modules and ships, but that's not all we have some new modifiers that are replacing or adding to existing modules too.

到此为止都是些模块和舰船的通常变化,但不止于此,我们还有一些新的修正,以取代或增加现有的模块。


Fire control/Radar

火控/雷达:



Torpedoes

鱼雷:



Armor

装甲:


In addition to the new modifiers below for armor a review of armor values and piercing is planned, but I don't have a completed set of changes for that yet so you will have to wait for future announcements on how that looks.

除了以下对装甲的新修正以外,我们还计划检查装甲数值和穿透力,但我还没有完整改动方案,所以你们得等未来的新公告才能知道改成啥样。



As always If you have any questions feel free to ask here.

一如既往,如有疑问,随时提出。



翻译:月蚀

校对:zzztotoso 三等文官猹中堂


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