Stellaris开发日志#215 | 6/10 游戏性主题和平衡性考量

牧游社 牧有汉化翻译
Stellaris Dev Diary #215 - Gameplay themes & Balancing considerations
grekulf, Stellaris Game Director
Hello everyone!
大家吼啊!
First I want to thank you for the overwhelming support that you've shown us with announcing the Custodians initiative. It's been really fun and motivating to see so many positive responses, and for that we're truly thankful. At the same time, I must admit that it is also a bit scary in the sense that we shouldn’t have the expectation that this will suddenly resolve any issues you might have with the game, or that we'll be able to deliver large amounts of significant changes with every update. Let's appreciate this opportunity and make the best of it :)
首先,我要向在 “守护者团队计划” 宣布时给予我们大力支持的各位表达感谢。能够看到如此多积极的回应真的很有趣,也很激励我们的创作,对此我们真的很感激你们。与此同时,我必须承认这也有点可怕,因为我们没法期望这个方案可以立马解决你在游戏里可能遇到的各种问题,或者期望我们能够在每次更新中提供许多重大的游戏改动。所以,让我们珍惜这次机会,好好利用它吧(笑)。

Species Pack Gameplay Themes
物种包的游戏性主题
Last week we already talked about what the Lem Update (honoring the author Stanislaw Lem) would focus on, but I'd also like to go into more detail regarding some things.
上周我们已经讨论了莱姆Lem更新(纪念小说家斯坦尼斯拉夫·莱姆)将会关注的内容,但我还想更详细地谈谈一些事情。
We mentioned that we would be adding gameplay to the Humanoids Species Pack and the Plantoids Species Pack, and although I won’t talk about the exact details yet, I do want to talk a little about how we approached it, and the themes we chose.
我们提到过,我们将会在类人物种包和植物物种包内添加新的游戏玩法内容,虽然我还不会谈论具体细节,但我想谈谈我们是怎么做到这一点的,以及我们选择的主题。
Plantoids was a bit easier, because there are some obvious fantasies. Going around the themes of growth and plants we're adding some new traits, civics and origin. We felt like it made sense to open up these gameplay additions to both Plantoid portraits as well as for Fungoids.
植物类物种比较简单,因为它们明显有许多幻想出来的要素。围绕生长和植物主题,我们添加了一些新的特性、民政和起源。我们认为在植物类和真菌类物种上添加这些新的游戏玩法是讲得通的。
Humanoids was a bit trickier, because there are no direct fantasies that apply to them in general, so we instead chose to focus on fantasies that align with things like dwarves, elves, orcs or humans. The Civic we showcased last week was an example of how we made something inspired by a traditionally dwarven fantasy.
类人物种则有些棘手,因为通常我们很难想出什么适用于它们的要素,所以我们转而选择关注与矮人、精灵、兽人或者人类有关的幻想。比如我们上周展示的民政就是一个例子,我们制作灵感的一部分就来源于一些传统的矮人族传说。

Let us know about any ideas or thoughts you have regarding those :)
请让我们知晓你对这些内容的想法或者建议。
We will be talking more about these in much greater detail later, but that may possibly be in August.
我们之后还会更详细地讨论这些问题,不过那可能得等到八月份了。

Game Balance
游戏平衡
We're going to take a look at reworking some of the major outstanding balance issues that we're having.
我们接下来把目光投向一些我们正在重制的、主要且突出的平衡性问题。
One example that I want to talk about is the issue with Research Booming, where power players can essentially outpace other empires due to focusing a lot on research. What enables this is usually Districts that provide Researcher Jobs, which is relatively easy to gain access to early on through Origins such as Shattered Ring or Void Dwellers (the latter not being nearly as strong).
我首先想谈论的一个例子就是“科研爆炸”,即由于玩家完全专注于研究,因此他们基本上能够超越其它帝国。通常是由于那些能提供研究员岗位的区划导致了这一结果,而通过选择破碎之环或者虚空居者起源(后者相对而言不会那么强势),玩家将会在游戏早期就能够使用这样的区划。
For Shattered Ring we are looking into changing the start from a pure "end-game" Ring World, to be more of an actual "Shattered Ring" that you need to repair before you gain access to the powerful Districts of the Ring World. Putting additional emphasis on the fantasy of restoring this ancient megastructure to its former glory can be a fun addition to the Origin itself. Although we haven't decided exactly what we're doing, changing the start to be a Shattered Ring that you can restore with the Mega-Engineering technology is a likely route.
对于破碎之环起源,我们希望将其从一个纯粹的“终局之环”转变成一个字面意思上的“破碎之环”,也就是说,只有将其完全修复,你才能拥有一个拥有强大区划的环世界。将这个古老的巨型建筑恢复到其昔日的辉煌状态,为这个起源本身增添了一些趣味。尽管我们还没有完全决定要做什么,但以破碎的环世界开局并通过巨构建筑建造科技将其修复依旧是一条可行路线。

Unity & Empire Sprawl
凝聚力与帝国规模
Beyond Lem, we are also going to take a look at Empire Sprawl and Unity. The design for Admin Capacity was never really something that I felt worked out, and we never finished the design that was intended for it. Continuing to use Admin Cap as a mechanic also feels a bit like a dead end due to multiple reasons (ranging from design to technical), so we're instead going to look into another solution.
除了莱姆Lem更新的内容,我们还将着眼于帝国规模和凝聚力方面的内容。我从来都不认为“行政管理能力”的设计真的能行得通,而且我们也从未完全实现这个设计原本的意图。由于多方面的原因(从设计到科技等),继续把行政管理能力作为限制机制也让人觉得是死胡同,所以我们会转而寻找另一种解决方案。
I have a design for doubling down on using Unity as the resource for internal management, removing Admin Cap entirely, and to make Empire Sprawl something that you can never mitigate anymore. More sprawling empires will always suffer harsher penalties from Empire Sprawl, and we'll instead focus on how Unity can be used internally to mitigate some of those penalties. Examples could be Edicts that have a Unity Upkeep Cost, and perhaps reduce the Research Cost Penalty induced by Empire Sprawl. Angry Pops could potentially also have a Unity Upkeep Cost, to represent the drain on your society.
我有一个计划,打算进一步将凝聚力作为内部资源管理,完全删除行政管理能力的设定,并让帝国规模成为你永远无法缓解的问题。那些更过扩的帝国将总是受到来自帝国规模的更严厉惩罚,而我们将专注于如何在帝国内部通过凝聚力来减轻这些惩罚。举个例子,我们可能会让法令需要花费凝聚力来维护,并可能减少由帝国规模引起的研究成本惩罚。不满的人口也可能会需要凝聚力作为维护成本,这代表着你社会的消耗。
Note that these ideas are very much in their infancy and very prone to change. We will probably start talking a bit more about that once Lem has been released, but I wanted to share some thoughts with you so that we could gather some initial feedback.
请注意,这些想法还处于早期阶段,很可能会改变。我们可能会在莱姆Lem更新发布后再开始进一步讨论这个问题,但我想与你们分享想法,以便收集一些初步的反馈。
That's all for this week folks! We're in the middle of reviewing our dev diary schedule, so we're hoping to be back with 2 more dev diaries before we take a summer break. We'll keep you in the loop as we go.
以上就是本周的全部内容!我们正在重新审视我们的开发日志安排,希望在放暑假前能再写两篇开发日志。我们走的时候会及时告知你的。
翻译:Aquaaaaaaaaa
校对:一水战阿部熊 三等文官猹中堂
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