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維多利亞3開(kāi)發(fā)日志#22 | 11/4 戰(zhàn)爭(zhēng)的概念

2021-11-05 18:53 作者:牧有漢化  | 我要投稿

牧游社 牧有漢化翻譯


Victoria 3 - Dev Diary #22 - The Concept of War

Wizzington, Game Director Victoria 3


Hello and welcome to another Victoria 3 development diary! Today's dev diary has been a hotly anticipated one, as we're finally ready to start talking about war and combat and how they will work in Victoria 3.

大家吼啊,歡迎來(lái)到新一篇維多利亞3的開(kāi)發(fā)日志!今天這篇日志可真的是萬(wàn)眾期待,因?yàn)槲覀兘K于準(zhǔn)備開(kāi)始聊聊維多利亞3里的戰(zhàn)爭(zhēng)和戰(zhàn)斗,以及它們的運(yùn)作機(jī)制。


So then, how does war and combat work? The answer is that we've taken a pretty different approach to warfare and combat in Victoria 3 compared to other Paradox Grand Strategy Games, and in this dev diary I'll be going over the overall vision that governs our design for warfare, with the actual nitty-gritty on the mechanics coming over the next few weeks. Just as Victoria 3 itself has a set of design pillars that all game mechanics follow (as outlined in the very first diary), Warfare in Victoria 3 has its own design pillars, which we will now explain in turn.

那么,它們到底是怎么運(yùn)作的呢?答案是,相比起Paradox旗下的其它大戰(zhàn)略游戲,我們對(duì)維多利亞3里的戰(zhàn)爭(zhēng)和戰(zhàn)斗采取了相當(dāng)不一樣的方案。在這篇開(kāi)發(fā)日志里,我將會(huì)回顧指引我們?cè)O(shè)計(jì)戰(zhàn)爭(zhēng)機(jī)制的整體思路,而機(jī)制上的具體核心問(wèn)題講解則會(huì)在接下來(lái)的幾個(gè)星期里陸續(xù)道來(lái)。正如維多利亞3這款游戲本身有一整套設(shè)計(jì)基礎(chǔ)準(zhǔn)則、而所有的游戲機(jī)制都要遵守這套準(zhǔn)則一樣(我們?cè)谧钭铋_(kāi)始的第一篇日志里簡(jiǎn)要地說(shuō)明過(guò)),維多利亞3里的戰(zhàn)爭(zhēng)也有它自己的設(shè)計(jì)基礎(chǔ)準(zhǔn)則,我們將按順序來(lái)介紹。


The first pillar is one that is shared with the vision of the game as a whole:?War is a Continuation of Diplomacy?- anything you can gain through war should also be possible to gain through diplomacy. As we've already talked about this multiple times in the past, and last week’s dev diary told you all about Diplomatic Plays, we don't feel the need to go into this again, but it's still important to keep in mind to understand our approach to warfare.

第一條準(zhǔn)則與這款游戲的整體設(shè)計(jì)思路相通:戰(zhàn)爭(zhēng)是外交的延續(xù)——任何你能夠通過(guò)戰(zhàn)爭(zhēng)取得的事物都應(yīng)當(dāng)同樣能夠通過(guò)外交手段獲得。這部分內(nèi)容我們?cè)谥昂芏啻味家呀?jīng)講過(guò),在上星期的開(kāi)發(fā)日志里也有跟你們?cè)斒?strong>外交博弈Diplomatic Plays,于是我們覺(jué)得就沒(méi)有必要重新再說(shuō)了。但無(wú)論如何,想要理解我們對(duì)戰(zhàn)爭(zhēng)的設(shè)計(jì)思路,記住這條準(zhǔn)則還是很重要的。



The second pillar,?War is Strategic, is exactly what it sounds like. In Victoria 3, all decisions you make regarding warfare are on the strategic level, not the tactical. What this means is that you do not move units directly on the map, or make decisions about which exact units should be initiating battle where. Instead of being unit-in-province-based, warfare in Victoria 3 is focused on supplying and allocating troops to frontlines between you and your enemies. The decisions you make during war are about matters such as what front you send your generals to and what overall strategy they should be following there. If this sounds like a radical departure from the norm in Paradox GSGs, that's because it is, and I'll be talking more about the rationale at the end of this dev diary.

第二條準(zhǔn)則,戰(zhàn)爭(zhēng)即是戰(zhàn)略,意思正如其言。在維多利亞3里,你就戰(zhàn)爭(zhēng)所作的任何決策都將反映到戰(zhàn)略層面,而不是戰(zhàn)術(shù)層面。這就意味著,你并不是直接在地圖上移動(dòng)部隊(duì),或者說(shuō)決定哪支特定部隊(duì)?wèi)?yīng)該在哪個(gè)地方發(fā)動(dòng)戰(zhàn)斗。與那種基于將部隊(duì)放置在省份上的機(jī)制不同,維多利亞3里的戰(zhàn)爭(zhēng)更側(cè)重于將士兵供應(yīng)和分配到你和敵軍之間對(duì)峙的前線。你在戰(zhàn)爭(zhēng)之中所作的決策關(guān)乎到你要將將軍們派到哪條前線,以及他們?cè)谇熬€要遵循什么樣的總體策略。如果你們覺(jué)得這聽(tīng)起來(lái)簡(jiǎn)直就是對(duì)傳統(tǒng)Paradox旗下大戰(zhàn)略游戲的離經(jīng)叛道,那不用懷疑,因?yàn)檫@就是真的。我會(huì)在這篇開(kāi)發(fā)日志的結(jié)尾更詳細(xì)地講講這樣做的理由。



The third pillar,?War is Costly, is all about the cost of war - political, economic and humanitarian. There is no such thing as a bloodless war in Victoria 3, as just the act of mobilizing your army will immediately start accruing casualties from accident and disease (as these were and remain the biggest killers of men during war, not battles) in addition to being an immense financial burden for your country. The soldiers and conscripts who die during war leave behind children and widows, and may even become dependents themselves as a result of injuries sustained during your quest for national glory.

第三條準(zhǔn)則,戰(zhàn)爭(zhēng)的代價(jià)高昂,這與戰(zhàn)爭(zhēng)的花費(fèi)相關(guān)——政治花費(fèi)、經(jīng)濟(jì)花費(fèi)、以及人力上的花費(fèi)。在維多利亞3里,并不存在類似于不流血的戰(zhàn)爭(zhēng)這樣的東西,因?yàn)閮H僅是動(dòng)員部隊(duì)這個(gè)行為都會(huì)立即開(kāi)始積累由事故和疾病導(dǎo)致的傷亡(因?yàn)檫@些才是、并且現(xiàn)在也依然是戰(zhàn)爭(zhēng)過(guò)程中最無(wú)情的部隊(duì)殺手,而不是戰(zhàn)斗本身帶來(lái)最多傷亡),此外,動(dòng)員部隊(duì)也馬上會(huì)對(duì)國(guó)家造成沉重的經(jīng)濟(jì)負(fù)擔(dān)。戰(zhàn)死疆場(chǎng)的職業(yè)士兵和征召兵會(huì)留下孩子和遺孀,甚至他們也可能受傷而成為受撫養(yǎng)人口,這些都是你在追尋國(guó)家榮耀的路程中給他們留下的傷口。



The fourth pillar,?Preparation is Key,?ties heavily into the second and third pillars. Much of the strategic decision making in Victoria 3 that will let you win wars are all about how well prepared you are. For example: Have you promoted the most competent generals, or were you forced to promote an incompetent wastrel for political expedience? Have you invested in the best (but very costly) rifles for your soldiers, or are you forced to fight at a technological disadvantage? During the Diplomatic Play preceding the war, did you mobilize all your armies in time and eat the costs in men and materiel, or did you hold off hoping on a peaceful resolution, or at least for the conflict to end up as a limited war? Did you choose to build and subsidize an arms industry large enough to cover your wartime needs, or is your army reliant on import of weapons that may be vulnerable to enemy shipping disruptions? These are the sort of questions that can decide who has the true advantage when going into an armed conflict in Victoria 3.

第四條準(zhǔn)則,事先準(zhǔn)備是關(guān)鍵,這與第二條和第三條準(zhǔn)則之間有密切聯(lián)系。你在維多利亞3中作出的能讓你贏得戰(zhàn)爭(zhēng)的絕大部分決策,都跟你事先準(zhǔn)備得多好有關(guān)。就比如說(shuō):你有沒(méi)有提拔最能干的將軍,還是說(shuō)你為了政治利益而不得不提拔上來(lái)無(wú)能混混?你有沒(méi)有為手下士兵投資性能最好(但同時(shí)價(jià)格高昂)的步槍,還是說(shuō)你不得不頂著科技劣勢(shì)上戰(zhàn)場(chǎng)?在戰(zhàn)爭(zhēng)前的外交博弈過(guò)程中,你有沒(méi)有及時(shí)動(dòng)員起你所有的部隊(duì),并承擔(dān)起所有士兵和用具的消耗,還是說(shuō)你按兵不動(dòng),希望能有個(gè)和平解決方案,或者至少抱著以局部戰(zhàn)爭(zhēng)結(jié)束沖突的希望?你有沒(méi)有選擇建立并補(bǔ)貼軍火行業(yè),使之成熟到可以滿足你戰(zhàn)時(shí)需求,還是說(shuō)你的部隊(duì)都依賴于武器進(jìn)口,很容易受到敵軍干擾航運(yùn)的影響?正是這些問(wèn)題,將能夠決定在維多利亞3中,究竟是哪一方在準(zhǔn)備進(jìn)入武裝沖突時(shí)擁有真正的優(yōu)勢(shì)。



The fifth pillar,?Navies Matter,?is an ambition of ours that for many countries, navies should feel just as important (and in some cases more important) as armies. In addition to supporting or hindering overseas expeditions (by, for example, cutting off enemy supply lines), navies play a crucial role in waging economic warfare, as a country whose economy (or even worse, military goods supply) depends on trade will be vulnerable to the actions of hostile navies.

第五條準(zhǔn)則,海軍很有用,這是我們所追求的目標(biāo)——我們希望對(duì)很多國(guó)家而言,海軍在觀感上應(yīng)當(dāng)同陸軍一樣重要(而且在某些情況中要更加重要)。除了支援或者(比如說(shuō)通過(guò)切斷敵軍補(bǔ)給線的方式)阻礙海外遠(yuǎn)征之外,海軍在發(fā)起經(jīng)濟(jì)戰(zhàn)的場(chǎng)合將發(fā)揮舉足輕重的作用。因?yàn)榻?jīng)濟(jì)(或者甚至更糟糕的情況,軍火補(bǔ)給)依賴于貿(mào)易的國(guó)家,在敵對(duì)海軍面前將非常脆弱。



The sixth and final pillar,?War Changes,?is all about the technological advances of the 19th century and the way that warfare changed from the maneuvering of post-napoleonic armies to the meat grinder that was World War One. Our ambition is for these changes to be felt in the gameplay of Victoria 3, as technologies such as the machine gun makes warfare an ever bloodier and costlier affair while advancements in naval technology makes it easier for countries with advanced navies to project global power.

第六條,也是最后一條準(zhǔn)則,戰(zhàn)爭(zhēng)不是一成不變的,這說(shuō)的是19世紀(jì)科學(xué)技術(shù)的進(jìn)步,而且戰(zhàn)爭(zhēng)的形式也從拿破侖后期軍隊(duì)的機(jī)動(dòng)作戰(zhàn)演變成第一次世界大戰(zhàn)那樣的絞肉機(jī)。我們的目標(biāo)是希望這些變化能夠在維多利亞3的游戲體驗(yàn)中體現(xiàn)出來(lái),就比如說(shuō)機(jī)槍使得戰(zhàn)爭(zhēng)變得史無(wú)前例的血腥和昂貴,而海軍科技的進(jìn)步能讓國(guó)家更加容易地通過(guò)先進(jìn)海軍來(lái)投射全球影響力。



Before I end this dev diary, I want to talk briefly about our most radical departure from other Paradox GSGs - the absence of units you move on the map, and why we chose to go in this direction. The main reason is simply that Victoria 3 is a game primarily focused on Economy, Diplomacy and Politics and we felt a more strategic approach to warfare mechanics fits the game better than micro-intensive tactical maneuvering.

在我結(jié)束這篇開(kāi)發(fā)日志之前,我想簡(jiǎn)單談?wù)勎覀儗?duì)Paradox旗下大戰(zhàn)略游戲最為激進(jìn)的背離——缺少能夠在地圖上移動(dòng)的部隊(duì),以及我們?yōu)槭裁匆x擇這個(gè)方向。主要原因其實(shí)很簡(jiǎn)單,也就是說(shuō)維多利亞3這款游戲最核心的關(guān)注在于經(jīng)濟(jì)、外交、和政治,而我們認(rèn)為應(yīng)以更加戰(zhàn)略層面的手法來(lái)處理戰(zhàn)爭(zhēng)機(jī)制,這樣做更加適合這款游戲,而不是要求高強(qiáng)度微操的戰(zhàn)術(shù)移動(dòng)。


It's important to note that how this works differs completely from having AI-controlled units in our other GSGs, since in Victoria 3 armies you assign armies to fronts rather than provinces (navies of course work differently, but more on that later). We'll be getting into the exact details of the mechanics for both armies and navies in the coming weeks.

值得注意的是,由于在維多利亞3中,你是要將部隊(duì)指派到前線而非省份(海軍當(dāng)然不太一樣,不過(guò)這部分我們以后再詳述),所以它的運(yùn)作機(jī)制跟我們?cè)谄渌髴?zhàn)略游戲中讓AI控制部隊(duì)完全不同。我們會(huì)在接下來(lái)幾個(gè)星期里跟你們介紹陸軍和海軍機(jī)制中的細(xì)節(jié)。


We of course still want Victoria 3 to have interesting and meaningful warfare mechanics, but we want the player to be engaging on a higher level of decision-making, making decisions about the overall war strategy and just how much they're willing to sacrifice to achieve their goals rather than deciding which exact battalions should be battling it out in which exact province next.

當(dāng)然,我們肯定還是會(huì)希望維多利亞3能擁有既有趣又有意義的戰(zhàn)爭(zhēng)機(jī)制的,但我們也想要讓玩家涉入更高層次的決策,決定整體戰(zhàn)爭(zhēng)策略,以及他們究竟愿意為了實(shí)現(xiàn)目的作出多少犧牲,而不僅僅是決定具體哪個(gè)營(yíng)的兵力接下來(lái)應(yīng)該在哪個(gè)特定的省份參加戰(zhàn)斗。


This also ties into the general costliness of wars and the fact that you can achieve your ends through diplomacy - we want the ways in which an outmatched Victoria 3 player triumphs over their enemies to be clever diplomacy, well-planned logistics and rational strategic thinking rather than brilliant generalship. Ultimately, we've taken this approach to warfare for the same reason we take any game design decision: because we believe that it will make Victoria 3 a better game.

這同時(shí)也與戰(zhàn)爭(zhēng)在通常意義上的高昂花費(fèi),以及你能夠通過(guò)外交手段達(dá)成目的這兩點(diǎn)相關(guān)。我們希望玩家在維多利亞3里,是通過(guò)高明的外交手段、精心的物流謀劃、理智的戰(zhàn)略思維來(lái)達(dá)成對(duì)敵人的大獲全勝的,而不是通過(guò)對(duì)軍隊(duì)的強(qiáng)大領(lǐng)導(dǎo)贏取戰(zhàn)爭(zhēng)。最重要的是,我們之所以選擇這樣處理戰(zhàn)爭(zhēng)的方式,原因跟我們采取任何游戲設(shè)計(jì)決定相同:因?yàn)槲覀冋J(rèn)為這會(huì)讓維多利亞3變成一款更加精彩的游戲。


With that said, we're done for today! We'll of course be talking much more about warfare in the coming weeks, starting with next week's dev diary on the topic of Fronts and Generals.

就說(shuō)這些,我們今天就結(jié)束啦!當(dāng)然,我們會(huì)在接下來(lái)的幾個(gè)星期里講到更多關(guān)于戰(zhàn)爭(zhēng)的事情,就從下星期的開(kāi)發(fā)日志開(kāi)始,主題會(huì)是前線Fronts將領(lǐng)Generals。



翻譯:斯普特尼克

校對(duì):三等文官猹中堂


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維多利亞3開(kāi)發(fā)日志#22 | 11/4 戰(zhàn)爭(zhēng)的概念的評(píng)論 (共 條)

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