Stellaris開發(fā)日志#271 | 10/13 準(zhǔn)備好了?開始戰(zhàn)斗!

牧游社 牧有漢化翻譯
Stellaris Dev Diary #271 - Ready…? Fight!
Eladrin, Stellaris Game Director
Hello again!
大家吼?。?/p>
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.
這周的主題是關(guān)于Stellaris的 3.6版本號“獵戶座Orion”的戰(zhàn)斗再平衡計劃。我們將首先探討改動的目標(biāo)以及預(yù)期的范圍,之后我們會詳細(xì)介紹已完成的工作內(nèi)容。
Scope and Intentions
改動范圍與預(yù)期目標(biāo)
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.
在開發(fā)日志#257號中,我們首次討論了戰(zhàn)斗中的平衡問題,并且在之后的PDXCon上展示了更多關(guān)于早期平衡工作的信息成果。自那時起,在我們在進(jìn)行更多的迭代更新之前,已完成了許多實驗并且收集到了一些反饋。
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.
當(dāng)我們開始考慮戰(zhàn)斗再平衡實驗時,我們必須決定這項平衡改動該是什么效果,或者可以說,這項改動不該有哪些效果。
Goals
目標(biāo)
We decided that the primary goals were to:
因此我們決定,這項改動的主要目標(biāo)是:
Shake up the meta and improve general space combat, while maintaining a limited scope.
動搖版本套路玩法,并且改善常規(guī)的太空戰(zhàn)斗,同時將其保持在一個有限的范圍內(nèi)。
Provide benefits to having mixed fleets rather than unihull.
為混合艦隊而不是單一艦船提供增益。
Using the 3D Assets that we have, improve counterplay and ship design options.
使用現(xiàn)有的3D模型,改善反制以及艦船設(shè)計選項。
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.
被納入改動范圍的是我們認(rèn)為至關(guān)重要的部分——主要是為了關(guān)注艦隊構(gòu)成,以及平衡改動,而不是大量重寫艦船的戰(zhàn)斗代碼。同樣這次我們也不會對陸戰(zhàn)進(jìn)行任何改動。
Problems
問題
Some of the problems that we identified with fleet combat in Stellaris included:
我們已發(fā)現(xiàn)在Stellaris中艦船戰(zhàn)斗所面臨的問題包括:
"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.
“首輪打擊”的巨炮戰(zhàn)列艦主宰了后期游戲。當(dāng)我們增強艦載機時,我們?yōu)槠涮砑恿艘稽c克制關(guān)系。但由于重復(fù)科技對戰(zhàn)斗的影響,最終戰(zhàn)斗變成了射程至上。
Disengagement mechanics further encourage overkill.
撤退機制的存在更加鼓勵趕盡殺絕。
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.
類似驅(qū)逐艦以及巡洋艦這樣的艦船幾乎會立刻失去作用。驅(qū)逐艦的點防御炮臺并沒有什么作用,并且巡洋艦可以做的事情,戰(zhàn)列艦都可以做得更好。
Command Limits don't really do their intended jobs.
艦船指揮上限并沒有發(fā)揮應(yīng)有的作用。
Doomstacks aren't fun.
把所有艦船堆疊起來一戰(zhàn)定勝負(fù)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.
最后兩個問題將會被移出此輪改動,但是會在未來的更新中再進(jìn)行討論。我們這次同樣也不會真的去碰重復(fù)科技,而是專注于使更多艦船規(guī)格發(fā)揮作用。
So What Did You Do?
那么我們到底做了啥?
The biggest changes include:
最大的改動包括:
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.
現(xiàn)在可以選擇艦船職責(zé)Ship Roles,來自動設(shè)計與之對應(yīng)職責(zé)相符的艦船,比如火力艦、格斗艦(譯注:Brawler在戰(zhàn)艦世界中常指俾斯麥這樣擅長扛線的戰(zhàn)艦)、魚雷艇以及其它等等。如果你并未擁有任何適配此艦船類型的武器,那么系統(tǒng)就會自動為你選擇當(dāng)前最佳配置。
Torpedoes and select other weapons now gain a multiplicative damage bonus based on the size of the target.
魚雷,以及部分其它武器,現(xiàn)在會根據(jù)目標(biāo)的大小獲得一個可以相乘的傷害增益。
- Missiles have been moved out of the G slot back into S and M.
- 導(dǎo)彈武器現(xiàn)在已被移出G槽并且返還到S與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.
- 能量魚雷比如質(zhì)子或中子魚雷已被移到射程最小的G類武器。同時傷害也被平衡至與魚雷級武器相適配,并且同新的魚雷武器一樣,會對大型單位造成更多的傷害。但是與普通的魚雷不同,它們現(xiàn)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.
添加了一種叫做巡防艦Frigate的全新艦船規(guī)格,這是一種更加高級的護(hù)衛(wèi)艦Corvette,并且可以發(fā)射魚雷,但是速度更慢且閃避更低。這個艦船類型會與魚類科技一起解鎖。
Added a minimum range to all Large weapons except Lasers
為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:目前艦船并不能因為射程導(dǎo)致所有武器無法使用而撤退。
Strike Craft no longer intercept missiles, but will continue to fight each other.
艦載機將不再能夠攔截導(dǎo)彈,但是艦載機之間仍會互相攻擊。
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.
現(xiàn)在高射炮將會更加有效地反制艦載機,而點防御則會更加有效的反制導(dǎo)彈與魚雷。艦載機更加依賴護(hù)盾,而導(dǎo)彈與魚雷則更加依賴裝甲。由于艦載機穿透護(hù)盾的能力,它們在對抗其他艦載機時會更加有效。
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.
當(dāng)考慮艦船的期望射程時,艦船作戰(zhàn)電腦現(xiàn)在會忽視某些武器,并根據(jù)艦船實際裝載的模塊來確定艦船的期望距離?!胺鋼怼币约啊棒~雷”作戰(zhàn)行為將會使艦船沖鋒,“哨戒”與“線列”作戰(zhàn)行為將會使艦船試圖待在它們武器的中等射程,而“炮擊”與“航母”作戰(zhàn)行為則會使艦船試圖待在它們武器的最遠(yuǎn)射程。這個改動會盡可能改善艦船呆在射程內(nèi)的意圖。
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.
現(xiàn)在艦船在每次戰(zhàn)斗中會獲得有限的撤退機會。目前所有的引擎提供1次撤退機會(靈能躍遷引擎提供2次)。一旦艦船受到的船體傷害低于撤退閾值,那么一擊脫離學(xué)說會給予你所有的艦船額外的撤退嘗試。采用回避姿態(tài)的民用艦船仍將試圖在每一次攻擊后撤退。
Some sources of Evasion have been replaced with other effects.
一些增加閃避值的方式已被其他效果替換。
Everything else changed. Everything we know is wrong. Panic, and know despair.
所有的一切都改變了。所知的一切都是錯的。只??只排c失望。
A more comprehensive list of changes can be found here:
以下是更全面的改動清單……
詳略,請參見:
STELLARIS 3.6.0 'ORION' PRELIMINARY OPEN BETA PATCH NOTES
https://forum.paradoxplaza.com/forum/developer-diary/stellaris-dev-diary-271-ready-fight.1546912/
TLDR; ELI5
太長不讀,給五歲小孩解釋一下
(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.
不同的艦船職責(zé)應(yīng)當(dāng)變得更有價值。由于引入了基于艦船規(guī)格的傷害,對戰(zhàn)列艦和其他大型艦船來說,巡防艦和巡洋艦可能變得十分危險。
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,在沒有護(hù)衛(wèi)艦屏衛(wèi)的情況下,巡防艦Frigate非常脆弱。而采用了炮艇或格斗艦職責(zé)的驅(qū)逐艦,則是點防御和干掉護(hù)衛(wèi)艦的專家。
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.
如果火力艦射程范圍內(nèi)有東西靠近,炮艇會很脆弱。但只要有屏衛(wèi)艦把敵人擋在遠(yuǎn)處,火力艦就能自由發(fā)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.
每個艦船職責(zé)都在體系內(nèi)存在克星,因此,彌補缺陷的混編艦隊將更難被強克制。

艦船規(guī)格 Ship Sizes
護(hù)衛(wèi)艦Corvettes:迅速、便宜、閃躲性高。數(shù)量的本身就是質(zhì)量,護(hù)衛(wèi)艦擅長攔截巡防艦Frigates和圍攻敵人。
巡防艦Frigates:脆弱,但很有沖擊力。專精于發(fā)射魚雷。巡防艦是玻璃大炮,對大型艦船是致命的。但其生存需要其他艦船的支援。
驅(qū)逐艦Destroyers:殲滅小型艦船以提供防御性屏衛(wèi)。驅(qū)逐艦是點防御無可置疑的王者,最適合用于保護(hù)大型艦船免遭重型護(hù)衛(wèi)艦、護(hù)衛(wèi)艦和艦載機的襲擾。
巡洋艦Cruisers:最多功能的艦船規(guī)格。巡洋艦可以適應(yīng)幾乎任何定位,包括發(fā)射魚雷、作為小型母艦、遠(yuǎn)遠(yuǎn)地提供火力,甚至可以扮演近戰(zhàn)格斗艦。
戰(zhàn)列艦Battleships:除了泰坦之外,戰(zhàn)列艦?zāi)芴峁?zhàn)斗中最大口徑的火力。通常情況下,最適用于作為火力艦或母艦從遠(yuǎn)處打擊敵方艦隊。不計一切代價保護(hù)他們免遭魚雷襲擊。
每種艦船規(guī)格都有其專精的定位,同樣也存在對應(yīng)的缺陷,需要在艦隊中加入其他類型的艦船掩護(hù)他們。
理想狀況下,這樣一只混編艦隊?wèi)?yīng)該全方面優(yōu)于僅由一兩種艦船組成的艦隊。而驅(qū)逐艦和巡洋艦等艦船應(yīng)當(dāng)始終在游戲中發(fā)揮價值。讓我們看看你能不能找到問題吧!

艦船職責(zé) Ship Roles
現(xiàn)在可以在艦船設(shè)計器中選擇艦船職責(zé)。艦船分段、武器以及其他組件都將自動最優(yōu)適應(yīng)你的選擇。
屏衛(wèi)艦Screen
屏衛(wèi)艦攜帶點防御和高射炮,保護(hù)艦隊內(nèi)的其他艦船不受導(dǎo)彈、魚雷及艦載機的攻擊。
適用于:護(hù)衛(wèi)艦、驅(qū)逐艦及防御平臺
專注于哨戒艦?zāi)K,裝備有點防御和高射炮。
炮艦Gunship
炮艦的目的是與同類型的其他艦船作戰(zhàn),配備盡可能多的中程武器。
適用于:護(hù)衛(wèi)艦、驅(qū)逐艦、巡洋艦、戰(zhàn)列艦、泰坦及防御平臺
通常傾向于最大化中型武器的數(shù)量。
火力艦Artillery
火力艦傾向于遠(yuǎn)程導(dǎo)彈和直射武器以保證接戰(zhàn)距離。與小型艦船作戰(zhàn)存在困難。
適用于:護(hù)衛(wèi)艦、巡防艦、驅(qū)逐艦、巡洋艦、戰(zhàn)列艦、泰坦及防御平臺
傾向于在更小的槽位中安裝大型遠(yuǎn)程武器及導(dǎo)彈。
格斗艦Brawler
格斗艦傾向于圍攻敵人,喜歡高傷害但射程近的武器,如自動加農(nóng)炮。
適用于:護(hù)衛(wèi)艦和驅(qū)逐艦
使用自動加農(nóng)炮或裂解炮等極近程武器接近敵人。
魚雷艇Torpedo
魚雷艇使用制導(dǎo)武器對大型艦船造成巨大傷害,但往往比同級其他艦船速度慢,躲避性更差。
適用于:巡防和巡洋艦
使用近程魚雷摧毀大型艦船。
航空母艦Carrier
母艦是艦載機的起降平臺,通常離戰(zhàn)場很遠(yuǎn)。
適用于:巡洋艦、戰(zhàn)列艦和防御平臺
在最遠(yuǎn)交戰(zhàn)距離上發(fā)射艦載機。
If you prefer to listen to a good summary, we have @MordredViking here explaining everything using sounds made by flapping meat at us.
如果你更喜歡聽總結(jié),我們這有@MordedViking,他用對我們拍打的肉(嘴唇)制造的聲音解釋一切事情。
https://www.youtube.com/watch?v=VBqmTZk52Ds
Pictures Are Worth 1,000 Words, Right?
一圖勝千言,不是嗎?

A Torpedo Frigate魚雷巡防艦

Neutron Launchers and Missiles Cruiser中子發(fā)射器和導(dǎo)彈巡洋艦

Different number of Aux Utility slots on the sterns.不同數(shù)目的船尾輔助工具槽

That's going to hurt if it hits that Titan.這個打中泰坦會很痛的。

Shield and Armor Hardening counter Shield and Armor Penetration.護(hù)盾硬化和裝甲硬化能夠?qū)棺o(hù)盾穿透和裝甲穿透的能力。
I Want To Try It and Provide Constructive Feedback!
我想試試并提供建設(shè)性反饋!
Good, I was hoping you would.
很好,我希望你這樣做。
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.
就在發(fā)布這篇開發(fā)日志的同時,Stellaris的3.6版本號“獵戶座Orion”開放測試已經(jīng)在Steam上線了,測試將持續(xù)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.
請注意3.6版本號“獵戶座Orion”是一個可選測試補丁。你需要手動選擇才能獲取。
Go to your Steam library, right click on Stellaris -> Properties -> betas tab -> select "stellaris_test" branch.
進(jìn)入你的Steam庫,右鍵點擊Stellaris→屬性→測試版→選擇“stellaris_test”選項。
Don't forget to turn off your mods, they will break.
別忘了關(guān)掉你的mod,他們將會崩潰。
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.
由于此版本仍然在熱開發(fā)中,可以想見會有很多占位符圖標(biāo)和TODO文本。游戲數(shù)值不一定是最終的,我們將查看從開放測試中搜集到的數(shù)據(jù),并可能利用這些數(shù)據(jù)進(jìn)行額外的修改。
Known Issues:
已知的問題:
Many placeholder icons and some placeholder text.
許多占位符圖標(biāo)和部分占位符文本
All new text will only be in English for the duration of the Open Beta.
在開放測試期間,所有的新文本都僅有英語。
Ships do not currently back away if they are trapped within the minimum range of their weapons.
如果艦船在其武器的最小射程內(nèi)進(jìn)入戰(zhàn)斗,艦船目前不會后退。
We expect to be making more changes and plan to update the beta at least once during the upcoming weeks.
我們期待做出更多的修改,并將在接下來的幾周內(nèi)至少更新一次測試版。
Targeted feedback threads exist for the following topics:
以下主題都有針對性的反饋帖:
Fleet Combat Rebalancing
艦船戰(zhàn)斗再平衡:
https://forum.paradoxplaza.com/forum/threads/3-6-orion-open-beta-fleet-combat-rebalance-feedback-thread.1547896/
Ascension Path changes (for those of you that have Utopia)
飛升路徑改動(擁有烏托邦DLC的玩家):
https://forum.paradoxplaza.com/forum/threads/3-6-orion-open-beta-ascension-path-rework-feedback.1547895/
Other 3.6 Feedback
其他3.6反饋:
https://forum.paradoxplaza.com/forum/threads/3-6-orion-open-beta-general-feedback-thread.1547892/
And we have a thread for general discussion of the Open Beta.
我們還有一個討論開放測試整體情況的帖子:
https://forum.paradoxplaza.com/forum/threads/3-6-orion-open-beta-discussion-thread.1547894/
Thanks for reading, and I hope you enjoy the Stellaris 3.6 "Orion" Open Beta!
感謝閱讀,希望你能享受3.6版本號“獵戶座Orion”的開放測試!
翻譯:瘋狂的新兵 格拉摩根伯爵
校對:一水戰(zhàn)阿部熊 三等文官猹中堂
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