鋼鐵雄心4開發(fā)日志 | 5/18 設(shè)計之角:空軍重做

牧游社 牧有漢化翻譯
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!這周咱們來聊聊空軍管理和空戰(zhàn)的一些改動。首先要強調(diào)的是,這并非炮手就位MtG那種對整個戰(zhàn)斗及管理系統(tǒng)的重做。我們對空軍改動的關(guān)注點,主要在游戲基礎(chǔ)質(zhì)量和對現(xiàn)有系統(tǒng)進行平衡調(diào)整,同時大致保留玩家熟悉的框架(但有幾個例外)。這就細說!
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.
先從我個人很中意的基礎(chǔ)質(zhì)量改進講起:空軍聯(lián)隊部署簡化。所有管理過空軍聯(lián)隊的玩家,大概都會對部署方式有點怨氣。當前系統(tǒng)最少也要點三次(算上選擇空軍基地就是四次)才能將一個空軍聯(lián)隊部署到一座空軍基地。最糟的情況不僅要多點,還要做些計算才能創(chuàng)建一個之后可以被整除劃分的大型聯(lián)隊?,F(xiàn)在,我們在空軍基地界面上加了一個快速部署按鈕,允許單擊直接部署一個聯(lián)隊。但我們也保留了舊部署菜單,用于更多的高級部署選項。另外,在該菜單中,我們還簡化了一次部署單個和多個聯(lián)隊的流程。

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.簡化后的聯(lián)隊部署工具界面設(shè)計,仍處于開發(fā)中。注意這里的藝術(shù)風格并不代表我們的UI會在美術(shù)方向上有所改變。第一張圖片中,我們可以看到從任意空軍基地都能選擇進行快速部署選項的設(shè)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.第二張圖片,可以看到高級部署菜單中更新版本的快速部署。你現(xiàn)在有一組過濾器,來顯示特定種類的飛機,而且你現(xiàn)在可以對你要部署的所有或單獨某個聯(lián)隊設(shè)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.
對空軍管理來說最肉眼可見的改動之一,便是增加了航空隊Air Groups。首先我要聲明,這并不是集團軍或海軍艦隊,而且目前規(guī)劃里也沒有加入空軍元帥,或是任何種類的對航空隊使用有機制影響的內(nèi)容。航空隊是一個組織框架,僅此而已。其作用是能在數(shù)個空軍基地間對多個空軍聯(lián)隊進行編組及選擇,以便于管理。這樣在玩家要調(diào)動空軍聯(lián)隊時,也不必費勁在地圖上四處找了。

A very much WIP view of our current air groups我們當前仍處于極早期開發(fā)中的航空隊概覽。
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.
我們正在制作的改動中,另一個很明顯的改動是,我們趨向于使空軍聯(lián)隊的大小變得標準化/固定化。這一改動在某些情況下會導致?lián)p失一些靈活性,且讓管理較小數(shù)量的飛機變得略微復雜。不過,我認為鋼鐵雄心4中真正的空戰(zhàn)應是以數(shù)千架飛機考慮的,而不是幾十架。目前,我們正在考慮讓絕大多數(shù)機型的空軍聯(lián)隊大小以100架為標準單位,特定某些裝備類型(偵察機、艦載機等)則以10架為標準單位。這樣我們可以簡化空軍聯(lián)隊部署與其他有關(guān)的東西,比如防止AI向空軍基地派出占比詭異的飛機數(shù)量。這也使得平衡更加容易,而且修復了一些漏洞。這個改動可能需要一段時間來適應,但我覺得它對管理大量飛機的體驗有所改善。
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.
本篇日志最后談及的改動是空戰(zhàn)系統(tǒng)。我們正著手添加在中途進行截擊的機制。多數(shù)情況下,在目標空域交戰(zhàn)還是最有效的手段。但在其他情況下,比如考慮進航程因素的情形下,航程中穿行的空域會有一大堆交戰(zhàn)及索敵加成。在少數(shù)其它情況下,著眼于在中途空域的交戰(zhàn)反而更合適。
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.
除這些更具體的改動以外,我們正在對現(xiàn)有的空戰(zhàn)機制進行平衡測試。很多東西由于僅初具雛形而無法談及,但我希望強調(diào)我們的目標之一是讓機動與速度脫鉤,并在游戲晚期的制空戰(zhàn)斗機設(shè)計中讓速度比重更高,不過這些內(nèi)容日后再談吧。
As always, I wish you all the best and don't hesitate to tell us how these changes make you feel.
和往常一樣,祝大伙一切順利,對于這些改動有什么感想,也請不要猶豫告訴我們。
Until next time o7
下回見。
翻譯:月蝕
校對:zzztotoso 三等文官猹中堂
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本作品英文原文著作權(quán)屬Paradox interactive AB所有,中文譯文著作權(quán)屬牧有漢化所有。