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[官方日志] 《骑马与砍杀2:霸主》开发日志(120)——攻城Part 2

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圣殿骑士团[KT]
战团ID:KT_贤狼赫萝

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有生之年勋章战团正版勋章拿破仑正版勋章维京征服正版勋章骑士美德之英勇勋章[杰出会员活跃勋章]骑士美德之大无畏勋章[杰出会员高级活跃勋章]骑士美德之仁慈勋章[杰出会员互助勋章]骑士美德之正义勋章[杰出会员荣誉勋章]杰出汉化小组成员勋章骑士荣誉之霸主汉化勋章骑士荣誉之维京征服汉化勋章第一届战团中国联赛季军勋章

鲜花(918) 鸡蛋(14)
发表于 2019-8-9 08:01:34 | 显示全部楼层 |阅读模式

Greetings warriors of Calradia!
卡拉迪亚的战士们,大家好!

As development on Mount & Blade II: Bannerlord steadily proceeds, we are constantly looking at how best to allow players to interact with the game’s many features. One big change in this regard is the way that we are handling sieges. Sieges are key events in Mount & Blade games, and we are making great efforts to improve this aspect of the game in Bannerlord.
当《骑马与砍杀2:霸主》的开发正在稳步进行的时候,我们也在一直研究如何让玩家与游戏中的诸多功能进行互动。这方面的一大变化在于我们处理攻城方式。攻城是骑马与砍杀游戏中的关键,而我们也花了很多精力来提升霸主在这一方面的游戏性。

As we discussed previously, sieges in Bannerlord encompass a lot more than simply waiting until the attacker is ready to initiate an assault (as is the case with Warband). There is an active back and forth between the besiegers and the besieged as they seek to gain an advantage over one another or hamper each other’s progress, even on the world map. This raised some important questions that we had to consider. Should these changes be abstracted in images and text or should there be something more tangible? And to what extent should the level of control be for players?
正如我们之前所说的,霸主中的攻城包括的不仅仅是等待攻城方准备攻城(如战团中的情况)。而在攻方和守方之间都能主动出击,来寻求相对优势和阻碍敌方进展,在大地图上也是如此。这就导致了一些我们必须要考虑的重要问题。这些变化应该由图片和文字抽象出来,还是应该有更实际的东西?而玩家能在多大程度上掌控局势?

We felt it would be best to provide players with a relatively high level of access and visual representation to make the initial stages of a siege more engaging for both attackers and defenders. When a settlement is besieged, a siege camp is set up by the attacking force, with individual tents being placed down for each attacking lord. Following this, both sides have the ability to construct siege engines to be used in both a bombardment phase that takes place on the world map and the final assault that takes place in a scene. Each settlement has a limited number of slots assigned to it, which players can select between and choose which siege machines to build and in which order. This should be given some tactical consideration as siege machines will automatically target whatever is closest to them.
我们认为最好能为玩家提供相对较高的可查看性和画面表现,让攻城的初始阶段对于攻城方和守城方来说都更具吸引力。当一个聚落被围攻时,攻城部队会设定一个攻城营地,攻方的每位领主都会有独立的帐篷。在此之后,双方都能建造攻城武器来进行轰炸阶段,并在场景中发动最终的攻城。每个聚落都有限定的攻城位置,玩家可以选择攻城武器的建造和顺序排列。这需要有一些战术考虑,因为攻城武器会自动瞄准最接近的目标。

The besieging force has the option to build siege towers and battering rams, which are only brought to the front to be used during the assault phase. They also have an assortment of ranged siege engines at their disposal, which can be used to attack the enemy’s machines, soldiers, and walls during the world map bombardment phase, weakening the enemy before the battle begins. Each ranged machine performs differently and has varying levels of success depending on what the player is trying to achieve -- so while a ballista may excel at whittling down the enemy troops, they are ineffective against walls. Meanwhile, trebuchets can be used to dominate the defender’s machines and walls, but they are expensive to produce. Of course, players could always choose to conserve their supplies and refrain from building any machines at all, and instead, opt to starve their enemy out without taking any casualties. Likewise, defenders can choose to hunker down and avoid building any machines while they wait for a relief force to break the siege. However, this would leave the attackers free to bombard the walls of the settlement without reprisal.
攻方可以选择攻城塔和攻城锤,而这些只在总攻阶段才会被推上前线。他们还有远程攻城武器可以使用,可以在大地图上的轰炸阶段对敌人的器械,士兵和城墙进行轰炸,在开打之前削弱敌军。每个远程武器都有不同的表现,而且会根据玩家的目标有不同的表现和成功率——虽然弩炮很擅长削弱敌军部队,但它们对城墙无效。同时,投石机可用于摧毁守方的器械和城墙,但生产成本很高。当然,玩家也可以选择保存补给不制造任何器械,而是把敌人团团围住直到敌人弹尽粮绝。同样,守方可以选择躲在墙后不造任何器械,而是等救援部队前来突破围困的局势。但这样攻方就会在没有任何反抗的情况下肆意轰炸城墙。


玩家现在可以完全控制战役地图上攻城武器的部署。游戏会显示攻城武器和城墙的血量,这样玩家可以根据情况,把损坏的武器拉下来维修,修好后继续上前轰炸。这个新增内容让攻城战役变得更具互动性和趣味性,能让玩家喜欢攻城的全过程。这不仅仅是一个带来更多人数和等待进攻的游戏(虽然说可能还是如此)。现在,还有其他方面需要考虑和制定战术,这能让每场攻城战都能变成不一样的体验。

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各位帮忙来投个票并发表一下自己的看法

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有生之年勋章汉匈决战正版勋章战团正版勋章

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发表于 2019-8-9 10:55:22 | 显示全部楼层
愿我长寿

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战团正版勋章维京征服正版勋章霸主正版勋章元老骑士勋章

鲜花(125) 鸡蛋(1)
发表于 2019-8-11 12:19:03 | 显示全部楼层
感觉这也是个已经实现的功能啊……T社在搞什么呢  拖着有钱赚?(——) (好像还真有?)
The Night is long and the Path is dark
黑夜漫长,前路黯淡;
Look to the sky, for one day soon
遥望天际,天将破晓.
Bare your Blade and raise it high,
亮出你的剑刃,将它高高举起
Stand your ground
坚守脚下的土地
The Dawn will come.
黎明终将到来

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汉匈决战正版勋章霸主正版勋章

鲜花(0) 鸡蛋(0)
发表于 2019-8-12 14:50:56 | 显示全部楼层
有了攻城2就会有攻城3、4、5想玩?这辈子是不可能的。

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第十届战团中国联赛铁骨勋章有生之年勋章第五届战团中国联赛亚军勋章战团正版勋章

鲜花(430) 鸡蛋(3)
发表于 2019-8-12 14:55:37 来自手机 | 显示全部楼层
大型连载网文

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霸主正版勋章

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鲜花(3) 鸡蛋(0)
发表于 2019-8-15 13:41:30 | 显示全部楼层
很好奇T社的员工工资是怎么发出来的,光靠steam卖骑砍1?
吟风弄月幻舞兮,御神抱仙飞云兮
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