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Greetings warriors of Calradia!
卡拉迪亚的战士们,大家好!
Sieges are at the very core of the Mount & Blade experience. They are brutal affairs, the outcome of which can change the entire course of a war. And in Bannerlord, where villages and their respective resources are tied to castles, this is especially true, as the loss of a castle could result in the loss of a vital resource which is needed to feed the war machine.
攻城战是《骑马与砍杀》的核心游戏体验。在这残酷的厮杀中,其结果将改变战争的走向。而在《霸主》中,村庄及其资源与城堡紧密相连,尤其是城堡沦陷后会导致战争机器所需的重要资源将会丢失。
In a previous blog, we discussed siege engines and the role they play in the initial stage of Bannerlord’s epic sieges. Breaching the castle curtain and gaining a foothold on the inner defences is of the utmost importance, however, in some instances, this isn’t enough to claim a castle outright. The defenders may rally what is left of their forces and retreat to the relative safety of the keep to make their last stand. In this week’s blog, we will discuss what happens in this exact scenario by taking a look at the tail end of sieges; the final push to capture the keep and secure, kill, or drive out the last remaining defenders.
在以前的日志中,我们讲过了攻城器械和它们在《霸主》中的史诗攻城战的作用。突破城堡的防御并在城堡内打下立足点是至关重要的事情,然而在某些情况下,还不足以直接占领整个城堡。防御方可以集结他们剩余的实力,并撤退到相对安全的主堡内负隅顽抗。在本周的日志中,我们会讨论攻城战的最后一场战斗会如何进行;进攻方将如何占领主堡,全歼或者赶走剩余的防御部队。
Keep battles present players with a different challenge from the standard field battles that make up the majority of Bannerlord’s engagements. Cavalry is of no use, and ranged units are somewhat limited in how effective they can be, especially for the attacking force. This severely limits the tactical options available to both sides, and instead, the focus is shifted almost entirely to the game’s skill-based directional combat system in a brutal hand-to-hand showdown. Because of this, we knew we had to think carefully about the design of keep battles, in terms of both gameplay and immersion.
主堡战斗与《霸主》中的大多数野外遭遇战不同,会给玩家带来不一样的挑战。在这里,骑兵派不上用场,而远程部队的作战效率也会有所降低,尤其是对于进攻方来说。这会严重限制了双方可用的战术选择,相反,战斗的焦点几乎完全转移到了以技能为基础的短兵相接中,这将是一场残酷的恶战。因此,我们必须在游戏玩法和沉浸感方面认真思考主堡战斗的设计。
Our solution was to look towards the design of the scene to help to control the flow of the engagement. The scene where the battle takes place is that of the actual castle keep itself, so if you want to do a bit of reconnaissance before engaging in hostilities, then you can explore the lord’s hall of your intended target before going to war. However, you might notice a few changes when the time comes to assault the keep! The defenders don’t retreat to the keep to sit and twiddle their thumbs. Instead, they are in there preparing their defence for the final assault.
我们的解决方法是利用场景设计来帮助控制战斗的流程。战斗发生的场景是在该城堡本身的内部场景中,所以如果你想在交战之前进行侦察,那么你可以在开打前先调查目标的领主大厅。但是在进攻主堡时你可能会注意到一些变化!防御方不会撤退到城堡然后玩手指。相反,他们会在那防御最后的一次攻击。
To make these changes to the scene, we make use of the same feature of our map editor that allows us to create varying levels of walls and defence structures for towns and castles. This system enables us to make changes to the layout and design of a scene on separate layers, with the game loading the appropriate layer when the player enters the scene. For keep battles, this allows us to create more believable scenes for battles to take place in, with tables, chairs and barrels hurriedly arranged into defensive barricades and choke points by the defenders. We also adjust the spawn points for the defending side to ensure that their ranged units are positioned in vantage points overlooking the lord’s hall, (think the Red Wedding, but with more red and less wedding!).
为了对场景进行更改,我们利用地图编辑器的各种功能来创造城镇城堡不同的城墙等级和防御结构。这个系统能让我们在不同的层面改变场景的布局和设计,在玩家进入后内部场景会加载成适当的等级。在主堡战斗中,我们可以创造一些更真实的战斗场景,桌子,椅子和木桶被匆忙地摆放成防御路障和阻碍点给防御方使用。我们还调整了防御方的出生点,确保他们的远程部队会出现在俯视领主大厅的有利位置(想想红色的婚礼,不过没有婚礼,红色的东西会更多!)
One issue that we had to consider while designing keep battles was unit numbers. With limited space being the deciding factor at play, we opted to make use of respawn waves for both the attackers and defenders, rather than trying to cram too many units into the scene. We want the gameplay to be fun and enjoyable, and if there isn’t space to swing your sword then it just becomes a frustrating chore to clear a keep rather than an engaging experience. In other words, in this particular instance, bigger certainly isn’t better.
有一个我们必须要考虑的问题是主堡战斗的人数。有限的空间是决定性因素,我们选择把攻守双方调整为多次乘胜机会,而不是把一大群人塞在一个场景内。我们希望游戏能充满乐趣,如果你没有空间挥动你的剑,那么清理主堡的战斗就会成为一件令人沮丧的苦差事而不是引人入胜的体验。换句话说,在这个例子中,战斗并不是越大越好。

The significance of keep battles should not be underestimated. All of the hard work that precedes this final bout can be for naught if the keep holds firm and manages to withstand the assault from the attacking force, and in turn, break the siege.
不要低估主堡战斗的重要性。如果稳固的防御击退了了攻方的攻势,那么攻方最后一次进攻之前的所有努力都将是徒劳的,而围城也会被打断。
In next week’s blog, we will be talking to a member of our campaign team, Gameplay Programmer, Rabia Adıgüzel. If you have any questions you would like to ask her, please leave a reply in the comments section and we will pick one out for her to answer.
下周的日志里,我们会和战役小组的成员,游戏程序员 Rabia Adıgüzel进行问答环节。如果你有什么想要问的,就留下你的问题让我们来问她吧! |
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鲜花鸡蛋大猫头 在2019-4-15 21:34 送朵鲜花 并说:我非常同意你的观点,送朵鲜花鼓励一下
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