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[官方日志] 《骑马与砍杀2:霸主》开发日志(110)——领军模式

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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 2019-5-24 05:48:45 | 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 Bannerlord’s multiplayer beta draws ever closer, we thought it would be a good time to discuss another of the game’s exciting game modes: Captain Mode.
随着霸主的多人封测越来越近,我们认为现在是时候讨论游戏的另一大令人兴奋的模式:领军模式。

With Fire & Sword and Napoleonic Wars veterans will already be somewhat familiar with the concept of Captain Mode, with a rudimentary version of this game mode appearing in both of those games. Likewise, if you have been following the development of Bannerlord for some time now, you will know that we took Captain Mode to gamescom back in 2017 and perhaps saw one of the videos we put out around that time. But for those of you who are unfamiliar with Captain Mode, allow us to give you an overview.
火与剑和拿破仑战争的老玩家大概都熟悉了领军模式的概念,这两款游戏也出现了这个游戏模式的基础版本。同样,如果你已经关注了霸主的开发日志有一段时间的话,你就会知道我们早在2017年的科隆展就展就演示了这个领军模式,也许还看到了我们在那时推出的演示视频,不过对于那些不熟悉领军模式的人,请允许我们给你一个概述。

Captain Mode is a multiplayer game mode that pits two teams against each other in a player-vs-player battle, with each player having command of their own detachment of AI troops. With Bannerlord, the game mode has been revamped to provide players with a more structured and enjoyable experience, and on a much larger scale than was possible in our previous games. It shares some of its mechanics with Skirmish, which we talked about a few weeks back, but there are a few distinct differences between the two, other than the bots of course!
领军模式是多人游戏模式,在玩家和玩家中有两大队伍互相对决,每名玩家都拥有自己可以指挥的AI部队。在把注重,游戏模式进行了改进,不仅为玩家提供更加结构化和愉快的体验,还比之前的游戏规模要大很多;它与我们之前提到过的冲突模式有部分机制相同,但二者还是有不同的,当然不止是有NPC!

Like Skirmish, Captain Mode makes use of our new morale mechanic, which is something that was introduced to encourage players to engage with the enemy throughout the course of a round. The morale system is tied to capture points on the map, which teams can control to diminish the enemy team’s morale. If a team’s morale is completely depleted, then they are considered to have been driven from the field of battle and lose the round. Likewise, if a team is completely wiped out, then they will lose the round. But, this is pretty much where the similarities between the two modes end.
和冲突模式一样,领军模式利用了我们新的士气机制,这是为了鼓励玩家在整个过程中与敌人交战。时期系统和地图上的旗帜点相关联,队伍可以控制这些点来减少对方队伍的时期。如果一个队伍的士气消耗殆尽,那么他们就会被当作被迫驱逐出战场而输掉了一轮。当然,如果一个队伍的人全被消灭光了,他们也会输掉一轮。这也是领军模式和冲突模式的相同之处。

In Captain Mode, both the player and their troops have a single life. However, players have the option of switching to one of their troops upon the death of their character. Allowing players to take control of their bots upon death was something that we felt made a lot of sense. After all, they are playing the game, not watching it, and allowing players to take control in this way means that there is less downtime, and more opportunities to take part in the action! And in this game mode, it is actually rather essential that we allow this as it helps to prevent players from sniping enemy captains with the intention of cutting the head off the snake, so to speak. You see, in Captain Mode, there is actually a lot of cross-over with what you would expect from a single player battle. You have full control over your troops, meaning you can issue commands and change formations at will. And with this being a player-vs-player game mode, we knew that it would be important for players to retain control over their troops, even after death. Our solution was to enable players to do this, but only by exposing themselves to risk by stepping back onto the frontlines alongside their troops!
在领军模式中,玩家和他们的队伍都只有一条命。但是玩家可以选择在角色死亡后切换成为队伍中的一员。我们认为允许玩家在死亡后控制他们的NPC是很合理的事情,毕竟玩家是在玩游戏,而不是旁观游戏。而且允许玩家控制NPC也就意味着更少的待机时间,更多的参与机会!在这游戏模式中,我们认为这样做是非常有必要的,因为能防止玩家直接狙击敌军队长,也就是擒贼先擒王的意思。你看,在领军模式里,这也和你期望的单机游戏中有很多相似的地方。你可以完全控制你的部队,这也就是说你可以随意发出命令和改变阵型。而且这是玩家对抗玩家的游戏模式,我们也知道,即便在死亡后,玩家保持队部队的控制也是很重要的。我们的解决方式就是让玩家能够做到这一点,但玩家也只能冒着暴露的风险和战士们并肩作战!

Balancing Captain Mode has been a little tricky because there are simply so many factors at play, and admittedly, we still have some work to do on this front. Mainly, the balancing issues arise from the AI detachments that players can lead into battle. Bannerlord’s multiplayer features six unique factions, and no two troops are the same: each has their own loadout and stats, which are tailored to their role on the battlefield. We found that the best way to balance the factions and troop types across the board was to configure the number of troops that each detachment can hold based on their troop type. So, for example, if a detachment of light infantry can field 30 men, then a detachment of heavy cavalry in the same match would only have 12.
平衡领军模式有点棘手,因为游戏的因素太多,而且不可否认,我们在这方面还有一些工作要做。平衡问题主要源于玩家能够带入战场的部队。霸主的多人游戏里有六个独特的阵营,没有相同的部队:每个部队都有其独特的装备和属性,这也让他们会在战场有不同的作用。我们发现,平衡阵营和部队类型的最佳方法是根据部队类型来配置每个小队的人数。打个比方,战场上可以有一队30名士兵组成的轻步兵小队,而同一局游戏里的重骑兵只能有12名。

With that being said, in Captain Mode, and well, with Mount & Blade games in general, individual player skill counts for a lot! However, Captain Mode aims to strike a balance between the individual skill-level of a player and their tactical prowess. This means that players that perhaps aren’t the best with the combat system in the game can still be highly effective in Captain Mode, purely through using superior strategy and tactics, and by effectively communicating with their teammates of course!
话虽如此,在领军模式,以及骑马与砍杀的整体游戏来看,玩家的个人技巧很重要!然而,领军模式意在平衡玩家个人技巧和战术实力。这也就是说游戏中格斗技术不是最优秀的玩家依然可以在领军模式里大杀四方,纯粹是通过卓越的战略和战术头脑,当然还有和队友的有效沟通!

Overall, we feel that Captain Mode makes for a fun, fast-paced, team-based game mode that encourages communication and teamwork while allowing players to shine through either their individual combat skill or tactical prowess.
总的来说,我们认为领军模式是一个有趣,快节奏,基于团队合作的游戏模式,鼓励玩家交流和协作,同时允许玩家通过个人格斗技能和战术势力大发光彩。

In next week’s blog, we will talk with the lead programmer of the campaign team, Ömer Sarı. If you have any questions you would like to ask him, please leave a reply in the comments and we will pick one out for him to answer!
下周的日志里,我们要和战役小组的首席程序员Ömer Sarı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他吧!

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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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发表于 2019-5-24 16:29:15 | 显示全部楼层
连多人联机的都没搞定,单人战役更是遥遥无期了……幸亏三国全战上市了。曹孟德,愿他长寿!

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发表于 2019-5-24 17:13:37 来自手机 | 显示全部楼层
又当甲方,又当乙方,结果就是做不出来

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鲜花(149) 鸡蛋(20)
发表于 2019-5-24 18:56:17 来自手机 | 显示全部楼层
想怎么改就怎么改吧,你开心就好。

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发表于 2019-5-25 09:07:26 来自手机 | 显示全部楼层
无穷无尽的烤肉,烧到何年何月

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发表于 2019-5-25 21:06:55 | 显示全部楼层
抄mod和P社看齐没mod不会制作游戏
头像被屏蔽

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鲜花(1152) 鸡蛋(22)
发表于 2019-5-27 07:04:35 | 显示全部楼层
这个模式我挺喜欢的
签名被屏蔽

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“同样,如果你已经关注了霸主的开发日志有一段时间的话,你就会知道我们早在2017年的科隆展就展就演示了这个领军模式,也许还看到了我们在那时推出的演示视频……”划重点,烤肉社现在水日志都水的理直气壮啊

鲜花鸡蛋

xu010506  在2019-6-6 09:39  送朵鲜花  并说:我非常同意你的观点,送朵鲜花鼓励一下
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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鲜花(0) 鸡蛋(0)
发表于 2019-5-30 12:00:55 | 显示全部楼层
如果你有什么想要问的,就留下你的问题让我们来问他吧!
下周的日志.............

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四维信欣 发表于 2019-5-24 16:29
连多人联机的都没搞定,单人战役更是遥遥无期了……幸亏三国全战上市了。曹孟德,愿他长寿!

三国全站好玩吗,298好贵啊!
泰山不辞细土,方能成其大。

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freechengtu 发表于 2019-5-30 17:56
三国全站好玩吗,298好贵啊!

还行,比幕府强,但感觉没有完全体的战锤2带劲,毕竟没dlc修正。                                                              建议先弄个学习版试试

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四维信欣 发表于 2019-6-1 09:45
还行,比幕府强,但感觉没有完全体的战锤2带劲,毕竟没dlc修正。                                       ...

学习版?能试玩吗
泰山不辞细土,方能成其大。

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freechengtu 发表于 2019-5-30 17:56
三国全站好玩吗,298好贵啊!

除了立绘垃圾,其他都超级值得拥有  能玩到骑砍出2的神作
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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发表于 2019-6-6 12:50:28 | 显示全部楼层
蒙苏特马君王 发表于 2019-6-6 01:10
除了立绘垃圾,其他都超级值得拥有  能玩到骑砍出2的神作

先看看游戏直播再说,看人物做的挺不错的阿

鲜花鸡蛋

蒙苏特马君王  在2019-6-6 12:55  送朵鲜花  并说:不错个鬼,都是路人脸(ー_ー)!!
泰山不辞细土,方能成其大。
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