幻想の终点 幻想の终点
将这份诅咒与爱守护至人类的永远
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【舌尖上的群星】第一期 人类联邦传统节日的神秘佳肴 海星刺身是人联传统节日必备的美食,每逢过年过节,工作在太空舰队的人们总是想着可以在回家过节的时候给家人们带上这一美食,舰队的人们会在节日到来的早些时候,将我们的烹饪工具收拾上,然后前往有食材的星球,然后在经过与海星这一强劲的生物的斗智斗勇后,将它们围困在我们设计好的陷阱星球之上。 这时候就轮到我们数万科学家们为了此一美食而悉心打造的烹饪器材上场了,这一被称作巨神兵的料理工具,在经过配装中子射线之后再由料理长精心调试之后便会向星球发射让海星们变为佳肴的射线。要不了数日,星球上的海星们都会熟制完成,这时候咱们的队员们就会乘以百计降落于星球上,去给家人们收集刚熟制好的海星料理了。经过数日的工作,人联的舰队就满载着熟制的海星经过我们专门为方便收集食材打造的星门,快速返回我们亲爱的母星,以确保食材的新鲜。在这之后,母星的众多高级料理者们会全心全力的为了我们人联全部的殖民地都可以在节日享受这一美食,而不分日夜的去烹制食材。 终于,到了节日前夜,制作完成的成品海星刺身经过帝国每年为节日临时改造的轨道巨型包装厂,精密的打包密封完成后,数以千计的物流网络们迎来了每年最繁忙的时候。工作人员和合成人配送员们驾驶着为了节日喷绘的运输舰将美食送往各个殖民地和星球,确保次日的节日能让所有人类们绽放笑容。 最后,让我们采访一下即将启程的一位配送员 这位配送员已经年过100,曾经是舰队的分支的统帅,而他现在却也全身心的投入到了配送行业中。“这份工作每年这时候都会很累,但是年轻人你想啊,这可是每年全人联最重要的节日,想到这里我的责任心和使命感都会很强烈,想到人们能在节日吃到这样的美食,我就很开心了”。老人如是说到。 最后,在我们结束这期节目的时候。老人出发前朝我们丢了一份海星刺身笑道:“海星刺身是人联的传统美食,不得不多品尝啊。” 记录于人联传统联合历2370年3月9日。
横扫千星首个DLC发布! Planetary Annihilation – Titans Announced and released today, Planetary Annihilation: Titans [official site] is an expandalone version of Uber Entertainment’s Planetary Annihilation. The original game, Kickstarted and released last year, was trapped in the orbit of two RTS giants – Total Annihilation and Supreme Commander. Staff at Uber had worked on both games and their new venture was seen as a spiritual successor of sorts, pitting enormous robotic armies against one another, backed up by Commander units, supply-and-demand resource management, and base-building. Titans adds, tweaks and modifies but does it do enough to make Planetary Annihilation worthy of a second look? I’ve been playing since late last week and here’s wot I think. At launch, Planetary Annihilation had a singleplayer skirmish mode but concentrated its efforts on competitive multiplayer. The Titans edition – free to backers of the original and discounted for those who bought it after release – adds some flesh to the metallic skeleton of singleplayer, building on the Galactic War campaign mode that Uber patched in after launch. I’ve been playing for three days straight and that’s enough time to convince me that this is the definitive version of Planetary Annihilation. Sadly, that’s because the changes quickly bump up against the limitations of the current design, adding to it rather than significantly altering it. If ever there were a game that needed something new rather than MORE and BIGGER, Planetary Annihilation is it. Titans allows players to launch interplanetary nukes and to plough moons into their enemies’ planets, but always comes back to fighting over a small patch of land.The headline additions, as the title suggests, are the Titan units. They’re enormous, capable of grinding armies into the dust and armed with super-weapons that can turn the tide of battle. There are new high-tier units in the other categories as well – naval, bot, vehicular and aerial – and a new tutorial to replace the limp video that came with the original game. The tutorial begins with the Titans and, presumably by accident rather than design, immediately shows that they’re not game-changers at all. They’re introduced as large units that can walk through an army and that’s almost precisely what they are. Big tanks in all but name. Like so much in Planetary Annihilation, the Titans are a bigger form of something else. Units scale in power and size but there’s very little tactical variation between them. Occasionally you’ll need to build a navy to attack or defend a coastline, or might be forced to rely on airpower to hit vulnerable positions, but on the whole PA foregoes the Art of War in favour of the Graft of War. Efficiency wins out over inventiveness.That’s not necessarily a bad thing. Some people prefer efficiency and the construction of a well-oiled war machine to the minute tactical details that can decide a specific skirmish, or the operational decisions that decide a war. PA is an efficient game for efficient people, and Titans greatest improvement lies in the ways it now communicates that efficiency to the player. The tutorial explains camera anchor points, continuous build queues, area of effect commands and the use of teleporters. It doesn’t QUITE manage to explain how the two-resource economy works but there are prompts whenever the flow of supply and demand is broken at one end or the other. Essentially, resources require constant balance between intake and output rather than long-term planning and storage. It’s telling that the most important elements of PA: Titans are in its highlighting of the interface tools and shortcuts that make its frantic arms race manageable. Rather than overhauling any part of the game, Uber are attempting to show what already exists in a better light. They succeed but the fundamental design of the game continues to be frustrating. The occasional beauty of the planets – this is the Mario Galaxy of RTS games, with fully rotatable and explorable tiny spheres – means little when you spend most of your time zoomed out, ordering icons around a map whose shape serves to confuse distances rather than altering strategies.The surfaces are more interesting now, at least. Multi-level terrain allows for defensive positions, bottlenecks through valleys and slightly more complex base construction. It’s an important change, adding a small but much-needed layer to the ground combat that is at the heart of PA’s eternal war. The other part of the war takes place between planets, using orbital units that can transport fabrication units to other bodies in a system. Those units can then construct teleporters to beam entire armies between planets and moons. At the top end of the research and construction ladders there are engines that can steer moons into enemy planets and evacuating a planet before such a strike was my favourite multiplayer moment. I still lost the round but ‘porting my troops out at the last minute felt like precisely the kind of grand scheme that PA should be host to. Mostly, it’s tanks vs tanks or bots vs bots though, on a planet’s surface. I used the word ‘ladders’ above to describe the progress through tech. At the heart of PA, that’s what I see – a ladder that every player attempts to scramble up, in a race to the top. The Titans add another couple of rungs but don’t change the shape.In the singleplayer Conquest mode, technologies must be unlocked from one mission to the next but I find that picking between a vehicle factory and a bot factory simply reminds me that there’s little difference between the two. There are other techs in the form of buffs that do allow for some strategic variation by powering up defensive structures or build costs for various units, but they don’t change the basic form of the race to the top, they simply add various boosts, bumps and hurdles along the way. The AI seems more interesting than in the base game, occasionally showing signs that it is something other than a perfect machine. That said, either I’ve become significantly better at the game, or the AI has had some of its advantages stripped away. It hasn’t put up as much of a fight as it did in the early days of the original release. As I worked my way through the Conquest mode for the second time, I picked different technologies but ended up falling into the same patterns. The PA community talk about a third resource, alongside harvested energy and metal – that resource is attention. I can see the value in recognising that. With its multiple battlefields, various methods of attack and vulnerable Chess-King Commander, PA trains players to shift their gaze and effort from one spot to another, quickly and smoothly. I’ve become accustomed to that and I’d love to try some 2v2 multiplayer battles since I think the game shines with cooperative play, when attention can be divided and plans can become more elastic and complex.This is an improved version of the game but, in singleplayer and in 1v1, it retains the same rigidity as the original release. The story of Conquest mode is of several AI commanders waking to find their creators gone. They commit themselves to war, without reason or purpose. As I started afresh in each new system, queuing the same build orders and organising the same base layouts, I realised the structure of the game perfectly reflected the story. Planetary Annihilation’s vision of the future of war is a finger, clicking on build queue – forever.
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