帝国裂变🔥 卫鞅CZQ
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开发日志7-空战【已翻译】(转自52) nce again it is time for a Hearts of Iron Dev Diary! This time I'm going to talk about how Air Combat has changed, and boy, it sure has changed! In earlier HoI games, air units were all "wings", a grouping of a non-specific amount (but notionally around 100) planes which you could order to carry out missions in an area or targeting a specific province. In HoI4 we no longer use only wings; each plane is an individual piece of equipment, and rather than give each one orders, you give orders to your air bases to send a certain number of planes on missions to a given Strategic Region. 又到了HOI开发日志的时间啦!这回我要谈谈空战系统的变化,兄弟们,这改动可大着呐!在过去的HOI中,空中单位都以“联队”的形式出现,由不定数量的灰机(不过大约是100架左右)组成,接受命令在某个特定区域或省份上空执行特定任务。在HOI4中,我们不再使用联队了,每架灰机都是一件单独的装备,你也不再向每个单位发出命令,而是向你的空军基地发出命令,派出一批特定数量的灰机向某个战略区域执行任务。 I'll go into more detail in a moment, but in previous diaries there have been questions about how our design and development process works, so I thought I'd share a little info about that first. Before working on HoI4, both Podcat and myself worked on the For The MothlandMotherland and Their Finest Hour expansions for HoI3, so we already had a lot of ideas about what we wanted to be different in the next game. One of our main ambitions was reducing the micromanagement needed for Air units and making the Air game more about your overall campaign goals. You shouldn’t have to manage every sortie. So after seeking inspiration and doing some research, we held a brain-storming session which resulted in these concrete details being nailed down: 一会儿我就会把这一细节解释清楚,不过在之前的开发日志中有人询问我们的设计开发流程究竟是啥样的,所以我先谈谈这个。在开始开发HOI4之前,我和Podcat开发了《为了祖国》和《荣光时刻》,所以我们已经有了一大堆关于如何**下一作游戏的想法。我们主要的野心之一就是减少通过空军作战达成战略目标所需要的微操量,玩家不应该需要手把手指挥每一次出击。所以在获取了灵感和进行了研讨后,我们的一轮头脑风暴产生了这些天书式的企划:
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