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STARMADE 官方新闻+翻译

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IP属地:黑龙江1楼2014-05-16 16:23回复
    所有新闻来自star-made.org/news
    由于无汉化一些名词难统一,加上玩游戏时间少,可能有些错误希望指正
    好,正式开始。
    从最新的公告开始: Calbiri 发布于2014.5.9
    原文:
    Good morning!
    After a busy night, there is some more exciting news to share with you! First off, the bug testing on the dev build and weapons combos is coming along quickly, we cant wait to have it ready to let you play.
    A few of the things we'd like to update you on are listed below, these are as always, subject to change (lets hope not though!)
    Some tweaks and fixes will probably be made, but I've finished updating the config this morning. Its awesome!
    Some new tidbits being added, the new ingots/crystal blocks should be in the next dev build.
    The color of weapons (only cannons so far) can now be modified by placing any light source block directly under the output block of a weapon group.
    To help make the new weapons be a bit more fun until the Ship HP system can be implemented, I am trying out a change to how Jamming and Cloaking draw power. Cloaking will now draw 145 power per block to maintain, however, Jamming will now ONLY drain 5 power per block to maintain. This means youll easily be able to jam the location of your core during combat as long as you have an adequate power supply (which you may loose once heavily damaged.) This leaves "Stealth" ships still requiring a full 150 per block to stealth as they have always been.
    Thanks for playing,
    Calbiri
    翻译:
    早上好!
    在一夜的忙碌之后,有一些更令人兴奋的消息与你们分享一下!首先,对开发版本的bug测试还有武器的组合很快就要到来了,我们迫不及待的想把它准备好让你来体验。
    一些我们想要让你们了解的事情将在下面列出,或许有可能有所变动(希望没有!)
    ~一些微调和修正可能将推出,不过我今天早上完成了配置的更新。好极了!
    ~一些有趣的东西将添加,新的锭/晶体方块应该会在下一个测试版本中。
    ~武器的颜色(目前只有大炮)现在可以通过在武器组的输出方块正下方放置光源方块来修改.
    ~为了使新武器在舰船HP系统实现前能更有趣一些,我正在试验干扰和隐形的耗能.隐形现在消耗145能量/块来维持运行,然而干扰只需要消耗5能量/块.这意味着你将很容易就能够在战斗中干扰雷达保护你核心的位置,只要你有适当的能量供应(当你严重受伤的时候会损失掉).
    感谢您参与游戏,
    calbiri


    IP属地:黑龙江2楼2014-05-16 16:27
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      吃我帖子 坐等恢复


      IP属地:黑龙江3楼2014-05-16 17:21
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        坐等


        4楼2014-05-16 17:34
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          U君 你不能开服吗?


          IP属地:广东5楼2014-05-16 18:25
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            吃我七彩大炮啦~\(≥▽≤)/~


            IP属地:重庆6楼2014-05-16 21:34
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              2014年5月8日 武器展示
              Not everyone is an expert at making videos, but hopefully this short one I've made will give you a tantalizing glimpse inside the new weapon combo system.
              不是人人都擅长制作视频,但是希望我做的这个简短的视频能够将你的目光引导到新的武器组合系统中来.
              视频来自:优酷

              Not all weapons were shown, as the long range weapon combos and the artilery style weapon combos are difficult to display and would have added considerable time to the video.
              不是所有的武器都展示到了,因为远距离武器组合和炮类武器组合很难展示,而且也会给视频增加相当长的时间.


              IP属地:黑龙江7楼2014-05-16 22:44
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                BALANCE AND EFFECTS
                平衡和效果 Calbiri 2014年5月19日
                After seeing lots of questions on the thread for this dev build, we thought it would be helpful to put some of the answers in the news so more players can easily understand what is occuring in the dev build as far as balance and effects in the new weapon system.
                在看到论坛帖子里有很多关于这次开发版本的问题后,我们考虑到在新闻中作一些回答会很有帮助,这样更多的玩家能够很容易的理解在开发版本中将出现什么,特别是就新武器系统的平衡和效果来说.
                Power - Its true that you current weapons may be using more power than before, currently I'm testing with everything using 10 power per 1 damage done, this may change, but I have to start testing somewhere. There may also be changes to increase the power system in the future, so things may change from that as well.
                能量 - 确实你当前的武器可能会比以前消耗更多的能量.目前我正在测试所有每造成1伤害消耗10能量的武器,可能会有变化,但是我会开始测试的.将来也有可能有改动来提升能量系统.
                Shields - Yes, shields are overpowered right now per block usage, but this will be decreased. We'd like to see the power/block usage requirements of shields be just slightly cheaper than your weapons, this will put a higher efficiency on defense over offense, lending towards longer instead of shorter fights, this gives you time to actually apply your piloting skills instead of simply running an equation on whose ship is bigger.
                护盾 - 是的,对每方块的使用来说,护盾现在太强了,但这会被削弱的.我们希望看到 能量/方块 的 使用能够促进更长时间的战斗.这将给予你时间来真正的应用你的驾驶技术而不是取决于谁的船更大.
                Range - The thought behind the 3 range values being used are this;
                距离 - 对将被应用的3种距离的考虑如下:
                Long range - Cannon and Missile systems have a travel time and only impact a single point
                长距 - 加农炮和导弹武器系统有行程时间并且只能影响单个目标
                Medium range - Beam systems have no travel time, giving increased accuracy
                中距 - 光束武器系统没有行程时间,提供提升了的准确率
                Short range - Pulse systems have a minimal travel time, but apply their damage amount to all blocks in range, the more blocks hit, the more damage overall damage occurs (50 dmg system = 50 dmg per block)
                短距 - 脉冲武器系统有极少的行程时间,但是会对覆盖范围内的所有方块造成伤害,打击的方块越多,总体伤害越大(50 伤害武器 = 50伤害每方块)
                Tertiary Effects - These are still having their mechanics adjusted to function properly, particularly the most recently added momentum effects and Ion effect. I talk with Schema daily about changes we need, solutions to problems that come up and report bugs encountered. I'm as anxious to get them working as the rest of you. Also, since there's been some confusion about what does what, here is a rundown;
                衍生效果 - 这些效应仍然拥有适用于功能的机械,特别是最近添加的动量效应和离子效应. 我每天与Schema谈论我们所需要做出的改动,出现的问题的解决方案,还有上报遇到的bug.我和你们一样急切希望让他们实现作用.
                EMP - This mechanic is for you converting weapons damage into power reduction on the target ship.
                EMP- 这个机械能让你将武器伤害转换使为目标舰船的功率降低.
                Ion - This effect converts weapons into shield ablating types. They gain an increased damage to shields at the cost of reduced damage against solid matter.
                离子 -这个效应将武器转换为消融护盾.武器获得对护盾的伤害提升,代价是对固体物质的伤害减少.
                Punch Through - This is to allow any damage remaining in a shot to punch through a block it just destroyed to impact the next block behind it, this may occur multiple times until a shots damage amount is used up.
                贯穿 - 这个允许射击中的任何伤害贯穿摧毁的方块对后面的方块造成伤害,可以发生多次直到这次射击的伤害值被全部抵消.
                Piercing - This system will convert your weapons damage into a radiant type of damage, passing through all blocks in its path and dividing its damage among the blocks impacted, regardless of whether any are destroyed.
                Piercing- 这个系统会转换你的武器伤害为光点类型的伤害,会通过路径上的所有方块并且将伤害分摊到它影响到的所有方块上,不管是否其中有被摧毁的.
                Explosive - This effect converts your weapons impact point into an explosion, reducing the damage you do to the primary impacted block, but additionally doing damage to the blocks neighboring it.
                爆炸 - 这个效果转换你的武器弹点为爆炸,减少你对主要落点造成的伤害但是额外对临近的方块造成伤害.
                Stop - This acts like brakes to an affected target. Your system uses pulses (non constant) of inertia dampening, attempting to counteract the thrust of the target ship and bring it to a stop.
                停止 - 这个就像对受影响的目标的制动一样.你的系统使用惯性抑制的脉冲(非恒定),试图抵消目标舰船的推进力促使它停下.
                Push - Pushes the affected target away from you. Your system uses pulses (non constant) of inertia to push the target ship.
                推动 - 将受影响的目标推离你.你的系统使用惯性的脉冲(非恒定)来推动目标舰船.
                Pull - Works in the opposite manner of the Push Effect
                拉动 - 与推动效果相反
                All Tertiary effect blocks also have a defensive use when not linked to a weapon system.
                当不与武器系统连接时,所有的衍生效果方块也有防守作用.
                New Weapons Menu has been added and should make assembling your new designs of weapons and understanding their output far easier.
                新武器菜单已被添加而且应该使你对武器的新的设计装配和对其输出的理解更容易.


                IP属地:黑龙江9楼2014-05-20 12:07
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                  TRADE GUILD RELEASES ARCHIVAL FOOTAGE
                  商会发布了档案影片 2014年5月21日 by Calbiri
                  商会发布了他们一直在保密的原型Isanth的秘密影片片段.
                  视频来自:优酷

                  为什么他们突然放出了这样的信息呢?


                  IP属地:黑龙江10楼2014-05-21 20:32
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                    PATCH DAY! STARMADE 0.15
                    补丁日 STARMADE 0.15 2014年6月5日 by Calbiri
                    【原文太长略过】
                    欢迎来到STARMADE
                    新的更新终于完成了。一大堆关于特性与优化的游戏变化已经作出。
                    最值得期待的一项可能就是新的武器系统:
                    武器系统
                    基于Balbiri和与其共同讨论的伙伴们的想法和理念,这个新系统将会改变starmade中舰船武器的设计和游戏的平衡性。
                    首先:我们改进了很多系统来提高平衡性.通过组大小和伤害与防御的线性增长计算出系统的强度,这些改进基于这些计算。
                    但是,如果你不喜欢当前的平衡性,不要担心,你可以将它改变成你想要的那样。(这一点将应用到很多其他的游戏设置上,通过配置使自定义服务器和模组更容易。)
                    同时,我们的官方平衡设置正在测试中,还没有最终完成.我们将一直期待反馈和来自服务器的配置来改善官方版平衡性。
                    武器系统目前已经完成一个月了,但是因为我想要完整的模组化和更好的平衡游戏的方法,所以每一个数字都在一个易于编辑的配置文件中了(/data/blockBehaviorConfig.xml)。这个成为了正确的决定,因为当我想要进一步的推动更新,平衡性可能相对于全面模组化的改进最终将花费至少两倍的时间。
                    配置文件,例如blockBehaviorConfig是每个服务器独立的,会自动被下载到客户端.那就意味着,每个服务器可以有自己的平衡性和期望的规则设置.你甚至可以在游戏内实时改动,如此服务器就能做到例如采用一个配置用来做小游戏.对每个区域的配置也在计划中。
                    新的基础武器
                    游戏中有了2种新的基础武器:一种伤害脉冲,造成对范围内所有方块的aoe;一种伤害激光,像修理激光一样,只不过作用相反^ ^。
                    加农炮(武器电脑),导弹(d1000),伤害脉冲,伤害激光(名为wip),是主要的系统,可以用来组合。
                    组合系统
                    这个系统
                    这个系统用多种可能性继承了旧的武器系统。
                    你可以链接任何主要系统到射击系统上(salvage, astrotech,等等,也包括所有主要系统),获得武器状态上的改变。

                    这些效果可以通过你链接的方块比例来全面的自定义.所以如果你链接了一个100amc的武器电脑到一个200amc的主武器电脑上,你将获得只有50%装填buff,但是同时也只有50%的伤害减少 .这意味着你能准确的定制你想要的武器.
                    【未完,后面还有】


                    IP属地:黑龙江11楼2014-06-07 01:17
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