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【钢铁雄心IV】开发日志 2018.10.17 海战重做

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蠢驴好不容易做了点像样的东西你吧都没人翻译的吗
Happy wednesday! Today is going to be the first of a few diaries covering changes to naval combat and naval gameplay. The idea of this diary is to give an overview of the different changes, and then future diaries will dig into more details. We are effectively redoing most of the naval aspects of the game which is a herculean task. This means a lot of stuff might still end up seeing changes and are work in progress. My hope is that this will give you a good picture of what we are trying to accomplish. Expect that each of these sections below is probably gonna get its own diary.

Task Forces & Missions
First up let's talk about how we are changing the management of fleets. Fleets are now made up of task forces. The fleet, like before, is led by an Admiral. The fleet has one area of responsibility and each task force can have individual missions. Some of those missions are designed to cooperate as well between them. Each task force can have various settings to control its behavior (like if you want them to split off ships to repair, or their risk vs aggression stance etc). Fleets, like Army Groups on land are visible and organized into theaters. In this case naval theaters.

These also has a separate section for reserves at the bottom so you have an easier time managing where newly built ships go, and which replacement ships go to where.
Your navy is likely to be the most fuel thirsty thing you have so it's important to manage things in an economic way. Putting all your battleships to patrol the Iberian Coast is not something that will make fuel-economic-sense anymore (hey I invented a word!). To deal with this kind of thing we have removed the old Search and Destroy mission and have a new one called Strike Force.
A strike force flagged task force job is to sit and wait in port where it won’t consume fuel, and to go and assist trouble your more nimble and cheap patrols locate. Search and Destroy also would not make sense to keep around anymore, as in most case the concept of the fleet spreading out is gone. We wanted your carefully assembled task forces to join as one unit and to be in one location always, rather than spread over the map in an abstract way. More details on this in a dedicated diary, but let's get back to how patrol missions can work together with strike forces when we get to the next topic: spotting!
Spotting
Before Man the Guns the way ships would engage would essentially be based on a dice roll, meaning as long as you were in a zone, no matter how hard to find you were, combat would always ensue. We also struggled with every combat essentially sucking in every ship into a giant doomstack battle. This was also made worse because combats in HOI take a lot longer than in reality, yet movement on the map is similar, making reinforcement much too easy.
To deal with this we have split up combat into essentially 2 parts. Spotting, and actual combat. For a combat to happen you must first spot the enemy fully. Below is a picture showing a patrol force of destroyers closing in on fully spotting a German cruiser group, with a strike force assigned to support. It goes pretty fast because I have built a decent radar net to support my ships.

When you get a target to 100% spotting, which is the bar you can see on the left of the red task force, combat can start. I say can, because it depends on your task force settings for how aggressive you want them to be. In this case because it has a strike force to help out the British ships will wait a bit for their strike force to get there (the Germans could engage if they were aggressive and the patrol force weak enough to be taken out fast). Once it’s there the battle will start.

If the battle would have been a pushover for the patrol group (say a lone destroyer) they would have just dealt with it without calling in the strike force and burned all that fuel.
As for piling in more stuff into a battle to escalate it into the doomstacks of old, the solution is that task forces given the order to join will be slowed based on org level and distance (manual orders also reduce this), meaning there will be a significant delay as they get there and can actually get on with firing. Sort of like a coordination penalty. With battles shorter this means you could clear the field and get away before things escalate.
Combat
When it comes to combat we are aiming for less decisive battles, where composition matters more, and that are easier to understand, and where its easier to disengage when stuff goes badly. A tall order! Currently this is a bit too pink and coder-arty for a sneak peek, so you are going to have to be patient (something I know you guys are amazing at, so this should be no biggie )
Terrain (recap)
Different parts of the oceans will favor different kinds of task force compositions, combined with admiral traits etc this will allow for some home advantage and variation in “best fleet”. Check out last weeks diary for more details.

Repair/Production (recap)
The changes outlined in repair and production is an important part of making this all feel ok. If we want less decisive battles where the enemy is pushed back at sea, then repairing needed to cost something other than simply time. Repair now takes up dockyards and production of individual big capital ships is slower (although the speed to produce several in parallel is unchanged). Read more details in the previous diary here if you missed it.

Ship Design
We will also allow you to design and refit ships allowing you more options for adapting to changing circumstances and to get the most out of your navy and technological advancement.
Hopefully all this gave you an overview on what we are trying to achieve in Man the Guns and 1.6 Ironclad when it comes to the naval game. Look forward to more detail in future diaries (although we are likely to sprinkle in some other topics in between as well, like our unannounced final focus tree). See you all next week!


IP属地:广东1楼2018-10-18 16:14回复


    IP属地:河南来自Android客户端3楼2018-10-18 16:16
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      IP属地:湖北来自Android客户端4楼2018-10-18 16:17
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        首先,让我们来谈谈舰队管理做了什么改动。现在的舰队将由特遣编队Task Forces组成。和以前一样,舰队由一名海军上将率领。舰队会拥有一个负责区域,而每个特遣编队都可以有一个独立的任务。其中的一些任务可以被分配为多个编队合作完成。每个特遣编队都有众多设定以控制其行为(比如你想让其分离舰艇回港修理,或者设定风险相对侵略性的姿态等等)。舰队就像陆地上的集团军群一样,通过编为战区来可视化和分组。对于海战来说,我们管这叫海军战区。


        IP属地:韩国来自iPhone客户端6楼2018-10-18 16:30
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          因为你吧人均英语0级,所以没人懂得翻译,要么机翻


          IP属地:中国香港7楼2018-10-18 16:34
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            本次日志是对整个海战重做的综述性介绍,至于更多细节仍在咕咕咕。
            蠢驴居然在第一张图就把整个UI放出来了,还是让我感到有些意外的,本次日志内容一大半都在这张图里。
            海军战区界面,最上一层是舰队,每个舰队下分为不同的作战单元(分舰队),可以分别执行不同的作战命令,各自选择积极应战或消极避战、是否允许拆分舰队修复等等。

            最下面一行是后备舰船,方便玩家将新建船只分配到不同舰队。
            海军舰队界面

            可以注意到主力舰和辅助舰数字分开了。

            任务栏:演习 侦查 打击 袭击/保护运输船(日志没有提到这俩,应该没变) 布雷 排雷
            运兵?(日志没有提到)
            核动力舰队的时代过去了,鉴于海军现在可能是国家第一吃油大户,合理安排舰只出勤至关重要。让BB每天出去开眼是一种过于壕的行为,我们把旧的搜索歼灭任务被替换为打击舰队。在这个任务下,分队平时会宅在港口里发呆,侦查海域的任务则交给更轻便灵活的分队去完成。在这样的新机制下舰队散布的概念被取消了,每个分舰队都会扎堆在一块海域上,也就是说以前的舰队散布将以玩家分配分舰队的形式实现。其中具体细节仍在咕咕咕,日志原文也没有详细介绍界面,下面主要阐述了新版本海战展开的过程。
            发现敌舰
            在以往的版本中,在同一区域活动的舰队总有撞面的一天,再考虑到HOI中战斗时间比现实中偏长,无数支援都会蜂拥而至,每场海战都会发展为世纪决战。
            现在战斗被分为两个阶段:侦查和战斗,当侦查舰队完全发现敌舰行踪后(走进度条,速度和舰船配置和雷达覆盖相关)战斗才会开始。

            侦查完成后,战斗就可以开始了,具体如何作战与舰队的侵略性设定相关,入下图所示,英国侦查舰队会等到打击舰队前来会和才开始作战,而如果德国舰队侵略性设定高而且英军侦查舰队很鶸,他们可能会先手消灭侦查舰队(这样英军的打击舰队就找不着德军了?大概是这样,日志没有明说)。而如果敌舰队过于鶸,侦查舰队也可以单独出手解决,不用呼叫港口里的油老虎出来。

            为了尽量减少大决战的概率,打击舰队前来增援的速度会受距离和组织度影响而减慢,总的来说支援来得更慢而战斗本身的时间更短了,实现更多的小规模遭遇战。
            作战细节?咕咕咕。舰船设计?咕咕咕。地形和修复之前日志讲过了就顺便提了一嘴。


            IP属地:广东9楼2018-10-18 16:59
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              海军将领四维,攻防机动,第四个是什么,智商?

              分舰队油量显示

              国家燃油储量显示


              IP属地:广东10楼2018-10-18 17:06
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                好棒


                IP属地:福建11楼2018-10-18 17:17
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                  字词


                  青铜星玩家
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                  去徽章馆》
                  IP属地:广西来自Android客户端12楼2018-10-18 17:21
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                    妈呀,以后玩德国不是更缺油了装甲部队吃不吃油啊


                    IP属地:北京来自Android客户端13楼2018-10-18 17:37
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                      ****d改成钢三的模式不好吗?还有空军改成钢三的模式不好吗?


                      IP属地:北京14楼2018-10-18 17:45
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                        来自Android客户端16楼2018-10-18 17:58
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                          瑞典蠢驴明斯克化


                          IP属地:江苏18楼2018-10-18 18:27
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