奇迹时代3#战术战斗机制
以下由Edwin_Yang翻译,来源:http://ageofwonders.com/dev-journal-tactical-combat-bonanza
以及上次忘补上了,奇迹时代3已经可以在STEAM上看到了,暂时貌似还不能预定,发行日期为3月31。
This week we’re going to have an in-depth look into the Age of Wonders III tactical combat mechanics. Tactical combat is one of the most important parts of the game, and we’ve worked very hard to refine the rules to make it more exciting and tactical. Our main goal was to make combat faster, and more lethal, while maintaining and improving the depth and tactical options that people expect from the series.
这周我们来深入了解下奇迹时代III的战术战斗机制。战术战斗是游戏最重要的部分之一,我们一直努力完善规则,让战斗更刺激更有战术性。我们的首要目标是让战斗节奏更快,更致命,同时也保持并完善大家一直期待的战术性和游戏深度。
行动力 - Action Points
Each unit has 3 action points that determine how many times it can attack in a round.
每个单位有3点行动力,以此决定他一回合内的攻击次数。
You can see here that our Goblin Wolf Rider currently has all 3 left over.
你可以在图中看到地精狼骑兵还剩下3点行动力。
As a unit moves, it loses action points. When a unit is selected, the colored markers on the ground indicate how many action points the unit will have left when it stands in a hex.
一个单位移动时,就会消耗行动力。当一个单位被选中时,地面的彩色标记显示出当这单位跑到某个六角格内后会剩下多少行动力。
Green indicates the unit will have full action points, so it will attack 3 times:
绿色表示这个单位还有全部行动力,所以它能攻击3次。
Orange indicates 1. Notice that no matter how far a unit moves, it will always keep it’s last action point:
橙色表示1。但无论一个单位移动多长距离,它总能剩下最后一点行动力。
反击,包抄,防御 - Retaliation, Flanking and Guarding
When one unit attacks another with a melee attack, the defending unit will retaliate and strike back. Each time the defender does this, they use up an action point, so once they’ve retaliated 3 times, they won’t be able to retaliate any more. Even worse for the defender, a unit gets it’s action points refilled at the end of its turn. So, after retaliating 3 times, the defender won’t be able to use the unit themselves next turn!
当某个单位近身攻击另一个单位时,防御单位就会进行反击。防御单位每反击一次,就消耗一点行动力。所以在反击3次以后,他们就再也没法反击了。对防守方更为不利的是,因为单位的行动力是在它行动结束后补满,所以,反击3次后,防御者下回合也不能操作这个单位。
To demonstrate, lets watch what happens when this filthy human cavalry viciously attacks our poor, innocent goblin wolf rider:
为了演示,让我们看看这个肮脏的人类骑手是如何凶恶地蹂躏我们可怜又无辜的地精狼骑兵的。
He’ll be attacking from a yellow hex, so he’ll hit twice. Our heroic goblin has full action points still, so he retaliates twice as well.
他是在一个黄色的格子上攻击的,所以可以出手2次。我们英勇的地精还有满满的行动力,所以他反击了2次。
Afterwards, it’s the goblin’s turn, and he still only has 1 action point left. The human just ended his turn, so his action points have already been refilled:
接着,该地精了,他还剩1点行动力。人骑手刚刚结束了他的回合,所以他的行动力补满了。
The human has a problem though, he’s alone, and exposed. If you can attack a unit from one of the hexes behind it, that attack is a Flanking Attack. Flanking attacks are special for two reasons:
人骑手有个破绽,他孤身一人,中门大开。如果你从一个单位身后的某个六角格攻击它,就会形成包抄。有两个原因让包抄有别于其他。
- The attack gets +2 damage on every type (so +2 physical damage, if a unit also does fire damage it would also get +2 fire damage)
- 所有类型的攻击伤害+2 (就是说+2 物理,如果某单位也有火伤害,火伤害也+2)
- A flanked defender cannot retaliate against something behind him, so he loses one chance to retaliate as he turns around.
- 被包抄的单位不能反击他屁股后的单位,所以当他转身,或浪费到一次反击机会。
Since the attack is flanking, the cavalry will only be able to retaliate once instead of twice. After the flanking attack, the cavalry is facing the marauder, so the next attack does normal damage, and the cavalry can retaliate. The cavalry is now facing the marauder, meaning he can now be flanked again:
因为这是包抄,骑手只能反击一次而不是两次。包抄后,骑手正面对着掠夺者,所以掠夺者的下次攻击就只是正常伤害,然后骑手反击。骑手现在正对着掠夺者,意味着他可以再度被包抄。
As you can see, ranged attacks can flank as well. Even though the target cannot retaliate against them, he will still turn to face the unit shooting him in the back, so only the first shot will receive the flanking bonus. Through clever use of flanking, groups of weak units can take out powerful foes while taking minimal damage themselves.
如你所见,远程也能包抄。即使目标无法反击远程,他还是会转向攻击他屁股的那个单位。所以只有第一发有包抄奖励。合理地应用包抄,能以弱胜强,并减小损失。
There is one defense against this, however: A unit can sacrifice its actions for a turn and enter Guard Mode. A unit in Guard Mode cannot be flanked, and gets a 20% bonus to defense and resistance. Guarding units are better at locking down ranged units and performing attacks of opportunity as well, but we’ll get to that later.
当然,也有个相应的对策:一个单位可以牺牲它一回合的行动力来启动防御模式。在防御模式中的单位无法被包抄,并获得20%的防御和抗性加成。防御中的单位可更有效地扼制远程单位,并瞅准机会出手。我们后面将详细道来。
The clever goblin is in guard mode, so the cavalry cannot flank him, even though he’s striking from behind.
这个聪明的地精进入了防御模式,于是骑手从屁股后面就不能包抄他了。
缠斗和投机攻击 - Engagement and Attacks Of Opportunity
If a unit is next to an enemy, and facing them, then that enemy is Engaged. Most ranged units cannot use their abilities if they’ve been engaged by an enemy.
如果一个单位和敌人相邻,还面对着他,那这个敌人就陷入了缠斗。大多数远程单位被敌人纠缠住后都不能使用它们的能力。
To make matters worse, if a unit tries to move out of a hex where he’s engaged by an enemy, that enemy will hit them with an attack of opportunity.
更糟的是,如果一个单位被纠缠后,想要从这个六角格脱身,就会让敌人用投机攻击白打一下。
The red triangles tell the human player that moving the archers along the white path would get him hit by two opportunity attacks from goblin skewers.
红色的三角告诉玩家,如果顺着白色路径移动弓箭手的话,就会被地精穿肉地精的投机攻击打两次。
If the human player flanks the goblins, they will turn away, and the archers could escape in safety. This would not work if the Goblins were guarding however, units on guard can engage in every direction at once, not just in front of them!
如果玩家包抄地精的话,他们就会转身,弓箭手就能安全撤离了。但要是地精是防御模式那就没辙了,防御模式下的单位可以缠斗住任何方向的敌人,不仅仅是正对着的单位。
远程攻击 - Ranged Attacks
Like melee attacks, most ranged attacks get one shot per action point the attacker has. Some slower weapons, such as crossbows, can only fire once per turn. These weapons tend to do more damage, however, and allow a unit to be move more freely without reducing damage output.
像近身攻击一样,大多数远程攻击都消耗一点行动力。有些笨重的武器,比如弩之类的,一回合只能射一箭。但这类武器威力也比较大一些,在不减弱伤害的情况下,单位移动的自由度也要大一些。
If a target is too far away, then a ranged penalty is applied, halving the attacks damage.
如果目标隔得太远,就会出现射击惩罚,让远程伤害减半。
Sometimes it will be in an attackers best interest to move closer to do more damage, even though it will fire fewer shots. This can leave the unit vulnerable to attack however. Most ranged units are fragile and need to be protected carefully from melee attackers.
有时靠近点儿造成更大的伤害对攻防更为有利,即使要以攻击次数为代价。但是这也会让单位失去防御。大多数远程单位都很精贵,需要保护他们免受近战单位的伤害。
Obstacles and other units on the battlefield will block line of sight, and this can reduce damage even further.
障碍物和其他战场上的单位会阻挡视线,这会进一步降低远程伤害。
However, a unit can shoot through friendly units and many low obstacles as long as they’re right next to them.
但是,只要一个单位紧挨着友军或者低矮的障碍物,他们就能毫无顾虑地射击。
Some ranged attackers negate these penalties entirely. Elven longbow men suffer no ranged penalties, regardless of how far they fire, while Goblin Swarm Darters shoot living darts made of poisonous mosquitoes. The mosquitoes home in on their targets, ignoring all ranged penalties and line of sight checks.
有些远程单位完全不受这些惩罚的影响。精灵长弓手老远就射也不会受远程惩罚。而地精虫群飞镖手投射用毒蚊制成的活飞镖,虫群会径直飞向目标,无视远程和地形惩罚。
特殊单位能力 - Special Unit Abilities
There are many special abilities that units can have which affect the flow of combat, there are far too many to list, but I’ve included a brief description of some of the most important ones.
单位还能获得不少能影响战局的特殊能力,多的不胜枚举,不过对其中重要的能力我来简单描述下。
Flying units can fly over obstacles and units, and only need to worry about attacks of opportunity when they take off. This allows them to penetrate enemy lines to strike at vulnerable units at the back.
飞行单位能飞跃障碍和部队,仅仅只在起飞时可能会受到投机攻击。这让它们能够冲破敌人防线,攻击后面的脆弱部队。
This screen shot also demonstrates the Swarm Darter’s Inflict Noxious Vulnerability ability. Every attack from the unit has a chance of putting a minor status effect on the target which reduces its resistance, making it more vulnerable to non-physical damage.
这个截图也展示了虫群飞镖手的侵蚀之毒能力。这货的每一次攻击都有机会给目标加上一个微小的状态,降低它的抵抗,让它在非物理攻击前更加脆弱。
Defending units with first strike will attack their attackers before their attackers manage to hit them. In this case, this allows the defenders strike their attackers more times than the attackers strike them. Attackers can bypass first strike by flanking the defender, or by having first strike themselves.
具有抢攻能力的防守单位会比攻击者更先出手。在这种情况下,防守者的反击次数反而会大于攻防的进攻次数。用包抄的话可以不受抢攻,自己有抢攻能力的单位也无须担心。
Here we can also see that the Halberdiers have the polearm ability (+4 damage versus cavalry) while the cavalry have the Overwhelm ability (+3 damage versus units with shields and polearms).
这里我们可以看到戟兵有战戟专精能力(对骑手+4伤害),而骑手拥有冲杀能力(对装备了盾和戟的部队+3伤害)
Wisps have the Static Shield ability, which has a chance to stun any unit that attacks them in melee. Stunned units cannot move, guard or engage other units, and every attack on a stunned unit is automatically flanking.
鬼火有静电护盾能力,可以有机会震慑任何近战部队。被震慑的部队不能移动,防御,缠斗其他部队,对震慑部队的每次攻击都自动视为包抄。