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英雄无敌七#地图区域控制

EvilP 更新于 2014-10-30 01:23

来源:http://mmh7.ubi.com/en/blog/post/view/map-control-in-heroes-vii

Map control is a concept supported by many features in Heroes 7.

在英雄无敌七里,地图控制是由许多要素组成的一个概念。

The goal of this mechanic is to provide options and means for the players to plan and execute a high level strategy to take over a map.

这一机制的目标是为玩家提供一些能够计划并执行高级别策略以占领地图的选项与方法。

These means are often double-edged: they have a price and therefore, imply a risk. By spotting your opponents efforts to use map control features, you can decide to counter them, but that also has a cost.

但这些通常也是一把双刃剑:它们需要成本,并且隐含着风险。通过定位你的对手尝试使用地图控制要素的努力,你可以采取相应的反制措施,虽然这也是有成本的。

咽喉要道 - CHOKE POINTS

They are strategic locations of a map, which means that they are very useful roads or passages linking towns and high value areas like resource sites and outposts. Choke points are destructible structures like bridges or teleporters. Destroying is easy and fast. Rebuilding is costly.

它们是地图上的战略要冲,通常是链接城镇与资源点、前哨这些高价值区域的主要干线。咽喉要道包括桥梁或传送门这些可以摧毁的建筑。摧毁它们十分简单迅速,但是重建却要付出成本。

By destroying a choke point, you force the opponents to spend resources to rebuild, which is a painful cost. At the same time, you are closing those passages for yourself, too, so it better be part of a greater plan, otherwise you may need to spend those resources yourself to reopen the ways you have closed.

通过摧毁咽喉要道,你可以迫使对手花费资源来重建,这对其是痛苦的成本。不过同时,你也关闭了自己使用这些通路的机会,所以这最好是一个更大计划的一部分,否则的话你也需要花费这些资源来重开被自己封锁的道路。

Destroying and rebuilding will also stall you for the rest of the turn, which makes destroyed choke points interesting in defense of your towns.

摧毁与重建这些地点会花费你本回合剩余的移动力,这意味着摧毁咽喉要道在防守城市时将成为重要策略。

区域控制 - AREA OF CONTROL

Areas of controls are a bit different than in the previous game. The principle is the same. Towns and forts have an area of control around them. The player who owns the main building of an area of controls gains the benefit of resource sites inside this area.

区域控制与前代游戏有所区别。原理是一样的。城镇与要塞的周围有一片控制区域。拥有该区域主要建筑的玩家能够从此区域内的资源点获得好处。

Also, any wandering hero passing through an enemy area of control and not strong enough to attack its controlling building (town or fort) can raid a mine and steal a few days’ worth of resources.

同样,游荡在敌方控制区域却又没有足够兵力攻打控制建筑(城镇或要塞)的英雄可以掠夺矿区并偷上几天的资源。

要塞 - FORTS

They are critical in the high level strategy. Forts in Heroes VII create areas of control like in the previous game, but they can be upgraded to provide permanent defensive troops and structures, making them harder to overcome.

它们是高级策略的关键。H7的要塞和前代一样带有一片控制区域,但是同时其还能通过升级带来永久的防御部队与建筑,使自身难以被攻克。

Again, Players might want to invest or not in the upgrade of a fort. A stronger fort has its own troops and can have defense towers, which will forbid any secondary hero with a weak army to simply snatch a whole area of control and its mines.

同样,玩家可以选择是否愿意对要塞进行升级投资。一个强力的要塞有自己的部队和防御塔,可以避免率领较弱部队的副英雄轻易偷城与周边的资源。

In the other hand, a strong army will burn the fort to the ground and all investment will be lost. In Heroes VII, forts cannot be captured and converted; they are destroyed, and can then be rebuilt.

另一方面,一支强力部队将会摧毁要塞并将你的所有投资付之流水。在H7里,要塞不能被占领并转化,它们只能被摧毁然后重建。

While a fort is in ruins, all mines in its area of control are free to be captured by any wandering hero.

当一个要塞化为乌有时,其控制区域内的所有矿场都变成无主的,可以被任何游荡在附近的英雄占领。

前哨 - OUTPOSTS

They are places remote from your towns, that are in strategic positions and that you might want to control, like areas containing resource sites. Generally, they are areas controlled by forts. Forts are very useful on a frontline, because you can send troops from your towns and dwellings there using caravans, to support a hero who has to reinforce fast and cannot afford to travel back to a town.

它们是远离你城市的地点,是你愿意控制的战略位置,像是包含资源点的区域。通常来讲,它们是要塞控制的区域。要塞在前线非常重要,因为你可以从你的城市或野外兵营用篷车运输部队到要塞,从而支援那些急需援军但又没时间回城一趟的英雄。

For this reasons, forts are not only useful to control local mines but also as a key location in reinforcement strategies.

基于这些原因,要塞不仅是控制当地矿场,也是支援战略的核心地点。

篷车与补给线 - CARAVANS AND REINFORCEMENT LINES

In Heroes VII, you cannot recruit troops from all your kingdom in any town and fort: you need to move them where you want them. This is critical in the high level strategy of a game.

在英雄无敌七里,你不再能从一个城或要塞里招募全王国的部队,你必须把它们运送到你需要的地方。这是游戏高级策略的关键。

Caravans are simple to use, just select where you want troops when you are buying them, and they will be automatically sent there in a caravan.

篷车的使用很简单,只需在购买部队的时候选择需要部队的地点,它们就会被自动通过篷车运送过去。

Creatures bought in the same area of control are assembled in the controlling building before starting they travel. Once on the road, they are autonomous, but can be interacted with. Their owner can pick-up or exchange troops with them, before they reach their destination (another town or fort) and enemies can attack them. They are then considered as enemy armies without a hero.

在同一区域购买的部队会现在该区域的控制建筑中集合,然后再开始运输。一旦上路,它们会自主行动,但是仍是可交互的。在部队抵达目的地前,其所有者可以与其交互从而交换部队,而敌人也可以与其交互从而进行攻击。此时,它们被看做是没有英雄智慧的敌方部队。

This is why other map control features are important: you need to secure your reinforcement lines to avoid enemies to raid your caravans and deprive you of fresh troops on the frontline.

这也是为什么其他地图控制要素很重要的原因,你需要确保自己的补给线免受敌人的劫掠从而导致你的前线跟不上部队供给这一情况的出现。

控图者得天下

HE WHO CONTROLS THE MAP CONTROLS THE WORLD

To conclude, in Heroes VII, having a clearly established map control strategy will be key to victory. Counter-strategies are also available to disrupt enemies. Unprotected forts and supply lines can be raided to punish heroes who don’t invest in securing their grip on conquered territories.

一言以蔽之,在英雄无敌七里,拥有一个明确建立的地图控制策略时取胜的关键。同时也可采取反制策略骚扰对手。无人防守的要塞和补给线会被轻易劫掠,从而对那些不愿对其占领区的安全控制进行投资的英雄以惩罚。

wudevils 回复于 2014-11-06 09:42:
要是有敌人追,过了河一拆桥就干瞪眼了。同理不知道AI能不能这么干,能的话就是玩家傻眼了
弗拉基喵尔 回复于 2014-11-01 22:31:
邪翼 发表于 2014-10-31 22:36
 
这个是防副英雄偷城。。。
 我知道,但是裸体英雄偷城根本不是什么imba战术,打游击合情合理(似乎只能偷矿了)根本没有必要限制,感觉矫罔过正了说。
一个普通人 回复于 2014-11-01 16:42:
猥琐偷城既费时又费力,城里有守军是件好事。
安戴德耐特 回复于 2014-11-01 09:27:
弗拉基喵尔 发表于 2014-10-31 22:34

 我倒觉得要塞带兵没太大意义,该打下来的还是能打下来,不小心做崩的话,就纯粹在拖节奏的了说…
 那就要看数量设置了,尤其是能和野兵一样每周自然增长的话前期防RUSH后期防裸奔还是挺有用的,一战失利全盘输没有周旋的战术空间也不算好事吧,能拖一拖也不错啦。
邪翼 回复于 2014-10-31 22:36:
弗拉基喵尔 发表于 2014-10-31 22:34

 我倒觉得要塞带兵没太大意义,该打下来的还是能打下来,不小心做崩的话,就纯粹在拖节奏的了说…
 这个是防副英雄偷城。。。
弗拉基喵尔 回复于 2014-10-31 22:34:
安戴德耐特 发表于 2014-10-30 09:28
 
要塞自带兵好呀,但是能跟野兵一样有自然增长率么?不然后期就是ATM了呀。
 我倒觉得要塞带兵没太大意义,该打下来的还是能打下来,不小心做崩的话,就纯粹在拖节奏的了说…
邪翼 回复于 2014-10-31 09:32:
安戴德耐特 发表于 2014-10-31 08:51

 我知道固定驻守不能带走啊,就是建要塞的时候送的呗。但是要是不能自动增长的话到后期就没用了呀。
 灭了能涨,但是有上限。。
安戴德耐特 回复于 2014-10-31 08:51:
邪翼 发表于 2014-10-30 11:20

 这是固定驻守兵力。。不可以带走的
 
 好像其实城,或者可能某些族的城也有这功能的样子。。
 我知道固定驻守不能带走啊,就是建要塞的时候送的呗。但是要是不能自动增长的话到后期就没用了呀。
Ravenpaw 回复于 2014-10-30 22:40:
弗拉基喵尔 发表于 2014-10-30 22:36

 要塞最好恢复H2的守城队长设定,裸兵再多遇上英雄也就是经验,守城战还不能撤退,不会很痛苦吗?
 守卫能升级最好, 不然也就和一个白板英雄差不多。。。
弗拉基喵尔 回复于 2014-10-30 22:38:
邪翼 发表于 2014-10-30 11:20
 这是固定驻守兵力。。不可以带走的
 
 好像其实城,或者可能某些族的城也有这功能的样子。。
 矮子不是跪了吗?难道是圣堂?
弗拉基喵尔 回复于 2014-10-30 22:36:
要塞最好恢复H2的守城队长设定,裸兵再多遇上英雄也就是经验,守城战还不能撤退,不会很痛苦吗?
弗拉基喵尔 回复于 2014-10-30 22:34:
要塞最好恢复H2的守城队长设定,裸兵再多遇上英雄也就是经验,守城战还不能撤退不,会很痛苦吗?
Linch 回复于 2014-10-30 20:40:
就现在来看至少游戏性上比剧情好多了,不过可不要再计划赶不上变化了,H6当初的设计也很不错,结果到头来就废了
游客 回复于 2014-10-30 16:13:
看来H7的对战会增加更多的战术了
MKII 回复于 2014-10-30 14:22:
可以过河拆桥啦……
邪翼 回复于 2014-10-30 11:21:
wudevils 发表于 2014-10-30 09:45

 偷资源是什么意思,难道不需要占领矿就能把资源搞走?
 H5/6英雄都有掠夺矿藏的技能,虽然要去学才有。。
邪翼 回复于 2014-10-30 11:20:
安戴德耐特 发表于 2014-10-30 09:28

 要塞自带兵好呀,但是能跟野兵一样有自然增长率么?不然后期就是ATM了呀。
 这是固定驻守兵力。。不可以带走的
 
 好像其实城,或者可能某些族的城也有这功能的样子。。
wyd247 回复于 2014-10-30 10:00:
下次记得加粗了
6jiji 回复于 2014-10-30 09:47:
专门派个英雄去守咽喉要道,敌人来了就拆走了就建,起个名字叫守望者
wudevils 回复于 2014-10-30 09:45:
偷资源是什么意思,难道不需要占领矿就能把资源搞走?
安戴德耐特 回复于 2014-10-30 09:28:
要塞自带兵好呀,但是能跟野兵一样有自然增长率么?不然后期就是ATM了呀。
忘情潇洒哥 回复于 2014-10-30 05:00:
地板
nitedemon 回复于 2014-10-30 02:53:
比较喜欢要塞自带永久兵这一点,要不老被对方没兵的英雄过来顺手牵羊太不爽了
kltx 回复于 2014-10-30 02:40:
还是沙发舒服啊


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