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FNO透露关于基地能量/资源系统重制的信息

已跟帖2013-07-29 作者: 来源:奥拉西斯

  本周五的FNO上,SOE开发组成员Malorn在播出过程中以QA的形式透露了更多关于资源系统重制的细节,以下是热心玩家在reddit上整理发布的问答内容

  ANT Griefing

  • Tackling the problem from the motivation angle. People in the surrounding area of the ANT will receive the same XP/resources as the person driving. Also if you fight/defend the ANT you get bonuses etc.

  首先是科普,ANT=Advanced Nanite Transport,即一代的能量运输车,也就是这货

【视频合集】无名的神作!行星边际1(星际OL)全兵种全载具展示!_看图_planetside吧_百.png

  Q:能量车是如此脆弱又容易受到攻击,你们有什么好办法让他能活的久一点吗?

  A:我们会从多个角度来解决这个问题,并使玩家有动力去驾驶/护航能量车。为能量车提供护航的玩家将和驾驶能量车的玩家获得同等的经验和资源,同时,如果你能够进攻敌方能量车/防守己方能量车,你还有额外的经验可以获得。

  New vehicle for ANT or Sunderer module?

  • Makes it clear that devs will listen to complaints, but at the moment it seems a Sundy module is the most likely solution to keep dev time low. A trade off between AMS or ANT (sorta obvious). Hamma would prefer a new vehicle, the Deliverer (combining small squad transport + ANT). Malorn reiterates that the Sundy is already the big base crashing truck and that ANT functionality would suit it with the right visual distinctions, his own 'pie in the sky' ideas for the visuals being similar to the pipes of AMP stations/dotted around the maps.

  Q:你们会专门开发一种新型载具作为能量运输车还是让决裂者装备特定模块后来扮演这个角色?

  A:虽然开发组收到了各种各样的抱怨,但是现在看来给决裂者装备一个特殊模块来承担这个任务是最省事的办法,不出意外的话该模块将与AMS功能互斥。PSU管理员Hamma则希望SOE能开发一种新的载具,类似一代的运送者,能够运输半个小队的兵力,同时能够进行能量采集和小规模人员运输功能。

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   开发组成员Malorn则重申尽管目前决裂者块头已经大的像一辆卡车,但是装备了能量采集运输模块后的决裂者将拥有更加闪瞎狗眼的视觉效果好让你一眼认出它是一辆能量运输车而不是一辆普通的AMS,目前的计划是在大地图上能量车会显示为一个发光点,同时你很远就能看到能量车上会有类似目前电力中心的那种一柱擎天的光柱效果,当然在最终上线版本中可能有所调整。

  What happens to timer reduction certs?

  • Basically, SOE want to steal all your certs. Pre order cancelled. a cert refund or translating the timer reduction certs into some similar/equivalent in the new resource model. Cert refund would be ideal.

  Q:那些减少载具领取时间CD的证书怎么办?

  A:这些证书要么被退还,要么会被转移到那些新资源系统下对应的证书项中去,我们认为退还证书比较理想。

  Infantry inventory removal = 'unlimited' grenades/C4/etc?

  • Hope to keep the system similar as current one as possible. Considering a system where resources are spent upon use (ie throwing grenades) not in the loadout screen, though you'd still have a maximum number you can carry. Making more powerful infantry/vehicle loadouts cost more resources was considered but would make system a lot more complicated and is not very likely. *

  Q:步兵消耗品无法堆叠储存是不是意味着可以无限制使用手雷/C4等步兵消耗品?

  A:我们希望新的资源系统在步兵消耗品方面能够尽可能与现有系统吻合。我们现在在考虑定时补给资源的模式,在这种机制下,使用步兵消耗品(比如投掷手雷)才会消耗个人资源,而不是在终端补给后就消耗掉资源(当然你仍然拥有步兵消耗品的携带上限),但这仍然可能导致爆炸物漫天飞。我们还考虑了在终端领取越强力的装备消耗资源就越多的模式,但是这种机制会导致资源系统的平衡工作变得非常复杂,我们不倾向于这一种模式。

  Will people pulling their vehicles/vehicle loadouts affect me?

  • No. No threat of 4th factioners draining resources by pulling vehicles. Power drain is based on people in the area? I wasn't too clear on this. The power is drained on resupply ticks (stated elsewhere to be 1 minute between ticks) and is based on the number of people being supplied on a non-linear curve, so few people = almost zero power drain but multiple platoons would be a noticeable drain over time. Seems to be implied that multiple platoons actually drains less per person than, say, a single squad but drains far more overall. *

  Q:其他玩家开出载具会影响到自己吗?

  A:暂时还不用担心那些少量墙头草或者政工们跑来开小号恶意领取载具的问题,基地能量只有在对本区域内的友军补给资源时才会被消耗掉,补给个人资源的间隔是1分钟。少量的人领取载具并不会对基地能量水平造成太大的影响,除非是大规模的友军集结在此才会造成基地能量减少,因为这是一个非线性的机制。

  Details on resource delivery mechanics?

  • Re-purposing ammo towers as power silos. Keep function of ammo resupplying. Malorn likes the idea of conveying power levels in actual world, not just the UI. Power systems will provide secondary objectives outside the meat grinder and still affect the battle indirectly.

  Q:关于基地能量和补给机制还有什么别的消息?

  A:弹药塔将会改建成能量井,但是仍然有为载具补充弹药的功能。我们非常喜欢基地能量和后勤补给这个概念,基地能量系统将在基地争夺战的绞肉机之外为战斗双方引入新的战斗元素,并直接或间接地影响战局。

  If different vehicles are used for the ANT will they have different power capacities?

  • Already sort of addressed with the Sunderer module, they think they'll just stick with one vehicle. They wanted something bigger and slower, a Flash/Harasser are too quick and might result in really short engagements? Comments on PS1 LLU system that they're trying to reverse the concept, so you're taking something of value to a battle instead of out of one.

  Q:如果不同的载具可以作为能量运输车,那么他们运送的能量是否不同呢?

  A:开发组认为能量运输车应该拥有较大的体积和较慢的速度,因此装备特殊模块的决裂者才符合这个要求。火花和突袭者由于速度过快,难以进行拦截,因此暂时不会设定为能量运输车。PS1中偷芯片的设定虽然有趣,但是在PS2不能完全按照原作的设定,假使高速载具也可以运输能量将使围绕能量系统的战斗失去意义。

  Balancing supply Outfits vs heavy fighting / spec op Outfits?

  • Not necessarily a issue of 'balance' but making sure the outfits will always have something to do within their role. They overlap, like roles developing to protect ANT runs, etc. No plan to restrict ANTs like the AMS, only a time based power delivery mechanic.

  Q:你们考虑过承担后勤保障,大规模交火和特种作战等不同任务的军团人数平衡吗?

  A:这并不是一个必须要进行平衡的问题,而是确保各个军团都能做好最适合自己的任务。军团的任务都是相辅相成的,有人要去开能量车,那么就必须有护送能量车的人。我们暂时还没有像AMS部署半径那样限制能量车数量的机制,只是设定了补充能量是有一定CD的限制。

  Can we spam vehicles if we have the resources?

  • Yes, as long as you have the resources. But you'll probably have a harder time continually hopping between roles.

  Q:只要有资源就可以无限制猛出载具吗?

  A:是的,只要你拥有资源。

  How much resources can we stack?

  • Resource gain = unit of time. 60 resources a minute. 600 resources in 10 minutes. Short cap, but a fast rate. "More acute, less permanent". Using Neutral bases are in the design but realization is a different question.

  Q:玩家可以最多储备多少资源?

  A:资源获得是基于时间的,每分钟玩家会获得一次资源补给,上限是每分钟60资源,10分钟后达到上限600资源。上限不高,但是获得速度很快。在这种机制下,基地能量水平将显著地影响到玩家个人资源收益,玩家将很快在战斗中感受到这一点。

  Will subscribing still boost resource gain?

  • Malorn can't comment on it, not his decision/role. Does say its complicated. Tangent takes them onto new players and how the resource revamp will make this a little more intuitive for them.

  Q:付费玩家仍然拥有更高的资源收益吗?

  A:在新的资源机制下如何平衡付费玩家和免费玩家是一件复杂的事,我们将仔细评估新机制下付费玩家的资源优势后作出决定。

  Air based resource vehicles?

  • Probably not. Probably would result in the same front ground line bypassing problem the Galaxy-AMS did in beta.

  Q:会有空中载具能够收集能量吗?

  A:很可能不会。如果有的话很可能会造成刻意绕开双方战线的情况,就像BETA中的银河AMS功能一样。

  Thoughts on command tools requiring resources?

  • Probably not. They want to encourage it the use of tools. Back in beta, the resource cost of squad spawn beacons would discourage their use. Maybe for Orbital Strikes.

  Q:命令工具会需要资源吗?(信标,小队标记,阵营标记等)

  A:应该不会,我们是鼓励使用这些物品的。在BETA中信标曾经需要资源是因为我们希望限制它的使用,不过未来的轨道打击可能会需要资源。

  Can/Will AMP stations contribute to the passive energy gain like warpgates?

  • No. AMP stations do have similar themes however a base benefit is current slated as dome shields. Trying to keep things simple. *

  Q:电力中心会像传送门一样对有链接的据点提供被动能量回复增益吗?

  A:不会。以后电力中心可能会为与之连接的据点和基地提供一个增益,目前暂定是为基地圆顶罩提供动力。

  Upcoming resource changes affect rate of vehicles being pulled?

  • Not particularly, expects it to be slightly more. Want to give vehicles, ie players inside vehicles, to maintain value. While you have the vehicle the resources are "reserved" so you can't cap out your resources while your vehicle is spawned.

  Q:新资源机制下载具获取频率会受到影响吗?

  A:并不会有太大影响,可能获取载具的速度还会比现在更快一些。我们希望给予那些喜欢开载具甚至常年呆在载具上不下来的载具厨们足够的空间。只要你领取了载具,你的资源就被消耗了,你仍然可以在你开载具的这段时间里积攒资源,和现在的机制一样。

  Hijacking enemy ANTs / Stealing resources?

  • They have actually considered that when the system was similar to PS1s LLU where resources were picked up. Resources can technically be stolen from enemy territories. As soon as ANTs have power they appear on continent map.
  • Malorn:Attackers get nanites from the nearest linked region within 1 lattice link. It functions the same as defenders.

  Q:我们能劫持敌方能量车或者说,偷走敌人的能量/资源吗?

  A:我们正在考虑这个机制,如果这个机制最终上线,那么将会非常类似PS1中的主控芯片运输和破解模式,有一个特定地点可以让你从敌人的据点中偷取能量,而且能量车一旦装载了能量,就会有光柱的视觉效果,并且在地图上显示自动显示出来。

  在据点攻防战中,身处敌方据点的进攻方的个人资源由与该敌方据点在链接线一格距离内的友方据点补充,进攻方的据点能量系统和防守方是同一机制。

  Continent/Territory control affect resources?

  • This new system makes every more local and creates a siege mechanic but there is no direct relation to territory control. Continent/Base benefits may undergo changes in the future.

  Q:大陆占领版图会影响新资源系统么?

  A:在新的资源机制下,在资源方面,各个据点之间变得更加独立,同时对据点包围战做了新的定义,因此大陆版图难以直接对新资源机制造成影响。因此,在未来我们可能会对大陆占领版图的意义和基地链接优势进行修改。

  Distances between bases and mines(resource nodes)?

  • They want to put them in places that will make interesting fights but also have nodes out in the middle of nowhere where players must travel out to reach. Considered random spawns for supplies that could be drained and depleted. This was the actual plan for PS2 with all the different resources which eventually translated into hexes... somehow lol.

  Q:据点与能量节点(奥拉西姆水晶矿)之间的距离会是多少?

  A:开发组打算把这些矿石(能量节点)放置在容易引发战斗的地区附近,或者是那些玩家必须跋山涉水才能到达的偏僻的地方。开发组甚至考虑过设计一些会随机刷新在野外供能量车开采并会慢慢被开采而消耗掉的奥拉希姆水晶矿。

  Will resource system tie into player bases?

  • Building/Customizing the base would require a lot of time and he pictures ANTs being required to maintain them.

  Q:以后由玩家建造的基地也会有能量系统吗?

  A:建造和定制玩家自建基地需要花费大量的时间,同时也需要能量车对这些基地进行维护。

  New resource types?

  • Only one resource type. Lots of crazy talk about multiple resource application ideas though. *

  Q:会有新的资源类型吗?

  A:暂时不会,目前计划中只有一种资源类型。

  Will those hexes behind Warpgates have a purpose with the new resource system?

  • Malorn doesn't see any reason for them to exist.

  Q:新的资源机制下那些传送门后方无法占领的资源方块会改动吗?

  A:它们将被删除。

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