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发表于 2020-5-10 19:49:20
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本帖最后由 FAX 于 2020-5-10 19:52 编辑
这个思路,只能说相当糟糕,极端得没法看,简单的例子,原版星体带召回设备已经是非常申必的东西了,8甲板的召回设备简直是天方夜谭。
如果你抱有哪怕一丝平衡意愿的话,建议还是多参照原版体系。以及这里是部分设计指导:
Ship Design
Sprite:
Ship volume should remain reasonably close to the average for its size classification. A sprite with the visual size of a Dominator is visually recognizable as a cruiser, so the ship's classification ought to be "cruiser," to match.
The ship sprite should not be excessively large. It is difficult to play the game with ships that are too large, the AI can choke, balance becomes an issue, effects can become problematic, etc.
Empty (full-alpha) borders on the sprite should be avoided. However, you should leave 1 pixel on each border, to avoid texture filtering issues in some situations. The extra pixels potentially use more video memory and can cause the AI to have trouble hitting the ship. You do not have to edit existing sprites, however (unless it's way off), because you will potentially have to re-do the hull file.
Layout:
Weapon slot count shall not be excessively high. Frigates do not have large slots. Destroyers have up to one large slot. Cruisers have up to two large slots. Capital ships have up to four large slots. For broadside ships, like the Conquest, only count one broadside (the larger one, if they are different sizes) for this figure. These figures do not include built-ins, which can be balanced specifically for a particular ship. Slight deviation is allowed in compelling circumstances, but too much of this is highly frowned upon.
Universal slots shall be considered significantly better than mono-type slots. The potential for optimized or even game-breaking loadouts is much greater when universal slots are used. Consider universal slots to be an advantage that compensates for some other weakness, such as below-average slot count/size (see the Doom for an example).
Weapon arcs should be kept conservative. It is a significant advantage to have numerous converging weapon arcs; consider using hardpoints instead of turrets if the ship has numerous overlapping frontal arcs.
Weapon arcs shall not break the illusion of shape and depth. A weapon should not be able to shoot "through" a section of the ship it would not reasonably have line of sight to, given the weapon's "3D" position on the sprite.
Universal, Synergy, and Composite slots should be used sparingly. It is more difficult to balance these slots, and ships with these slot types are more difficult to outfit. The fact that missiles can be put in these slots can lead to a huge alpha-strike build-up. It helps to treat them as if they are more powerful Missile slots.
Hybrid slots should be used carefully. Ships with hybrid slots are more difficult to outfit, and hybrid slots cannot be downgraded in size. However, compared to the other mixed types, Hybrid is not as much of an issue.
Hidden weapons should be avoided, except on drones and fighters. These slots tend to have more issues than other types of slots, especially if missiles are mounted on them.
Ship Stats
Structure:
Armor shall not be excessively high. Fights with ships that have more than twice the armor of an Onslaught are uninteresting at best, badly broken at worst.
Mass should represent the ship's size and perceived weight. Excessively high or low values can cause strangeness and erroneous collision damage calculations.
Hull points should represent the visual size of the sprite. Durable or fragile ships ought to have hull adjusted up or down, respectively, but the baseline for hull is essentially how meaty the ship looks.
——摘自Dark.Revenant的modding guideline
至于dp?那数值更不是随便敲的,需要更多的游戏经验,一口气吃成胖子不现实。 |
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