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技能与剧情点数 (2019-07-08)

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发表于 2019-7-23 13:06:52 | 显示全部楼层 |阅读模式

Skills and Story Points

技能与剧情点数

Posted July 08, 2019 by Alex in Development

Translated at July 19 by Jn_xyp

于2019年7月19日翻译,译者:Jn_xyp

请注意:本文中使用的新名词译名均为根据个人理解所定的暂用名,不能代表游戏作者或汉化组的想法或意见。

I’ve wanted to update the skill system for a while, but that’s part of the challenge with early-access style development – if you update something too early, you might have to update it again, when yet more things change and make that part not-quite-fit once more. With how many parts of the game the skill systems has tendrils into, it wasn’t something I wanted to do more than once.

升级技能系统的想法已经出现了一段时间,但是对于这种抢鲜体验式的开发来说,这无疑是一种挑战 —— 如果你过早地升级了某些内容,随着游戏的改变,早先升级的内容可能又会变得不合适,使你不得不再次修改它们。考虑到技能系统与游戏其余部分间紧密的联系,我希望能避免这种情况的发生。

Now, finally, the game is in a place where I can do that – I’ve got a good overview of what I actually want from the skill system, the number of unknowns is low, and most of the unknowns are probably known.

而现在,游戏的开发已经进行到了合适的阶段 —— 我已经理清了我对于技能系统的期望,只剩下了很少一部分不明确的点,而且其中很大一部分很可能也是已知的

(Please note – some of the graphics and text in the screenshots to follow are placeholders.)

(请注意:本文游戏截图中的部分文字和画面只是用来占位好看的)

So, what are the goals of the skill overhaul? First and foremost, the skill system should increase the replay value of the game – that is, depending on what skills are picked, the player should be able to explore new ways to play the game.

Previously, I’d thought of it in terms of offering the player choices – and we still want that – but it makes sense to look at why we’re offering these choices so that they can be crafted with that goal in mind.

所以,本次技能重制的目的是什么?第一点,也是最重要的一点,就是提升游戏的重玩价值。这就是说,根据选择技能的不同,玩家应当能够发掘出不同的游戏玩法。

曾经,我也考虑过通过给玩家提供选项的方式实现这一点(现在也是这样考虑着),但也要思考为什么我们要提供这些选择,以利于在之后的设计中实现这一目标。

The second goal is to make the system more approachable. Currently, you can pick any skill you want – imagine, as a new player, being presented with some 30-odd choices of what skill to get, while you’re still figuring out how to play the game. This isn’t just a new-player-oriented feature, however. I think reducing the number of options at any given point will also make for more impactful and considered choices for players of any skill level.

第二个目的,是降低游戏的上手难度。目前,你可以从全部技能中随意选择;但是,对于仍在学习游戏玩法的萌新来说,要在三十多种技能中做出选择并不容易。而且,这并非是一项只针对于新手的设计;我认为,不论对于何种水平的玩家,在游戏的某个阶段减少选项的数量,都可以促使他们做出更谨慎、周到的选择。

Finally, updating a system is a great time to simplify it, so that’s a goal as well.

最后,升级一个系统正是简化它的最好时机,所以这也是我的目的之一~

New System Overview 新系统概览

There are 4 “aptitudes” – Combat, Leadership, Technology, and Industry; same as before. Now, however, these are just a way to organize skills, and you don’t put points into them directly.

和原来一样,技能仍被分为四种“倾向”:战斗、领导、科技和工业。但是现在,这些倾向只是作为技能分类的方法,且并不能直接给某个倾向加点。

Each aptitude has 10 skills, arranged in 5 tiers of 2 skills each. At each tier, you can pick one – and only one – of the two skills; this costs a skill point and unlocks the next tier. Once you’ve reached the fifth tier, you can wrap around and pick up the other skills in the aptitude, if you really want to dedicate the majority of your points this way.

每种倾向中包含十个技能,分为五个层级,每组两个。每层技能中,玩家能且仅能选择一种。选择一种技能需要一个技能点,并将解锁下一组技能。当你解锁了全部五层技能以后,如果你真的想要把自己的大部分点数花在这上面的话,你也可以回过头来选择分类中的其它技能。

Skills don’t have levels – you unlock all of the skill’s effects with the point you spend. Combat skills – that is, skills that improve the ship you’re piloting – are an exception to this. In addition to the base effects, each combat skill also has an “elite” effect, which is unlocked by spending a “story point”. More on those in a bit!

技能没有等级 —— 使用技能点解锁技能后,即可得到完整加成。但是战斗类(旗舰增强类)技能是一个例外 —— 在基础的技能加成之上,你可以通过消耗一个“剧情点数”来解锁这个技能的高级加成。我会在稍后详细解释这一点。

Skills can be reassigned at any time (again, at the cost of a story point). A few skills are permanent and can’t be reassigned; these are ones with effects that would either leave the game in an invalid state if the player had the skill and subsequently didn’t, or just ones that make it optimal to get the skill, use it, and then refund it.

The maximum level is 15, with 1 skill point per level – enough to get to the top tier in 3 of the 4 aptitudes, though that’s not necessarily how one might want to spend them.

通过消耗剧情点,可以对选择的技能进行更换。但是有部分永久技能无法更换;这些技能要么是那种一旦被取消选择就会导致游戏逻辑出错的,要么是那种可以选了临时用下然后退货的。

游戏中的最大等级为15级,每升一级获得1个技能点 —— 足够把四种技能倾向中的三种点满,虽然你不一定要这么选。

This setup helps with making the system more approachable – instead of 40 choices at the start, we’ve got two for each aptitude, for a total of 8 possible places the first skill point can go. That’s still a lot, but even a new player might have some idea of what kind of character they want to build, which would nudge them towards a specific aptitude – and its pair of tier 1 choices.

Now, what about adding replay value?

以上这些设定有助于降低游戏的上手难度 —— 相较于开局就有四十个选项,玩家现在只需要面对八种可能的选择,每个倾向两种技能。虽然八种选项也不算少,但是即使是萌新也可以根据他们想玩的套路,选择某个特定的技能倾向,并从第一层技能中二选一。

说完降低上手难度的事,接下来谈一谈如何提高游戏的重玩价值。

Specialization 专业化

Previously, I’ve been hesitant to have skills with effects that are content-specific in what they do – for example, improving a specific ship type, or a specific weapon type. The reasoning was that it feels bad to have points in a specialized skill that you’ve since drifted away from using. Being able to refund and reassign skills largely takes care of this concern.

在此之前,我一直在要不要做内容特化技能这方面踌躇不前,尤其是那些增强特定等级舰船或特定类型武器的技能。犹豫的原因,是因为把技能点永久地消耗在一项你已经使用不到的特化技能上,实在是令人难受。而能够洗点重选在很大程度上解决了这一问题。

Thus: most skill tiers offer a choice between a generic skill and a specialized one. We always want to offer a “generically good” choice – if both are specializations, with only two options, neither might be one the player cares to specialize in. The generic choice is always weaker than the specialized one – otherwise, there’s no reason to specialize.

正因如此,每一组技能中都会包含一个较为通用的和较为特化的技能。我们希望(在每次选择中)确保提供一个“万金油”类的技能 —— 如果两个技能都是特化技能,也许它们都会不和玩家的心意。而为了彰显特化技能的价值,通用技能总是比特化技能稍弱一些。

Despite being weaker on paper, the generic choice is often desirable anyway – it’s a way to boost your other specializations. If you just picked specializations, you’d end up with a bunch of skills that don’t work together well. For example, if you get bonuses to carriers and phase ships – there aren’t any ships that are both.

虽然通用技能听起来很菜,但是它们却能对你其他的特化技能起到可观的增强作用。如果你只选特化技能,你最终会得到一堆牛头不对马嘴的技能组合。例如,你点了增强相位舰和增强货舰,但是(原版)并没有相位货舰。

Specialization is what increases replay value, by either opening up entirely new playstyles or just by making some options powerful enough to lean on them during a playthrough, changing one’s experience from the “normal” one.

通过创造全新的游玩风格,抑或是通过某些决定性的技能来打破玩家传统的游戏体验, 技能特化无疑提高了游戏的重玩价值。

For example, at tier 4 in Combat, the player has a choice between Shield Modulation (which improves shields; these are ubiquitous enough for it to be a generally-good option) and Phase Mastery (which improves phase ships, with an elite bonus that makes them move twice as quickly while phased).

举例而言,在第四层战斗向技能中,玩家可以在模块化护盾(增强护盾,足够普及的万金油选项)和相位大师(增强相位船,相位状态下移动速度翻倍)之间做出选择。

Tier 1 Leadership offers a choice between Weapon Drills (an across-the-board bonus to damage dealt) and Auxiliary Support (which lets the player make a limited number of civilian ships very combat-effective). Tier 4 offers a choice between increasing overall combat readiness (“Crew Training”) and greatly increasing the fighter replacement rate on a few carriers (“Carrier Group”).

第一层领导向技能提供了武器演习(全方位的伤害加成)和辅助支援(允许玩家使一定数量的民用舰船能在战斗中独树一帜)两个选项;而领导向第四层则提供了在增加整体整备上限(船员训练)和大幅增加少数几艘航母战机整备速度(航母集群)之间的选择。

That brings up another point – just how can we limit the bonuses to “a few” carriers, rather than all the carriers in the fleet? This is critically important; if specialization leads to mono-fleets, that’s a problem – instead of encouraging variety, it’s doing the opposite. Fleetwide specializations should be “use some of this in your fleet” rather “use only this in your fleet from now on, because it’s got stat bonuses now and it’s better than anything else”. We also want the bonuses from specializations to be large enough to be fun and exciting, so it’s all the more necessary to limit them effectively.

这些技能的出现带来了新的问题 —— 就是我们应当如何将加成的效果限制在“少数几艘”航母上,而不是将其泛泛地应用于整个舰队的航母上?特化技能存在的目的是鼓励舰队多样化;而为了避免其产生相反的效果,使舰队组成千篇一律,这种限制是极其重要的。理想状态下的舰队特化应当是“在舰队中适当地选用某类舰船”,而不是“从现在开始,最强的舰队就只能用某几个船,从数据上来讲只有这样是无敌的,吊打其他所有组合”。同时考虑到特化技能所必需的强大吸引力,这种取舍必不可少。

Effect Scaling 技能效果调节

The solution is to scale the effects of all fleetwide skills based on the ships they affect. For the Carrier Group skill, for example, the effect scales based on the number of fighter bays in your fleet. More than 6 and sure, there’s still a bonus – but you’re being less efficient overall, with each carrier you field being weaker than it would be if there were less of them total.

解决这一问题的方法,就是根据受影响的船只特点,来对舰队范围技能的效果进行调节。举例来说,对于前文提到的航母集群技能,其效果取决于集群中的飞行甲板总数。对于甲板总数大于六个的航母编队来说,加成的效果将会变得十分微弱。相对于较小规模的集群,每艘航母受到的加成较弱,导致整体的加成效率下降。

Other skills generally scale based on the number of ordnance points on ships they affect. For example, the effect of Weapon Drills depends on the total number of ordnance points on combat ships in your fleet.

对于其它技能来说,加成效果取决于舰队中舰船的总装配点数(OP)。例如对于武器演习技能来说,其效果取决于当前舰队所有参战舰船的总OP。

A few fleetwide skills, instead of scaling, only apply to ships with officers in command.

The fleet screen shows whatever fleetwide totals are relevant for the skills you’ve picked – the total number of fighter bays, combat phase ship ordnance points, and so on.

某些舰队范围技能不参照数据进行调节,但只能在有军官坐镇的舰船上生效。

而在舰队界面上,也会展示所有与技能效果调节相关的汇总数据,包括但不限于飞行甲板总数和参战相位舰总OP。

Overall, this approach lets us have sizeable specialization bonuses that encourage fleet variety instead of doing the opposite. Since non-specialization skills also scale their effects (albeit at much higher point values), it also rewards smaller fleets by making them more efficient.

总的来说,这种机制鼓励采用更加专业化、多样化的舰队组成;而非专业性技能也有类似的效果调节机制(但效果减弱的点数阈值要高得多),通过提高小型舰队的技能效果来鼓励使用。

Encouraging the Use of Smaller Ships 鼓励使用小型舰船

This is a bit of a minor point – in the game as it currently is, the use of smaller ships, and especially frigates, drops off as the game goes on and larger ships take over. Some specialist frigates remain useful, but overall frigates become very limited. While this isn’t a huge problem – I think this generally makes sense – it would still be nice to encourage the use of smaller ships to extend their usefulness.

一个小问题:在当前游戏版本中,小型舰船,尤其是护卫舰,在游戏后期完全被更大尺寸的舰船所取代。某些特殊用途的护卫舰也许还能派上用场,但是总体来说护卫舰的用途极其受限。虽然这不是一个特别严重的问题 —— 我认为这样做也无可厚非 —— 但是提高护卫舰的实用性,并推广其(后期)使用仍然有利无害。

This takes several forms. The “Wolfpack Tactics” skill just directly increases the combat power – and endurance – of frigates. Several other skills make deployed frigates grant bonuses to all of the deployed ships, in effect making all frigates specialists and carving out more of a niche for them in larger fleets. For example, Gunnery Implants on frigates (and destroyers) grants a bonus to the fleet’s Electronic Warfare rating. Presumably there’s some spare processing capacity to dedicate to this when the officer with the implants is on a smaller ship.

这种提高有几种不同的形式。狼群战术技能直接性地提高了所有护卫舰的战斗力和耐力。而其它几种技能使得护卫舰可以为所有已部署舰船提供加成,在大型舰队中展现出更大的吸引力。举例而言,拥有火控植入技能的军官,在驾驶驱逐或护卫舰时,可以给舰队的电子战水平提供加成。也许是他们在指挥小型舰船时,使用空余的处理能力做到了这一点。

Coordinated Maneuvers makes frigates and destroyers – with officers only – increase the nav rating of the fleet, granting all the ships increased speed. There are also a few other skills with effects that tilt them to slightly favor smaller ships.

In addition, that base number of officers is now 8 (up from 4), meaning you’ve got a lot more to spare as far as using them in smaller ships, where they generally make less of an impact. The maximum number of officers (that is, after taking the Leadership skill that increases it) is still 10, as before.

协调机动技能作用于有军官坐镇的护卫和驱逐舰,提升整个舰队的导航效率,以提升所有船只的速度。而其它许多技能也向小型舰船做出了一定的倾斜。

除此以外,现在初始指挥官数量上限为8个(原来是4),意味着现在可以有足够的指挥官指挥小型舰船,而在过去这么做通常是有些浪费的。在解锁领导力相关的技能后,指挥官数量上限将增加为10,与原来一样。

Automated Ships (回收)无人舰

An interesting example where everything comes together is the Automated Ships skill – the tier 5 Technology specialization that allows you to recover and use (mild spoilers) Derelict and Remnant droneships found in various star systems outside the core worlds.

In the player’s fleet, these have a hefty penalty of -100% to combat readiness, making them entirely useless by default. If you deploy a ship like that, it’ll heavily damage itself just from the strain.

However, the Automated Ships skill can counter this penalty entirely – or less than entirely – depending on how many automated ships the player decides to have in their fleet. One battleship, with moderate combat readiness? A couple of cruises? A pack of frigates? All viable options.

一个有趣的例子是自动化舰船技能 —— 科技向的五级技能,(剧透警告)允许玩家从核心世界外回收,并使用遗弃、停机的无人舰。

默认情况下,自动化舰船在玩家舰队中将会获得 -100% 整备度的致命惩罚,使它们完全一无是处。如果在战场上部署了这样一艘破船,光靠其自身的故障就能把自己搞得半死不活。

然而,自动化舰船技能,根据玩家部署的无人舰数量,可以完全地(或部分地)抵消这一惩罚效果。是部署一艘一般战备等级的无人主力舰,还是几艘巡洋,抑或是一堆护卫?完全取决于玩家的选择。

The player can’t use these as their flagship – the ships are designed to be a bit more powerful and flexible than usual, and would be slightly broken in player hands. But, ships without officers are weak – and if you could assign an officer, the explanation for why it couldn’t be the player would be strained.

So, naturally, AI cores are the answer there – you can assign them to command automated ships for you. You can’t level them up like officers – they come with a fixed number of skills – but to really differentiate them, you can freely reassign their skills at any time…. and their skills are all elite, to boot.

玩家并不能使用无人舰作为自己的旗舰 —— 无人舰设计的比普通舰船更加强大和灵活,并不适合给玩家使用。没有军官的舰船是很菜的,但如果能给无人舰分配人类军官,那又无法解释为何玩家不能驾驶。

所以自然地,AI核心就成为了最好的选择 ——你可以让AI核心为你驾驶无人舰。虽然AI核心的等级和技能数量无法改变,但是为了使它们各有所长,你可以随意切换它们已有的技能。而且,他们出厂自带技能的高级加成。

Story Points 剧情点数

When first thinking about the skill changes, a maximum level of 15 made sense – 15 points, 3 aptitudes taken to tier 5, it all lines up. But that’s a low level just as far as the number goes, and there are two scenarios. Either the player reaches it very quickly – and from that point on, there’s no progression. Or, it takes a long time to reach it – and the interval between gaining points feels like too long.

当我们刚开始考虑技能系统的重制时,15个等级看起来非常合理 —— 15个技能点,可以点满3个技能倾向。但是这本身其实就和这些数字一样低级;即,有两种可能的情况:要么玩家迅速地达到满级,然后从此开始无所事事;要么玩家需要花费很长的时间升级,获得下一个技能点显得遥遥无期。

Then there wer

在做了,在做了(

Mod译者

梦中的我做的梦

论坛元老译码专家远星汉化组成员

超级版主

发表于 2019-7-23 13:15:16 | 显示全部楼层
前排支持

英仙统领

在画女人

高级机师搬运能手战术专家通讯记者学院教员

Mod作者

发表于 2019-7-23 13:17:34 | 显示全部楼层
翻译好评!

驱逐技师

发表于 2019-7-23 13:28:37 | 显示全部楼层
翻译的好,棒棒的

星域军阀

战术专家通讯记者远星汉化组成员

发表于 2019-7-23 19:14:49 | 显示全部楼层
OHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH
【Access to RDS Establishing...】

势力巨擘

发表于 2019-7-23 19:17:00 | 显示全部楼层
感谢大佬翻译!

战列舰长

发表于 2019-7-24 21:42:00 | 显示全部楼层
感谢翻译!
意思是能开辉煌了?

点评

所以很遗憾,不能手操,只能加进舰队里当队友。  详情 回复 发表于 2019-7-24 22:08
没有勇气就没有银河系!
我们的征途是星辰大海!

管理员

论坛自动化运维AI

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 楼主| 发表于 2019-7-24 22:08:28 | 显示全部楼层
刻天之痕 发表于 2019-7-24 21:42
感谢翻译!
意思是能开辉煌了?
玩家并不能使用无人舰作为自己的旗舰


所以很遗憾,不能手操,只能加进舰队里当队友。

点评

那也不错了,眼馋辉煌很久了  详情 回复 发表于 2019-7-25 20:10
在做了,在做了(

战列舰长

发表于 2019-7-25 20:10:51 | 显示全部楼层
jn_xyp 发表于 2019-7-24 22:08
所以很遗憾,不能手操,只能加进舰队里当队友。

那也不错了,眼馋辉煌很久了
没有勇气就没有银河系!
我们的征途是星辰大海!

战列舰长

发表于 2020-2-16 17:35:57 来自手机 | 显示全部楼层
ヾ(●´∇`●)ノ感谢翻译

护卫船员

发表于 2020-2-16 18:06:52 | 显示全部楼层

巡洋大副

发表于 2020-10-23 01:41:42 | 显示全部楼层
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