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发表于 2011-5-3 10:49:00
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Released back in 2006, the original Sword of the Stars was a turn-based, sci-fi strategy game that chronicled humankind's first (violent) steps onto the stage of galactic politics. For the upcoming sequel, Sword of the Stars II: Lords of Winter, the development team at Kerberos Productions has a long list of tweaks and additions planned. In our previous coverage, we detailed the new Leviathan-class ships, the three-tiered combat plane, and the dynamic government system. We got some additional details on the game in a hands-off demonstration with Kerberos designer and chief operating officer Chris Stewart.
When it comes to galactic politics, remember to speak softly and pilot a giant space ship.
We'll start with your ships, the true swords of the stars. You ships will now be grouped into fleets, which you assign to a star system that acts as a base of operations. From this base of operations, your fleet has a limited range of other systems to which it can travel to in order to carry out missions. Fleets can also influence the system they're stationed in based on the types of ships that make up the fleet. For instance, construction ships can boost a system's production rate, while a ship outfitted with a negotiations suite can help with diplomatic relations. They can also work in concert with planets that have been developed to excel at certain roles, such as economics.
The admiral assigned to manage a specific fleet brings his or her own traits to that fleet to further tweak its performance. However, Stewart wasn't ready to dive into the specifics of those traits just yet. Naturally, you will be able to swap and trade ships between fleets, but this process takes time. To cover a sprawling galactic empire, you'll have to divide up your forces wisely and strike a balance. The idea for grouping ships into fleets and restricting their capabilities came from the developers' desire to remove some of the abstraction from combat. As Stewart explained it, in the previous game, combat was all about who had the most ships. Now, your ships will be spread out, forcing you to do more with less.
On the topic of ships, Steward was happy to announce that Kerberos has added a much-requested new feature: weapon-family retrofitting. Now, if your favorite ship is equipped with a sexy battery of beam weapons and you unlock the next upgrade for beam weapons, you don't have to build a whole other ship just to make use of that upgrade. You can simply retrofit the ship with the upgraded weapon type. Ship production has also been tweaked to reflect the cost of prototyping new ships and laying the production infrastructure. When designing a new type of ship, you will be presented with two prices: the price of producing each individual ship and the cost for building the very first one (which includes the cost of design and setting up production). Of course, the cost of producing individual ships is nowhere near the cost of prototyping, and when you get up into the gigantic Leviathan-class ships, the number of zeros tacked onto the price is truly astronomical.
In addition, a slight element of randomness will be introduced into your production line. This idea actually came from Stewart's uncle, who worked at an undisclosed automotive manufacturer. At the manufacturer, for every 100 cars produced, 95 of them would be of average quality, with no alterations to the basic design, four would be total "lemons," requiring constant care and maintenance, and one would be the super car, an expertly crafted vehicle that would run forever and exceed expectations. Stewart has adapted this design practice into the game, though the alterations will not be quite as drastic. As an example, he stated that you might just find that a ship turns a little better than you expected or requires a little more fuel than you thought.
The developers are going to let you name your ships this time around; naming planets is still up in the air.
Despite our best efforts, Stewart wasn't ready to divulge any additional details on the new faction coming to Sword of the Stars II, other than saying that "they're a whole different animal." Whatever they turn out to be, we're excited to get our hands on them and take a stab at intergalactic conquest. Gear up and get ready for Sword of the Stars II: Lords of Winter this September on the PC.
机绎:
在2006年发布后,星星的原始剑是一个回合制,科幻战略游戏,记载了人类的第一个(暴力)走上政治舞台银河步骤。对于即将到来的续集,二剑之星:上议院的冬天,在Kerberos的制作开发团队有计划的调整和补充,长长的清单。在我们以前的报道中,我们详细介绍了新利维坦级船舶,三层作战飞机,和动态的政府制度。我们得到了一个与Kerberos设计师和首席营运官克里斯斯图尔特放手示范一些游戏的更多细节。
当涉及到银河系政治,记得说话轻声和试点一个巨大的太空飞船。
我们先从你的船,星星的真实剑。您现在的船舶分为舰队,其中分配给一个恒星系统,作为行动基地的行为。从这样的营运基地,你的车队有其他系统,它可以前往以执行的任务范围有限。舰队可能也影响到他们驻扎在根据船舶的种类构成的舰队系统。例如,施工船舶可提高系统的生产速度,而船上配备了一套可以帮助谈判与外交关系。他们还可以在已开发的行星擅长演唱会一定的作用,如经济学。
分配给管理带来了具体的舰队海军上将到该舰队他或她自己的特点,进一步调整它的性能。不过,斯图尔特还没有准备好进入这些特质的细节潜水只是还没有。当然,你将能够交换和船队船只之间的贸易,但这一过程需要时间。为了掩盖一个庞大的银河帝国,你必须你的智慧和力量的分化平衡。对于分组到船舶和船队的能力限制的想法来自开发商的愿望,消除一些抽象的从战斗。正如斯图尔特解释它在以前的游戏,战斗是所有关于谁的大多数船只。现在,您的船只将被传播出去,迫使你少花钱多办事。
关于船舶的话题,管家很高兴地宣布了Kerberos增加了很多要求的新功能:武器家庭改造。现在,如果你喜欢的船舶配备了光束武器性感电池和解锁下次升级的光束武器,你不必建立一个完整的其他船只只是为了使用该升级。你可以简单地改造与升级的武器类型船舶。船舶生产也作了调整,以反映新船的原型,奠定了生产基础设施的成本。当设计一个新的类型的船舶,你将看到两种价格:每个人的生产船价和建设的第一人(其中包括设计成本,并设立生产)成本。当然,个别船舶的生产成本是远不及原型的成本,当你进入巨大的利维坦级船舶注册,在价格上涨到零的数字是真正的天文数字。
此外,轻微的随意性元素将被引入到您的生产线。这种想法实际上是来自Stewart的叔叔,谁在一个秘密的汽车制造商工作。在生产厂家,生产的汽车每百,其中95将是平均质量,没有基本设计变更,四个国家将“柠檬”,需要不断的照顾和维护,将是一个超级跑车,一熟练制作的车辆,将永远运行,超越期望。斯图尔特已经适应了这个进入游戏设计的做法,虽然改变不会引起极度激烈。作为一个例子,他说,你可能发现一个好一点的船变成一比你预期或需要更多一点的燃料比你想像的。
发展商打算让你的名字你的船这阵子时间命名的行星仍悬而未决。
尽管我们尽了最大努力,斯图尔特还没有准备好就透露说,新来比对剑之星二,其他派别的任何其他细节“他们是一支完全不同的动物。”不管他们变成是,我们很高兴能得到他们的手,并采取星际征服刺伤。齿轮和获得第二剑星准备:冬季上议院今年九月在PC上。
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