骑马与砍杀2:霸主 开发日志14——可破坏的城墙

 

Mount & Blade II: Bannerlord Developer Blog 14 - Destructible Merlons
骑马与砍杀2:领主开发日志14——可破坏的城墙
骑砍中文站tl10翻译

原文链接:https://www.taleworlds.com/en/Games/Bannerlord/Blog/16

As is traditional, this blog covers our previous major event, goes talks a bit about our experience and what we showed. This time it's E3, possibly the biggest gaming event of the year and the first time we've ever attended with our own booth. Our reveal was Mount & Blade II: Bannerlord's siege gameplay, which came in the form of this trailer and the extended gameplay video below.


一如以往,这个日志将为你介绍我们最近的大事件,谈谈一些我们的展示和经历。这一次是E3,可能是最为盛大的年度游戏盛会,这也是我们的第一次登台E3。我们将为你展示骑马与砍杀2:领主的攻城场面,也就是以下的视频内容。(即前段时间发布的7分钟攻城视频)

Our video begins with the deployment phase, where the player is able to place an array of siege equipment among various fixed positions outside the castle, to prepare the assault. During this phase, it is also possible to arrange troops in formations, and make full use of the order screen, which allows for splitting and merging of formations, in addition to some more detailed options including spread and ranged behaviour etc. This enables you to cater your approach, when deciding how to assault a castle, based on, for instance, the shape of its walls or troop composition of the defending forces.


我们的视频片段从部署阶段开始,玩家可以在城堡外的各个固定位置安放一系列的攻城道具以展开进攻。在这个阶段里,玩家也能安排部队的阵型,并充分利用命令菜单来分散或合并部队,其中包括更多细节选项,如分散和远程攻击等。这将能满足玩家在攻城时的需求,例如针对城堡的地形和守军的兵种来调整策略。

The equipment you place is built, beforehand, on the overland map. Ladders are built by default, as part of a preparation period required when beginning any siege, and are always available, but lack protection; Battering Rams take extra time and can offer you a fight on even ground, but must be pushed into position and still require you to break through the inner gate with regular weapons; taking the longest to construct and reach the walls, the Siege Tower makes up for its costs by offering a direct route onto the walls, across a level platform. As a player, it is up to you to decide how much time to spend on these, under the pressure of wage costs and food management, as well as the chance a reinforcing enemy army will arrive.


你所放置的器具需要在事前的大地图中建造。攻城梯是默认建造的,作为任何攻城战的必备器具,总是可用的,但缺乏保护;攻城撞锤需要额外的时间建造,并能为你提供更大的胜利机会,但必须推至城门处使用,而且城堡的内门还是需要常规的武器来攻破;攻城塔的建造需时最长,它能让你更容易接近城墙,并获得一举登上城墙的条件。作为玩家,你可以决定在攻城器械的准备上花费多少时间,但必须考虑到薪酬的压力和粮饷的管理,还有敌军前来增援的可能性。

We haven't defined any rules about what works and what doesn't in a siege battle, so really it will be up to players to innovate and explore different strategies to find those most effective. For instance, if your plan hinges on getting a siege tower into position, in order to give your heavy infantry an even footing in the melee, you might want to focus on dealing with the archers that have the best view of your men trying to push it, or that fire ballista, which threatens to leave your ambitions of conquest in a burning ruin.


我们还没有在一场攻城战中定义任何必然取胜的规则,所以这真的需要众多玩家激发并探索在战场上更多实用的策略。比如,如果你的计划是让重步兵通过攻城塔登墙进行肉搏战,那么你就需要想办法对付那些攻击推塔士兵的敌军弓箭手,或者一门可能让你的征服野心化为灰烬的火焰弩炮。

As the player, you have as much or as little control over the siege as you wish. It is perfectly possible to leave your troops to act on instinct, and they will always try to behave in a reasonable and sensible way, manning the equipment you have placed and attacking or defending the walls accordingly. However, you are completely free to tell them to stop and start pushing a battering ram or siege tower, or leave a mangonel alone, for example, and they will follow your command, letting you take as much or as little direct control as you wish.


作为玩家,你可以随意或多或少地参与攻城。你完全可以放任你的士兵凭直觉行动,他们将总是以最为合理的方法实施行动,包括操作你所部署的器械和攻城或守城。另一方面,你也完全可以下令士兵停止推动攻城锤或攻城塔,或离开投石机,他们会听令行动,这允许你自由地决定介入战斗的程度。

One of the major reveals in the siege gameplay is destruction. To lay it completely bare, the following are destructible: Any and all siege weapons and siege engines, all of the merlons (those battlements along the tops of the walls) and the two gatehouses. Additionally, it is possible to create a full breach in the walls, allowing for your soldiers to pass over on foot, and restricting the mobility of the defenders, who can no longer traverse that section; this is only possible on the overland map, our reasoning being that it should only be possible with a time investment, and to place emphasis on the battle itself being an assault on the walls, rather a time to sit back and bombard. There is a fleshed out bombardment phase on the overland map, during which, the siege weapons you construct will exchange fire back and forth with the defenders', resulting in casualties, as well as damage to the siege equipment and walls.


攻城战中所揭示的最为重要的一点是场景破坏。在毫无遮挡的情况下,下列物品可被破坏:任何种类的攻城武器和攻城器械,所有的投石机(包括城墙上的守城器械)以及两扇城门。此外,你还可以直接在城墙上打开一个缺口,让你的士兵长驱直入,并以此限制守军的机动性,因为他们无法再在此段城墙上通行;这一点只能在大地图上实现,我们的理由是这个行动只能通过时间的推进实现,而更加强调攻击城堡的战斗本身,而不应躲在后面轰炸敌军。在大地图中存在一个更为血腥的轰炸阶段,此时你所建造的攻城武器将与敌人交火,并造成伤亡,以及对攻城器械和城墙的破坏。

Destruction is enhanced by the inclusion of fire damage. With some extra investment, it is possible to construct mangonel and ballista that shoot flaming arrows or burning jars of oil. Fire is a type of damage, just like Cut and Piece in the previous games, which is effective against wooden siege equipment, troops and horses. Jars of oil also have an area of effect when they collide, making them particularly lethal in clustered choke-points, such as the murder holes.


破坏的效果将由火焰伤害得以加强。如果进行了额外的投资,你可以用投石机或弩炮发射带火的箭矢或燃烧的油罐。火焰也是伤害类型的一种,正如砍伤和刺伤在之前的游戏中一样,它将对木质攻城器械、部队和马匹造成伤害。油罐在碰撞时将产生额外的效果,使得它们在兵力集中处,如城门口,尤其致命。

Something that is really important to us, when designing the game, is historical authenticity. While Calradia is a fictional land, the raw materials, upon which its built, have a firm rooting in historical fact. Of course, not everything is 100% accurate and there always has to be a trade-off, when balancing playability and realism, but we've made a lot of effort to avoid cutting corners. When you look at the design of the castle we used in the demo, it is structured in a way that purposefully gives a significant advantage to the defending side: Low points in the walls are overlooked by high, flanking towers; the gatehouse holds two gates, forcing attackers into a narrow choke-point, overlooked by murder holes; loopholes and crenelations provide additional cover for the defending archers; defending siege weapons are placed on platforms, allowing them to turn and face multiple threats. All of these have a real effect in the game, and in a way which is completely organic, making it robust and setting a platform for the kind of emergent gameplay we believe players of the series enjoy.


当我们在制作游戏时,至关重要的一点是忠于史实。尽管卡路迪亚是一个架空的大陆,但它的原材料有着坚实的历史基础。当然,并不存在百分百准确的可能性,任何时候都有得有失,特别是在平衡可玩性和真实性这两方面,但我们已经尽了极大的努力来磨平它们的棱角。当你观察我们在展示中的城堡,将发现它的设计明显趋向于守城方:城墙上的低点由两侧的高塔守护;门楼建有两重城门,迫使进攻方进入一出瓶颈口,暴露在守城方之下;城垛上的箭孔为守城的弓箭手提供更多防护;守城器械建在平台上,让它们对攻城敌人造成更多威胁。以上种种都在游戏中发挥着实际效果,使得游戏更加生动和刺激,我们相信这些元素将为玩家带来更大的乐趣。

There were a few ways we could have gone about presenting siege, for the first time. Eventually we settled on showing a full, uncut wall assault, from the player's perspective. Ultimately, we decided this is the best way to communicate the feeling of a siege battle in Bannerlord, in the game's current state. This did mean a few errors found their way into the footage, though, which we recognise and will be addressing between now and the game's release.


距离我们首次展示攻城场景已经过去一些时日了。最终我们决定展示的是从玩家的角度进行的,一段城墙未经破坏的攻城战。基本上,我们认为这是在当前的游戏制作进度中,最适合展示的攻城方式。诚然,视频里的确存在士兵AI路线的错误,而我们已经意识到了问题的存在,并将在游戏发布前修复完成。

There are some questions around the video, which are worth referring to; primarily referenced were the shout sounds that matched up with some of those from the old Mount & Blades. While some commenters actually liked the presence of the old sounds, it is worth us reassuring the rest of you that they are, in fact, placeholders. One of the reaction videos mentioned it was hard to distinguish friend from foe, which is (regretfully) even a cause of confusion for the player at one point in the fight! The “banners above heads” option is still present, we simply disabled it to avoid clutter in the video. Many of you spotted the health cheats we used, any many of you preempted our reply... of course, that was just to show the entirety of the battle and account for our inadequacies in combat!


对于这段视频,还有一些值得讨论的问题:最主要的一个是游戏中的叫喊声基本上与骑马与砍杀之前的游戏中一致。有些评论者其实喜欢保留这些旧有的声效,但我们可以向各位保证,这些声效是可以置换的(翻译存疑?)。还有些对视频的回应中提到,很难辨别敌人和友军,甚至(遗憾地)让游戏中的玩家一度也陷入了迷惑中!“头顶标志”依然是可用的,我们只是暂时关闭了这个功能,避免视频过于混乱。有些观众留意到我们所用的回血作弊,还对此进行了批评......当然,这只是为了完整地展示战斗过程,而不得不弥补我们在战斗技巧上的劣势!

Two additional noteworthy points are the retreating troops and the companions in the battle. When we see the defenders backing into the castle and holding their shields up, to deflect the player's arrows, what they are doing is making a tactical retreat. Like Warband, there is a second phase keep fight, which plays out after the assault. During the assault, some of the soldiers seen are equipped with weapons and armour, not in-keeping with those of their faction. While it is possible, via a number of routes, for troops of any culture to end up in the services of another, what you actually saw here were the companions of the player and the defending lord. In Bannerlord, Lords now have their own companions, much like the player, augmenting their own abilities by employing the services of others. And naturally, these may include individuals from distant lands...


还有另外两点值得注意,包括撤退的部队和战斗中的同伴。当我们看到守军往后撤退到城堡并举盾防御玩家方的弓箭时,他们实际上是在进行战术性撤退。有如战团,战斗中存在着两个阶段,一个是进攻,另一个是缠斗。在进攻过程中,有些士兵所装备的武器和盔甲并不属于他们所在的阵营。有些来自其他阵营的士兵可能通过不同的路径服役于另一个阵营的部队中,而你们在游戏中看到的其实是玩家的同伴与守城的领主。在领主中,跟玩家一样,领主们现在可以拥有属于自己的同伴,并通过雇佣他们来扩展自己的能力。自然而然,这些同伴也可能来自遥远的他方......

Finally, we'd like to really thank everyone for all the comments we've received and support given around our first E3. There has been a lot of excitement and good number of interesting, useful suggestions as well.
Thanks for reading.


最后,我们由衷地感谢每一位在我们首次E3展出期间给予支持和意见的玩家,我们对此非常兴奋,并收获了数量可观的有趣实用的建议。
感谢阅读。

相关新闻

评论