[sc2Blog~嘎]资源系统的校正Resource System Revised
A few interesting changes to StarCraft 2 have been revealed during the last couple of days, at the WorldWide invitational in Paris. However, the most noteworthy change is that to StarCraft 2’s economy and resource system - a core concept of the game which has so far remained (almost) untouched.
几天前的巴黎WWI上,公布了星际2的一些有趣的变化。然而,最值得注意的改变就在于星际2的经济资源系统——游戏的核心设定,迄今为止还未涉及(绝大部分)。
Gamers who attended WWI could immediately see one of the major changes: all starting bases and expansions now contain two Vespene Geysers. This alone is a huge change from StarCraft 1, where only user-created “money maps” (and a few specialized maps) featured more than one geyser per resource area.
参加了WWI的玩家很快发现了一个主要变化:所有的出生点有2片气矿。这是对于星际1的巨大变化,以前只有在玩家创作的高资源地图(和一些特殊地图)才有的一个资源点拥有多气矿的现象。
The other changes to Vespene Gas are:
气矿的其他改变:
Vespene Geysers start with only 1000 gas units, down from 5000 in StarCraft 1.
Workers pick up 6 Vespene Gas units per trip, down from 8, and 2 gas units when the geyser is depleted.
When a geyser has been depleted (all 1000 gas units have been harvested), an option to “Restore Gas” will appear when it is selected. In the WWI build, this allows the player to sacrifice 100 minerals in order to pump 400 gas units back into the Vespene Geyser, bringing it back to full operational status for a short time.
Hitting “Restore Gas” will temporarily shut down the geyser completely, prohibiting workers from harvesting any gas. Currently, the downtime is 45 seconds.
气矿开始有1000的气体,比星际1的5000下降了。
工人每次采集6气矿,而不再是8,气矿枯竭后采集2。
当一片气矿枯竭后(1000气体都被采集),会有一个“回复气矿”技能可供使用。在WWI上,这项技能允许玩家用100水晶来从气矿里提取出400气体,一段时间后可以采集。
使用回复气矿技能会暂时停止气矿采集,工人不能从中采集任何气体。现在,恢复时间是45秒。
All these major changes have been implemented to StarCraft 2 for one purpose: complicate the “macro” portion of the game, which has been downsized severely with the introduction of new and improved user interface aspects, and mainly, Multiple Building Selection (MBS) - which allows players to select all their similar unit producing buildings together and deliver a single command to construct units out of all of them.
这些应用于星际2的变化旨在一个目的:提升宏观意识在游戏中的地位,这已经在新的界面上有所体现,还有就是多建筑选定(MBS)——允许玩家可以选中所有同类建筑,并且使用同一个指令来使其共同建造单位。
Here’s how Dustin “Cavez” Browder, lead game designer, explains the changes:
以下是首席设计师Dustin “Cavez” Browder对这些变化的解释:
1) We think gas could be more interesting than it was in the original StarCraft.
2) We think StarCraft 2 can benefit from additional economy choices.
1)我们认为气矿将会比星际1更有趣
2)我们认为星际2会由于经济上的选择权变得更好
The need to complicate matters has led to the introduction of the second Vespene Geyser and to the “Restore Gas” feature. These two additions will require players to more carefully plan their resource spending.
为了弄清楚,那么我们就要来介绍一下第二气矿和“回复气矿”技能。这两个添加的元素需要玩家更仔细地来计划他们的资源消费。
First, the decision to build the second geyser, just like the first one, will determine the amount of each resource the player will have and the type of army he can construct. Tech progressions and specialized units and abilities require a greater amount of gas, something that a smart scouting player will also note and react to accordingly.
首先,建造第二气矿的决定,就像第一个一样,将会决定玩家花费的资源情况和他的部队构成。攀科技和特殊的单位以及技能都需要大量气矿,一个聪明的玩家会通过侦查来根据形势判断。
Second, the “Restore Gas” feature will require the player to “babysit” his base more often. 400 units of Gas are harvested quickly, meaning frequent trips to geysers will be needed for a good Vespene Gas income. Of course, players will not always wish to renew their gas supply for the cost of minerals - another decision that will have to be carefully considered and weighted.
其次,“回复气矿”将会要求玩家更加频繁的“呵护”自己的基地。400单位的气矿将会快速耗尽,意味着更频繁的切换回气矿将对气矿收入来说很关键。当然,玩家们不会一直希望用水晶来回复他们的气矿——另一个决定就是需要更仔细的衡量清楚。
These changes will steal some of the added focus to the micromanagement portion of StarCraft 2, which pro-gamers, who’ve had a chance to play the game extensively, have reported about, and divert it back to base and economy management. Other such changes, meant to give players more macromanagement decisions to play with without dumbing down the UI, are being considered by Blizzard. Likewise, the added gas income might explain the higher price on some units which were previously a lot less expensive.
这些改变会转移星际2着重于宏观的概念,而职业玩家,他们有机会更彻底的进行游戏,已经进行不断切回基地的经济管理。这样的改变,意味着给选手除了界面之外的更多的宏观决策,这也被暴雪考虑到了。同样的,额外的气矿收入可以解释一些单位会比原先有更高的价格。
Moving on, a few changes to Minerals have also been implemented. Cavez says:
下一话题,游戏中的水晶也做了一些改变。Cavez说:
Minerals are down to 5 per trip, but they harvest a little more quickly. We have been doing some timed comparisons of minerals in the original SC to SC2 and we have been really putting a lot of effort into getting the collection rate to be the same. The pathing is SO much better in SC2 that we were collecting minerals at a ferocious rate.
水晶的采集消减为每次5单位,但采集的速度会相对稍微快一些。我们正在比较星际1和星际2之间资源总体采集量和耗时,并用很大精力去让采集效果与以往那个持平。星际2的寻路系统变得更好,所以采集水晶也将变得很流畅。
So now mineral collection is pretty close to SC1.
所以现在的水晶采集和星际1很近。
Mineral patches will still have 1500 resource units, just like in StarCraft 1 - the collection amount change has been brought by because of the different pathing behavior of units in StarCraft 2, which, apparently, is 60% more efficient!
水晶矿依然是1500单位,就像星际1——由于星际2的寻路系统的改进,采集效率比原先高出大于60%!
All of these numbers are subject to change, of course. Currently, repleneshing the Geyser’s Vespene Gas supply is a somewhat futile effort.
当然,所有这些数字都会变化。目前,回复气矿变得有些没多大作用。
Realistically, the difference between a depleted geyser’s output and an operational geyser is only 4 gas units. When factoring the downtime of 45 seconds, the real exchange rate hovers closer to 200 gas units for 100 minerals - not a great deal, considering minerals run out eventually (and fairly quickly), while gas fumes last the entire game. More number tweaks, and perhaps other ideas, will have to fill the void to macromanagement left by UI advancements.
事实上,枯竭了的气矿产出和普通的气矿只差4单位气体。而冷却时间是45秒,真正的转换效率接近于200气体兑换100水晶『为什么我们论坛是10水晶:1气矿的比率?嘎?』——由于考虑到水晶更容易耗尽(并且相当快),而气体到游戏后期依然健在,这不是一笔很好的交易。更好的方案,或者其他的想法,会被用来弥补由界面改进而遗留下来的宏观方面的空白。
[ 本帖最后由 雪夜血 于 2008-7-3 10:43 编辑 ]