维卡冲突的2018年展望 T7就这么来了(阿尔泰里亚人)THE ALTAIRIANS

问候,叛军!欢迎来到2018年。

这个团队一直在工作到12月底和1月初评估2017年,整理我们从社区听到的反馈,并开始规划我们的新年计划。没有进一步的adieu,让我们深入研究一下。

从2月开始的第7季将会有一个全新的外星种族,完全不同于在维加冲突中所经历的一切:阿尔泰里亚人

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Altairians的敌方阵营使用了你将获得的相同舰船的修改版本,它们确实是一种可以看到的力量。虽然这一阵营没有新的伤害类型,但这些技术上的生物能最大限度地利用现有的舰船武器机制(链条、皮尔斯、停滞等),以达到毁灭性的效果。要想有效地克服它们,你需要使用反技术,这可以完全减轻或否定它们的武器机制。

Altairians将会是T6的一个显著的提升,但是他们的建造和修复时间将会保持在相同的水平(或者稍微低一点)。这也仅仅是一个5个月的季节,包括巡洋舰、战舰、快艇、驱逐舰和航母。

我们很高兴将阿尔泰里亚人带到了维加冲突中,他们的故事将在主要的月度事件和联盟战争的进程中得到发展。收听!

新维加冲突

链/反链-正如前面提到的,我们不会在这个季节使用Altairians来实现新的伤害类型。相反,我们开始扩展游戏中已经存在的武器机制。第一个新技工将是连锁技工的扩展。Recon报道说,阿尔泰里亚的船只拥有强大的武器,它有着与我们所见过的不同的距离和力量。

为了对抗这些新的威胁,玩家将获得这些武器机制的反击。有“反链”的技术将会被使用,这将限制甚至完全否定链武器的力量和距离。

类似的现有武器力学将会看到扩展,如皮尔斯、停滞等。

超载——我们正在介绍的另一种基本的战斗机械被称为“过载”。这种类型的机修工是你从其他游戏中可能熟悉的一种——特定的事件触发了战斗中的动作或利益。我们将看到的第一个过载功能将被包括在Altairian巡洋舰中,一旦巡洋舰的盾被耗尽,它将在短时间内造成双倍的伤害。更多的超载样式特性将会出现,并且将是每一艘船类型的唯一。

不同的舰队行为——我们的设计团队经常遇到的一个问题是,舰队AI会导致敌方舰只简单地追逐玩家,经常容易被欺骗或被拉出,然后更容易被派遣出去。

为解决这一问题,该团队正致力于为敌船实施“战斗aggro”机制。敌舰将会有一个战斗的aggro范围,直到你在这个范围内,它才会“激活”。这应该允许“分层”的目标,在战场中,你要与一个敌方舰队作战,而不是在战斗中突然碰撞。它还允许舰船在特定部分的基础目标上进行“巡逻”,如果你的导航正确的话,这是可以避免的。

障碍——这可能是我们在第七季中计划的最大的新游戏玩法,它将为维加冲突带来大量的创造性和新鲜的游戏玩法。部队(既有可摧毁的,也有永久的)将在基地目标和舰队目标中被引入。

到目前为止,还没有设置障碍的一个缺点是,战斗环境总是一样的,而在这种情况下,战争的表现也会有很多变化。

有了障碍,还有“aggro”机师,可以让敌人的舰船在这些障碍的后方保持静止,直到它们被激活,在目标中导航,更多的是战略定位和发现,随着时间的推移,把目标的一部分取出来,直到你把整个目标都拆了。

这应该是一个新时代的目标,也是一种新的方式来应对维加冲突。

生活质量改善

作为奖品——一个非常简单但很重要的技术升级,我们正在打造的是能够在一个活动商店中提供个人蓝图的能力。这是确保玩家可以在多个事件中解锁技术的一个关键因素,即使他们不能一次性将整个项目一次性全部完成。

基地科技等价——我们一直没那么好我们可以把基地科技同时我们推出新船技术,但设计团队要做的这个赛季他们最好提供类似的时候,所以船舶动力不进步也远远超出基本权力随着赛季的进行。

更多的日常任务——我们正在努力扩展我们日常任务系统的选择和功能,以便在白天提供更多的工作,以及更合理的奖励。

我们希望你们能像我们一样对2018年和未来的维加冲突感到兴奋!感谢您的持续支持,我们将在空虚中看到您。)

CM克里斯


WHAT WE’RE LOOKING FORWARD TO IN 2018

THE ALTAIRIANS

The Tier 7 season starting in February features a brand new Alien faction, wholly unlike anything ever experienced in VEGA Conflict: THE ALTAIRIANS

The enemy faction of the Altairians uses modified versions of the same ships that you will obtain, and they are truly a power to behold. While this faction does not feature a new damage type, these technologically-superior beings maximize the use of existing ship weapon mechanics (Chain, Pierce, Stasis, etc) to devastating effect. To overcome them efficiently, you’ll need to make use of counter-tech, which can mitigate or negate their weapon mechanics entirely. 

The Altairians will be a notable step-up in power from T6, but their build and repair times will sit around the same levels (or slightly lower) as the Xeno Division. This will also only be a 5 month season, featuring the Cruiser, Battleship, Cutter, Destroyer, and Carrier.

We are excited to bring the Altairians to VEGA Conflict, and their story will develop over the course of both the main monthly events and Alliance War. Tune in!


NEW TO VEGA CONFLICT

Chain/Counterchain - As mentioned, we will not be implementing a new damage type with the Altairians this season. Instead, we are beginning to expand upon the weapon mechanics that already exist within the game. The first new mechanic of note will be an expansion of the Chain mechanic. Recon reports that Altairian ships have powerful weapons that chain with distance and power unlike anything we’ve ever seen.

To combat these new threats, players will gain access to counters for these weapon mechanics. Tech with “Counterchain” will be available and this can limit or even entirely negate the power and distance of chain weapons.

Similar existing weapon mechanics will see expansions, such as Pierce, Stasis, and more.

Overload - Another foundational combat mechanic that we are introducing is called “Overload”. This type of mechanic is one you’re likely familiar with from other games - where a specified event triggers an in-combat action or benefit. The first Overload feature we’ll see will be included with the Altairian Cruiser, wherein once the Cruiser’s shield is depleted, it will do double-damage for a short period of time. More Overload style features will come, and will be unique to each ship type.

Different Fleet Behavior - One of the issues our design team regularly runs into is that Fleet AI will cause enemy ships to simply chase players haphazardly, often being easily duped or drawn out, then even more easily dispatched.

As a solution to this issue, the team is working on implementing an “In-Combat aggro” mechanic for enemy ships. Enemy ships will have an in-combat aggro range and will not ‘activate’ until you’re within that range. This should allow for ‘tiered’ targets, where you battle an enemy fleet in staggered groups rather than colliding all at once in the middle of the combat arena. It also allows for ships to be “On Patrol” in certain parts of base targets, which can be strategically avoided if you pilot correctly.

Barriers - This is probably the largest new gameplay feature that we have planned for the Tier 7 season, and it’s going to bring a lot of creativity and fresh gameplay to VEGA Conflict. Forcefields (both destroyable and permanent) will be introduced in base targets as well as fleet targets.

One of the downsides to not having had Barriers so far is that the combat environment is always the same, and there’s only so many variations for how a battle can play out when that’s the case.

With Barriers, and with the ‘aggro’ mechanic that allows enemy ships to stay stationary behind those barriers until they’re activated, navigating through a target becomes more about strategic positioning and discovery, taking out parts of targets over time until you’ve managed to pick apart the whole.

It should be a new era of targets, and a fresh new way to play VEGA Conflict.


QUALITY OF LIFE IMPROVEMENTS

Blueprint pieces as prizes - A very simple but important tech upgrade that we’re building is the ability to offer individual blueprint pieces as unlockable prizes in an event store. This is a key element in ensuring that players can make measured progress towards unlocking a piece of tech over multiple events, even if they can’t get the entire item all at once in a single event.

Base Tech Equivalence - We haven’t always been as good as we can be about putting base tech out at the same time we’re putting out new ship tech, but the design team is going to do their best this season to offer both at similar times, so that ship power does not progress too far beyond base power as the season progresses.

More Daily Missions - We are working to expand on the options and functionality of our Daily Missions system to provide more to do during the day, as well as more level-appropriate awards.


We hope you’re as excited about 2018 and the future of VEGA Conflict as we are! Thank you for all your continued support and we’ll see you out in the Void :)


  • CM Chris


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