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游侠NETSHOW论坛 游侠NETSHOW论坛 命令与征服4泰伯利亚中文版+红色警戒3起义时刻 [游侠C&C工作组] 命令与征服4开发者Q&A 第九&第十期 ...
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[分享] [游侠C&C工作组] 命令与征服4开发者Q&A 第九&第十期 [复制链接]

QUAKE☆雷神的小铁锤
钢铁鲨鱼 阿库拉潜艇

大头像勋章荣誉勋章战略游戏工作组专长成就勋章

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发表于 2009-12-5 10:20:07 |只看该作者 |倒序浏览
命令与征服4 开发者Q&A 第十期(12月4日)

*去官方论坛提问:http://forums.commandandconquer.com/jforum/posts/list/21321.page

1.玩家怎样才能知道队友选择的类别?

当玩家加入游戏,在比赛正式开始之前有一小段时间可以选择类别和降落地点。在这段时间内,你能看见队友选择的类别,以及出生区域内的降落地点,并讨论早期战术。

2.C&C4中一场比赛平均时间是多少?

比赛平均要打15到20分钟,但也可能短到5分钟、长到1小时,这取决于双方的水平。

3.离子风暴会像TS中那样令飞行器坠毁吗?

离子风暴会造成伤害,但不会立即将飞行器摧毁。GDI和Nod的飞行器技术自TS时代以来进步了一点 =)
4.地图上有没有可供摧毁的建筑?

在地图上双方都有预先布置好的建筑,凭借它们进可攻退可守。如果对方一门心思的为了点数而攻击单位和建筑,那么如果你对这些建筑撒手不管的话,就等于给他们以可乘之机。额外的预设建筑,比如地道和护盾,帮助你的队伍把守咽喉要道或者快速穿越地图。

5.战斗中单位的武器升级能不能在外观上体现出来?

所有进攻单位都可通过敌方单位被摧毁时掉落的蓝色泰伯利亚核心获得升级。这些核心对每一种进攻单位的外观升级都不同,效果取决于获得升级的单位。



How will players be able to see what class their teammates are?

When players enter into a match, a team has a short amount of time to choose class and deploy location before the match officially begins. During this time, you can see the class that your teammates are deploying as, as well as their deploy location within the spawn zone, and discuss early-game strategy.

How long is an average match in C&C4?

Matches average 15-20 minutes, but can be as short as 5 minutes or as long as an hour, depending on how dominant each team is.

Wll Ion storms crash aircraft like they did in Tiberian Sun?

They will do damage, but not instantly destroy aircraft. GDI and Nod aircraft technology has improved a bit since Tib Sun =)

Are there any base structures on the map to destroy?

Both sides begin with pre-placed structures on the map which provide areas to retreat to or launch assaults from. If the other team is strictly hunting units and structures for points, it provides them with a target of opportunity if left undefended. Additional pre-placed structures, like tunnels and shields, help your team defend choke points or get across the map quickly.

Can units gain visual upgrades to their weapons during battle?

All offense units can be upgraded by acquiring a Blue Tiberium Core, which periodically drop off of opposing units when destroyed. These cores give a unique visual upgrade to every offense unit, the effects dependant on the unit upgraded.
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QUAKE☆雷神的小铁锤
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沙发
发表于 2009-12-5 10:23:08 |只看该作者
命令与征服4 开发者Q&A 第九期(11月20日)

*去官方论坛提问:http://forums.commandandconquer.com/jforum/posts/list/21321.page

1.会有下雪或者离子风暴这样的天气效果吗?

是的,会有多种天气效果,包括离子风暴。

2.有没有引入新的快捷键以便提高玩家操控部队的能力?

C&C4中增加了几个新的快捷键以及几种基于以前快捷键的状态,来帮助玩家操控自己的部队。用来选择全部战斗单位的Q键也有第二模式。如果玩家双击Q键,不仅会选择全部战斗单位,还会选中整个地图上的所有单位。E键变成了选择地图上所有治疗和工程单位。增加了G键,玩家可以指派一个单位守卫另一个单位或地区。治疗单位在守卫情况下尤其好用,因为它们优先治疗它们所守卫的单位。R键用来选择玩家的爬行者,如果双击则镜头将对准爬行者。另外,特殊技能的快捷键调整到Z、X以及C键上,令玩家能立即使用单位技能。


3.有没有针对特定单位的升级?

特定单位的升级有两种类型。每个系的二、三级有一套升级,影响这个系的某一类型的单位。如果你喜欢使用火焰坦克,Nod进攻系有一个针对它的特殊技能升级,该技能用于提升移动速度,并在其移动路线上留下一条火焰轨迹。除了用升级点数购买的升级,还有针对单个防御建筑的升级,这些升级在二级时解锁,提供额外的武器、护甲和特殊技能。Nod一级防御可以升级地下洞穴,可将基地藏于地下,并在敌方接近时出其不意的钻出地面。

4.不同势力会不会有不同的音轨?

不止是不同的音轨… 你使用的势力不同,配乐也将完全不同。GDI是管弦乐,而Nod则是电子乐和声乐。希望不同的配乐能给你带来完全不一样的心情!

5.什么影响到了单位比例?仍在进行调整吗?

我们在审视单位比例的时候,第一个要问的就是:在游戏的高度上,这个单位/建筑/物体是不是清晰而且可以轻易辨别出来?单位及其武器的外形提供的轮廓是创造可被接受的游戏体验的关键,尤其是在战斗最激烈的时候,而我们想确保用户可以轻易看到这些轮廓。在一些平衡性和多数美术工作完成之后,我们回过头来从另一个角度来看这些单位。这次我们要确保单位的体积与其攻击威力或者防御能力相适应,还要确保不同体积类型能构成差别。我们刚刚完成第二轮主要体积调整,并将在完善阶段继续进行微调。


Will there be any weather effects such as snowing or ion storms?

Yes, we will have a variety of weather effects, including Ion Storms.


Have any new hotkeys been implemented to improve a player’s ability to manage his forces?

Several new hotkeys, and several behaviors on existing hotkeys have been added to help players with managing their army in C&C 4. The Q key, which selects all combat units also has a second mode. If the player double taps Q, it will not only select all of their combat units, but all of their units on the entire map. The E key has been changed to select all healer and engineer units on the map. The G key has been added and allows players to set a unit to guard another unit or area. Healing units are especially useful as guard units as they will prefer to heal the unit they are guarding. The R key now selects the player crawler, and if double tapped centers the camera on the player crawler. Additionally, the special ability hotkeys have been changed to use the Z, X, and C keys, to allow players immediate access to the unit abilities.


Are there any unit specific upgrades?

There are two different types of unit specific upgrades. Each player class has a set of upgrades at Tier 2 and Tier 3 that affect a single type of unit on that class. If you like using Flame Tanks, Nod Offense has an upgrade for them which provides an additional special ability which provides increased speed, and causes the flame tank to leave a burning trail of flame behind it. In addition to these upgrades which are purchased using your upgrade points, there are upgrades on individual defense structures unlocked at Tier 2 that provide additional weapons, armor, and special ability to the structures. The Nod Tier 1 defenses can be upgraded to burrow under the ground, allowing you to hide a base underground, and then unburrow and surprise your enemy when they come near.


Will there be faction specific audio tracks?

There won’t just be faction specific audio tracks...There will be a completely different music score depending on who you are playing as. GDI are orchestral. NOD are electronic and vocal. I’m hoping the music will put you in a completely different mood depending on which faction you are playing!


What decisions affect unit scaling? Is this still being tuned?

When we look at unit scaling, the first thing we ask is: will this unit/structure/object be readable and readily distinguishable at game height? Cues given by the shape of the unit and its weapons are key to creating an understandable gameplay experience, especially in the heat of battle, and we want to make sure that these cues are easily visible to the user. This is generally when we establish when a unit is “too small” or “too large.” After some balance work is done and most of the art is in, we go back and take another look at the units. This time, we’re looking to ensure that the size of the unit is appropriate to its attack power or defense, and that the unit sizes amongst different size categories can be differentiated. We’re just finishing up our second major resizing pass on units, and will continue to make slight adjustments as we polish everything up.

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板凳
发表于 2009-12-5 12:26:06 |只看该作者
我怎么越来越觉得CC4像战锤40000了。。。。。。。。。。。。。。。。。
CPU:AthlonX2 4800+
RAM:1G*2=2 G DDR2 667
显卡:X1950GT 256M
主板:MSI K9N neo V3  nForce560
硬盘:希捷160G 8M
当年NB,现在悲剧的配置。。。还好我有XBOX360,就是3红真TMD

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