[心得] Ver 0.3.2 戰鬥系統相關情報
看板Ikariam (Ikariam - 遠古文明)作者Gradyfx (Grady)時間16年前 (2009/09/04 20:01)推噓4(4推 0噓 22→)留言26則, 5人參與討論串1/4 (看更多)
.org Alleycat貼的圖片:
http://img196.imageshack.us/img196/7016/first32cr.jpg


打野蠻人的畫面, 目前看還很簡陋
戰場圖, 官網的雙管巴爾幹貼的:
http://img42.imageshack.us/img42/3913/33813401.jpg



所有兵種圖片:
http://board.ikariam.com/index.php?page=Thread&threadID=46730
Allecat提供的部份兵種數據 (GoogleDocs試算表)
http://spreadsheets.google.com/ccc?key=0Aueo4pyoQAuUdGxlWEZGeGtSNm9KRE45OUdNbHB4Q2c&hl=en
遊戲中的文字說明:
Battle
Battle is the essence of Ikariam. It is important to develop a feeling for
the battle process, as well as learning to assess enemy troops. In other
browser-based strategy games, a battle is over before it has even begun.
Usually two players compete against each other with their armies and then the
winner is calculated. This is not the case in Ikariam!
A battle in Ikariam proceeds over several `battle rounds`, between which
there are defined periods of time. The first battle round is completed
immediately after the first enemy troops arrive, others follow them at 20
minute intervals, which continues until one party has achieved victory.
During the intervening periods, both parties can send more armies out for
support, summon allies or give their armies a withdrawal command.
The player who is at a disadvantage in the first round, can still decide the
battle for himself with a bit of support. If a party runs out of munition
during battle round 5, new supplies can be delivered to them. If new supplies
do not arrive, the battle will be lost. Players can also change their allies
during battle and suddenly change sides. Nothing is impossible!
This chapter (you can view or select the individual sub items on the left
side of the menu!) outlines the game rule in which both parties` losses are
calculated in a battle round. Read through the rules if you want to find out
more about what individual units can do for your army.
To make it even easier: Nothing that happens during a battle round is a
coincidence - nothing is left to chance. The player with the cleverest army
formation will win the battle.
But never forget: What happens outside the rounds determines the difference
between victory and defeat during war!
Units
Units
The battle units in Ikariam have varying units classes. The unit class tell
you how best to use each unit.
*
heavy infantry
The large part of your army should consist of professional heavy
infantry. These units are incomparably strong during direct close-combat and
prevent your enemies from breaking through your battle line. If you do not
know what to build - build heavy infantry! If you do not have enough heavy
infantry in the field, other units will have to take over the heavy
infantry`s job - and as general rule will not have a chance in the battle.
*
light infantry
The light infantry consists of lightly armoured, mobile close-combat
fighters, who protect your troops` flanks and try to circulate the enemy. If
they are not intercepted by enemy light infantry, they attempt to attack
enemy long-range fighters.
*
Long-Range Fighter
Long-range fighters weaken the opponent`s slow and heavy infantry and
soften them up so that their own heavy infantry can sail through the rest of
the battle. Long-range fighters are especially useful for defence, as they
can fire from the walls. Typical long-range fighters usually just cause
injuries that weaken the enemy`s stamina and which can be easily tended to by
doctors. The worst thing that can happen to long-range fighters is that they
have a run in with light or heavy infantries - so protect them well!
*
Artillery
Artillery units are there to demolish opposing cities` defence walls.
They cause enormous damage. They are also just as expensive as the damage
they cause. If the artillery does not come across a wall, it generally fires
into the rows of opposing heavy infantry. Those who are hit do not usually
have a survival chance - however it also means that a large part of the
damage that the artillery makes remains unused, so a commander has to think
carefully about whether the additional damage the artillery makes is worth
their cost.
*
Fighter Pilot (Air)
Fighter pilots are aircrafts that specialise in fighting against flying
opponents. They cannot attack any surface units and do not ascend if the
enemy does not have any air units. Fighter pilots are only there to safeguard
armies against air attacks or to clear the path for their own bombers.
*
Bomber (Air)
Bombers are aircrafts that have been constructed to attack enemy ground
troops from the air. Their priority objective is the enemy artillery. Thus
they can stop an occupation before an attacker can seriously damage a wall.
Bombers are not to be underestimated when fighting against regular ground
troops. However, in comparison to the artillery, they are very expensive. If
you want to use bombers, you should beware of enemy fighter pilots, as
bombers do not have a chance in air combat.
*
Auxiliary
The thing that auxiliary units have in common is that they can
significantly influence the battle outcome, without having to fight
themselves. Doctors, cooks, munition carts or armour collectors are units
that fall into this category. These units` effects differ and depend on the
situation, so read their descriptions very carefully before you use them.
These are the basic unit classes. Now listen carefully (Caution: Only for
advanced players!): During the course of the game you will come across units
that have more than one unit class! The first named class is the primary
class, the second is the secondary class and so on. For example: A fighter
pilot/bomber has the skills for air combat as well as ground assault. It is
prioritised over bomber/fighter pilots because it does not have fighter pilot
as a primary class. Numerous combinations are possible. A long-distance
fighter/light infantry combination fires its munition first and tries to
attack the flanks afterwards.
Damage & Losses
Every unit that takes part in battle has a `Health` value (or phrased
differently, a specific number of `health points`). If a unit takes damage,
it is reduced from their health points. If health reaches 0, the unit is
destroyed. To protect themselves from damage, some units have armour.
Armour is directly deducted from the damage. This means that if a unit with a
3 armour is hit by an attack of 5 damage, it only suffers 5-3=2 damage to its
health. If the armour is greater than the damage, the attack is completely
useless! Armour is especially effective against a lot of attacks with a small
amount of damage. Armour is not very useful against few attacks with a high
damage rate. The best way to withstand long-range fighter attacks is to get
better armour for the heavy infantry.
While a unit is only `hurt` and not destroyed and as long as it still has
health points, units with healing powers can restore lost health points after
a battle round. To wreak lasting damage, it is important to concentrate the
damage on just a few units in order to completely destroy them. This
distribution is determined with the `Accuracy` value of a weapon.
A weapon? Yes, a lot of units carry different weapons around with them! The
damage that a unit causes and the concentration of their hits depend on the
accuracy of the weapon they use. Don`t worry, it`s actually quite easy: The
different weapons are meant for the different positions on the battlefield.
An archer carries his bow and shortsword as defence. As long as there is
enough munition in the second row and the enemies are at a safe distance
away, he will always use his bow. Bows, like most long-range weapons, fly in
a high arc and are not very accurate. Thus the bows are distributed over a
large area and hit all sorts of opponents. This makes the weapon`s shot
concentration rate, its accuracy, low which mean that the number of injuries
are high and the number of fallen soldiers is low. If a gap emerges in the
battle line and no heavy infantry is available any more, an archer will most
probably pull out his shortsword and jump in the gap. Long-range weapons
usually have a short range and are very accurate. The damage is concentrated
on the first rows of the battle lines that are duelling each other, while the
warriors at the back do not get hurt. However, this does mean that number of
deaths increases (losses) and the number of injuries decreases.
Healing
As previously stated in the chapter about damage & losses, some units, for
example doctors, can restore health points. This only works on units that
have healing points left. Lost units cannot rise again. Healing units have a
healing rate for this - a maximum number of health points that they can
restore in individual rounds - and a limited supply of dressing material.
Should the supply run out, they will not be able to heal any more.
And it gets even more complicated: Healing units cannot always heal all
units! Every unit has a predetermined type which defines whether a unit is
human, mechanical, animal or even mystical. So a doctor cannot repair a
battering ram, a mechanic cannot heal humans and healing a Medusa will
probably be difficult for everyone! So keep their types in mind when buying
and assembling your units, if you are planning on using healers effectively.
圖片貼不下來, 暫時略過, 講陣型的:
(要登入才能看)
s666.ikariam.org/index.php?view=informations&mainId=10034&articleId=10017
Walls
When you have built a town wall on the town screen, wall units will be placed
in the main battle line sections. Each unit blocks a whole section. It is
also impossible to undertake a flank attack while the town wall is still
standing! Stronger armour, health points and defence facilities adjust
themselves according to the expansion level of your wall! The attacker has to
try to destroying the wall - the artillery can do this most effectively. If
they do not manage it, the army`s morale will be greatly reduced and the
troops will quickly withdraw.
As soon as the attacker has destroyed a piece of the wall (battered a breach
into it), the defending close combat fighters move forward into the gap to
close it up again. If an attacker manages to destroy all the walls, he has
`broken` the defence and the flanks will be made available for attacks again.
The smaller the battlefield and the higher the wall, the longer your troops
will need to overcome the defence. Preferably aim for large and unprotected
targets. There is no point in attacking small cities with your troops, as
they will not be able to come into operation and will have to be besieged for
several hours for you to achieve victory!
Morals
Ultimately, it is not the highest walls that decide a battle, but the
warriors who, when faced with the enemy are the most courageous! Every army
starts a battle with good morale and confidence. This is either verified or
shaken during the course of a battle, until eventually one of the parties
decides to flee. Things that will unsettle your warriors:
* Suffering more losses than the enemy
* Suffering more damage than the enemy
* Confronting a town wall
* Confronting a superior number of troops
* Confronting a superior number of opposing nations
* Being attacked from the flanks.
* Having to fight another round.
However, a provident general can also counteract this decline in confidence.
How? By making sure his tired troops are well provided for in the encampment
at night. He can send cooks out into the field, who can organise feasts in
the evening and supply the troops with wine and good food. This helps infuse
the soldiers with renewed energy. Every cook present, can restore some of the
troops` morale.
Tips
*
Hold your front line!
Always ensure that there is enough heavy infantry around to protect the
rest of your army. Without heavy infantry, other less qualified units have to
fill the gap. They will then be forced to face close combat opponents that
are far too strong for them and will not be able to use their own potential.
Thus your whole battle formation will collapse in just a few battle rounds!
*
Wreak as much damage as possible per round
o
Heavy infantry may be the strongest and most reasonably priced
unit class, but if you can afford to do more attacks per round that your
opponents cannot fight back against, you will emerge victorious. When you
have fulfilled the first tip, concentrate on using more unit classes and on
increasing the number of units that you can use on the battlefield.
o
Use weapons with a higher concentration when fighting opponents
that have healers. The less your opponent can heal, the more damage you will
eventually cause.
*
Morale determines Battles
When you are facing very powerful enemies that your army cannot
overcome, try weakening your opponents` morale. Ask your friends for help, as
the more diverse the people are that are fighting on your side, the more the
enemy soldiers will start doubting themselves. Fighting together paints a
picture of strength and a united front. If you stick together on your island,
you can drive away even the most powerful invaders!
See Battles
The rules at sea are similar to the ones at land. All units have the same
value and properties. Read the articles about land battles to find out more!
There is also a front line at sea. Fast ships can sail around opponents`
flanks - Ships with long-range weapons on the other hand, bomb opponents from
the rear.
At sea there are of course no town walls or other obstacles of this type to
overcome, therefore artillery ships are not available either. Instead
transport ships - if present - hide at the rear.
Furthermore, diving boats can only be attacked by other diving boats. Normal
boats are defenceless against them. However, diving boats cannot win any
battles alone, as they cannot stop boats under water. They do not have a
chance against battleships once they emerge from the water.
If this all seems a little overwhelming, you do not need to worry - diving
boats can only be acquired after a lot of research and thus only appear later
on in the game.
You do not need to worry about transporters either. If transporters are
defeated, they do not die, but merely surrender their cargo. After the battle
and after they have had a few hours to return home, they can be used again.
--
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