[心得] Ver 0.3.2 戰鬥系統相關情報

看板Ikariam (Ikariam - 遠古文明)作者 (Grady)時間16年前 (2009/09/04 20:01), 編輯推噓4(4022)
留言26則, 5人參與, 最新討論串1/4 (看更多)
.org Alleycat貼的圖片: http://img196.imageshack.us/img196/7016/first32cr.jpg
http://img34.imageshack.us/img34/8378/first32crdetail.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
http://img42.imageshack.us/img42/5429/28406726.jpg
http://img42.imageshack.us/img42/1558/26355147.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. -- ※ 發信站: 批踢踢實業坊(ptt.cc) ◆ From: 122.106.149.203 ※ 編輯: Gradyfx 來自: 122.106.149.203 (09/04 20:04)

09/04 20:39, , 1F
我派了1737兵打空城, 第一回合沒有贏.. 下一回要再十分鐘.
09/04 20:39, 1F

09/04 20:39, , 2F
我派了投石車, 方陣, 加火槍兵.
09/04 20:39, 2F

09/04 20:42, , 3F
第二回合也沒贏.. 而且剛剛說錯, 是隔20分鐘.
09/04 20:42, 3F

09/04 20:46, , 4F
對方有14級牆. 第一回合前線7格牆擋路, 對方死了2格牆
09/04 20:46, 4F

09/04 20:46, , 5F
第二回合對方出場五格牆, 死了兩格. 3隻鋼彈頂最左一格.
09/04 20:46, 5F

09/04 20:47, , 6F
但一隻都沒死, 血都剩70%. 另外戰報完全沒有數字介面了.
09/04 20:47, 6F

09/04 20:48, , 7F
全部改為只顯示兵種數量, 小圖示游標移上去看彈藥/戰損/HP
09/04 20:48, 7F
※ 編輯: Gradyfx 來自: 122.106.149.203 (09/04 20:56)

09/04 21:06, , 8F
第三回合看不到詳細戰報, 點下去變空白頁. 不過還是沒贏..
09/04 21:06, 8F

09/04 21:07, , 9F
感覺要跟特洛伊戰爭一樣打上十年很有希望 XD
09/04 21:07, 9F

09/04 21:16, , 10F
一艘明輪一小時維護費要90金耶..
09/04 21:16, 10F

09/04 22:00, , 11F
最大戰場 (Lv10以上市政府)的空間配置如下 (每格可放30人)
09/04 22:00, 11F

09/04 22:01, , 12F
前線7格 (城牆也在這邊). 遠程7格. 側翼左右各2格.
09/04 22:01, 12F

09/04 22:02, , 13F
攻城投石器具類3格. 空軍1格. 攻防兩方戰場是一樣的.
09/04 22:02, 13F

09/04 22:03, , 14F
好少...才30人...
09/04 22:03, 14F

09/04 22:07, , 15F
側翼和遠程的差別在哪?
09/04 22:07, 15F

09/04 22:13, , 16F
遠程是放弓手火槍之類的
09/04 22:13, 16F

09/04 22:13, , 17F
側翼我還不太清楚. 這幾天有點忙, 有勇者要挑戰翻譯嗎? XD
09/04 22:13, 17F

09/04 23:37, , 18F
潛艇變成超級強的,只有潛艇可以跟潛艇對打....
09/04 23:37, 18F

09/04 23:37, , 19F
氣球也只有飛機可以防禦,看樣子這次的兵種相剋很重要
09/04 23:37, 19F

09/05 00:04, , 20F
看來之前陸海空軍的大陸謠言有幾分真實性
09/05 00:04, 20F

09/05 04:37, , 21F
那只要正面頂住就可以不被回擊的用汽球轟?
09/05 04:37, 21F

09/05 19:29, , 22F
鋼彈耗2人, 攻城器具耗5人, 旋翼機耗3人, 其他陸軍全只耗1
09/05 19:29, 22F

09/05 19:53, , 23F
火槍好像每隻只有三發子彈..
09/05 19:53, 23F

09/05 19:55, , 24F
一台金衝撞車打了一格Lv12牆5%.
09/05 19:55, 24F

09/06 06:07, , 25F
在比較小的村莊戰場似乎就沒有側翼的位子了
09/06 06:07, 25F

09/06 06:09, , 26F
5級以下是Village、5~10級是Town、10級以上是Meterpolis
09/06 06:09, 26F
※ 編輯: Gradyfx 來自: 122.106.149.203 (09/06 19:28) ※ 編輯: Gradyfx 來自: 122.106.149.203 (09/06 20:51)
文章代碼(AID): #1AeG6m4C (Ikariam)
文章代碼(AID): #1AeG6m4C (Ikariam)