[問題] 如果遊戲機制稍微改成這樣
WOT最特別的機制就是視野機制,它使WOT成為射擊+策略遊戲,
但是最為人詬病的也是不合常理的視野機制,
二戰坦克常常像外星人一樣在眼前消失,
若遊戲機制這樣改呢?
點亮跟隱蔽機制照目前,但是一但敵人被點亮之後,
準星瞄準方向對於該敵人就是"必點亮"
也就是只要持續朝向該敵人,目標就會一直被點亮,不論距離,
但是只要敵人躲避到障礙物,或是具有隱蔽作用的灌木叢後時,點亮機制回歸原本。
For example
目前機制:
一台hellcat在300公尺開闊平原,開火被kv-2點亮,然後kv-2縮圈瞄準,
但是hellcat在開火隱蔽逞罰結束後,Magic! 在kv-2的準星裡消失了。
kv-2憤然解除安裝。
我的想法:
一台hellcat在300公尺開闊平原,開火被kv-2點亮,然後kv-2縮圈瞄準,
砲塔裡的射手用觀測鏡鎖定了地獄貓的動向,持續點亮,
hellcat必須要迂迴閃避,直到他到達一群灌木後面,KV-2視野被灌木叢擋住,
視野檢定機制變成原本的視距-(灌木隱蔽+地獄貓隱蔽),
地獄貓安然逃脫。
我覺得這樣比較寫實,就像觀測手必須要尋敵,尋敵有它的難度,
但是當觀測到敵人時,眼睛鎖定他就很容易了,直到再度被障礙物擋住。
各位意下如何?
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慢速車應該可以用其他方式平衡,像是煙霧彈,
其實慢速車的隱蔽跟視野,本來就差到在原野被點亮=GG
※ 編輯: Archio 來自: 140.128.130.251 (03/22 20:20)
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其實我一直搞不懂為什麼WG說煙霧但會增加運算負擔,
因為煙霧本身的效果並不會造成很大的負擔,弄一些罐頭煙霧就可以了啊,
又不一定要粒子運算,
增加的隱蔽效果就想成在戰車前面種一棵灌木就好了,難道這樣會很難嗎?
樹都可以倒不同方向了
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縮圈時間跟現在討論的視野 沒關係吧?
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其實要偵測準星有沒有指在敵車上,現在就已經有了(敵人紅色輪廓)
不用多的視野判定形狀,
※ 編輯: Archio 來自: 140.128.130.251 (03/22 20:31)
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重點不是縮圈來不起打,而是戰車在很近的視野內突然消失這件事,
Serb在Q&A裡面也講過,這種機制有點奇怪,可能會改進
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我覺得是因為WOT優化太爛,加一點功能就哇哇叫,跟公務員一樣
※ 編輯: Archio 來自: 140.128.130.251 (03/22 20:36)
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