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- 2015-7-30
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太空战斗
“Space Combat in Stellar Sovereigns is played in real time with control over every aspect of its vessels, from subsystems, weapons, repairs, abilities and targeting.
The level of control however is up to the player, all these aspects can be delegated to automation options on a vessel by vessel case offering a flexible system for the player.
Key Features:
Simulated Projectiles that are avoidable, beams that misalign, missiles that miss target.
Location based impact damage that can hit individual ship section & turrets.
Jamming and Interception Countermeasures.
Subsystem power management of Shield, Sensor, Engine and ECM.
Repair crew management of damaged ship sections to repair breaches and restore turrets.
Line of Sight sensor system based of Power Signature threshold.
Turreted or Directional, Guided or Unguided Weaponry and Abilities.
Turret and Section targeting to disable Turrets and to target weakened Hulls.
Degrade Damages with persistent debuffs until repaired at a shipyard.
Duration & Reinforcement:
Battles in Stellar Sovereigns have a limited duration, dependent on the percentage of movement execution phase the battle was triggered at.
During the movement phase of turn execution fleets can converge on any location triggering a battle upon enemy contact and subsequent fleets that arrive will join the battle in the order and at a relative time from when the battle started.
Battles can take up to multiple turns persisting from turn to turn, allowing for strategic decision making in between turns.
Salvaging:
The result of battles is often the destruction of vessels, which leaves wreckages behind that can be salvaged recovering resources and even technology.Space Combat in Stellar Sovereigns is played in real time with control over every aspect of its vessels, from subsystems, weapons, repairs, abilities and targeting.
The level of control however is up to the player, all these aspects can be delegated to automation options on a vessel by vessel case offering a flexible system for the player.
Key Features:
Simulated Projectiles that are avoidable, beams that misalign, missiles that miss target.
Location based impact damage that can hit individual ship section & turrets.
Jamming and Interception Countermeasures.
Subsystem power management of Shield, Sensor, Engine and ECM.
Repair crew management of damaged ship sections to repair breaches and restore turrets.
Line of Sight sensor system based of Power Signature threshold.
Turreted or Directional, Guided or Unguided Weaponry and Abilities.
Turret and Section targeting to disable Turrets and to target weakened Hulls.
Degrade Damages with persistent debuffs until repaired at a shipyard.
Duration & Reinforcement:
Battles in Stellar Sovereigns have a limited duration, dependent on the percentage of movement execution phase the battle was triggered at.
During the movement phase of turn execution fleets can converge on any location triggering a battle upon enemy contact and subsequent fleets that arrive will join the battle in the order and at a relative time from when the battle started.
Battles can take up to multiple turns persisting from turn to turn, allowing for strategic decision making in between turns.
Salvaging:
The result of battles is often the destruction of vessels, which leaves wreckages behind that can be salvaged recovering resources and even technology.”
太空战斗以实时方式进行,玩家可全面掌控舰船的各个系统,包括子系统运作、武器发射、损伤维修、特殊能力释放以及目标锁定等细节。
然而,操控的精细程度由玩家自行决定——所有操作均可按单舰分别设置自动化选项,系统将根据预设策略自主执行,为玩家提供高度灵活的控制体系。
核心战斗特性:
- 拟真的武器系统:炮弹具备飞行轨迹且可被规避,光束武器会因偏移而降低命中率,导弹可能偏离目标。
- 部位命中机制:伤害基于具体撞击位置,可精准打击舰体特定舱段或炮塔。
- 电子战系统:支持干扰与反拦截措施,影响敌我双方的锁定与命中效率。
- 子系统能源管理:可手动调配护盾、传感器、引擎及电子对抗(ECM)系统的能量分配。
- 损管维修机制:派遣维修 crew 修复舰体破损区域,并恢复受损炮塔功能。
- 基于信号强度的视野系统:探测依赖“能量信号阈值”,具备真实视野与遮挡机制,需满足条件方可发现目标。
- 多样化武器与技能配置:支持旋转炮塔或定向发射、制导与非制导武器及战术能力的组合运用。
- 精准目标选择:可指定攻击敌方炮塔以瘫痪火力,或集中打击已受损的舰体部位。
- 持续性损伤效果:部分伤害会造成持久性性能下降(如航速降低、火力减弱),须返回船坞维修方可恢复。
战斗持续时间与增援机制:
战斗具有时限性,其持续时间取决于战斗触发时所处的移动执行阶段百分比。
在回合制移动阶段中,当双方舰队进入同一区域并发生接触,即触发战斗。后续抵达战场的舰队将根据到达顺序和相对时间逐步加入战局,形成动态增援。
战斗可能跨越多个回合持续进行,玩家可在回合间隙评估局势、调整战术,做出战略性决策。
战后打捞机制:
战斗常导致舰船损毁,残骸将遗留在战场,玩家可派遣单位进行打捞,回收宝贵资源,甚至有机会获取敌方先进技术,转化为己方科技优势。
改造系统
“Vessels in Stellar Sovereigns are not strictly designed but rather come with their default loadout and can be retrofitted and outfitted with new weapons, modules and alike.
Retrofitting allows the player to tune each vessel to their liking and ensures longevity of the vessels, since they can always be refitted with the latest technologies.
Test Arena:
The player can test vessels in a simulated environment against weapon platforms and menace ships, trying out different tactics to see how the vessels perform.”
SS的舰船并不采用固定设计,而是配备默认的初始武装配置,玩家可对其进行改装与重新装配,加装新型武器、模块及其他组件。
改装系统允许玩家根据战术需求个性化调整每艘舰船,确保其始终具备作战效能——即便科技不断进步,现有舰船也能通过换装最新技术得以延续使用,显著提升舰队的适应性与生命周期。
测试竞技场:
玩家可在模拟环境中测试舰船性能,对阵武器平台及威胁性舰艇,尝试不同战术策略,以评估舰船在各种战斗条件下的表现。该系统为玩家提供了安全可控的实验场景,便于优化舰船配置、验证作战思路,并深入了解武器与系统的实际效能。
科技研发
“Stellar Sovereign's tech forest has 22 tech trees one for each of its various game features and weapon types.
Researching has a cost that can be offset by the accumulation of research bonuses, its pace can be rushed risking setbacks but Eureka moments can instantly complete it.
The player can simultaneously research multiple technologies, limited only by its budget.”
SS的科技系统采用“科技树林”结构,共包含22个独立的科技树,每个科技树对应游戏中的一项核心机制或武器类型。
科技研发需要消耗资源,但玩家可通过积累科研加成来降低实际成本。研发进度可加速推进,但存在失败风险,可能导致研发延迟或资源浪费;相反,在特定条件下触发的“灵光一现”(Eureka Moment)事件,则可直接完成某项技术的研发,大幅提升效率。
玩家可同时推进多项技术的研究,唯一限制因素为其科研预算,从而支持灵活多样的科技发展策略,适应不同帝国形态与战略需求。
外交机制
“Diplomatic opportunities in Stellar Sovereigns are available based of the relation indicated on the relationship Scala between two empires.
One end of the Scala leads to hostilities culminating in declaration of war, while the other end offers the ultimate diplomatic solution a joint victory pact.
Relation changes over time based of political compatibility meaning governances on the same political axis are more compatible, their commonality brings them closer.
Diplomatic events offer opportunities to purposefully effect relations based of the chosen response, agree or decline, praise or condemn takes the relation in different directions.
Other factors like border friction, interceptions or piracy will degreed relations, while gifts and offers of treaties will strengthen it, if the other empire doesn't condemns your advances.
Fighting unfriendly forces in neutral territory is allowed if not prohibited by pact or truce, however assault on any rival system can only be conducted after formally declaring war.”
在SS中,外交互动的可能性取决于两个帝国之间关系量表(Relationship Scale)所反映的亲疏程度。
该量表的一端是敌对关系,最终可能导致宣战;另一端则是高度合作的顶点——缔结共同胜利协议(Joint Victory Pact),实现共赢结局。
帝国间的关系会随时间推移而演变,其变化基础之一是政治兼容性:拥有相近政体类型、位于政治光谱同一轴线上的帝国天然更具兼容性,理念的共通性有助于拉近彼此关系。
游戏中会触发各类外交事件,玩家通过选择回应方式——如同意或拒绝、赞扬或谴责——可主动影响双边关系的走向,每一次抉择都将使外交态势向不同方向发展。
此外,其他多种因素也会影响关系变化:边境摩擦、舰队拦截行动或海盗活动将逐步恶化关系;而赠送礼物、提出结盟或签署贸易条约等善意举措则有助于增进友好,前提是对方帝国不拒绝或抵触这些外交示好。
除非受到和平条约或休战协定明确禁止,在中立区域打击敌对势力通常是被允许的;但若要对任一敌对帝国的星系发动进攻,则必须先正式宣战,方可采取军事行动。
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