Analysis of the war chess system

xiaoxiao2021-03-06  20

The war game of the war game is its soul, and it can be seen from this system to see a good and bad game.

First, the number of participants should be less.

The number of people who participated in the battle should be less. If a large group of people are playing a group, it is better to make instant strategic games.

Chinese chess has only sixteen children, one, two programs, two phases, two horses, two cars, two guns, five strokes. If you think of these allocated careers in the war game, there are seven occupations, including high-level careers (such as cars), there are low-level occupations (such as pairs), and each occupation has their own use, not all direct Weaken the enemy is purposeful; the way of action is also different, and the combination of tactics is born in the limitations of action. These factors are set to a small checkerboard to combine unlimited ideas. If you want to make an elephant, every chess is good.

The war game does not match the chess, after all, it has an upgrade system, there is a numerical system, but there are some of the essence of the game. The most important point is to pay attention to the individual. Pay attention to individuals is that the instant strategic game is not available, and it is also the root cause of the real-time strategy game that cannot replace the war game.

The emphasis on individuals is based on a small number of people. The number of people must cause the situation of the group (individuals that are not reflected) and the extension of the combat time (the consumption of players), these are reduced to individuals Pay attention, and will make the player in extreme energy fatigue, rather than thinking.

Due to the success of "Star", Blizzard has been seriously impact on the production of "Warcraft 3". How can I break through the "Star" model, make a game with interstellar, is it coming out? Blizzard adopted the idea of ​​paying attention to individuals. Injecting this element is successful in the war game, but "Warcraft 3" pays too much compared with the game.

"Warcraft 3" To ensure that players have enough energy on an individual's unit, this increases the amount of HP in each unit, adding time to destroy a unit, players can take time when the battle is not very intense. Operation for individuals. It seems that this is a play point to add instant strategies, in fact it has a lot of negative impact. First of all, the player has increased the energy of individual investment, and for another individual is dispersed, it is not completely "emphasis on individuals"; secondly, the construction also needs players to put energy, players' energy is further dispersed. The process of players is busy, the process of fun experience is weakened; again, the high instant operation of individuals affects the grasp of the entire battle, in the overall and individual two choice (for example, the overall operation And waive the individual's attention to individuals, weakened the attention of individuals, and weakened the attention of the whole; and the increase in HP has affected the rhythm of the battle, I have agreed to the Warcraft 3 playing too ". ", Too" meat ", it is better to" Star "is refreshing; there is, the micro-exercise is difficult, can be seen as a shortcoming, and there are also players to this Zupin; also, in large-scale battles, pay attention to individuals It is limited to the emphasis on heroes.

"Warcraft 3" is another top peak of instant strategic games, that is, "pay attention to individual" is impossible to meet the level of war games.

("Bright Power" producer said that players don't like the game, there is no market, so I gave up the game method of the war, change the new "bright power" to the action RPG, it is really sad, A war game I really like to quit the historical stage.)

In the war game, this is not much better.

In "Amades", the enemy soldiers are too much, and the strength of the enemy soldiers is much smaller than the player's role. The player is only a good array, waiting for the enemy to come and die. . In the "Hero Invincible 3", each hero can only take seven soldiers, each of the arms can be seen as an individual, so that the contest of the enemy is the contest of seven pairs of seven. There is less in this regard in the number of battles.

Second, the enemy's attack order

The enemy is a very troublesome thing about the attack order of the official unit. Because the artificial intelligence is relatively backward, this problem will not solve it.

In "Iron's Heraldic", the enemy's attack target order seems to be: people who can kill (too little blood) - Unable to counterattack (神 官, pastor, weapon range outside) - protagonist - defense Low. This setting is OK, the tactical is relatively strong, but there is a lot of shortcomings: the characters in the "Fire" series die is unreachable, and those who are gods and blood are often hanging. If it is a plot mode, Do you want to keep Load, or a record before the battle of LOAD, you can't record in battle, which affects the game rhythm.

The "Heroes Invincible 3" enemy attack target order is based on the strength of the weak, first attack the biggest strong, and then eliminate the weaker soldiers. And "Heroes Invincible 3" single soldier is very small, so this kind of attack target order is practical, but it is very dead.

In "Cang Dynasty", the enemy's attack target can only be a caster. The player should do to resist the attack of the enemy. Because this game special game form, simple attack target sequence is created with other play points. Rich game sex.

To design a more user-friendly enemy's attack order, it is very difficult. In the case of artificial intelligence, it can only grasp the game in advance, consider what will happen during the game. The situation is then designed with both tactical, humanized enemies to the target of the target.

Third, control the time of action every unit

In the war chess game, the round is a basic concept, both parties are one round to attack and defense. A lot of battles need to end, if a round takes a long time, the player will feel tired, control each round time is the number of people who participate in the battle, which has been said at the first point, two is to control each Unit action time.

Don't be too long every unit, don't be too short, too long or too short will affect the rhythm.

There are many ways to attack the game, which is generally divided into the combat screen and does not enter the battle picture. It has advantages and disadvantages.

Entering the battle picture is longer than each unit of each unit that does not enter the battle, but there is a gorgeous picture. There are two bad examples: "The Machine War" is known as the gorgeous picture, but every time the battle spent is too long, and the gorgeous picture will be more tired. "Amades "The time of the battle is too short, and the fast picture is switched to people feel very bad. The good example is "Bright Power 3", which is a tip that has been used when entering the battle screen, and the time to fight is very good.

Don't enter the battle of the battle. Although there is a beautiful picture, it is exchanged for excellent game rhythm, and can be interacted with the terrain. This is especially valuable, such as the "Royal Knights Out" in the direction of the role direction, terrain The high and low difference, geographic environment, and geographical properties will affect the battle; "Wang Dal's heart" also made the enemy me simultaneously.

Fourth, map factor

Due to the diversity of the game, the map is characterized.

The map of the "Fire" series has the following factors: top view, large proportion, terrain has an impact on mobile power, has a barrier, terrain has an impact on attack calculations (hits, avoidance, defense), and some terrain have a reply. The "Fire" series is the map of the standard entering the battle of the battle, which can be a numerical standard for many similar games. The map of the Royal Knights has the following factors: obliquely forty-five-degree angle view, small scale, terrain has an impact on mobile power, has a barrier, terrain has a high low pass, and the terrain has an effect on attack calculations, and the terrain has attribute effect. And can change. The map of the ride has a lot of good innovation, mainly the high and low terrain and terrain properties.

"Feng Shen Bang" is also a warning game on the map, and he has a special idea to attack and magic can change the terrain.

European and American war games did not make innovation, "Heroes Invincible 3" maps only have the impact of mobile power and barriers. "Cang Dynasty" no map effect. "The Journal of Jihad" does not have a map effect. But Europe and the United States's war games are related to resource collection, and have made some compensation for the shortcomings of map factors in resource collection.

The map of "Amades" is a real proportion, so the map is too large, but it does not play the effect: there is too little effect on the map, even the basic impact of the mobile power. Although this game uses a real map ratio, it is very unreal, it seems that all the characters are not in a trusted environment, but floating on a canvas.

The map is a very important element of the war game, which can do a lot of play. I think the map has the following factors:

1, the map must have a real feeling, this truth is not visually real, but the true feelings of the actual game. "Rhozing" is absolutely not true in the map, but actually feels very real (enter the battle picture to establish a certain role in establishing a map); "Amades Cancer" despite the proportion of true maps, But it is very untrue to give people.

2, the map tries to play the tactics, strategy, and interacts with the player role, rich combat system.

3, make a rich and game-coordinated map element to increase the fun of the game.

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