Difference between revisions of "Team Fortress 2: Brotherhood of Arms/zh-hans"

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==技术方面==
 
==技术方面==
''Team Fortress 2: Brotherhood of Arms'' was to use a variety of new technologies such as a system called "Parametric Animation". This would mesh various animations together so as to appear more realistic. For example, if a player dies while jumping in ''Team Fortress Classic'', he would simply slump to the ground while in the air. In ''Brotherhood of Arms'', Parametric Animation would make it so that the a person killed while jumping would go limp in the air, and would finally slump when he hits the ground.  
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''军团要塞2:兄弟连''将使用各种新的技术,例如,其中包括的一种叫做"参数化动画"的系统。这会使各种动画的衔接更为真实。举个例子,在''军团要塞:经典''中,一名玩家在空中死亡,仅仅只会简单地从空中落到地上。而在''兄弟连''中,参数化动画的机制会使玩家先表现出在空中失控最后再摔倒在地面上.
  
There was also to be voice communication via microphones. In addition, the player's mouth would move while talking.
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另外,当玩家在使用麦克风语音时,玩家操控的角色也会随之说话。
  
The game could also dynamically change the amount of polygons on models, depending on the scene. If a large squad of enemies were to attack the player, all model's polygon counts would be reduced to maintain performance. When the enemies had disappeared, the game would increase the poly count back to the previous amount.
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该作还可以动态更改模型的多边形数量。例如当一大群敌人出现并攻击玩家时,游戏会为保持性能来减少多边形数量,而在敌人的数量少下来后恢复正常的多边形数。
  
 
==职业==
 
==职业==

Revision as of 09:11, 25 February 2020

该条目描述游戏。为获取饰品信息,详见兄弟会兜帽
Team Fortress 2: Brotherhood of Arms
TFB.jpg
基本信息
发布日期:

已取消

开发商:

Valve

模式:

多人联机

平台:

Windows

军团要塞2:兄弟会是一款被取消的军团要塞系列游戏。本应为游戏军团要塞的续作,以及Valve:军团要塞的重启作。但与其他军团要塞游戏不同的是。该作更加追求写实方面。

游戏玩法

游戏玩法与传统上的军团要塞游戏并不相同。许多并不真实的内容都将遭到删除,例如火箭跳与转轮机枪。出现武器全部基于现实世界,例如M16A2和法玛斯等枪械。另外,职业的责任也更加干脆;医生只能治疗和救助队友而并不能进攻敌人基地。

由于强调真实性,团队取得胜利将必须采取现实中存在的战术,例如火力压制等。

其中最为重大的玩法改变为指挥系统。游戏中,有着一名无实体的玩家担任指挥官的职业,该玩家需向团队下达命令。该职业可以平面俯视整个地图,并且可以通过文字聊天和语音聊天系统来即使向团队下达命令。

玩家也需要操纵队伍进行作战,队伍有一名玩家会作为长官的特殊职业来领导小队。该职业通常可以领导进攻以及影响玩家的士气。士气越高,玩家的射速越快,该机制为了鼓励玩家结队作战,当长官死亡时,该队的士气归零。

游戏中强调通过一起行动来进行团队合作。除了先前提到的士气系统外,还有着其他可以使多名玩家抱团行动的机制。例如,地图上有着一架固定机枪,一名玩家可以选择操控开火,而另一名则可以通过靠近机枪来为其补充弹药和增加射速。

游戏中每个玩家的复活次数也有着相应的限制,由地图来决定,如 Robin 所解释的,有些地图只给玩家一条命;一旦死亡,可能接下来得等待到比赛结束。

载具在游戏内存在一定的作用,大部分载具都作为动态重生点,他们也可算为地图的一部分。较早的版本中有着可驾驶的载具,但在后续开发中废弃并且团队可将精力投放到调整职业平衡上。

地图

地图所需目标变得更为多样;在一些地图中,一支队伍需要摧毁某个目标,或是桥梁等,而另一队则需要防守目标。在一些预告中提到了旗帜相关,这也许表明CTF模式也许有可能回归。

设计方面,地图更为注重以现实为原型,例如一些峡谷 (Badlands这类),以及中东和意大利风格的地方,一些早期放出的图片中可见城市风格的地图,但在后期便再无放出此类风格的图片,最终,大部分意大利贴图文件用于了军团要塞:经典的地图,例如 Avanti 。

开发者的想法之一便是做成玩家可以逐步推进的剧情。

HUD

HUD在计划中与TFC的HUD完全不同,计划中的HUD上有一条实时播报实事的滚动条,玩家可以通过该滚动条了解到战场局势,如果是指挥官查看,那么滚动条将显示的是下的命令的执行结果。

HUD的很大一部分将会是导航系统,会有一个指南针用于导向目标位置,此外,计划中地图作者可以添加新的导航点,以向玩家展示去处方向。该系统传闻可以在指挥官下达命令时,将动态更改导航点和指南针,以此导向新的目标点。

HUD中唯一会显示的聊天将会是小队的文字交流以及语音命令。这可以有效避免大型服务器中的负面交流的数量等。

但这些HUD的元素均未在放出的图片中出现,早期图片中的新HUD,与TFC HUD所显示的信息大致相同。而在后期截图中,直接舍弃了新HUD,改而使用TFC HUD的移植版。而在最后一段时期截图中的HUD直接变成了绿色版本的TFC HUD。

技术方面

军团要塞2:兄弟连将使用各种新的技术,例如,其中包括的一种叫做"参数化动画"的系统。这会使各种动画的衔接更为真实。举个例子,在军团要塞:经典中,一名玩家在空中死亡,仅仅只会简单地从空中落到地上。而在兄弟连中,参数化动画的机制会使玩家先表现出在空中失控最后再摔倒在地面上.

另外,当玩家在使用麦克风语音时,玩家操控的角色也会随之说话。

该作还可以动态更改模型的多边形数量。例如当一大群敌人出现并攻击玩家时,游戏会为保持性能来减少多边形数量,而在敌人的数量少下来后恢复正常的多边形数。

职业

There were to be 12 classes in the game; two more than the ten in the classic games. Most of the original classes reappeared, but were significantly altered so as to make them realistic.

  • The Marine would be a more realistic version of the classic Soldier. He would have an automatic rifle and a rocket launcher.
  • The Machine Gunner was essentially a "realistic" classic Heavy. Instead of a Assault Cannon, he would wield a lightweight machine gun that would have to mounted on sandbags in order to be effectively used.
  • The Sniper would be the same as the classic Sniper, but he could blend into environments if he stood still and didn't move for a certain amount of time.
  • The Commando would be similar to the classic Demoman; he would be used to destroy things, such as vehicles and buildings.
  • The Flame-thrower would be similar to the classic Pyro. The only announced change is that his flamethrower would look "prettier".
  • The Officer would be a new class. As described earlier, he would increase player's morale and could lead the charge. To help him start an attack, he would be equipped with Infra Red Goggles and smoke grenades.
  • The Ranger would be similar to the classic Scout. He would be used to flank and distract enemies while his other teammates would attack enemies from the front.
  • The Field Medic is quite different from the classic Medic. His main focus would be to heal and revive teammates, with all his weaponry being focused on self-defence if absolutely needed.
  • The Engineer would be very similar to his classic counter-part; he could build Sentries for defense. However, these Sentries can be moved around without destroying them, which would be useful for making sure that enemies don't get to certain areas, such as the front lines, without having to build the Sentry at the spot. An unlimited amount of Sentries could be built, but the Engineer would need sources of Energy in order to build them. He can build these sources, but enemies can destroy them. Engineers could also build fixed-emplacements, such as mounted machine guns. These would be much closer to the classic Sentry Gun than the previously mentioned Sentries would be, but they would have to be used by players.
  • The Spy would be similar to the classic Spy. He would have an instant-kill attack that would be done when he attacks the target's back, but it would be a piece of wire that would choke the enemy to death, not a backstab with a knife. His disguise system would be a bit different; instead of selecting a disguise from a menu, he would have to kill an enemy in order to look like him. If an enemy doesn't make a sound when killed, then his disguise will not appear.
  • The Instructor was not a proper class, but rather a bot that would teach the player how to play the game.
  • The Commander was to be the most important class in the game. He would be able to see through team members' eyes and Engineers' cameras, as well as see entire map, issue orders on the fly and control squads and groups.

武器

There were to be a variety of weapons in the game; most of them based on weapons in real-life.

  • Automatic Rifle: A Automatic Rifle would have been used by the Marine and presumably other classes. Screenshots show that there were two automatic rifles in TF2; the M16A2 and the FAMAS. Interestingly, the FAMAS is only shown in a first-person screenshot whereas all other shots show the M16A2. The M16A2 could also be possibly a placeholder worldmodel for the FAMAS.
  • Uzi: The Uzi can be seen used by the Spy and Field Medic.
  • M249: The M249 would be used by the Machine Gunner. It would have to mounted on sandbags in order to be effectively used.
  • Sniper Rifle: The Sniper Rifle would be like the classic Sniper Rifle, in that is is the ultimate long-range weapon. However, it is unknown if it could be charged or if it would slow down the user while zoomed in.
  • Grenade Launcher: The Grenade Launcher was to be used by the Commando. It is unknown if it would behave like the classic Grenade Launcher.
  • Smoke Grenade: The Smoke Grenade is only available to the Officer class; it would create a smokescreen that would make it difficult for enemies to see where the player and his squad would be coming from.
  • Spider Grenade: The Spider Grenade is only available to the Spy class; it was to have a camera and would be used for recon.[1]
  • SMAW: The SMAW is a one-shot rocket launcher used by the Marine class. It would be used to destroy armored objects, such as vehicles. It would create exhaust from its behind, which would damage any nearby enemies. It would also have to travel 20 meters before being armed and would have a very large blast radius. Because of the emphasis on realism, there would be no way for the player to rocket jump.
  • Machine Gun: Emplaced Machine Guns could be built by Engineers. These heavy machine guns would be used to create covering fire for allies. If an ally was to stand next to the gun while it was firing, then it would fire much faster.
  • Sentry: The Sentry Gun would return, but an unlimited amount of them could be made and they could be transported anywhere via Engineers.

原声集

  1. 可能是由 Kelly Bailey 制作的 - 军团要塞2 Demo - 1:51 (混搭着游戏音效)

画廊

参考内容