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[寻求翻译]5.17 IGN对AC6制作人的访谈,内容好多啊

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 楼主| 发表于 2007-5-20 18:52  ·  上海 | 显示全部楼层 |阅读模式
Ace Combat Six Interview


Namco is taking the sky to the limit. An exclusive interview with a ton of gorgeous new screens.



May 17, 2007 - Decisions, decisions. Do you take out the enemy power plant or take over its landing strip? Leaving your enemy without juice is as equally appealing as obtaining a new base of operations from which to launch support fighters. Such are the dilemmas faced by the ace pilot in Namco's upcoming Ace Combat 6: Fires of Liberation. That, and figuring out how to go to the bathroom in that tiny little ***pit.



In Ace Combat's new Living ***, players will choose which objectives to tackle first, and the results will affect the entire game. Hey, at least you have squads of allied planes, ***s, helicopters and warships to help you out, a first for Ace Combat. We sat down with Ace director Natsuki Isaki to talk all things Fires of Liberation and the new direction his franchise is taking. And if you don't like words, click on the images for some beautiful new screens of Ace Combat 6 in action.




----------------------------------------------------------------------------------------------------------



IGN: First off, we're big fans of the franchise so thanks for taking the time to answer our questions. We'd like to focus on some of the new features in the game: the living battlefield and the ability to command other air, land and sea units. So here we go.


Natsuki Isaki: Thank you very much for being a huge fan of Ace Combat. There are so many great, new features made possible in the game using next-gen technology. Please ask me anything because I am eager to give you details






IGN: Tell us about the concept of the Living ***.


Natsuki Isaki: In the living battlefield, the player can experience the massive scale of group combat where multiple armies from both sides, intensely battle through missiles, gunfire and explosions. This creates an action-packed and interactive style of entertainment, unlike battles in movies, which are scripted and not interactive. Fully utilizing next-gen technology, you can control a plane that is capable of flying at any direction or altitude at mach speed, and you determine the outcome of the mission since you are the ace pilot.

Technically speaking, there are two big features. One is high-tech control of mass NPCs, and the other is the reinforcement of visual effects that are not static. Please let me explain each of them.

In the NPC control, not only are there many NPC's but also each NPC has a unique feature. For example, some enemies are 'good for enemies in the air,' 'good for enemies on the ground,' 'good for occupying the opponent's base,' and 'despite the lack of strength, good for high-tech information warfare,' and they capture components of real modern combats.


They act systematically, set up units, and try to accomplish a number of different missions. For example, some battle crafts try to get command of the air, some ***s try to break through the enemy's defense line, some helicopter units try to conquer the enemy's facility, etc… Those missions simultaneously occur in real time. Imagine the real battlefield. The success or failure of a mission changes the complexion of war, as if it was a living creature. For instance, even if a *** unit breaks through the enemy line, if you fail to take control of the airspace, a player still might be at a disadvantage. But once you conquer the airport as a main base, you can take advantage of the air battle no matter how strong the enemy is. The importance and influence of each mission in Ace Combat 6 changes the outcomes of individual missions and delivers the massive real battlefield dynamism. Your skills as an Ace pilot determines the outcome of the game and how well you do. So even if you clear the game the first time round, it is well worth playing it multiple times through because of the complexity of each mission. I'm worried that in the future when Ace Combat 7 comes out, users will say, "I'm still enjoying 6 so I can't buy 7 yet!

Also each NPC has its own character with its own name. You can feel the satisfaction of a successful operation or the desperateness of defeat, which will give you the realistic feeling of fighting as a unit. The player also has the option of talking directly to a NPC. If you have helped them in a previous mission, they would give support to return the favor. I consider games as something that gives you an interactive experience, games should not be solely based on if you win or not. I want you to create your own active heroic story that books or movies can't allow you to do in the same way.

Let me also take this opportunity to talk about non-static visual effects.







Thanks to the capabilities of the next gen system, the glossy terrains in Ace Combat have been dramatically improved. And not only that, we put a lot of effort into the non-static visual expressions such as flying missiles, machine guns, explosions, smoke, airplane tracks, etc., which alter according to the action of the player or NPC. Every visual in Ace Combat 6 has been dramatically improved from photo-realistic views of allies and enemies exchanging shots, views of friend's bases being attacked and being engulfed by smoke and flames, the weltered airplane tracks caused by dogfights and missile fire from the friends' units gathered in response to your call, etc., etc... These non-static visual affects all come together to give life to the battlefield while allowing players to feel the fierce and powerful realism of war when playing the game..

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 楼主| 发表于 2007-5-20 18:55  ·  上海 | 显示全部楼层
IGN: How does this change the series from its roots?


Natsuki Isaki: The various features liked by users in the past series have been 'its beautiful graphics', 'heroic experience as an ace pilot', and 'the exhilaration of flight action.' All of those features have been improved tremendously in Ace Combat 6, thanks to the capabilities of the next-generation system.

Until now, only the wireless voice and demo scenes have interactively helped to show off the skills of the player. But this time, the additional elements such as allies in the battlefield reacting to the call from the player, help the interactive and large-scaled expression of the player as a key person in the battlefield






We have overcome a problem that couldn't be avoided in all previous flight action games. All flight action games typically lack physical objects compared to the feel of the speed of the aircraft. For instance, racing games could actually give you a better sense of speed at 200km/h rather than a plane flying at 2000km/h because there are oncoming cars and billboards coming from a short distance. But now, the high-quality graphics of smoke, airplane tracks, and explosions in a very dense state, have achieved the feel of mach speed.(In addition, the same technique enabled to show the cumulonimbus that had been unable to be portrayed, which increases the exhilaration of flight.

IGN: Walk us through an example of a Living ***. What are some of the objectives and the risk/reward involved choosing one objective over another?

Natsuki Isaki: Let's say there are allies surrounded by a group of enemies. They consist of three groups and each has its own operation. Let me give you three examples. Group 1 is a friend's fighter unit and tries to protect a power plant against the enemy's air assaults. Group 2 is a garrison and tries to protect the home airport against the surging enemy's helicopters. Group 3 is a *** unit surrounded by the enemy ground forces after having attempted to stop a siege. The mission is to "rescue the friendly unit and beat the enemy." In order to complete the mission, the player must participate in some of these operations. If you succeed in the operation 1, electricity would continue providing the friends' radars with power, so the friends surrounded by enemies can have the advantage of utilizing the radars. On the other hand, if you fail, the radars have no electricity and the player will be at a distinct disadvantage. If you complete operation 2 and secure the safety of the runway, all the friends' fighters can start taking off and attacking the enemies from the air. Also, during the battle, players can always land at the airport to refill their weapons and recover from any damages.







When you clear operation 3, the *** units will help by fighting with a fierce bombardment of ammo against the enemies and they can destroy multiple enemies with one attack. But if you fail, the enemies would attack your fighter and friends' organized position. Once you finish an operation, you proceed to the next mission. Whether you succeed or fail in the first operation, will have influence over the situation in the next operation.

IGN: Can you still win any mission regardless of the order of objectives?

Natsuki Isaki: You can clear a mission with the completion of any operations. However, in most cases, clearing one operation isn't enough. Players are assigned a number of required operations in order to complete the missions (three out of six). In this case, you can choose any three. If you like dogfights, you can mainly engage in battles with fighters. As you can imagine, based on the examples above, not only is which operation you choose the key point in this "living battlefield." but also the order in which the operations are completed is extremely important.

On a side note, we have always been torn regarding the feedback we receive about the tunnel battle. Some people really like it due to its thrill and speed but others dislike it because of its diffi***y. However, Ace Combat 6 has a solution! Whoever doesn't like it can avoid this tunnel operation.

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 楼主| 发表于 2007-5-20 18:57  ·  上海 | 显示全部楼层
IGN: We also know you can now command other land, sea and air units. What are some of the vehicles that you will have at your disposal?

Natsuki Isaki: In the air, there are fighter planes similar to the one you operate. They can fly fast enough to respond to a call in a matter of minutes. There are fighters which are good at air battles, attack aircrafts which are superior in ground attacks, and also multi-purpose fighters which can do both. Helicopters are good for attacking enemies on the ground even if they fly slowly because their accurate attacks at point-blank range can be executed repeatedly. Large bombers whose size exceeds 50 meters can be there, too. They are useless against the aerial enemies, but they are powerful enough so that they can wipe out a large number of land targets by dropping multiple bombs. This is something that you don't want to miss. Electronic Support Measure (ESM) is also a unique plane. They are slow and they are not loaded with any missiles or machine guns to attack the enemy, but they are equipped with an advanced technology called Electronic Support Measure (ESM). ESM gives the player the ability to analyze the adjacent enemy data and send the info to the allies' tactical computers. By flying close to the ESM, the player can obtain an access to more accurate detail on the enemy forces, gaining a crucial advantage in battle.








On land, there is a variation of ***s, anti-aircraft artillery, anti-air missiles, and long-range artilleries. They will create a formation to destroy their opponents. Since they don't fly or go across rivers, they are not effective against the fast-moving opponents. However, they can be very effective in taking control of the enemy hubs.

On sea, there are destroyers and cruisers as hubs of the ocean. They are loaded with powerful artillery guns, antiaircraft machine guns and anti-air missiles which are superior in both destructibility and firing range and are equipped in the destroyers. Also, as a control tower on the sea, they also have EMS. However, they can only battle on water.

IGN: What type of commands can you issue? Is there a way to control any of the units yourself?

Natsuki Isaki: Through a game system called "Allied Support," you can request support from your allies far beyond your wing men. The system has two types of support, one is the aggressive "Allied Attack" and the other is the defensive "Allied Cover." You can use this feature by using the d-pad so that you can instantly use the function even in the middle of an intense battle.

Aim the nose of the plane to the enemy group that you want to attack and use the "Allied Attack." Allies launch fierce salvo against all enemies on screen. You can use the "Allied Attack" against an enemy group or you can use it against the enemy ace pilot. The friendly AI's of land, sea and air will wisely select their targets by applying their unique abilities; therefore, unorthodox strategies such as large bombers launching dogfights to the enemy fighters won't happen.







By using "Allied Cover," friends will attack all enemies shooting at the player, whether they are on-screen or not. This support is effective when you get attacked by multiple enemies and it is diffi*** to escape. This is not a typical move by an ace pilot, but an ace pilot must be able to pick and choose their battles.

In using both types of "Allied Support," the units responding to your call are the ones involved in the operation(s) where you have succeeded. By being rescued by friendly aircraft saying, "Roger! I'm coming" as if it were in return for you helping them in a previous mission, gives the player the feeling of being the main character in the battlefield. Also the powerful spectacle proceeded by salvos with various weapons such as missiles, machine guns, artillery guns, and so forth can be a memorable feature in the game.

Also, the players don't board the ***s or vessels, or operate them. Unlike RTS, you don't give detailed instructions such as, "Go that way and come this way." In this game, being a hero as an ace pilot in the battlefield is important; therefore we didn't want you to also be a *** operator, captain, or general… We have concluded that unless you play a steady character, you may become confused of who you are and even though you could get a simple sense of accomplishment of clearing stages, you would never be able to get the emotional sense of achievement of being a hero. Providing an opportunity of becoming a hero who not only feels the joy of beating his/her foes, but also feels the pleasure of helping friends in need is one of the key benefits of "Allied Support."

IGN: Are the allied units' static or can you bring them with you throughout the living battlefield, if the geography allows it?

Natsuki Isaki: Most of the time, ally aircraft are able to follow the player without any geographical restrictions, although there still is an issue of how fast they can reach you. For instance, it might take large bomber(s) a while to arrive when "Allied Support" is requested, though once they arrive, they show their immeasurable strength.

Land units and fleet can't help facing geographical restrictions. Even so, they can come where you are likely to call for "Allied Support." Nevertheless, fleet is reliable and will support you even with limited mobility because they have a long firing range.

IGN: Ace Combat has always been such a flying focused game. Do you think the addition of land and sea units detracts from the flying or compliments it?

Natsuki Isaki: As mentioned above, the player is the ace pilot. The fact that the game is focused on flying hasn't changed; therefore the presence of land and sea units doesn't hurt the quality of the game as a flight action game. In fact, having the point of view from the jet gives players the sense of the massive scale of the living battlefield, with land, sea, and air units below you and all around you. I believe that being a pilot in such a realistic battlefield is a very appealing concept.

IGN: Are you able to purchase more units or somehow upgrade these units in the game?

Natsuki Isaki: This game doesn't have an element of purchasing other units since it's not a simulation game. However, the player gets additional supporting units by clearing each operation. As I mentioned earlier, the maximum of six operations can be engaged in one battlefield. So the power of combined assault resulted from "Allied Support" and its extravagant visual impression will expand depending on the player's performance.

IGN: Can you please send me a copy of the game this week?

Natsuki Isaki: Are you sure that you would want it this week? You could have a better one next week, or a much better copy next month! I'd wait a little more if I were you. Thanks to the quality work by the team, all the components such as graphics, friends and enemy Al, level designs, audio, and fight feel, have been improved drastically, and now the improvements are beyond my expectation. I, myself, am also looking forward to seeing the completed game.

IGN: Thanks for all the help and good luck the rest of the way.

Natsuki Isaki: The pleasure is all ours. We look forward to providing gamers with a brand-new Ace Combat with features that can only be accomplished using the technology and power of a next-generation console.

终结者

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发表于 2007-5-20 19:22  ·  北京 | 显示全部楼层
看了半天 没啥激动人心的 new feature....
只不过改料机命令为友军命令.... 一些新的 个性AI...

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发表于 2007-5-20 19:24  ·  北京 | 显示全部楼层
下面是引用hans于2007-05-20 19:22发表的:
看了半天 没啥激动人心的 new feature....
只不过改料机命令为友军命令.... 一些新的 个性AI...


最后那个蛮搞笑....
要是***我说... i wanna a copy now....   & source codes are welcomed.

终结者

See U in the Sky

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发表于 2007-5-22 07:33  ·  英国 | 显示全部楼层
活活,不仅仅如此吧, AC6 貌似偏向RTS了.很多新点子不错呢

--------------------------下为译文---------------------------------渣Z,下顿KFC你请定了==+

标题: 男呆再次把天空带到新的高度.

"爱***"(IGN) 独家采访,还配有新图(貌似太旧了==.)


下决定~ 表白吧!  你打算把敌人基地的电厂QJ了,还是打算SM它的跑道呢? 把你的那些没电力供应的敌人留下作为新任务中能提供支援的机场的平等交换? 这类进退两难的局面将会在AC6***现, 而且, 还会涉及到在飞行中在那个罐头的机舱中如何上厕所...



在 AC6 的逼真战场中, 玩家将会选择首先进行的任务目标,而完成那个目标的结果,将会影响到整个游戏. 喂,至少, 你会有联盟的航空团,***,直升机,战舰来援助你吧... 接下来, 我们就此访问了Natsuki Isaki(AC设计总监),谈下有关AC6的一些要素,以及他事业的一些新方向.


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IGN: 偶们是AC终极粉丝,先非常感谢N大你能回答我们的问题. 我们比较关注的是游戏中的新元素, 动态战争系统,和盟军命令管制系统
(包括海,陆,空).


Natsuki Isaki:能遇到你这种病态级粉丝可是非常荣幸呢(笑). AC6里面有很多很新的元素,也充分利用了次时代平台带来的新技术.随便问吧,偶很乐意详细回答的.(真的可以随便问么==?)



IGN: Tell us about the concept of the Living ***.
    请告诉我们关于动态战役系统的概念吧

Natsuki Isaki:
在动态战役中, 玩家可以对战双方的战军团中,体验大规模的战斗,激战于弹雾,爆炸的火球中. 这些为游戏娱乐营造了刺激的情节和更多的互动, 不像已经偏好剧本的的战争电影.而是完全利用了次时代技术, 你可以在空中驾驶战机任意飞行, 以王牌飞行员的身份决定将要进行的任务.


---

技术而言, 有2个大要素, 以是高技术控制大量的NPC, 而另外一个则是提升了视觉效果, 使它变得不是静态的.这些都得慢慢道来的说~

在NPC控制方面, 并非至少数目多, 而是每个NPC都有着独特的细节.例如一些敌人对空能力会偏强;而一些则擅长对地攻击;一些擅长占领基地;又或者都不擅长以上的,反而擅长提供情报的. 这些都是取材于真实的现代化战争中的.

(所以不只是BVR或玩机动狗斗啊~ AC6已经发展为控制一场战斗的局面了)


-----新特征 1 ------------


他们系统地运作, 设置单位,同时尝试去完成一系列不同的任务. 例如, 一些战机会尝试夺去制空权, ***这破坏敌军的防线,而直升机则载兵夺取敌人阵地等等. 这些任务将一起实时进行的,就如一个真实的战场,胜利或失败将影响整场战争的局势. 比如, 尽管***单位已经把敌人的防线攻破了, 但如果你失去了对制空权的掌握,一个人战斗,可能就会处于劣势. 但,如果你之前占领了敌人的机场作为基地, 你就可以在空中作战中得到优势了. AC6中每个任务的价值和影响,将会改变后面的任务所获得的战果和改变一场大战争的走势. 而你的技术和所作的一切也将决定着游戏的结果和评价. 因此呢, 你第一次通关了, 也有动力去多次玩下去, 因为每个任务都非常复杂.

另外,我也很担心 AC 7 发布的时候, 玩家会说, 我还在玩AC6,所以我不买AC7了~

(某J语: 注意那句话,那人貌似真的说漏嘴了.... 是不是AC 7也会出在360上呢? !!
若不是的话,我看改为: "我还在玩AC6,不玩AC7是因为我没钱买PS3!! " 那样还好点点T_T)


而每个NPC也有它自己的性格和名字, 你能真正感受到成功的喜悦和失败的教训,这些都能给你带来在一个大团队作战的体验, 而玩家也有相应的选择和NPC直接交谈, 如果你在上个任务中拉他们一把的话, 那样他们会非常乐意给你提供援助.

(所以)我把游戏动作一个给你互动经验的媒体, 游戏 不应该 单纯地架构于 只是打赢或失败了,我想带给你的是....给你自己拍上一部英勇的故事,而那些是书本或电影无做到的.

(某J: 这点算是AC制作者的心里话了)


-----新特征 2 ------------


接下来是AC6新特征 2: 非静态视觉效果




感谢次世代的强大机能, AC中平滑的地形效果明显地增强了, 也不单单这样子, 我们把非静态视觉用到到了很多地方,例如飞行中的导弹, 机炮,爆炸,烟雾,飞机的尾云 等等,这些都因为玩家和NPC不同的运动而发生改变. 从游戏中,你也可以明显盟友,敌人的分镜的渲染如图照片般写实,例如友军的基地遭受攻击而被烟雾和火焰吞没, 狗斗时随机体翻滚而生成的轨迹云, 或者友军回应你请求时群发的导弹烟火,等等,等等~ 这些非静态视觉效果合在一起将给你带来在硝烟战场上的切身体验.



----------------------------------------------------------------------------


IGN:
这些在系列发展中有什么改变么??


Natsuki Isaki:
之前系列中都有着不同被玩家认可的特性, 例如"漂亮的画质"(指在飞行游戏中), "如ACE飞行员般的英雄经历",和"爽快的飞行战斗系统",这些在AC6中都得到了很大的提升, 感谢次世代系统的机能啊 (废话....)


直到如今, 只有无线语音和演示场景能互动地为玩家解决问题. 但这次, 增加的元素,例如盟军在战场中对玩家的命令作出回应,进行了互动帮助,和大量表达玩家在战役中成为关键人物.




我们克服了一个难题,一个在已往飞行动作游戏中无法避免的问题. 那就是所有飞行动作游戏中,通常都缺乏的 实物比例对照,这点对飞机的速度感影响很大.

例如, 赛车游戏中, 能比一架飞机飞行2000公里/时 更真正得带给你带来 200公里/每小时 的速度感, 因为,你可以看见汽车,广告牌在近距离向你迎面扑来. 但现在, 高画质的烟雾,飞机尾云,和爆炸效果高密度地充斥整个空间, 就能更贴切表达马赫级别的速度感了(而另外, 我们在云层中也采用了无法描绘的相同的手法,这些都进一步增加的飞行的爽快感)


IGN: 再谈下那个动态战役系统吧, 选择不同的目标会导致什么风险或奖励这类么?

Natsuki Isaki:
就比如: 我方的盟军被一群敌人包围了, 他们有3组,而每组都有着自己的行动计划.
这时候有3个行动:
第1组是一个盟友飞行单位,正尝试为保护发电站, 抵抗敌机的袭击.
第2组是基地卫队,正为保护机场和敌人的直升机展开作战.
而第3组则是***单位,被敌人的陆军包围着并尝试突围.

而这个任务目标是"救援友军,打退敌人". 那样要完成这个任务,玩家就得参加这次行动中的一份,如果你成功完成第1个任务,那电厂就可以继续为友军的雷达供电,那样,在雷达范围下的友军就能取得一定的作战优势, 而如果失败了,雷达没电,玩家就会处于劣势.

而如果你完成行动2并肃清跑道周围的敌人, 那样所以友军的飞机就可以从那里气氛,并帮你攻击空中的敌人, 并且, 在战斗的过程中, 你还可以随意在那个机场上着陆并进行补给和修复.


(很有创意的点子呢, 有点像C&C那样有着一定RTS元素, 占领对方的东西后可以用)




而当你完成行动3, ***就会帮你命令炮轰敌人了(地面的?), 他们是可以一次把多个敌方目标轰掉的哦. 但如果你失败了,敌机就会攻击的你的飞机,和友军的阵形.当你完成了一个行动后, 你就会进行下一个任务了,无论你在第一个行动中成功与否,都会影响到下个任务的情况的.



IGN: 那不顾那些行动的话, 是否也能完成任务呢?

Natsuki Isaki: 你可以完成任何行动来完成一个任务,但通常,完成一个行动是不够的, 玩家会被派遣去完成更多的行动来完成一个任务(6个中的3个),这样,你可以任意完成3个,如果你擅***斗,那可以专门选择那些空中目标的行动. 如根据以上的例子所想,你选择的行动不仅仅成为动态战场上的关键点, 而且, 完成的 顺序 也非常重要.


顺便一提, 我们为 钻洞癖 那个反馈而深深感动, 一些人非常喜欢这种独特的战斗方式和速度感, 而一些人则大喊太难了. 但现在AC6则给出了有个更好的答案, 不喜欢的人可以直接避开转洞这种BT行动的^^



IGN: 你之前也提了,我们还可以管制海陆空单位,那样管制的单位具体是些什么呢?

Natsuki Isaki: 空中方面, 有大概和你相同配置的飞机, 他们可以飞得足够快以致能响应你的请求, 他们有擅长对空攻击的战机, 好对地攻击的攻击机,和多用途的,2方兼顾啦活活, 直升机是地面目标好手,尽管他们飞得慢,但能精确打击目标, 而超过50米的大型的轰炸机也有.但对于空中的敌人,他们恐怕就成为活靶了. 这些是你不愿失去的.



电子支援机( Electronic Support Measure 简称 ESM)是种特殊的飞机,飞得很慢,并且没攻击力,但他们搭载了中高科技物体,叫Electronic Support Measure(电子支援测量仪 ESM), ESM 能给玩家分析附近敌人的数据,并把信息发送到盟友的战术电脑中. 通过飞近ESM,玩家就能获得获取敌机更精确的数据,从而评价准备面对的战斗的状况和优劣程度.



而在陆地上,***,防空炮,防空导弹,远程炮等等都发生了很大的改变,他们会自行出有利的阵形去攻击他们的对手.尽管不能飞或穿过河流,或攻击高速移动的敌机,但对于控制敌人的阵地而言,他们是非常在行的.



而海上部队,驱逐舰和巡洋舰是主要核心,他们有着大火力的舰炮,防空炮和对空导弹.而且成为海面上的控制塔,他们也有ESM,但唯一只能在水面作战.


IGN: 那样你提供什么命令呢? 这些所有的控制玩家能一个人应付么?

Natsuki Isaki: 通过一个叫"联合支援"的系统.你可以在离你僚机很远的地方召唤他们, 系统提供2中支援, 一个是偏重攻击的"Allied Attack",而另个是偏重自防御的"Allied Cover.".你可以用d-pad来完成这些控制,那样就是在激战中也能控制自如.

使用时,把机头对向你要攻击的敌军群,然后用"Allied Attack.",友军就会使用猛烈的炮火来攻击屏幕前的敌人了.你可以使用"Allied Attack."来对付目标群,或敌军的ACE, 而友军的在海,陆,空的AI就会精明地选择他们的目标来履行他们特殊的职能了.因此一些荒谬的战术,例如大轰炸机和敌军战机狗斗的现象就不会发生了.







使用Allied Cover,友军将会攻击对玩家进行攻击的敌机,无论是否在屏幕上.这个支援在你受到多敌人攻击或逃避攻击时非常有用, 当然这不是一个ACE的常用手段,但一个ACE必须有能力选择他们的战斗.


在使用2种Allied Support中,支援你的单位是跟你执行的行动中成功的有关联的. 他们将是你在上次任务中援救下来的友军,这样,玩家就能感到他们成为了战场上的主角,而且他们不同的武器将给和攻击能力将给玩家留下深刻的印象.


同时,玩家不用担心***或船只,或者 管理 他们. 和RTS不同, 你没有给予仔细的命令控制,例如"去那边,或过来这".在这个游戏中,成为一名英雄或ACE飞行员是非常重要的, 因此,我们不打算让你同时成为***管理员,或船长,或将军...我们的结论是,这些是无用的,尤其扮演一个稳定飞行员的角色,否则,你将变的混乱,就算在个简单的场景中通关不清楚自己到底是什么,那样就是当了"英雄",你也无法为你的功劳而感到快乐.
为打败敌人成为英雄而感到自豪给予一个机会,而且能为帮助盟友而感到快乐 是Allied Support的关键因素之一.


IGN: 这些盟友是 静态(指已经布置好的) 么? 还是 你可以带领它从头到尾贯穿整个战役(如果地理方面的设定允许的话)

Natsuki Isaki: 多数情况, 所有的飞行单位都可以跟着玩家飞而不受地理环境的约束,尽管他们能飞得你那边的快慢还是个问题, 例如请求大型轰炸机的话,得等上一阵子,但他们一到,展现的攻击力就无可估量了^^


而陆地的和舰队则大受地理环境约束了,虽然如此,它们还是响应你的请求,不过舰队是比较可靠的,尽管他们机动力低,却有着超远程攻击的能力.



IGN: AC一直都注重飞行, 你任务对于海,陆控制的增加会使得它在飞行上的地位有所转移么?


Natsuki Isaki: 如之前所说了,玩家是王牌飞行员,注重飞行目前还是不变的,因此,对于海陆控制的元素增加没由影响游戏的质量(指飞行动作游戏),实际上, 在一个逼真的战场驾驶飞机,而海,陆,空三军在你头上或脚下,我相信,能在如此真实的战场上当名飞行员,是个非常吸引人的设定.



IGN: 玩家能否继续购买或升级这些战斗单位么?

Natsuki Isaki: 这个游戏自从不是一个模拟游戏起,就没有所谓购买单位的元素了. 但,玩家可以通过完成不同的行动来增加支援单位,如过之前提过,6个不同的行动可以在一个战场上同时进行. 因此Allied Support的攻击力,和华丽的视觉效果,将会由玩家的行动而得到充分展示.

IGN: 你能在这星期给我一份烤肉(游戏拷贝)么?(两眼发光状)

Natsuki Isaki: 你认为你在这星期能有么? 若下星期的话,你或许能有个更好的版本,或者下个月,能有个更更好的版本! 如果我是你的话,我会继续等.感谢制作组的努力,所有元素例如 图像,AI,关卡设计,音乐,飞行感,都已经彻底地提升了,而现在这个提升已经超出了我的意料.就连我自己啊,也了期待一个完整的游戏呢.^^

IGN: 感谢你接受采访, 祝愿你在接下来的开发期中继续好运~

Natsuki Isaki: 活活,我们应该感到荣幸才对(笑), 我们正期待能制作一个全新的ACE COMBAT 并且有着次世代平台机能才能处理好的技术..(荫笑)

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发表于 2007-5-22 08:41  ·  北京 | 显示全部楼层
感谢翻译~= v =b

了解了新AC很多呢~

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发表于 2007-5-22 08:56  ·  江苏 | 显示全部楼层
啊啊啊~ 感谢JAPP的翻译,偶也好想要烤肉啊

VIP

机佬

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发表于 2007-5-22 10:18  ·  广东 | 显示全部楼层
JAPP辛苦了~~~~~~~~~~ =血=

求败者

我的爱请全部带走

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 楼主| 发表于 2007-5-22 20:52  ·  上海 | 显示全部楼层
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