Difference between revisions of "Robot Destruction/zh-hans"
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双方团队获取的分数都将被存储在各地基地深处的反应核心中。当一支队伍开始获取分数,就会有一个旋转的反应核心出现在这支队伍基地中的[[Control point (objective)/zh-hans|控制点]]上。这些反应核心能够被敌方玩家夺取(类似夺旗模式中的[[Capture the Flag/zh-hans#情报|情报]])。当一个控制点中的反应核心被敌人偷取时,核心所属团队已获取的分数将会缓慢转移到核心中 - 进行偷取的玩家在控制点所待的时间越长,能够被转换到核心中进行偷取的分数就越多,这一过程可持续到所有存储的分数均被偷取。 | 双方团队获取的分数都将被存储在各地基地深处的反应核心中。当一支队伍开始获取分数,就会有一个旋转的反应核心出现在这支队伍基地中的[[Control point (objective)/zh-hans|控制点]]上。这些反应核心能够被敌方玩家夺取(类似夺旗模式中的[[Capture the Flag/zh-hans#情报|情报]])。当一个控制点中的反应核心被敌人偷取时,核心所属团队已获取的分数将会缓慢转移到核心中 - 进行偷取的玩家在控制点所待的时间越长,能够被转换到核心中进行偷取的分数就越多,这一过程可持续到所有存储的分数均被偷取。 | ||
− | + | 被偷取的反应核心可由偷取方的玩家将其送达基地,从而获取所有偷取到的分数。反应核心会在其携带者被击杀或按下弃置键时掉落在地面。如果偷取者的队伍未能在限定时间内将其再次拾取,反应核心最终会传送回其所属方的基地中,被偷取的分数也将随之返还。游戏会在一支队伍获取指定分数前无限持续。 | |
− | + | 而当一支队伍获得指定分数后,游戏将会进入一个短暂的倒数阶段,并播放删减版的音乐[[The Art of War (Soundtrack)/zh-hans|《The Art of War》]](rd_finale.wav)。如果将要获胜的队伍在计时器倒数结束后依然保持分数领先,他们就将得到胜利。 | |
{{anchor|Core}} | {{anchor|Core}} | ||
=== 能量核心 === | === 能量核心 === | ||
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[[Soldiers]] with the [[Rocket Jumper]] equipped, [[Demomen]] with the [[Sticky Jumper]] equipped, [[Scouts]] under the effects of [[Bonk]], and [[Cloaked]] [[Spies]] are unable to pick up the Reactor Core. | [[Soldiers]] with the [[Rocket Jumper]] equipped, [[Demomen]] with the [[Sticky Jumper]] equipped, [[Scouts]] under the effects of [[Bonk]], and [[Cloaked]] [[Spies]] are unable to pick up the Reactor Core. | ||
− | == | + | == 得分 == |
Teams score points by collecting Power Cores and by capturing or recovering stolen Reactor Cores. One point is scored for each Power Core collected. One point is deducted from a team’s score for each point charged into a stolen Reactor Core. Points charged in a stolen reactor core are thus removed from scoring until either captured by the enemy or returned to the team’s Reactor. The stolen points in a Reactor Core are awarded to the stealing team’s score if they carry it to their Reactor’s capture point; however, those same points are returned to the owning team’s score if the Reactor Core has been dropped for a long time. The teams play to 300 points. | Teams score points by collecting Power Cores and by capturing or recovering stolen Reactor Cores. One point is scored for each Power Core collected. One point is deducted from a team’s score for each point charged into a stolen Reactor Core. Points charged in a stolen reactor core are thus removed from scoring until either captured by the enemy or returned to the team’s Reactor. The stolen points in a Reactor Core are awarded to the stealing team’s score if they carry it to their Reactor’s capture point; however, those same points are returned to the owning team’s score if the Reactor Core has been dropped for a long time. The teams play to 300 points. | ||
Revision as of 02:58, 17 November 2019
“现在我真是什么都见过!” 此页的内容正在曼恩公司测试版中测试。 因此,此页的内容会经常更新。 |
“ | 你们必须摧毁敌方的机器人并收集它们的反应核心以获取胜利,同时你们也可以入侵敌方的保险库来夺取能量核心。
点击试听 (英语)
— 管理员正阐释比赛规则
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” |
毁灭机器人(Robot Destruction)是一个在2014年7月8日被加入游戏的游戏模式。目前该模式仅应用于一张测试地图,rd_asteroid。
由于那张地图与该模式目前仍处于开发阶段,一些材质与动画效果仍然缺失,且在该条目介绍的游戏元素可能会在未来改动。
游戏玩法
目前游戏中唯一的毁灭机器人模式地图是对称设计的,类似夺旗模式的地图。该模式需要玩家侵入敌方基地,摧毁敌人的机器人来获取分数。当机器人被摧毁时,它们将会掉落能量核心,这些核心可被收集以为团队获取分数。
双方团队获取的分数都将被存储在各地基地深处的反应核心中。当一支队伍开始获取分数,就会有一个旋转的反应核心出现在这支队伍基地中的控制点上。这些反应核心能够被敌方玩家夺取(类似夺旗模式中的情报)。当一个控制点中的反应核心被敌人偷取时,核心所属团队已获取的分数将会缓慢转移到核心中 - 进行偷取的玩家在控制点所待的时间越长,能够被转换到核心中进行偷取的分数就越多,这一过程可持续到所有存储的分数均被偷取。
被偷取的反应核心可由偷取方的玩家将其送达基地,从而获取所有偷取到的分数。反应核心会在其携带者被击杀或按下弃置键时掉落在地面。如果偷取者的队伍未能在限定时间内将其再次拾取,反应核心最终会传送回其所属方的基地中,被偷取的分数也将随之返还。游戏会在一支队伍获取指定分数前无限持续。
而当一支队伍获得指定分数后,游戏将会进入一个短暂的倒数阶段,并播放删减版的音乐《The Art of War》(rd_finale.wav)。如果将要获胜的队伍在计时器倒数结束后依然保持分数领先,他们就将得到胜利。
能量核心
Power Cores are dropped when a robot is destroyed. They may be collected by any member of the team that destroyed the robot. If left uncollected, Power Cores will eventually start flashing for a few seconds before finally vanishing.
反应核心
Reactor Cores represent the stored points of the enemy team. Successfully stealing a Core from the enemy base and depositing it on your team's Core spawn point directly transfers to the stealing team any points stored in the core. Unlike the Intelligence briefcase in Capture the Flag, the Core can contain a variable number of points depending on how long it is "charged" by an enemy player standing on the core spawn point. The Core cannot be moved from its spawn point until at least 25 points have been charged into it.
Like the Intelligence briefcase, a Reactor Core may be picked up by any enemy player that touches it, and although it can be dropped deliberately or on the carrier's death, it cannot be picked up or otherwise affected by a friendly player. Friendly players can defend the Core from being picked up by physically preventing enemy team members from touching it. If a Core is not touched by an enemy player in a set amount of time, it will disappear and any points stored in it will be returned to its team.
Importantly, the return timer on dropped Cores is not fully reset upon touching it (another difference from the Intelligence briefcase). Instead, the return timer for the Core starts at approximately one minute and is reduced for each second that the Core is dropped and is increased by one second, up to the maximum starting time, for each second that the Core is held.
Soldiers with the Rocket Jumper equipped, Demomen with the Sticky Jumper equipped, Scouts under the effects of Bonk, and Cloaked Spies are unable to pick up the Reactor Core.
得分
Teams score points by collecting Power Cores and by capturing or recovering stolen Reactor Cores. One point is scored for each Power Core collected. One point is deducted from a team’s score for each point charged into a stolen Reactor Core. Points charged in a stolen reactor core are thus removed from scoring until either captured by the enemy or returned to the team’s Reactor. The stolen points in a Reactor Core are awarded to the stealing team’s score if they carry it to their Reactor’s capture point; however, those same points are returned to the owning team’s score if the Reactor Core has been dropped for a long time. The teams play to 300 points.
Team scores are displayed at the bottom center of the HUD. Each team's score tracks higher as Power Cores are collected and as Reactor Cores are captured by or returned to that team; and tracks a decreasing score while a player is charging a Reactor Core with points stolen from that team. A player’s display of scores shows green numbers as friendly points are added and enemy points are stolen and shows red numbers as friendly points are stolen and endpoints are added. Distinct sounds give notice or warnings of friendly or enemy points scored or stolen.
机器人
Unlike Mann vs. Machine robots, these Robots are harmless and will run when you attack them. The robots are separated into three areas, named A, B, and C. They will always follow their path that is marked on the floor, unless they are being attacked. Currently these Robots are similar to Buildings in their attributes: they are unaffected by knockback (including Compression Blasts and shield bashes), Afterburn, Backstabs, Mini-crits, Critical hits, and Bleeding. Also they are immune to the effects of Jarate and Mad Milk and cannot be marked for death. Robots also do not grant any on hit/kill bonuses (for example, health on hit with the Black Box), nor can they be sapped. Some classes have increased damage against these robots: Spy and Medic weapons deal 200% their base damage, Scout weapons deal 150% their base damage, and Sniper weapons deal 225% their base damage. Heavy and Pyro only do 75% damage to bots. Robots are immune to damage fall-off and ramp-up, so excluding splash damage, any attack on a Robot will deal a constant amount of damage from any distance.
机器人行为
The robots in areas B and C are protected by what appears to be an Übercharge when the robots in front of them are alive, for example; B robots are protected if any A robot is alive and C robots are protected if any B robot is alive.
The robots are defenseless, but will attempt to escape from attackers by running in circles. After 3 seconds without taking damage, the robots heal themselves at a rate of 6 health per second. All of the robot groups share a respawn timer, and will reset when the timer runs out.
When destroyed, A and B robots drop their associated amount of Power Cores in a single drop. When C robots are destroyed, they perform a death animation wherein they run around dropping a stream of Power Cores. The robots also drop gibs when destroyed. These gibs may be collected for Ammo or Metal.
Robots give 5 health per second to nearby friendly players as well as to disguised enemy Spies.
机器人语音
注释:这些语音目前应用于测试阶段,在未来可能被更替。此外,机器人有时候会发出来自游戏《半条命》的死亡提示音效。
闲置 |
当有玩家穿过行进路线 |
受到攻击 |
被摧毁 |
战术
地图
毁灭机器人
Robot Destruction maps carry the rd_ prefix.
Name | Picture | File name |
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Asteroid | rd_asteroid
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更新历史
- Added Mann Co. Beta Maps - Early Access program.
- Added 2 new beta maps:
RD_Asteroid
andPL_CactusCanyon
. - Beta maps can be accessed via the quickplay menu by clicking the Play Beta Maps option.
- Added 2 new beta maps:
- Power Cores and Reactor Cores now add their point value to a team's score over time
- Reduced the rate at which points can be stolen from 15 per second to 10 per second
- Robots now heal 5 health per second to nearby friendly players
- The HUD has been reworked
- Inverted the layout to better represent the layout of the level
- Added progress bars to represent each team's score
- Potential point gains from stolen reactor cores are now visually represented on the score progress bars
- Thief icon now moves across the score board relative to the thief's position in the level
- Updated thief icon to represent both the color of the power core stolen and the color of the thief's team
- Added new strings to the win panel that explain why the team won
- Replaced the current "points being stolen" sound with a new sound
- Added better collision hulls to robot models
- Reworked robot skins to reduce similarity to the Übercharge skin
- Sentry Guns no longer target Übercharge robots
- 现在玩家在携带反应核心离开保险库前必须偷取至少价值 25 分数的核心。
- 更新了能量核心的拾取音效。
- 更新了机器人被摧毁的动画与音效。
- 更新了面板设计。
- 更新了面板设计。
- 修复了一个导致玩家无法拾取反应核心的错误。
- 现在当一支队伍的 C 类机器人被摧毁时,他们的重生速度会加快70%。
- 修复了能量武器无法命中该模式中的机器人的错误。
未使用内容
- 游戏文件中存在着一批同该模式相关的未使用内容,例如机器人的模型以及旧版的面板元素。
画廊
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