军团要塞:入侵

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本文介绍已取消的游戏 军团要塞:入侵。官方更新,详见社区更新入侵
Invasion
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基本信息
开发商:

Valve

引擎:

起源引擎

分类:

第一人称射击游戏

模式:

多人游戏

设计师:

Valve

平台:

Windows

军团要塞:入侵”(Invasion)作为游戏军团要塞2的预计发布计划设计。灵感来源于一部关于人类与外星人争斗的蒸汽朋克科幻小说世界大战。该作的变更基本基于兄弟连之上换了一种主题的开发,而不是整个推翻重做。

早期开发

入侵'的早期开发中,这款游戏在玩法和职业上更加接近兄弟连,但更具未来科幻主题的气息。随着开发的进行,当外星人阵营添加时,未来科幻风遭到废弃并为 未来人类大战外星人的风格让位,尽管设计上依然存在未来风格,但更大程度上接近(科幻)罗马风格。在某段开发阶段中,游戏更加注重区域占领以及首次引入了资源概念。并且在不久之后, Moby Francke 加入Valve并且为军团要塞2做了世界大战风的设计。人类方面更多受到了第一次世界大战的影响,而更加接近复古-蒸汽朋克风,而外星人则不如后续开发中看起来的那么科技先进和未来感。

兄弟连

入侵源于兄弟连的开发。该方面的证据可参考于2003年的起源代码泄漏,,在这段源代码中可以找到一些剩下的兄弟连的代码。例如 tf_accuracy.cpp 这个因太过于复杂和可以通过代码注释进行简单处理而被删除的文件。而来源于兄弟连的指挥官职业被撤下并改成了可以使用带来增益的集合旗的职业,由此可说明,该作军团要塞2变化的只有游戏玩法、艺术风格和主题这一点上。当然游戏玩法上也受到艺术风格和主题的影响,三者之间依然存在少许差异。

指挥官

指挥官的职业依然存在于入侵中,但却在狭义上变成了每个职业都可以使用的叫做战术视野(Tactical View)的机制。战术视野将允许玩家为其他队友下达指令,从战场上方俯视以及各种其他的事,命令的机制来自于兄弟连并在各种开发阶段中一直存在包括入侵

游戏玩法

The average Invasion game consists of two teams - the Humans and the Aliens, with a game split up between three 15-minute rounds known as Acts. Gameplay is largely based around the collection of "Resources," called "Jojierium". Resources are chunks that can be picked up by players, which are then added to the Resource bank of their team. There are various ways for players to acquire chunks of Resources, including killing enemies, destroying enemy objects, or collecting from a Resource Pump.

The teams have two key differences; the Humans require power for their buildings to function, and as such have objects that cost less. The Aliens don't require power and as such, buildings are more expensive.

The game revolved around controlling territory of the map known as "Control Zones", which houses Vehicle Bays and Resource Zones that can be utilized by the controlling game. Teams would defend and conquer this territory using buildings and their classes' various abilities. As such, these maps were big, and utilized vehicles to traverse the world.

Winning a game of Invasion could be done in two ways, the first type of victory is given to the team that owns the most Resources within their Resource bank. The second method of victory only occurs if a team has no Respawn Stations build, and without Respawn Stations, your team cannot respawn. With this factor, destroying all the Respawn Stations of the enemy team, then killing every enemy player, would result in a victory.

Another point of interest is that the Sappers the Spy class in the final Team Fortress 2 utilizes stems from Invasion. The Sapper, unlike in Team Fortress 2, could be used by all classes, and was placed much like a C4 in Counter-Strike. This was probably added to balance out how players could destroy enemy buildings.

Technology

Technology was a key gameplay feature, allowing a team to upgrade itself to gain new abilities and advantages for themselves. Technology could be gained by votes, done by the Team. After gaining all the Technologies in one Tech Level, you would unlock the next. There was 6 Tech Levels across all 10 classes; That's 60 Technologies available for a team.

HUD

HUD in Invasion was very important. Resources were displayed alongside Health, Ammo, and an Act Timer. The Weapons could be selected just like in every other game, as well as Buildings divided by category. There was a Minimap as well that acted as a guide for the player, and could be zoomed in. Orders would pop up on the screen as well, and if you just started playing, you would get Tips based on what class you were playing, what weapon you were using, what team you were on, and what your crosshair was hovering over. This was added to help teach players how to play in detailed fashion alongside gameplay without the need for a tutorial.

历史

When the Half-Life 2 source tree was leaked in late 2003, two models of the Team Fortress 2 Commando class were included, along with the Team Fortress 2 source code, which was fully compilable.

In the end, this build was completely scrapped and only select things in this version would appear in the final version of Team Fortress 2. One of the Developer Commentaries in the final version of Team Fortress 2 mention that they had made the game too complex. Instead, the team took a completely different direction when they began making the next build; instead of trying to make a large, RTS-like FPS game, they went back and streamlined the Classic Team Fortress games for a new generation of gamers, then added a unique art style. This iteration was mentioned in an August 2007 interview with Gabe Newell by GameTrailers and a September 2010 interview with PC Gamer, in which he mentions "Invasion" as being the second phase of Team Fortress 2's development under Valve Software.

职业

This game housed 10 classes, with 9 of them slightly resembling their counterparts from Team Fortress Classic vaguely, with one being all-new.

突击兵

Medium class, armed with a Chargable Plasma Rifle, a few Plasma Grenades and a Combat Shield. Had "adrenalin rush" ability, which would increase the Commando's health, speed, and damage resistance for a short duration. Could also perform an Adrenalin Rampage (bull rush with shield, similar to Chargin' Targe), and had a Battlecry that acted as a less-effective Adrenalin Rush but would be applied to any teammates that could hear the Battlecry.

防御者

A class, similar to Engineer, equipped with a Laser Rifle and a Combat Shield. Was to build sentry guns. Could gain technologies: increased sentry gun count (could build one sentry gun by default, would increase this number to 3), improved sentry AI, improved sentry sensors and rockets for sentry gun (by default sentries had plasma guns), and also could unlock weaponry through technology, such as the Welder, which could weld doors shut in maps, but could be knocked down with the Commando's Bull Rush. And could repair buildings much like the Medic, but lacking it's higher effectiveness range.

潜伏者

A class similar to Spy. Could silently assassinate enemy players using a knife, disguise as enemy players, consume corpses, (if gained the technology for corpse consuming) eavesdrop on enemy voicechat and teamchat when in range of them, and had thermal vision, a bullet-firing and a limpet-firing weapon.

医生

A combat medic. Armed with a Repair Gun and Plasma Rifle, this class could heal players and buildings, and with special technology, apply upgrades to it's teams buildings that allow them to repair themselves at a slow rate. The medic's health regenerated at around 10 HP per second.

火焰兵

An equivalent for Pyro, equipped with a flamethrower, which could set things ablaze for a short period of time. Also armed with a Gas Can, a useful tool for trapping enemies in flames.

侦察(Recon)

The class with the most mobility without the aid of a Vehicle, similar to Scout. Armed with Dual Semi-Automatic Pistols, Had 25% more speed than most of other classes, and could throw Sticky Grenades that attach to any unfortunate enemies that come in contact with it. This class could Double Jump, but not like the Scout in the final game, as this Doublejump gives more of a boost towards whatever direction the player would be looking at. Also could jump on walls using an Ability called the Suppression Jump, which would force you down after being on the wall for too long. Could gain radar scanner technology.

工兵(Sapper)

Originally called the Technician, this class is named after the real-life Sappers that were utilized in World War 1 under the same name. This class specializes in sabotaging enemy buildings using EMP attacks & devices, that could be improved in range and effectiveness time through Technology upgrades. Armed with the Drainbeam, a weapon that is the polar opposite to the Medic's Repair Gun. This weapon would drain health from enemies and enemy buildings, and use that health to fill a meter for Boosts, which could boost speed and health for the Sapper or it's teammates for a short amount of time. Also armed with a Shotgun exclusive to this class that outputs higher damage.

狙击手

Despite no code for the weapon being in the game, it's presumed this class would wield a Sniper Rifle. Could gain camouflage technology.

支援兵

The Support uses Mortar Strikes to suppress enemies and specializes exclusively in explosives, armed with a Grenade Launcher and Rocket Launcher (Bazooka). Similar to Soldier. Mortars came in multiple round types, (which could be unlocked from Technology Upgrades) from Smoke Rounds, that did minimal damage but covered enemies in smoke, to Starburst Rounds, that blinded enemies much like the Flash-bang in Counter-Strike, and finally to the Cluster (MIRV) Rounds, which split up into two mid-air for more damage and impact spread.

保护者(Escort)

This class is an all new class equivalent to the Heavy with more focus on defense. This class can use it's Power Shield to block enemy fire, which can loose power as it absorbs damage. When all power is lost, the Power Shield will turn off and will recharge itself for later use. Armed with a Minigun, which provided high damage much like it's counterparts, but lacked much range as a compromise. Another ability only this class uses is the Harpoon, which could be thrown at enemies, and impale them, allowing the player to pull the impaled foe towards them. It also provided a melee attack as a secondary fire which allowed the player to punch forcefully at enemies.

建筑

Unlike in other iterations of Team Fortress 2, this iteration allowed all classes to build.

重生站

All classes could build this device, which allowed teammates to respawn. More of these would grant less respawn time.

能源包

This was used to power up to four buildings at a time, exclusive to the Humans.

资源收集器(Resource Pump)

Used to harvest resources from Resource Zones. Also referred to as a Harvester within the code.

沙袋掩体

A weak bunker that players could use to avoid enemy fire. But could be destroyed.

地堡

Stronger and bigger Bunker than the Sandbag Bunker.

龙齿(Dragon's Teeth)

Used to block vehicles from accessing pathways or areas.

防御塔

A tower that provides a nice view for players with long-ranged weapons.

隧道

Much like the Teleporter in Team Fortress 2, except instead of teleporting players, it was a tunnel you dug up. You could destroy entrances and exits of this but never is fully destroyed. It took time to travel these and sometimes you would hear footstep sounds.

铁丝网

This was useful for blocking pathways from enemy forces. Placing two of these next to each other would generate a deadly laser field in-between them.

增益站

A Medic Exclusive, this would give the player a boost in health and weapon damage when plugged in. Could buff up to four players simultaneously. Walk too far away and the player would be unplugged.

载人等离子体枪

A stationary Plasma Cannon controlled by players

载人导弹发射台

A stationary Missile Launcher that has higher damage outputs than the Plasma-gun but with a slower fire rate.

爆炸物

This trap could be placed on any building, and would explode when the building gets destroyed.

补给站

Another Medic exclusive. This would resupply ammo, rockets, and grenades in exchange for Resources.

墙盾(Shield Wall)

A Wall that can act as defense or block pathways.

大盾(Manned Shield)

A Shield that can be rotated if a player was to man the shield.

EMP手雷

This would EMP any enemy devices within range for a select period of time, and even nullify class features temporarily.

迫击炮发射器

Used by the Support class to launch his Mortar Rounds.

集合旗

Exclusive to the Commando. Emits Adrenalin that boosts any nearby teammates while the Building is still alive, but will remove these effects when destroyed.

画廊

参见