6.1 飞船概要(中英对照)

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6.1. General

6.1. 概要

a) Categories and classes

a) 种类和级别

Ships are organized in three main categories: – civilian ships – industrial ships – combat ships

船被分为三个主要的种类:

  • 民用船
  • 工业船
  • 战斗船

In each category, ships are organized by ship type and size class. The class defines how big the ship is in world dimensions ( usually taking the longest dimension ): – S stands for the “Small” class; – M for the “Medium” class; – L for the “Large” class Most features ( gears, side thrusters to be modeled, or texture skinning vs tiling ) are decided based upon this size class.

在每个种类中,船是按型号和大小来排序的。 船的级别,定义了其在游戏中的大小尺寸:(通常按最大尺寸)

  • S 代表“小型”
  • M 为“中型”
  • L 为“大型”

大多数船体特征【装备,推进器,或船体结构表面贴图方式(texture skinning vs tiling)】是在上述三个级别的基础上随之确定的。

b) Non-specialization principle

b)“非专业化”原则

One absolutely fundamental thing to understand is the non-specialization principle that applies to all ships. A given ship doesn't have any specific function or role ( for example, you do not have ships that can only haul, and other ships that can only fight ). Any ship can fill any role, but some ships will be better for certain roles than others.

这种“非专业化”基本原则适用于所有的飞船。 一艘给定的船不能有任何特殊功能或扮演任何特殊角色(举例来讲,你不应该造出一艘只能用于运输的船或只能用于战斗的船)。 要求任何船只都能充当任何角色,只不过某些船只在某些方面会比其他飞船做的更好而已。

When a player buys a new ship, what he gets is only a hull and some empty internal space ( loosely called “cargo space” ). He can then decide how he wants to fit modules and equipment in this space.

当一个玩家购买一艘新船的时候,他只会得到一艘没有添加任何功能插件、在船的内舱(一般叫“货舱”)里没有装载任何物品的空船。然后他根据需要自行为船只添置功能模块和设备。

Each equipment or module requires a certain amount of free cargo space ( plus other requirements, like energy and crew, but that's off-topic for this document ). Examples of equipments include various propulsion engines, cabins for the crew/passengers, ships systems, weapons, goods, etc..

每种设备或功能模块在放入“货舱”时都得占用一定量的空间(当然,还有些其他船用需求品,比如能源和船员。但是这都不属于此文档讨论范围)。举例来说:设备包括各种各样的推进引擎,装载乘员/乘客的机舱,船用系统、武器、货物等等。

What that means is that a player can buy a tug or a hauler, mount it all with weapons, and try to fight with it. He'll probably do a worse job than a ship designed for combat, but the key point is, he can try to if he wants. Just like he can use a personal craft to do trading / transporting, or use a combat ship to mine asteroids.

这就意味着一个玩家可以在买来的拖船或货船上面安装武器,然后驾驶着它去战斗——也许玩家这样做不如直接开一艘战舰来的划算,但重点是,玩家可以干自己想干的事情。 再比如,玩家可以驾驶着一架单座战斗机做贸易和货物输送,或开着一艘战舰去小行星开采矿石。

All those equipments ( with the exception of weapons / devices mounted on hardpoints ) are internal, and so cannot be seen from a viewpoint outside the ship ( which is always the case ), meaning that the visual appearance of the ship should never be inferred from a role or specific behavior. This is the golden rule of ship design in Infinity.

所有设备(不排除一些武器、是设备是安装到“挂载点(hardpoints)”上的)是安装在船体内部的, 从船体外部是无法看到的(一般是这种情况)这意味着一艘船所扮演的角色或具体功能不会从船的视觉外表判断出来。这是Infinity中舰船设计的黄金法则。

Ex.: You do not design a “bomber” ship. You design a combat ship that looks fat and slow, and that has enough hardpoints so that the player can mount MTB ( Missile / Torpedoe / Bomb ) weapons. But maybe some players will mount standard guns on it, meaning that it would not fit the description of a “bomber” anymore.

例如: 你无需再设计一艘“轰炸机”飞船。可以直接设计一艘看起来又胖又慢的战斗船,而且在上面有充足数量的“挂载点(hardpoints)”以便玩家能安装大量MTB ( Missile / Torpedoe / Bomb ) ( 导弹 / 鱼类/ 炸弹 ) 武器。但也许一些玩家会安装标准炮台,如此一来,这艘船就不再适合用“轰炸机”来描述了。

c) Characteristics

c) 特性

Characteristics and physical parameters are not determined by you, but by the development team in alpha / beta phases to balance the game carefully. However, when you are submitting the ship, you can add a small description to explain your preferences: how the ship should behave, if it should be particularly slow or fast, etc.. We will try our best to balance all its characteristics and costs.

舰船的最终特征和物理参数不由你来决定,除此之外开发团队在alpha/beta阶段仔细计算着游戏的平衡性。不过,你在提供舰船创意的时候,可以按照自己的偏好附上一点描述的。可以附加一段描述解释你的偏好:飞船应该表现出什么样的特点、它的特性是突出“快”还是“慢”等等。我们会尽量在它的特性和据此带来的开销之间做出最好的平衡。

Please keep in mind that we will take the ships form into consideration as well.. If you call it a nimble fighter but it looks more like a space tug, it will more than likely end up as a space tug.

请记住我们在设计船体特性时也会考虑到船的外形,如果你称呼一艘外形更像空间拖船的作品为“敏捷战士”,那这个作品最终在游戏里很可能就会因为外形被做成拖船,而不是战舰。

– Industrial ships will have a low to average maneuverability, small offense, average defense, a high amount of cargo space and low maintenance/crew.

  • 工业船会有较低至中等水平的可操作性,较底的攻击力,一般的防御力,一个极高容量的货舱以及廉价的维护费用和较少的乘员数量。

– Civilian ships will have an average to high maneuverability, average offense / defense, an average amount of cargo space and average maintenance/crew.

  • 民船会有介于中高水平的可操作性,一般的攻击力/一般的防御力,一般容量的货舱、一般水平的维护费用以及一般数量的乘员。

– Combat ships will have a low to high maneuverability, high offense / defense, a low to average amount of cargo space and high maintenance/crew.

  • 战船的可操作性或低或高或一般,根据大小种类而定,高攻/高防,有较低至中等容量的货物空间,较高的维护费用以及较高数量的乘员。

Remember that in a newtonian environment, maneuverability of a ship is not a constant, but depends on the mass of the ship and the strength of its thrusters / propulsion. It's very possible to find industrial ships with high maneuverability if the internal space is used to fit the best propulsion engines out there.

别忘了在牛顿力学空间环境中,一艘船的可操作性不是一成不变的,船的质量和推进器所释放的推力决定了船在各种情况下的综合操控指标。一艘工业船如果在内部装有最好的推进引擎,那它很可能会具有高可操作性。

d) Design style

d) 设计风格

The best way to describe Infinity's ships style is “civilized human industrial” with a slight retro look, similar to what you find in the colonial fleet of the popular show “Battlestar Galactica” ( the modern serie ). Designs that include organic, vertical or asymmetric ships are immediately rejected, with few exceptions. Aerodynamic wings are highly discouraged except for small ships that are specifically designed to fly in atmospheres, in which case they might be okay. Modular designs are highly encouraged for medium to large ships, and particularly for industrial ships. While some ships can be “fatter” than others, most ships should be designed with length as the major axis.

我们可以这样贴切的描述Infinity中船只的设计风格:以“人类工业文明”(“civilized human industrial”)为主,再带有一点复古风格;参考: (http://www.darkroastedblend.com/2007/11/retro-future-to-stars.html http://www.darkroastedblend.com/2007/12/retro-future-glorious-urbanism.html ) 你可以参考流行剧《Battlestar Galactica(太空堡垒卡拉狄加)》(科幻电影系列)中的殖民舰队。我们基本上不会采用有机风格、直立风格或不对称船体风格的设计。我们也强烈建议不要在设计中加入空气动力学机翼,除非这些飞船是被设计成专门在大气层中飞行的小型船只(这种方案倒还没多大问题)。对于中大型飞船来说,标准化设计非常重要,尤其是工业船。 当然一些船可以比其他船“更胖”,但大多数船应该以较长轴作为体积长轴。

e) Factions style

e) 阵营风格

When the game starts, the three main factions have been in contact and commercing during thousands of years. Free exchange of technologies and cultures happens every day, and as such, there is a lot of diversity in the designs of their ships. There are however a few simple rules for ships designed in the pure spirit of each faction:

当游戏开始时,三大主要阵营已经相互往来并通商数千年了。自由的技术和文化交流每天都在发生,同样的,它们的舰船风格也多种多样。但对于每个不同阵营间的舰船设计,阵营风格的区分遵循着一些简单的规则:

– Centaurus ships are relatively geometric and smooth, with very few hard edges and little details to break the even surface of the hull. They are almost always symmetric.

  • 人马座舰船的设计相对较整齐和平滑,极少有尖锐边缘和小零碎突出船壳的表面从而破坏其光滑性。它们几乎总是对称的。

– Deltan ships are less geometric and can use a mix of smooth curves and hard edges with many details on the hull. They are usually symmetric. The global shape of the ship is roughly triangular, length dominating the width / height, height always lower or equal than the width.

  • 德尔塔舰船的设计则是较杂乱的,而且会用一些混合的线条和尖锐的边缘(据此会在外壳上形成许多丰富的细节)。它们通常也是对称的。整个船体外形大致呈三角状。船体的长度要比宽度和高度占绝对优势,高度则比宽度低或相等。

– Star Fold ships are mostly box-shaped and heavily industrial looking, with greeble and pipes. Slight asymmetry possible. Might look fat. May not benefit from the most advanced technologies, giving a "retro" look compared to Centaurus/Deltan ships. Do not make those ships too stylized / original either.

  • 斯塔弗舰船的设计大多是看起来带有重工业味道的“箱形”,上面附有很多突起、天线刺和管形体。也许会有些轻微的不对称,看起来也许会较胖。可能是没有从高技术中吸收多少东西的缘故吧,比起人马座和德尔塔的舰船看起来总是要“复古”一些。不要使设计的船过于模式化,也不要过于标新立异。

f) Design guidelines

f) 设计指导方针

– All ships must look like they've been designed with human technology and for humans. Remember that people are supposed to live in those ships. Ships shaped like space whales or flying insects are completely unacceptable.

  • 任何船的设计都必须看起来像是人类科技的产物和为人类而设计。别忘了这些飞船是被设计来供人类居住和使用的,如果船的外形像是宇宙鲸鱼或飞虫那将会很难被人接受的。

– No strong asymmetry in ships, ever. Minor asymmetry is allowable and acceptable. An example of minor asymmetry is placing a hangar entrance on one side of the ship, but not the other, or a small bridge area. For examples of each, look at the Intrepid and Remora in the ICP. Keep in mind that the amount of asymmetry allowed is faction dependent. See the section about factions and their style to know which ones are allowed more asymmetry than others.

  • 永远不要把船设计成很不对称的样子。我们允许和接受较小的不对称性设计的存在。比如说,在一艘船的一侧有一个机库入口,但在另一侧则没有,或者另一侧是一个舰桥区(bridge area)。具体可以参照ICP中的Intrepid和Remora这两个例子。记住不对称的设计的多寡与各个阵营设计的风格有关,你可以参考描述阵营风格的章节以确定哪种飞船能有更多的不对称。

– All ships must assume vertical gravity and be designed with it in mind – including in the hangars and living quarters.

  • 所有的船都必须基于“垂直重力环境”作为设计逻辑–包括机库和船员生活舱。

– No organic designs – in particular, avoid to abuse of the smoothing / subdivision tools. Curves are of course allowed ( and sometimes required, see Centaurus ships ) but for example, don't make blobs or insectoids looks.

  • 不允许出现“有机体”样式的设计,尤其是,不要滥用“平滑”(smoothing)“细分”(subdivision)工具,“曲线”当然是被允许的(而且有时候会需要这样的设计,参见人马座的现有舰船设计)但不要做得像水泡或像昆虫那样就行了。

– In the opposite way, avoid designs that are completely sharp or made as a set of simple primitives. Ships must have complex shapes and interesting silhouettes, but it is of course possible to have large flat panels / sections mixed with curved or more geometrical sections.

  • 相反的是,船体不要设计的十分尖利或制作的整体过于简单。船必须有较复杂的外形和吸引人的轮廓,但是当然允许有较大平坦的面板或有着较多曲线和几何面的混合区域的存在。

– The hull of most ships should be covered with panels or plating details to break the empty shapes. Assume the ship hull is metallic ( or looks similar to metallic materials ). For more industrial ships / Star fold ships, use prominent greeble rather than light plating.

  • 大多数舰船的外壳应该附着有面板和镀层细节(plating details)来填充空洞的外壳。假设船壳是金属制成的(或看起来像金属材料)。对于多数工业船和斯塔弗舰船,使用较多的突起反而比使用金属的镀层效果好。

– Avoid the “toy” look. It is of course subjective, but usually it can be recognized by the abuse of huge geometric primitives that look independent of each other. The hull of a ship must look like it's made of a whole.

  • 避免设计出类似“玩具”的飞船外型,当然这只是个人的主观感受,不过这种外形的模型通常会很容易就被认出来:使用很多庞大的简单几何形状,比如说像各自独立的正方体,球体拼凑而成的样子。因此船壳在设计时,必须要避免这种情况,尽量让船体感觉是一个严谨的“整体”。

–Avoid “holed” ships ( big gaps in the middle, breaking the design ).

  • 避免设计出“中空”状飞船。(避免在船体中存在很大的缝隙,从而破坏了整体的设计)

– Design with the function of the different parts in mind, don't add random shapes and structures that don't seem to have a purpose, even if they look cool. Example: aerodynamic wings for a space-only ship, ram-shaped structure on the front of the ship.

  • 记住,在设计不同阵营的船时,不要随意的加入没有实际功用的多余外形和结构——即使那会让船看起来很酷。例如:把气体动力翅膀安到只能在太空中飞行的船上,把船的头部做成“冲角”(ram-shaped)状。

– Plating details can be geometrically modeled on massive ships, if the plating thickness if at least a few meters. Otherwise, consider painting the plating details in the textures.

  • 在巨型舰船上的镀层(Plating details)细节可以是几何模型——前提是镀层的厚度要超过一米。否则,使用贴图表达即可。
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