Design goals¶many different tactics viable bigger emphasis on unit decisions/selections and their micromanagement less emphasis on economy micromanagement (mex overdrive replaces moho metal extractors and metal makers) all units usefull through all the game (T2 units dont replace T1 units - they work together with them and T2 labs are very cheap) better looks powerfull LUA GUI enhancements to free your hands and allow players to focus on tactical decisions (air transports automatically ferry units from factories, units can be set to autoretreat when damaged etc.) faster and more demanding gameplay (units move faster and unit selection is more important) unit differences achieved using game dynamics and not using special hidden damages/armor classes 意思大概是这样
设计理念
大量的潜在多样战术
将重心更多得放在单位的混编和微操上
更少地强调经济微操(这个词令人汗颜)…Mex OverDrive替代了深层(高级…其实moho就是深层钻探)金属采集器和金属转
换器
尽量减少冷门单位(T2单位不会取代T1 他们会配合默契…T2的工厂会非常便宜)…这句翻译成这样还算通…
更好的外观
强力的Lua GUI扩展,使你尽可以放手一搏…允许玩家集中精力进行战略决策…(将实现单位从出厂到战场的全自动空运摆渡…部队受挫可以设定自动撤退.可以依据皮厚30% 60% 90%设定)
更多地要求操作技巧(单位移动将会更快 单位的选取将更为重要)
单位特性将利用动力学来完善而不是使用隐藏的伤害/装甲类型…