安装 Steam
登录
|
语言
繁體中文(繁体中文)
日本語(日语)
한국어(韩语)
ไทย(泰语)
български(保加利亚语)
Čeština(捷克语)
Dansk(丹麦语)
Deutsch(德语)
English(英语)
Español-España(西班牙语 - 西班牙)
Español - Latinoamérica(西班牙语 - 拉丁美洲)
Ελληνικά(希腊语)
Français(法语)
Italiano(意大利语)
Bahasa Indonesia(印度尼西亚语)
Magyar(匈牙利语)
Nederlands(荷兰语)
Norsk(挪威语)
Polski(波兰语)
Português(葡萄牙语 - 葡萄牙)
Português-Brasil(葡萄牙语 - 巴西)
Română(罗马尼亚语)
Русский(俄语)
Suomi(芬兰语)
Svenska(瑞典语)
Türkçe(土耳其语)
Tiếng Việt(越南语)
Українська(乌克兰语)
报告翻译问题
deck traversal time is the biggest bottleneck with the limited amount of "pads", even using strikedown stations to try and avoid using module space wouldn't ease effectively things along on top of their steep points cost.
Scope and scale is that the Navy will approximately match the size of Marduk. They have 5 more hulls due to be released. As for craft I selected 6 craft for each side from the original game so that should be more than enough given most factions only have 4 or so craft.
in vanilla ANS planes are smarter with their engagements where they will distribute targets appropriately and cover their teammates from attackers, while OSP planes do not have this behavior. this makes ANS planes generally more effective in dogfights.
it would make sense to me for the Navy and Marduk to also have this same relationship, where Navy pilots are smarter in combat to make each plane of theirs more valuable and effective. assuming that this is something that isn't difficult to implement, ideally it's as simple as reusing the AI of ANS tantos and such while Marduk craft use OSP-based AI.
as always, I look forwards to seeing how the mod develops further, and I'm excited for the next update.