![]() Your units are money 单位就是金钱 Once you get the meaning of latent credits, repairing gets a much more significant meaning. A soviet Crusher Crane for 1500 credits has already payed off when it was able to repair two Twinblades worth 1200 credits each on red health! 有了潜在资金这个概念的话,那么修理就会被赋予更多的意义。一个苏联起重机要1500块钱,如果他把两个价值1200的双刃直升机从红血修复到满血,那么这1500块钱就花得有价值。 The more a unit costs the more you have to benefit from it before it dies. A Flak-Trooper costs 133% the price of a Javelin. That means if you decide to train one, you better make the best out of it! A Javelin is incomparably more powerful than a Flak-Trooper so it's going to be fairly hard to use a Flak-Trooper 1,33 times as effectively than your opponent uses his Javelin. That's the reason why Flak-Troopers are primarily used for drops (and other special purposes) - their Mines are much more powerful than their main weapon. 单位越贵,你就必须在他损失之前在他身上获得更多的利益。防空兵是标枪兵价值的1.33倍,这就意味着假如你决定出一个防空兵,你最好发挥它最大的价值。一个标枪兵远比一个防空兵厉害,所以很难让你的一个防空兵发挥对手一个标枪兵1.33倍的价值,这就是为什么防空兵更多的是用于空投偷袭(或其他特殊的目的)因为矿脉的价值要比他们的主力部队大得多。 2. Time时间 When RTS emerged, strategy games received a new resource: Time. As we apply the definition of resources to time we realise that time can be gathered, spent and consequently wasted as well. Time is the reason Empire players build cores in the order Generator-Dojo-Dojo-Dojo instead of Dojo-Dojo-Dojo-Generator. Time is a factor that always plays a role with build orders. You waste time when you don't execute your build order properly. In that case you start collecting resources later which equals to a loss of credits. 自RTS游戏诞生之日起,策略游戏就获得了一类新的资源:时间。如果我们把对资源的定义用到时间上的话,我们可以意识到时间也可以被收集,花费,当然也会被浪费。所以帝国玩家的核心建造顺序是电站-兵营-兵营-兵营而不是兵营-兵营-兵营-电站。时间总是在建造顺序里扮演一个重要的角色。如果你没有采用合适的建造顺序就是在浪费时间。在这种情况下会延迟你开始采矿的时间,也就等同于浪费了资金。 It even plays a role at unit orders. For example the question - should soviets train the Engineer first or a Bear? You should always train the scout first! If you do so, the Engi will only be two seconds late which is 15 gathered credits from the derrick. 15 credits is not at all very much. Losing 15 credits but in return knowing whether your enemy is doing a fast Airfield build order ten seconds earlier is definitely paying off. 时间甚至在单位建造顺序中也有很重要的作用。举个例子比如这个问题:苏联玩家应该是先出熊还是先出工程师呢?你应该优先出一个侦察单位!如果这样做了的话,你的工程师只会慢出2s,也就是说你从油井会少得到15块钱。15块钱基本可以忽视。失去15块钱但得到的回报是你提前10秒钟可以知道对方是否是速机场等非常规开局,这是非常值得的。 Obviously, if you are in a situation where you need a unit as soon as possible, it will be best if you get it as quickly as possible. You shouldn't waste your time training a unit that is less effective first. 很明显,如果在哪儿你需要某种单位,当然是越快越好,不应该浪费时间训练一个单位,也许之前没有太大作用。 Time saves lives. Your life in particular. Let's look at the following scenario: You attacked and you lost everything in the fight, because the police called you and asked if you ever downloaded any copyrighted material, so you couldn't micro. Let's say, your opponent has 5 units left and you lost everything. In this example you and your enemy reinforce equally fast. After ten seconds both of you produced one unit. Now your opponent has 6 times the amount of units you have. Now let's see what happens as time passes. After another ten seconds you have two units vs. your opponent 7; now he has only 3.5 times the amount of units you have. After another ten seconds it's 8-3, that's 2.67 times as many units; later it's 2.25, then 2.00 - and so on. |
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