Esim - 戰場規則與技巧( part 1 )
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戰場規則與技巧( part 1 ) (Military)
Posted 10 years ago by
s52146214    
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一個晚上沒寫完= =+
大概只寫1/3
要拖稿了.........


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大家好!!
今天想要跟大家介紹戰爭的一些小事
如果對於內容有疑問或是有不同想法的
還是說我有寫錯的部分
歡迎在留言區留下你的想法
也可以寫一篇自己的看法
讓我們能夠更加深戰略的考量


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對於許多新手而言
我們政府說該去哪打就去那裡打,follow order
但是,為什麼是打這個地方呢?
為什麼這個地方被起義了?
而我們自己為什麼要花錢自己發動起義戰?


要了解這些考量,首先我們要知道規則,斯斯有很多種,戰場也有很多種,分別是進攻防守、與起義


1. 進攻

1-1. 進攻的前置作業是宣戰,由總統提出,並且經過議員們投票同意,同時需要支付30Gold

1-2. 宣戰的對象只有相鄰的國家才行
1-3. 宣戰成功的國家擁有先行進攻的權力 ( 24小時先手權 )
1-4. 進攻需花費10 + ( 被進攻地10%人口數 )G
1-5. 進攻獲勝的國家在戰場結束後,又會再度獲得24小時的戰場先手權
1-6. 進攻的加成地區是進攻國和被進攻地的相鄰地區皆算是
1-7. 進攻方的優勢:能夠掌控開場的時間


2. 防守

2.1. 防守方的優勢:能夠使用設施,醫院和防禦設施
2.2. 醫院:能夠降低每次輸出所消耗的體力,依據等級可以節省0.5HP~2.5HP
2.3. 防禦設施:能夠提升輸出的傷害值,依據等級從5%~25%不等
2.4. 每個地區可放置的設施數有最大限制,每回合只能放置一個設施
2.5. 每個地區最多有26點設施點數,設施點的計算是( 設施總數 + 設施總共等級數 )
Ex: 5個Q2防禦設施= 5 + ( 5*2 ) = 15點
2.6. 防守方的加成地區即是被進攻當地


3. 起義

3.1. 當土地被其他國家佔領時就能夠在被占領地發動起義
3.2. 任何人都能發動起義,但唯有被佔領國的議員和總統能夠在一場起義結束後立即發動另一場起義,其他身分的人需要在戰場結束後等待15分鐘才能再度發動
3.3. 起義戰中,進攻防守雙方的地區加成皆是在起義地,而防守方仍然享有設施加成
3.4. 被佔領國對同一個佔領國家一次只能發動一場起義,但是可以同時對多個佔領國發動起義
3.5. 發動起義戰需要花費20G,起義獲勝的話,起義發起人能獲得起義勳章以及5G

**在進攻和防守這部分,若是戰場和自己國家的土地沒有相鄰的話,就會受到-20%傷害的懲罰


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規則講完後,就來說說為什麼要在T2作戰囉( 每輪戰局的最後2分鐘 )


簡單來說,因為大部分的人都能夠在2分鐘內,將身上所有的食物禮物額度打完,因此在T2同時輸出的時候,能夠最大展現戰場的壓制力,不論是進攻方還是防守方,只要聚集夠多的人和夠強的戰士,再大的差距都有可能被逆轉


但是就算有了夠多的人和夠強的戰士,要是傷害輸出沒有好好控制,也不一定能夠打贏一場戰爭,因此合理的分配每局傷害就變成了一種藝術:盯場


盯場的用意就是隨時監控傷害輸出的總量,並且希望能夠不要產生傷害溢出( overkill )的情形發生,畢竟贏1000也是贏,贏5千萬也是贏,但是傷害差太小也很容易發生翻盤的情況,這個差距取決於戰場的大小



這就是個好的盯場


這也是個優良範例


相反的,這樣的戰場就overkill很嚴重


另外戰場的重要度也是一個考慮的點,最容易知道的方式就是點開戰場來看有哪些軍團支援這場戰爭,越多累積輸出排名高的軍團,就越是顯示這場戰鬥的重要性


重要的戰場


比較小型的戰場




拖稿中.........


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Day 581 軍令 (10 years ago)

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卸任感言 (10 years ago)

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