Esim - 战术——战场艺术
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战术——战场艺术 (Fun)
Posted 9 years ago by
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战术——战场艺术

说到战术,有很多方面。
小编也才疏学浅,仅说说几个方面,抛砖引玉。
希望大能和老者能出来指点江山,教导后辈。
一、关于加成地点:
一句话:起义飞当地,进攻飞邻地(己占区)。简单的说就是起义战:飞战场当地加成20%;进攻战:飞战场相邻的地块(自己这边占领的地区)。相邻不相邻,需要看世界地图确认。这是每一个合格战士的必修课,往往千钧一发之际,不知道飞哪或者飞错边,就是一场失败和一场输出的全浪费。
当然一个国家往往面临不止一场的战役,可能有几场起义或进攻。这时候就需要战士们有远射的觉悟了,飞来飞去往往浪费更多的体力和机票钱,得不偿失,远程补刀尤其重要,
二、关于军令:
军令是军团战斗核心的象征。往往军团的军令会根据国防部的指令得到分配。军令的分配是有许多讲究:
1、军令不能轻易射,多战场需要衡量利弊,优先断路场、进攻场。
2、军令不宜过于集中在一场,容易被敌人后发制人,而且军令可以有效引导双击党三击党的盲目输出,往往三击党的输出在次要战场能起到决定性的作用。
3、军令不能射得过早,需了解敌人主力军团的动向,做到与敌军主力周旋,避免被敌人避实击虚,攻我不备。
4、主力军团的军令,往往也会被敌人暗中关注。
三、关于核弹:
核弹:指平时双击的玩家,每天积攒5个食物额度,打到100额度以上的玩家。
建议各军团多多招募双击党、培养闲散人士;建立Q3面包产业链,提供激励党们物资;激励物资多样化,是增加激励党人数的必要先决条件。
核弹投放的时机:时机很重要,用核弹来干什么?有三种:堆墙、推墙、慢压秒。小编比较屌丝,不舍得让核弹来堆墙,只建议推墙。当然一直推到t2以后,那就叫慢压秒了。
强大的国家需要配备一支能随叫随到的核弹队伍,完备的物资和Q6装备体系,才能最大化核弹的威力。
四、关于指挥:
指挥是门技术活,赢了是战士的光荣,输了是指挥的问题,亚历山大。指挥往往活在hold还是夯的纠结中,小编深受其害。
一个强大国家需要一个国防指挥体系,负责国家层面的指挥和联络各军团。
一个强大的军团需要一个军团指挥体系,负责军团团员的指挥和联络国防部,以及物资的发放。
两大指挥体系在各自领域发挥能量,又环环相扣,才可以让国家战斗机器做到进可攻,退可守,把每一个战士最后一点潜能发挥到每一个战场上。
首先由国防部确认战场优先等级,分配军团任务(军令须确认敌军动向后方可确认)。军团指挥领令,在军团平台进行指挥。每局T30开始,由国防部指挥在国家平台上报墙,视战场墙高度或在线人数,联络军团指挥组织人员参与进攻。军团指挥在军团平台寻找压秒团员以及了解大致压秒伤害,并报告国防部指挥。简单的说就是T30开始由各军团指挥开始凑人数凑伤害,做到大家心里有底。(打仗打的就是底气!众人拾柴火焰才高嘛。)酱油战场,压秒人员3人为佳;核心战役就看战场情况了。
报墙是门辛苦活。报墙一定要准确,因为大家都是看着墙打的。所以一般国家指挥平台会有2-3个报墙,当然也欢迎战士自发报墙。但不宜过多,多则生乱。人少的时候,战士打枪之前需在平台寻一个闲人报墙辅助为最佳。当然由于网络原因,报墙往往会滞后或者干脆卡住,多人报墙的优越性就体现出来了,不卡的人瞬间补位,避免不必要的混乱。T5之前报墙可1分钟2次,T2之后则可以看到伤害变化就报一次。
凑伤害,不多说了,就是劝人家败家,也是门技术活。
四、战略:
战略这东西我也不太懂,一般总统或者国防部头头必须懂。不然空有强大的武力,但总是别对方欠着鼻子走,这种感觉你懂得。好比最近的乱战,空有一身武力,却被消耗在了空气中,着实有点可惜。
1、自挑起义:自挑起义是个技术含量很高的活。为什么要自己挑自己起义呢?其一:挑了自己废地起义,敌人就不能挑你高资源地或者断路地的起义了;其二:那敌人就不会浪费伤害在废地起义场了,我们也就能节省伤害了;其三某些连接地正好是敌人的进攻地,如果自己挑了起义意味着敌人没地进攻,而且也没法再挑起义了,无形中由原来一个进攻场+一个起义场减少到一个起义场,而且起义场就算输了,地块还是原来的国家的,敌人需要再次宣战进攻拿下才能打到我们,而且我们可以跟敌人抢进攻速度,这样敌人只能望洋欣叹了——参见西俄起义战,成功阻挡大波波进攻路线,消耗了大波波的进攻先手权,引导了如今EC对PL的进攻。
2、抢先手权:同样是个技术活。最好的先手权就是长胜!当然事与愿违的,总要接受失败,如何消耗对方先手权,如何托手上的先手权,很有讲究。就是要在优势时间开始发起战斗,在优势时间末尾结束战斗。如果对方掌握先手权,那必须拿下对方发起的战斗,并且最好是在自己的优势时间。结束时间过早,可以战术性放弃几局,结束时间过晚,就只能熬夜了。抢到了先手权,就有两种可能,立即开进攻或者托24h开进攻。主要看对手的消耗情况和自己的消耗情况(buff很重要、额度、物资),看谁最先撑不住。
3、点别人起义:20G一次。20G可以买到多少伤害,5m-10m。20G一次起义会消耗多少伤害,那就是无底洞了。有高资源的点高资源,有断路点的点断路点。当然前提是不要当着自己的进攻步伐。
五、战场烟花
烟花可以有,但必须是你彻底打趴了你的敌人之后的欢呼雀跃。再没有完全摁死你的对手之前,请不要欢呼(烟花)。烟花始终劳民伤财,百害无一利的事情,合理的分摊伤害,才是长胜的王道。烟花也分几种:一类抢章党、一类蒙头撸管。当然游戏各有各的玩法,但是希望更多人能以国家为先,以国家荣辱作为自己的荣辱,以国之忧而忧,以国之乐而乐。
六、关于BH
BH是个亦好亦坏的东西。BH也有很多作用,譬如可以吸引盟友来帮助战场,可以吸引敌人来抢bh,一旦有人来抢,就慢慢的在后面顶,往往会引出不少伤害,1m变2m,达到逆转战局的效果。BH也会吸引自己人爆自己人的菊花,造成无为的溢出。要做到伤害合理均摊,必须遏制bh的争夺。从制度上鼓励补刀,给予补刀战士更高的荣誉,因为补刀者基本跟BH无缘了。指挥者一般也会考虑补刀战士的情况,尽量安排战士一个个上,这样可以给补刀战士更高的几率拿BH,以兹鼓励。

最后评论一下最近的乱战
ETW可谓神勇,一人独挡T盟乃至世界土豪的进攻。精神可谓可歌可泣,整个战局到处充满了感人的自我奉献和牺牲精神。
作为EC的一名小小指挥,表示能经历这样的战场绝对是ESIM生涯最璀璨的一幕。
不过在一串璀璨新星背后暴露的问题应该得到重视,ETW已着手开始建立培训指挥官机制,看来不久的将来ETW爆发的能量绝对不仅仅是几十亿伤害而已,而将是摧枯拉朽的战争脚步,以及敌人的哀嚎遍地。
想当初几十亿的伤害扔在春川的话,美帝高铁就还在ww手上,经济上的弥补也是巨大的。该战则战,战必胜,胜必果。战机一失,满盘皆输。
EC最近连日来每天鏖战5-6场,当然托WW的福,只需单独面对LTL+PL的进攻,我们甚至做了最坏退守西伯利亚的打算,已经是凭着意志在战斗。感谢那些为EC鞠躬精粹,死而复活,再死再活的战士,是你们让EC有税可收,让指挥们有人可使。EC哪怕输掉所有地盘,我也会继续玩下去。因为游戏玩的不是地盘,玩的是感情。


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In E-Sim we have a huge, living world, which is a mirror copy of the Earth. Well, maybe not completely mirrored, because the balance of power in this virtual world looks a bit different than in real life. In E-Sim, USA does not have to be a world superpower, It can be efficiently managed as a much smaller country that has entrepreneurial citizens that support it's foundation. Everything depends on the players themselves and how they decide to shape the political map of the game.

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