遊戲資訊
異塵餘生:新維加斯 Fallout: New Vegas
  • 發售: 2010.10.19
  • 發行: Bethesda Softworks
  • 開發: Obsidian Entertainment
  • 平台: PC
  • 類型: 動作角色
  • 語言: 英文
《異塵餘生:新維加斯》是歐美人氣RPG系列輻射新作,並非《輻射3》的續作,本作採用與《輻射3》相近的遊戲系統和角色扮演遊戲要素,是繼承系列世界觀的一款獨立作品。 遊戲設定在中美之間的Great War之後,即一場開始於2077年10月23日,持續不到兩個小時卻造成了巨大毀滅的全球熱核戰爭。在 Great War之前還爆發了能源戰爭,在此期間,聯合國解散,美國因瘟疫流行而局勢緊張,加拿大則被美國吞並。

《異塵餘生:新維加斯》Mitchell醫生的測驗解析

第一階段是用十四個問題來決定各技能的“分數”,這分數不是實際技能數值,而是用在之後決定預選專長技能是哪些。技能名詞用英文原文只是因為方便我打字和記錄而已。

Q1. Dog.

Cat -> Sneak +1

Feed -> Medicine +1

Newspaper -> Melee +1

Train -> Speech +1

Kick -> Unarmed +1

Dinner -> Survival +1

Q2. House.

Shelter -> Survival +1

Burglarize -> Lockpick +1

Renovate -> Repair +1

Target -> Guns +1, Energy Weapons +1

Investment -> Barter +1

Demolish -> Explosives +1

Q3. Night.

Campfire -> Survival +1

Dream -> Science +1

Shroud -> Sneak +1

Sleep -> Medicine +1

Treasure -> Lockpick +1

Silencer -> Guns +1

Q4. Bandit.

Bribe -> Barter +1

Crush -> Unarmed +1

Stab -> Melee +1

Swiss cheese -> Guns +1

Vaporize -> Energy Weapons +1

Reasonable -> Speech +1

Q5. Light.

Dark -> Sneak +1

Heavy -> Unarmed +1

Beam -> Energy Weapons +1

Flash -> Explosives +1

Inspiration -> Science +1

Torch -> Repair +1

Q6. Mother.

Caretaker -> Medicine +1

Genes -> Science +1

Cookie jar -> Lockpick +1

Tantrum -> Barter +1

Tattle -> Speech +1

Regret -> Repair +1

Human shield -> All 5 combat skills (Guns, Energy Weapons, Explosives, Melee, Unarmed) +1

Q7. "Conflict just ain't in my nature."

Strongly agree. -> Sneak, Speech, Barter, Science, Lockpick +2

Agree. -> Sneak, Speech, Barter, Science, Lockpick +1

Disagree. -> All 5 combat skills, Medicine +1

Strongly disagree. -> All 5 combat skills, Medicine +2

Q8. "I ain't given to relying on others for support."

Strongly agree. -> Survival, Medicine, Repair +2

Agree. -> Survival, Medicine, Repair +1

Disagree. -> Barter, Speech, Science +1

Strongly disagree. -> Barter, Speech, Science +2

Q9. "I'm always fixing to be the center of attention."

Strongly agree. -> Explosives, Speech +2

Agree. -> Explosives, Speech +1

Disagree. -> Sneak, Melee, Guns +1

Strongly disagree. -> Sneak, Melee, Guns +2

Q10. "I'm slow to embrace new ideas."

Strongly agree. -> Unarmed, Survival, Melee, Repair, Lockpick +2

Agree. -> Unarmed, Survival, Melee, Repair, Lockpick +1

Disagree. -> Science, Energy Weapons +1

Strongly disagree. -> Science, Energy Weapons +2

Q11. "I charge in to deal with my problems head-on."

Strongly agree. -> Unarmed, Melee +2

Agree. -> Unarmed, Melee +1

Disagree. -> Guns, Energy Weapons, Explosives +1

Strongly disagree. -> Guns, Energy Weapons, Explosives +2

Q12. Rorschach Test 1

A broken chain. -> Repair +1

A chemical reaction. -> Science +1

A shadow in a doorframe. -> Sneak +1

An oozing wound. -> Medicine +1

An angry two-headed ant. -> Survival +1

Q13. Rorschach Test 2

I see a priceless work of art. -> Barter +1

It's some piece of space-age technology. -> Energy Weapons +1

A ship at sea. -> Survival +1

I'm too embarrassed to say what it looks like. -> Speech +1

Q14. Rorschach Test 3

A light in the darkness. -> Science +1

A bearded man. -> Survival +1

A mushroom cloud. -> Explosives +1

A head on a pillow. -> Sneak +1

十四個問題答完之後,會開始進行第二階段計算,對戰鬥技能做分數加權,規則如下:

1. 先看你的SPECIAL屬性,以力量為標準,再以感知、耐力、敏捷依序和標準比較來看何者最高,“依序”的意思是如果你感知比敏捷高,且兩者都高於力量,那最後還是會以敏捷為判斷基準。以下判定都同這種方式。

力量:Melee, Unarmed +1

感知:Energy Weapons, Explosives +1

耐力:Unarmed +1

敏捷:Guns +1

不過這段script的if判定有個很蠢的bug,變成只要你的感知比力量高,就一定把敏捷當成是你最高的屬性。

2. 檢查你的潛行技能在之前問題答完後是否為前三名,如果是的話,就把潛行設為第三個專長技能,並對適合潛行的戰鬥技能(Guns, Melee, Unarmed)加權1點。

3. 加權結束,開始決定專長技能,技能分成三大類:戰鬥、開門(gate-opener)、其他。

第一個專長技能會從戰鬥類挑一個出來,預設以Guns的分數為標準,因為它算是最泛用的戰鬥技能。接著依序拿Energy Weapons, Explosives, Melee, Unarmed和標準比較。

第二個專長技能會從開門類挑一個出來,預設以Speech的分數為標準,因為它娛樂效果比較高。接著依序拿Science, Lockpick, Barter和標準比較。

第三個專長技能是所謂的「外卡」(wild card),會從所有類別內挑選。如果在第二步判定時你的潛行不是前三名,就把潛行的分數當成標準,然後依下列順序拿還沒被選為專長的技能和標準比較:Barter -> Energy Weapons -> Explosives -> Lockpick -> Medicine -> Melee -> Repair -> Science -> Guns -> Speech -> Survival -> Unarmed

雖然說到最後你還是可以自由決定要選哪三個專長技能,但從上面一連串的判定過程可以看出設計者是怎麽想的。

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