
Star Ash Fleet is a groundbreaking real-time strategy game that transcends tradition. Set against a holographic 2D battlefield simulating interstellar warfare, players assume the role of a newly appointed Federal Fleet Commander, crafting their own war epic across the vast galaxy.
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• Ever-Shifting Tactics, Masterful Strategy
"No fixed formations in war, just as water has no constant shape." Our innovative fleet command system shatters the constraints of traditional RTS games, preserving strategic depth while streamlining controls. Commanders can seamlessly orchestrate entire fleets with intuitive precision or switch perspectives to micromanage individual ships down to millimeter-level adjustments, blending grand strategy with meticulous execution.
• Symphony of Spear and Shield
"Every warship embodies an offense-defense singularity - a martial masterpiece. Its triune arsenal manifests cosmic rock-paper-scissors dynamics: particle beams shred armor plating, EM pulses cripple neural networks, quantum torpedoes obliterate structural cores. Countermeasure systems perform precision symphonies - deflection shields dance, countermeasure fields resonate, gravitic vortexes crescendo. Commanders must master this cosmic calculus, orchestrating optimal loadouts to conduct their stellar sonatas."
• A Thousand Ships, Each with a Role
From nimble frigates to sky-covering carriers, five ship classes compose the symphony of interstellar war. Destroyers serve as versatile frontline anchors, cruisers pierce starry seas with railguns, carriers unleash drone swarms as self-contained tactical systems, while supply ships sustain prolonged campaigns. Only by mastering fleet synergy can victory resonate across the galaxy.
• The Triad of Life, Energy, and Ammunition
A three-resource system redefines strategy—ammo depletion may reduce titans to scrap, energy overloads disable weapon arrays, and shield failures trigger catastrophic chain reactions. Commanders must balance the fleet’s resource cycle amid chaos, where every supply run could turn the tide of battle.
• Galactic Saga, Epic and Unforgettable
"We present a century-spanning Star Wars saga through cinematic camera choreography. Each meticulously crafted level unfolds as a space opera, immersing commanders in galaxy-altering moments through dynamic battlefield events and multi-layered storytelling. When holo-table strategic maneuvers intertwine with civilization's survival narrative, every choice etches its legacy across the stars."
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Simplified Chinese*, Traditional Chinese, Japanese*languages with full audio support
Reviews
补给舰bug读档一次出一次,请续档的兄弟们手动用造船厂的新补给舰覆盖舰队里得旧补给舰。 花了一个小时才打过第一关,算是把能踩的坑全踩了一遍,总结一下给兄弟们避雷。 1.激光真的很菜很没伤害。护卫舰虽然是能量多弹药少的核心模块,但是装三激光武器一对一会打不过对面的护卫舰。 2.实弹武器的伤害很高但是前提是得命中。尤其是第一关前面几波的敌人会战略转进,如果不是正对着敌人的话会被躲开。 3.导弹确实好用,但是要多带。导弹带少了会被点防御全部防住,等于白挨对面打,而等对面点防御弹药耗尽后驱逐都快被对面打爆了, 4.阵线太死板导致包围、背击等战术无用,甚至大概率会送。第一关的中间就会教舰队分组,而中间正好有个障碍物阻挡,一看诶,就该分上下两队包对面,但是阵线刚好卡在了障碍物中间,当一边应敌勾引到敌人后,另一边要突进到敌人阵线内部才能打到敌人,而进入敌人阵线吃双倍伤害,对面的舰队边打边退,又刚好有个设定是舰船自动攻击 最近敌人,退着推着的敌人就打起背后的舰队了,然后偷屁股的舰队反而被对面高伤猛灌。如果能像钢铁之师诺曼底那样的灵活战线就没这个问题了。 5.第一关舰队保存再完好也很难堂堂正正打过最后的5v5,我试了三回啊三回,分别用了纯激光、导弹和实弹各半和纯实弹。最后杀伤最大的是纯实弹,但是也就打掉了对面两个护卫舰,剩下的虽然大残,但是我军全灭,最后靠送掉四艘船再用护卫舰摸补给点秽土转生舰队才打过。 6.自杀式攻击没事别点。虽然能在战斗外点,而且也没有任何效果,就是不能再点自杀式攻击了,但是点过自杀式攻击后的船不能摸补给点,会卡主。 7.尽量别手操。可能是我手笨扎操不太会用,但是非导弹武器在舰船转向和舰队方向调整的时候会不开火。而舰队转向真的很让人恼火,尤其是舰船明明能直接后退或者原地转向再前进,但是一旦进入战斗他后撤居然是往前绕一个大弯后到点后再原地转向面对敌人,演我呢?并且对于阵型的保持有太过于执着,在战斗中舰队的自动转向操作会被锁定,但是突然交战时舰队不一定以正面对敌,这个时候我第一时间想的是给全舰队转向后对准敌人,但是转向这个操作在舰队层面是转动整个阵型,而不是转动单个舰船,想要转变舰船面向就要一个一个的去手操转向,游戏也没有战术时间等设定,等转完向都挨对面打几轮了,最气的是激光武器是有角度限制的,必须要正面才能攻击,如果你不转向他就不开火。 但是,诶,他会申请你允许他转向对敌,你只要同意他就会自动对准敌人了,代价就是挨对面一轮打后才会弹出申请转向。反正我的手操是不如等他自己弹各种申请后我同意来的舒服。 8.操作指导还是没考虑全,第一关的舰队分组真就只教你分组,不教你合并,还要我打开操作手册自己查看才知道。虽然都是同一个操作方式但是不说是真想不到。 9.以上问题大部分在DEMO阶段就体现了。 你说我都举例了这么多缺点了我为啥还不退款还给他好评?甚至都不怎么发评的我还要写这么一大串?没办法我确实做梦都想玩这类型的游戏,太馋了,饥不择食了属于是。 打了几章后追评一下 1.开场剧情不能跳太痛苦了,重新打的时候要硬控我一下,明明战役动画都能跳,中途插入的剧情也能跳。 2.分舰队操作在后续几关正式在剧情里教学了,包含了合并和分离,估计第一关的指引是没删干净的废案。 3.补给舰有BUG,读档重新打的时候补给舰里的工程飞机莫名消失了,我没注意看,导致一整把没有补给憋着打的,后面在下一关的舰队配置里才发现补给舰的飞机一栏消失了,只能从默认模板里拖一个新的顶替。 4.导弹确实猛的一批,已经加入导弹神教了,实弹激光啥的真不熟,可惜不能动大船的特色武器。缺点是太吃弹药了,尤其是在上述补给舰出问题的情况下,那关还好不是歼灭战,我用大船硬抗炮弹护送目标到终点过的。(也发现了护送任务刷怪机制是全部怪都被全灭时一波刷新,可以留下一个小护卫舰不打拖着来逃课) 5.航母的小飞机飞的太慢了,和舰队一个速度,等飞到对面脸上时对面都被我导弹打得差不多了。 最新情报,补给舰bug读档一次出一次,请续档的兄弟们手动用造船厂的新补给舰覆盖舰队里得旧补给舰。 另,航母的飞机是手动选择目标,而不是舰队使用的最近目标,用来偷对面后排补给舰和航母很爽很好用,向我们伟大的航母道歉了。 最后的大舰队对战打的很爽啊,可惜老规矩啊,就最后一把给你爽玩。 合体出来的蓝鲸级感觉强度反而下降了,看建模是有飞机跑道的,但是不知道为啥飞机被吞了,四门激光炮倒是勉强能用。 遭遇战的精炼厂出来自带一个工程船还和工程船一个价看笑了,所以精炼厂不要钱,其实两百块是买工程船的钱是吗,后续建造新工程船还要等回合建造,但是精炼厂送的工程船出来就能用,难绷。
The English review you're waiting for. Speaking about English, the game English translation isn't the best. However, i do found it serviceable. Most of the things are translated including the story. -Control & fleet logistics Star Ash Fleet (or stardust fleet at promotional video) is similar to Master of Orion combat wise, but you control it in real time as in RTS. The control is a bit particular, so at least try the tutorial mission. Because you cannot i.e. uses standard RTS style commands like Ctrl-1 to assign group, or do support way pointing. It helps you to form a fleet, and move your entire ships as a fleet. It also helps with the fleet management during combat, like to fall back when frontliners HP depletes. The decision to fall back if your ship HP depleted doesn't happen automatically, it will prompt you, then press spacebar or by mouse clicking the button to execute. Other than that, it also ask you to rotate, advance, replenish and repair. I wish, I cold ask for some degree of automation, better, a customisable on which part of the prompt will be selected automatically. The fleet also wont engage with its offensive weapon unless you tell them to. As it always on EMCON protocol. Which kinda annoying TBH since anything else are just enemies, there's no civilian or ally anyway. Rotating the entire fleet also weird since it behaves differently when in combat and outside the combat. You can rotate the fleet manually, but telling them to move, will rotate them to the mouse click direction, when not in the combat. So you can't rotate the fleet preemptively to meet the enemies. In combat, they will face to a fixed direction no matter your movement input. And i do appreciate this. So you has to use the mouse wheel to rotate. Unless it is missile, weapons also has facing. The turrets has arc, so rotation is kind of important. One more thing i found annoying is the fact that i cannot select a particular ship on enemy fleet which i want to focus. Like if i want to focus on those with just a little HP left, I cannot. Probably it is why the game actively suggesting to use multiple fleet, pronged attack from another angle. Units also has logistics elements to it. They have ammo, energy. Which when depleted, they could be a sitting duck. My gripe, while we have the logistic elements. How the game utilize the aspect is kind of lackluster. There are two ways to replenish your ammo so far. By using the supply ship, which i think i only saw on the demo version. Or by using the crates scattered over the map. It would be amusing to have supply space stations instead of those. Because, if the source is only the crates. Sure it will depict the ammo scarcity. But allocating one crate for a half dead ship is not the way i want to go. I rather split the ammo. Why space stations? Since the game sometimes has this weird box in the space. You go there, poof you get your destroyed ships back. To the point i would ask my ships to suicide before entering the magic box. So i would get the most out of it. It would be more elegant if you give money, scraps whatever from the crates, then use to buy replenish from the station. Also, the supply ship. While it is nice to have, it is unobtainium most of the time. And they will blows up just with a couple of hit. -Game modes The game features Chinese voice over, story mission during campaign, also skirmish battle. Like a base building RTS style skirmish battle. The campaign has Homeworld vibe to it. Like you're a scouting squad against the empire, the greater enemy. You can't however capture enemy ships. After the mission, you can customize your armada loadout. I found this to be one of the more interesting part of the game. It is quite basic TBH, but i do like the UI, with the background story of each unit. Skirmish is a base building RTS, much like the command and conquer but in space. You build refinery, harvest asteroids. Build factory, build ship. There's unit limit. Storm the enemy base, kill the core and you win. TBH isn't that fascinating for the moment, it will be better to be polished. I don't think it has multiplayer yet. The map could use a better decorations, artistically, mechanically, and by map design speaking. Also there's no base defense, and buildings are super squishy. -Balance So the damage were split into projectile, energy-based category, so is the defense. There's also Ion thing which idk what it does. So far, missiles are the most effective weapon despite the presence of anti missile CIWS-esque system. I do get it that missile is the bane of any space strategy when it comes to balancing. Just like sniper rifles at shooter game. Ships size spans from frigate, destroyer, cruiser, carrier, and repair/resupply ship. Some ships has interesting mechanics, like to combine with other ship forming a bigger one. Carrier cannot regenerate depleted squadron is a bit weird. It is interesting to have Carrier, but i don't think it is useful for now. -Art Projectile effects are beautiful, probably the biggest factor why i tried to purchase the game. The voice over is good, i don't speak Chinese. But i think the articulation is good. Music could have some rework, the battle music is nice, but have room to be expanded. UI is pleasing to look. I wish could zoom into the ship so i could see the details, since it has rotating turrets depends on what weapon you put in there. A missing opportunity since IMHO the game has some degree of attention to details. As I mentioned before, the map decorations could be better. The character uses AI art but i don't think it is bad. It kinda a small portion of the game. So far, there's no hero system or anything. So it isn't like you will see them often. I'm not against the use of AI for this, but do you do. -Bugs I found that accessing the option will mute the BGM. Considering all of that, and the game FULL price at my region, i would give it 6/10 for the moment. Maybe, purchase it on discount. Or wait until the game has expanded further. It might be seen as lackluster compared to many other games at similar price, but hey, as a solo developed game, i want to see it grows. It has some charms, uniqueness, and if you interested try the demo. As long it is available it is.
移动操作跟傻的一样
在RTS游戏逐渐式微的今天,竟然还能有一个人制作的RTS游戏可以玩,而且还是有着星际大战剧情的,这就是这款外表看着似乎不咋D的《星尘舰队》了! 游戏《星尘舰队》这个名字取得真的贼好,因为无论是在新手教程,还是教程后的第一关,我们的战舰被轰碎的爆炸的那一个瞬间,那一抹光芒是真的有那么点“星尘”的感觉的(尘归尘土归土的华丽退场)。 至于游戏画面,虽然不是3D立体的,但却也不是简单的像素风可以比拟的,战斗场景虽然简单了点,但各种战舰、武器却也是相当的精致,虽说角色立绘看起来有那么一点AI的味道,但整体感觉还是相当不错的。 游戏有着较为不错的剧情,整个游戏过程就是根据剧情推进的关卡来进行的,剧情里发展到宇宙科技的人类又双叒叕被外星人打回老巢地球了,而我们作为新任联邦舰队的指挥官,人类的未来就全在我们手上了(都能把舰队交给新手了,感觉人类是要玩完了!) 游戏的玩法分为俩部分,在基地里我们可以给我们的舰队进行编队,除了给队伍编排上航母、驱逐舰、巡洋舰、护卫舰和补给舰之外(没错,上太空了依然是我们耳熟能详的战舰称号)。还需要给各个船舰编排进攻武器、防御武器和能量核心。游戏里的武器分为动能武器、制导武器和能量武器三种,三种武器相互克制。同样规模的舰队,如果武器装备是克制状态的话,那在战场互轰的时候绝对是一边倒的结局。 在战场战斗部分就较为简单了,别看新手教程说的天花乱坠似乎很复杂似的,其实我们要做的就是把队伍编队好之后,右键进攻就行了!(建议作者适当的把新手教程精简一下)集中兵力消灭对方单兵是最好的战斗方式。微操?并不需要的!我方船舰在残血的时候会自动提出后退要求,我们只需要留意右边跳出什么信息的时候按下空格进行同意,它就会自动走位了!还别说,游戏的战斗场面还是相当宏伟的,星空之下,各种战舰陈列,炮火、激光、光线等各种激射,看着战斗都相当的酸爽! 整体而言,《星尘舰队》作为一款一个人制作的小体量游戏来说,它已经算是相当优秀的了,价格对比体量来说略高,但折后也在可接受的范围,各位小伙伴游戏荒的话是可以尝试一二的。 [quote]欢迎关注我们的鉴赏组:[url=https://store.steampowered.com/curator/45134494]浮生评测[/url] ←"浮生若梦,一鉴倾心——鉴赏组邀您共赏人间烟火" 欢迎加入我们的Steam组:[url=https://steamcommunity.com/groups/LLFLLFF]浮生评测[/url]←点击加入,一起追寻“浮生若梦”般的游戏体验 欢迎踏入“浮生若梦”鉴赏组的奇幻之旅![/quote]
[h1] 潜力无限的RTS星河史诗[/h1] 经过数个小时的鏖战,平心而论,只论在还原银河英雄传说那种中世纪太空方阵星际间的对轰场面上,还别说本作的表现意外的还不错。 [h2] 游戏玩法 [/h2] 首先游戏整体采用了60度俯视2D战场设计,将战场置于同一平面,以中间一条线为界,类似于中国象棋楚河汉界一般泾渭分明,同时游戏还以此设计了一个独特的战线系统,如果舰队一直处于己方区域,所受的伤害也会更低,相反如果战斗之中不顾一切直接到达敌方区域想玩跳帮,那不好意思会受到更高的伤害,当然游戏里也没有跳帮的玩法(强烈建议制作组加上 [h2] 别有心意的rts玩法 [/h2] 其次同时与传统rts不同的是,每一个独立的战舰单位在战斗之中会自主做出判断并向你发出申请,比如遭到地方攻击就会申请回击,舰体受损严重就会申请后撤,弹药不足就会申请补给。面对眼前繁多的请求,需要根据情况的判断,批准或否决请求,让我确实有种舰队指挥官指挥全局的感觉。当然这里也引申了两个问题,首先是游戏中一般默认绿框代表选中的单位,但是游戏中却给所有单位自带绿框,如此一来完全不知道选中没有,选的是谁,它又在哪儿;同时游戏里舰队请求繁琐低效,显示了一个请求,但是几乎分辨不出来是画面中谁申请的。还有舰队转向,尤其是舰船明明能直接后退或者原地转向再前进,但是一旦进入战斗他后撤居然是往前绕一个大弯后到点后再原地转向面对敌人,完全把屁股暴露在地方的射程范围内,我第一次就是这样输的(悲 [h2] 游戏特色[/h2] 游戏里战舰大致分为四种:驱逐舰、巡洋舰、战列舰和补给舰,其中驱逐舰和巡洋舰为主输出,战列舰和补给舰则作为辅助,每种类型都有两种不同的特化类型。和传统rts做出差异的是,尽管游戏可以独立操作每一个战舰个体,但战斗要求必须以完整的舰队进行作战,而通过合理的阵容搭配,以少胜多也是可以轻易达成。并且游戏的战舰系统也支持高度自定义,在每场战役的准备阶段,从战舰的武器防御和模块,再到战舰数量和类型都可以自由搭配,组建出属于你的星河舰队。 [h2] 游戏剧情 [/h2] 尽管是作为以游戏性为主的rts,本作的剧情却也相当的出彩,游戏的故事背景发生在遥远的未来,人类在扩张的过程中与昴宿相遇,不过相遇之处双方文明却没有如人们所想的那样立即爆发战争,相反彼此还有着一段数百年的和平时光,但随着时间的推移,暗流涌动之下两个文明间的内部分裂开始分裂,最终一场前所未有的星河战争爆发,游戏的故事也在这样的背景下展开。在战役模式下,每一关都有着精致的过场动画,其详细的故事叙述让我难以想象作者花了多长时间去完善他心中的星河史诗。 [h2] 综合体验 [/h2] 综合体验下来,游戏的的体验还是相对欠缺的,首先是游戏可操作的战舰数量较少,没有那种成百上千的战舰在星河间大战的震撼感,其次游戏纯2d的游戏美术,战斗表现形式,游戏音效等都还有可以完善的地方,但是游戏在战役战术深度和战舰自定义系统方却也面展现了作者对RTS游戏的深刻理解,不过还是希望作者能在后续的更新中增加更多的内容并且添加上创意工坊,如果日后游戏内增加了高达战锤星战银英等Mod,相信那个时候游戏将真正展现出其全部潜力。 [quote] [b][u]❀自由撰写真实的游戏评测❀[/u][/b] [b]❀欢迎关注→❀[url=https://store.steampowered.com/curator/44119519]自由评测[/url]❀←鉴赏家❀ ❀欢迎加入→❀[url=https://steamcommunity.com/groups/Liberty_Curator]自由评测[/url]❀←鉴赏组❀[/b] [/quote]
战舰的纸片感太严重了, 多学学远行星号啊
看到两艘巡洋舰凌空的瞬间,我就知道,这款游戏肯定不简单! 这里咱们就来聊聊这款由一个人制作的国产太空题材的rts游戏《星尘舰队》,看看它到底怎么样!” 游戏剧情 游戏的故事背景发生在未来,人类在银河系不断扩张,在这个过程中与高等文明“昂宿星团帝国”相遇。最初的和平共处持续数百年,却因两大帝国的内部分裂而逐渐崩坏,最终,一场无人预料的漫长战争爆发。人类节节败退,而玩家将以新人指挥官的身份,投身这场星际存亡之战,书写属于自己的传奇。 在游戏中过场动画有些是 AI 合成的,但剧情的史诗感丝毫没打折扣。每一关战役都会穿插详细的故事叙述,从帝国分裂的政治阴谋到前线士兵的生死抉择,逐步构建出一个充满张力的太空乱世。这种 "以小见大" 的叙事方式,很像是《家园》中希格拉的感觉。 主要玩法 作为一款 2D 游戏,《星尘舰队》用 60 度俯视视角模拟出了全息投影的战场效果。和传统 RTS 不同,这里的每艘战舰都是独立个体,但必须以舰队形式作战。 合理搭配阵型能让你以少胜多,而阵型崩溃则可能瞬间团灭。 战斗中每艘船都会自主请求行动,例如受损严重的驱逐舰会申请撤到后排,导弹打光的护卫舰会请求补给。这种 "AI 副官" 式的交互,让每艘战舰都像有了自己的意识。感觉每艘船都是“活的”! 不过要注意游戏中还带有战线系统,越过中线进攻会承受更高伤害,这迫使玩家必须步步为营。 战舰种类分为四级护卫舰,驱逐舰,巡洋舰和航母,每级都有两种特化类型。高级战舰战力强但造价高、数量受限,这让每艘船都变得弥足珍贵。我试过把小船当消耗品,优先给大船分配补给道具,这种 "弃车保帅" 的策略在资源紧张的关卡里特别管用。 战役模式 战役模式绝对是本作的精华所在。你可以自定义战舰的武器、防御和模块,随着关卡推进解锁更多战舰和可选的武器装备。地图设计很有意思,从左到右的推进路线上布满了补给道具和复活点,考验你对资源的把控能力。比如我选的这种全导弹流,所有战舰全部装备导弹武器,利用射程优势放风筝,操作非常的轮椅,补给道具优先给大船用,小船当消耗品,遇到补给点再恢复。 遭遇战模式 相比之下遭遇战模式就显得有些单薄了。虽然玩法类似《家园》的资源采集 + 基地建设,但单位上限非常低,连最基础的护卫舰都只能造 4 艘,而且不能自定义武器。资源点也少得可怜,往往还没出到航母就进入决战阶段了。希望后续更新能放开这些限制,毕竟 RTS 老玩家就爱体验 "千舰齐发" 的快感。 总结及个人的建议 平心而论,《星尘舰队》内容确实有些单薄,但考虑到这是一个人开发的作品,能做到这种程度已经相当惊艳。战役中的战术深度、战舰自定义系统都展现了开发者对 RTS 的深刻理解。如果后续能加入更多内容,并且开放创意工坊很有神作潜质
[h1]简介[/h1] 《星尘舰队》是一款太空冒险题材的RTS游戏,本作中玩家将扮演一个舰队的指挥官,编辑自己舰队,控制舰队,与敌人作战,完成一关关的关卡。 [h1]剧情[/h1] 游戏的剧情要从地球人类联邦势力和昴宿星帝国之间的冲突开始,历时百年的战争几乎波及到了整个银河系,而玩家所指挥的舰队在一场战斗中无意间获得了敌人的阴谋计划,玩家将会针对这个计划展开一系列的反攻,我们必将会在这场史诗战争中留名。而玩家所能感受到就是在每个关卡中2D平面的星空图上模拟出来的星际战。 [h1]玩法[/h1] 游戏的主要操作方式是使用了常见的RTS的方式,左键选中,右键行动,还有键盘的快捷键可以快速对舰队进行编辑或者控制,除此之外在一些细节还进一步的对RTS的一些操作逻辑做了一些简化操作,至少在有多个战舰的时候,控制起来便捷了不少,而且细化舰队到舰队的某个单位也做了简化的操作,可以做出快速的反应。 [h1]特色[/h1] 舰队的每个单一战舰都有自己的武器槽位,可以按照战舰在舰队中的定位做出一定的改造,装备不同的武器或者防御,先阶段武器只有三种类型可以选择,每种类型都有独特的攻击方式。针对三种类型的武器,也有三种对应的防御,这种设计类似包剪锤考验玩家的提前预设和对游戏的理解能力。舰队是由多个功能、多个不同定位的战舰组成的,比如攻守兼备的驱逐舰,舰队的主要火力来源的巡洋舰,还有战列舰和补给舰能整个舰队提供续航能力。每个战舰都有独立的生命值,能量和弹药,对于RTS类型的游戏中的资源管理会细化到每一个能作战的单位,战舰的着三个资源决定了这个战舰在战斗中的发挥情况,是需要时刻关注的。 [h1]关卡[/h1] 游戏的任务以完成不同的关卡方式,每个关卡都有任务要求任务完成的规则。会有详细的说明和提示,很好理解。游戏的剧情涉及百年的战争,所以不会一开始就马上有那种大规模的会战,都是先从游戏的基础操作和理解开始,逐渐增加关卡的难度。游戏整体的设计层次分明,逻辑清晰,一些一二级的优先级非常好区分,游戏的整体就在这种层层递进下构建。 [h1]总结[/h1] 总的来说,这是一款不错的RTS游戏,操作简单,逻辑明显,理解和上手的门槛都不算高,按照游戏的教学关可以很快上手。除了完成各种关卡,编辑舰队,自定义修改不同的战舰也是游戏的玩法之一。不过在现在快节奏的游戏环境,还有人制作组愿意制作RTS游戏还是很乐于见到的,希望之后的更新能加入成就。 [quote] [b][u]❀自由撰写真实的游戏评测❀[/u][/b] [b]❀欢迎关注→❀[url=https://store.steampowered.com/curator/44119519]自由评测[/url]❀←鉴赏家❀ ❀欢迎加入→❀[url=https://steamcommunity.com/groups/Liberty_Curator]自由评测[/url]❀←鉴赏组❀[/b] [/quote]
[h1]星空无限[/h1] 《星辰舰队》是一部即时战略性游戏,我们将扮演舰队指挥官,在浩瀚的银河中进行星际战争,体会星际战争的魅力。 游戏为了更让我们深入其境,感受星空战争的魅力,以及战场舰队战斗的视觉冲击,采用了全息投影平面2d模式,将战场置于同一平面,如同中国象棋楚河汉界一般区分,以中间一条线为界,红蓝对决,板块分明,战斗情况一览而尽,便于排兵布阵,体验感更好。 因为游戏布局是中国象棋楚河汉界那种布局,所以在排兵布阵的时候一览无余,我们可以随时通过战况的变化,进行各种调整,对战舰进行攻击防御调整,应付不同的敌对,采取不同的属性攻击武器。 例如粒子撕裂护甲,电磁脉冲瘫痪系统,量子鱼雷摧毁结构,对应不同目标时有不同的奇效。偏转护盾,反制力场,引力漩涡,对应不同的防御同样有不同的奇效。攻击武器与防御武器,充满科幻感,在布局中,视觉效果冲击拉满,体验感较佳。攻击武器防御武器,合理使用,合理搭配,便可以让舰队做到攻防一体,输出爆炸的同时,舰队安若磐石,轻松战胜敌人。 游戏虽然是中国象棋那种楚河汉界布局,但是主体舰队有五种舰种组成,代表兵卒的驱逐舰,代表炮车的巡洋舰,代表将帅的航母,以及卫士的无人机群,再加上拱马上象的补给舰,可以用象棋的打法进行战斗,布局多种,战斗爽快。 [h1]总结[/h1] 游戏画面色彩红蓝分明,布局简洁明了,有种楚河汉界的震撼感,但是不可避免的有缺点,有些AI绘画的美术太过简陋,画面色彩太过渲染眼睛,希望略做调整。 [quote] 奏游戏之乐章,品人生之绚烂 [url=https://store.steampowered.com/curator/45672460/]欢迎加入 『 丰川集团 』[/url] [u][b]以丰川集团之名,行评测鉴赏之事[/b][/u][/quote]
嘿嘿嘿,今天我们来玩星尘舰队!作为一个RTS爱好者,听到这种即时战略游戏就有点忍不住了。红警魔兽帝国时代神话时代北境之地什么的都玩的不少。 进入游戏发现是太空2D的即时战略,里面精髓是兵种的搭配跟对AI智能辅助减少我们一下繁琐的操作,可以把重点放在排兵布阵。在战斗钱可以自定义战舰,选择武器,防御类型等等,就办法整一个自己的银河战舰,随着一直推关还有不断解锁的新玩具,也能感觉自己变强还能有很多新撤离打发,玩起来就很爽。 游戏也是有剧情模式跟战役模式,制作组感觉重心是放在故事上,有宏达的叙事搭配上一些过场动画,确实很有味道。 个人没那么喜欢剧情,我玩红警魔兽帝国时代啥的都是不知道干啥后,就开把自定义遭遇战,打一把AI,慢慢玩,享受发展的快乐。但是现在星尘舰队这方面做的不太行,可选的部分太少了,玩几把就感觉就没啥意思了。期待多多更新,更多特色不同选项,玩起来就更有意思,每个地图可以加一下可选择的各种选项,玩起来的感觉就更加棒了! 游戏博弈的重点其实跟传统的RTS不太一样,主要是生命能量弹药的博弈,弹药枯竭就是一堆铁疙瘩了,能量透支又没法进攻,护盾过载也很难受。怎么玩的爽其实也不难,设计的巧思也是有的,大家感受感受,美术上也很不错,就是人物插图感觉是是AI,不过AI也还好,不丑还好看真的很重要,丑丑的手绘真的达咩达咩 [quote]欢迎关注鉴赏家: [url=https://steamcommunity.com/groups/DCYXJLB] 大川游戏俱乐部 [/url] 欢迎加入Steam组:[url=https://store.steampowered.com/curator/45300930] 大川游戏俱乐部 [/url] 来一起感受游戏的乐趣喜欢这篇评论,也是可以顺手点个赞哟[/quote]
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