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科幻船员配色与装备主题

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这篇帖子分享科幻游戏里船员的配色与装备搭配方案,涵盖通用装备建议,以及飞行员、通讯、工程师等不同岗位的专属配色、武器和装备选择,还提供了《星际迷航:下一代》风格的配色方案,助力玩家配置船员。

A suggestion on what colors to give to whom. Also what themes for crew gear like holster items. Sci fi coloring The color, gear theme and holsters are described below. I am fairly well along the research so I think the theme of their gear is more important for new players. All: Helmets: At first get armor, you need all you can get. Later I like the enviromental ones having 02 and armor. This is in space and having some 02 helps. Turns out later enemies also put radiation limpet mines on your ship. Having the extra radiation protection for everyone turns out to be helpful Boots: eventually I like having them all having the gravity boots to walk around and I can use that extra power elsewhere. When funds were low the priority for gravity boots was the engineer who moves around the most. Second was the security station as I use them to man the forward gun so they must move back and forth during battles. Now for the colors and thems Pilot: aka Captain Purple, pistol, max armor They don't move much. If an enemy boarder does get to the bridge area it is this person that is in the intercept position so I want having a pistol. A rifle may be nearby but in an emergency the pilot is ready to shoot. Also if the ship is getting smeared by boarders the pilot can already go help. The colour Purple is for the roman Senatorial rank. Yellow may have been Kirk from the original Star Trek (tm) but yellow is better for the engineer IMHo. They pretty much always sit in the chair so movement is a low priority. Comms: Blue, health tool, max armor I think of the Comms as the Science person what with them also doing scans. I issue them the health tool though later it doesn’t get used much its still good to have. The Comms is in a good position right next to the bridge four (4) equipment slots. This means a rifle or medical kit is easily in hand for them. So they don't need a pistol and the health holster boosts the medical kit on reviving a fallen comrade. They pretty much always sit in the chair so movement is a low priority. Engineer: Yellow, repair tool, high radiation The radiation outfits in this game are yellow-green so the yellow them for helmets and armor seems to work better. IF you want gold to "Kirk" your Captain then use green on the engineer. The reactor is right near them. When the engineer uses overdrive they will suck down a lot of radiation. If the engines are damaged they leak radiation. The engineer will be swimming in radiation so their gear focuses on radiation protection. The engineer should be first to get gravity boots as they move around a lot. Secuirty: aka Shields Red, pistol, good armor with radiation or max armor The security person is the best person to move into the forward turret so that the “tag” or “auto tag” functions of the Comms position aren’t interfered with. As a turret position that will put them outside the main armor where gunners get hurt more often. There is a need to balance slightly toward movement as you need to hop the Securirty (4 on the keyboard) between the front gun and the shield controls. The radiation protecting has to do with my preference for forward energy weapons on their turret. Once “overdrive” is available this ability boosts the weapon though generates radiation. Hence the energy weapon gunner should have at least some radiation protection. The shield system also has an “overdrive” that makes radiation so once again we have a reason for radiation vs pure armor in this crew member’s gear. This is the second person to get gravity boots to so that the those in combat shield-turret swaps aren’t messed up by a lack of internal gravity. I like to give security a pistol because what security guard wouldnt have it. Red reflects the Star Trek (Tm) red shirts of the original series or the bridge crew of the later ones. Side Gunners: aka spots 5 and 7 (if using 7 man crew) White, repair tool, good armor The side gunners have equipment racks in easy reach. I like to have a phaser rifle for each near them. On boarding these are pulled out of turrets, armed with rifles and put into combat. The side gunners are also in good positions to do many repairs. Since they already have nearby rifles I like to give them the repair tool so they can be better secondary-engineers. The reason I don’t always max their armor is those calls for movement. So like the security station they should have high but not max armor. The white armor is for Star Wars ™ stormtroopers. Though you could also give them green as its not in my baseline setup. As green isn’t otherwise used if you want to make them independent color one green. Rear Gunner: aka spot 6 Black, pistol (later shield), good armor with radiation or max armor The rear position will do a lot of gunnery and a lot of boarding defence. I do place a rifle in the aft-most equipment racks. Before launching I have the rear gunner collect it then walk with it back to their turret. As they enter the turret the rifle is dropped close by. Enemy boarding in this game is always via the aft hatch (I have yet to see an exception but maybe in DLC). This puts the rear gunner as the immediate counter boarding. Thus its a good idea for them to have a pistol in case they boarders get them cut off from a rifle. The shield, that is higher in the research tree, is a good later option as it gives the rear gunner more protection as they will likely get hit by the boarers. The radiation protecting has to do with my preference for forward energy weapons on their turret. Once “overdrive” is available this ability boosts the weapon though generates radiation. Hence the energy weapon gunner should have at least some radiation protection. Black is chosen for blending in with the space when viewed form the rear.

到目前为止描述的配色方案大致如下(会根据你已研发的装备有所不同) 另一种更符合《星际迷航:下一代》时代科幻风格的配色方案为: 飞行员/舰长 = 红色 通讯 = 蓝色 工程师 = 黄色 安保 = 黄色 侧炮手 = 白色 尾炮手 = 黑色(或白色)

这是TNG(tm)风格。

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