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{"id":3122541,"date":"2018-12-31T13:43:00","date_gmt":"2018-12-31T12:43:00","guid":{"rendered":"https:\/\/4players.fdpub.de\/allgemein\/steel_division_2-die_neuerungen_in_den_taktischen_echtzeit-schlachten\/3122541"},"modified":"2024-05-12T15:02:17","modified_gmt":"2024-05-12T13:02:17","slug":"steel_division_2-die_neuerungen_in_den_taktischen_echtzeit-schlachten","status":"publish","type":"post","link":"https:\/\/4players.fdpub.de\/news\/steel_division_2-die_neuerungen_in_den_taktischen_echtzeit-schlachten\/3122541","title":{"rendered":"Steel Division 2: Die Neuerungen in den taktischen Echtzeit-Schlachten"},"content":{"rendered":"

In Steel Division 2<\/a> sollen die taktischen Echtzeit-Schlachten deutlich gr\u00f6\u00dfer als im Vorg\u00e4nger (Steel Division: Normandy 44<\/a>) ausfallen. W\u00e4hrend die Schlachten in der Normandie \u00fcber eine Entfernung von bis zu einem Kilometer simuliert wurden, wird in Steel Division 2 die maximale Kampfentfernung auf ca. zwei Kilometer angehoben.

Die Entwickler versuchen den Unterschied folgenderma\u00dfen zu
erkl\u00e4ren<\/a>: “In Frankreich betrug die durchschnittliche Kampfdistanz in einer typischen Panzerschlacht h\u00f6chstens 1 Kilometer, w\u00e4hrend sich die K\u00e4mpfe in Wei\u00dfrussland aufgrund der Topographie h\u00e4ufig in einer Gr\u00f6\u00dfenordnung von ca. 1,5 Kilometern, teilweise sogar mehr abspielten. F\u00fcr uns war die Entscheidung einfach: Wir mussten es den Spielern erm\u00f6glichen, \u00fcber gr\u00f6\u00dfere Distanzen zu k\u00e4mpfen. W\u00e4hrend wir in der Normandie Schlachten \u00fcber eine Entfernung von bis zu 1 Kilometer simulierten, haben wir in Steel Division 2 die maximale Kampfentfernung auf ca. 2 Kilometer erh\u00f6ht. Das hei\u00dft nicht, dass wir einfach alle Distanzen verdoppeln konnten, denn es ist wichtig, auch den Rhythmus und das Spielgef\u00fchl beizubehalten. Viele unserer Spielmechaniken mussten angepasst werden, um diesem Zuwachs der Gr\u00f6\u00dfenordnung Rechnung zu tragen. Vom Panzerungsdurchschlag (mehr dar\u00fcber weiter unten) \u00fcber die Sichtlinien bis hin zur Deckung – wir haben an zahlreichen internen Schrauben gedreht. Es war eine Heidenarbeit und wir sind auch noch mitten drin in der Entwicklung, aber wir sind sehr zufrieden damit, wie sich einige dieser \u00c4nderungen ausgewirkt haben.”<\/em>

Aufgrund der gr\u00f6\u00dferen Schlachtfeld-Dimensionen k\u00f6nnen sich die Panzer in Steel Division 2 durch lichte W\u00e4lder bewegen, um mehr Flexibilit\u00e4t bei der Planung (oder Vermeidung) der K\u00e4mpfe zu erlauben. Durch dichte W\u00e4lder k\u00f6nnen sich weiterhin nur Infanterietruppen durchschlagen.



Des Weiteren wollen die Entwickler auf eine realistischere und zugleich verst\u00e4ndlichere Darstellung der Panzerung (in Millimetern) und eine \u00fcberarbeitete Version des Panzerungsdurchschlags setzen: “In Steel Division war die Kampfdistanz auf maximal 1 Kilometer begrenzt, deswegen konnte die 88mm-Kanone eines Tiger-Panzers unter Umst\u00e4nden weniger wirkungsvoll sein als etwa die 75mm-Kanone eines Panther-Panzers. Um das Ganze realit\u00e4tsn\u00e4her zu gestalten, haben wir das System in Steel Division 2 umgestellt. So kann jetzt zum Beispiel ein 88mm-Geschoss dank seines Gewichts und seiner Geschwindigkeit st\u00e4rkere Panzerungen auf gr\u00f6\u00dfere Entfernung durchschlagen. Diese \u00c4nderung bezieht sich auf alle Panzer – nicht nur in Bezug auf die Kanonen, sondern auch auf die Panzerung.”<\/em>

Die letzten beiden Aspekte, welche die Entwickler vorstellen, sind ein neues System f\u00fcr kritische Sch\u00e4den und verbrauchbare Spezialmunition: “In Steel Division 2 wird es mehr und unterschiedliche Arten von kritischen Sch\u00e4den an den Fahrzeugen geben. Unterschiedliche Waffen k\u00f6nnen bestimmte Arten von kritischen Sch\u00e4den verursachen, die nun abwechslungsreicher und unterscheidbarer ausfallen. So ist es naheliegend, dass ein Sprenggeschoss eine andere Wirkung gegen die Panzerung eines Ziels entfaltet als ein panzerbrechendes Geschoss. Das ist aber nicht alles, denn auch Flugzeuge k\u00f6nnen mittlerweile kritischen Schaden einstecken. Eure Flugabwehr k\u00f6nnte beispielsweise den Piloten ausschalten oder den Treibstofftank in Brand setzen. Man kann dar\u00fcber hinaus auch auf unterschiedliche Arten mit den Folgen von kritischen Sch\u00e4den umgehen: Wenn etwa eine Panzerbesatzung ausgeschaltet wurde, k\u00f6nnt ihr eine Unterst\u00fctzungseinheit losschicken, um die Besatzung zu ersetzen. Spezialmunition wollten wir schon seit geraumer Zeit ins Spiel einbauen. Historisch betrachtet hatten sowohl die Deutschen als auch die Russen Spezialgeschosse entwickelt. Aufgrund der au\u00dfergew\u00f6hnlichen Materialien waren diese selten und teuer und wurden nur in begrenzter Zahl hergestellt \u2013 wie etwa die Panzergranate 40 aus Wolfram (Deutsche) oder das Hartkerngeschoss BR-365P (Russen). Wir wollten \u00e4lteren Panzermodellen, wie zum Beispiel dem Panzer III, die M\u00f6glichkeit geben, mehr Durchschlagskraft zu haben und es auch mit st\u00e4rkeren Gegnern aufnehmen zu k\u00f6nnen. Zugleich wollten wir Munition einf\u00fchren, die st\u00e4rker und pr\u00e4ziser ist, aber daf\u00fcr nur begrenzt verf\u00fcgbar, damit die Spieler sorgf\u00e4ltig abw\u00e4gen m\u00fcssen, wann sie diese Spezialmunition einsetzen.”<\/em>

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