There are relatively traditional maps where one side attacks and the other defends.

There are also maps where both sides attack the same target simultaneously, and the first to capture it wins.

However, unlike traditional battlefield attack and defense modes, the map design in "Gundam Battlefield" is more complex, and the attack and defense objectives are more diverse.

Each map has unique strategic points and terrain advantages. The attacking side needs to capture multiple key objectives within the specified time, while the defending side needs to use the terrain and tactical arrangements to delay the attacking side's progress as much as possible.

Zhang Qiang and his three interns chose the "Battle Mode".

After entering the game, the four players were randomly assigned to the attacking side.

In Gundam Battlegrounds, there are no factions in the standard mode, just like in World of Tanks, because having factions would be too chaotic.

After all, it's a mix of all the Gundam series.

Of course, Gundam Battlegrounds Studio has also stated that a "Historical Mode" will be added in the future.

all in all.

Although no factions have been created, since the game has just launched, almost everyone is using Tier 1 mobile suits, namely GM and Zaku.

"They're in!!"

In Gundam Battlegrounds, there is a loading screen when you enter each map.

"Grand Canyon Defense Line? Another new map, damn, Spark has been hiding it well..."

Map Name

"Grand Canyon Defense Line"

Mission Background: The Zeon forces have established a secret base in the Grand Canyon region. The secret base is located on a high ground in the center of the map, surrounded by huge rock barriers and anti-aircraft gun positions.

The area is full of canyons and steep cliffs, and we need to find a mountain pass that we can enter.

Note that the rocks here can be destroyed. When there is no way to attack, you can try to open up new paths or create landslides to hinder the enemy.

However, please be careful, as some areas of the canyon may collapse when the battle becomes too intense.

~~~

Although in terms of gameplay, Spark does not distinguish between player factions.

However, there are differences in the map background, which is mainly to increase the sense of immersion.

After entering the game.

Like other maps, the first thing you see is a real-time rendered CG. The CG shows a mixed formation of Earth Federation mobile suits flying toward Zeon's position, but they are shot down one by one by the enemy's massive anti-aircraft guns.

Therefore, the attacking side's first objective was to advance from the ground and destroy six outer anti-aircraft guns.

Chapter 583 Forward and Backward Attack

Once you enter the game, the adjutant will tell you.

You can only stay in the canyons and ravines. If you fly out of the ravines, you will be locked on by the enemy's anti-aircraft guns. The enemy's anti-aircraft guns are very powerful, so be careful.

There are three spawn points on the map, and a bunch of GMs and Zakus have just spawned. They're jumping around like they have Parkinson's, and rifle bullets are flying all over the map.

Even though there wasn't a single enemy in sight, the sound of gunfire already filled our ears.

"It's so festive, it feels like Chinese New Year."

"Haha, isn't that normal? It's everyone's first time playing."

"Wow, Brother Qiang, it looks like these mountains can be broken down!"

As someone nearby said...

Zhang Qiang took a look and exclaimed, "Hey, you know what, it really is!"

In front of the spawn point, there is a large rock. If a bullet hits the edge, it looks like it can be destroyed.

"Before, buildings could be broken, but now they can even break rocks?"

"Didn't the map description already say that you can destroy the battlefield on your own?"

"Huh? I thought it was only possible to destroy it in specific places."

Thanks to the rise of the "Awakening Culture" in Europe and America, the talent pool of Spark Engine was rapidly replenished. At the end of 19, taking advantage of the problems with the Battlefield project, it absorbed a lot of talent from Frost Engine.

The addition of these talents, coupled with Spark's almost complete takeover of the Huaxia Unreal Engine team and Wang Chengxin's integration, along with the rapid feedback and R&D from multiple companies under the Spark Candlelight Project, all contributed to this success.

The progress of the Spark Engine in the past year or two has been remarkable.

Among these, physical destruction, a technology that was once very popular in the gaming industry but is now rarely mentioned, has received a lot of effort and technological iteration from Spark.

It is precisely these technological advancements that have enabled mining gameplay in Galaxy Paradise, and allowed Gundam Battlegrounds to even treat destruction as a gameplay element when creating maps.

In fact, it can destroy the battlefield.

This has always been a long-standing tradition of the Battlefield series. However, in the past, destructible battlefields mainly involved destroying buildings to cause some changes in the terrain.

The best examples of this are Battlefield 3 to Battlefield 1.

Especially Battlefield 3.

Back in 2011, the ability to create "spectacular destruction" on every large map was a major shock to countless FPS players at the time.

In this map of "Gundam Battlegrounds", the game developers have taken the gameplay of map destruction to the extreme.

The entire defensive battle, by setting up anti-aircraft guns on high ground, controlled the entire combat range of the first phase within the canyon, which was equivalent to restricting the flight altitude.

At the start of the game, both sides have three spawn points on the map.

The battle zone consists of three winding canyons, and the three routes are not connected to each other, somewhat like a locked Chenghai 3C.

If the system isn't disrupted, the first phase of this map is actually quite boring, consisting mainly of timing gunfights and melee combat.

However, with the addition of environmental destruction, the scene becomes very different. Moreover, the development team has considered the destruction aspect, requiring players to destroy the scene to a certain extent before it will collapse.

Meanwhile, the lieutenant in the game.

It will also guide players to attack certain routes. Players will no longer just mechanically engage in gunfights and advance, but will need to constantly observe the terrain, find exploitable destruction points, and even change the situation on the battlefield by creating landslides.

Zhang Qiang reacted quickly as well.

In fact, even if you don't see the loading screen when you enter the game.

Simply open the map to see these three completely unconnected terrains, and with the system's reminder, it's actually quite easy to discover this secret.

"Attention, squads! This is the battlefield commander. We're in trouble. We need to concentrate our forces and break through one of our lines."

"All MS squads, please check the map as soon as possible and complete the tactical vote. We will execute the new tactic in 10 seconds."

In Gundam Battlegrounds, the commander system from the Battlefield series is retained, except that the commander is not a human, but an AI.

Moreover, the command method is not to issue orders directly, but to let players vote on several pre-set tactical plans based on the battlefield situation, such as all troops at point A or concentrating on the middle lane.

And after the vote is successful, the combat tactics will be projected onto the map.

The reason for having this system is that in a large-scale 32v32 battlefield, if there are no tactics and you just fight randomly, the experience is not very enjoyable.

Just like the previous game, Delta Force, the large-scale battle mode has no commander at all. The capture point mode is slightly better, but the attack and defense mode is more fun.

If the opposing team has even a slightly experienced team, you'll see dozens of teammates feeding like bots, unable to even perform a basic flanking maneuver.

That's real high blood pressure, the kind that can't be controlled even with pressure.

However, if we use a system where players take on the role of commanders, like in the Battlefield tradition or in a hellish setting, a whole host of problems will arise.

First, the quality of commanders varies greatly. It is possible that in a game with 62 players, it is not possible to find a single qualified commander.

Secondly, for players, getting them to obey a stranger is actually quite challenging.

Therefore, Spark's solution was to create a system that allowed players to quickly vote, somewhere between allowing players complete freedom of expression and letting them take on the role of commanders.

Such a system is difficult to implement in high-intensity FPS games.

Because such decision-making voting would affect the normal gameplay of players, but in Gundam Battlegrounds, this impact is much smaller, because Gundam Battlegrounds has a relatively long time limit (TTK).

While it hasn't reached the point of World of Tanks where players camp out and fight for several minutes, under normal circumstances, if a player stands still, they'll at most be severely wounded in 10 seconds, but won't die.

In addition, the voting process is conducted via voice, so players only need to listen to the voice message and press the corresponding button to vote.

It's quite convenient.

Soon, Zhang Qiang and the others cast their first tactical vote.

That's the central route.

This task will be displayed on the map and in the upper right corner, and it was chosen by the players themselves through voting.

Therefore, the execution rate is very high.

Almost immediately, all the players focused their firepower at the marked locations on the map, intending to clear a path through the battlefield. Zhang Qiang made rapid progress in this direction, quickly breaking through the defenses and beginning to advance in single file, creating a two-on-one situation against the enemy's middle lane.

However, the opponent reacted quickly. Zaku on the left flank started to bite into Zhang Qiang's squad from behind, and ended up killing Zhang Qiang's squad that had entered at the beginning.

But soon, as the first squad that had been bitten to death revived, they turned around and bit them back.

"No, we can't go in directly. Guard the passage, guard the passage, and the rest of you can go in."

Chapter 584 Battlefield Wonders

They saw that their team had been attacked from behind.

Zhang Qiang immediately started shouting via voice.

"Don't all leave!! Leave some people to guard this pass."

The voice settings in "Gundam Battlegrounds" use the same system as "Adventure World", which detects the player's voice system before the battle and then classifies and matches players with and without voice based on their weight.

It's important to note that, like in Adventure World, the microphone here requires a voice clarity test before it can be used.

Although many players initially found this setting, which originated from "Adventure World," troublesome.

But in fact, this is not a bad thing for players, because players with microphones will definitely want to communicate more, which is why they bother with this system.

Players without microphones tend to play alone, or they don't like suddenly making a chattering noise while playing.

In addition, in Gundam Battlegrounds, the "Friends and Family Team" is not enabled by default; you have to press the call button to speak.

This also includes noise reduction systems, speech clarity systems, and so on.

In conclusion, leveraging its experience with "Adventure World," Spark has implemented voice-related systems in many of its own games, and these systems were quite sophisticated by the time of "Gundam Battlegrounds."

This is a case where it can be used without any optimization from the development team.

Conversely, it is precisely because of Xinghuo's continuous optimization of the voice system.

This has led to the relatively complete development of voice systems in games in the world today.

Why did Lin Li believe in his past life that VR would not be popular in the short term?

One reason for this is that if VR aims to enhance the visual experience for players, then headphones and microphones are designed to enhance their auditory experience.

Ironically, this is a device that is almost as important as vision, and whose hardware cost and availability are not issues at all.

In the past, no manufacturer stepped forward to optimize the software.

However, this timeline exists because of the existence of Spark.

This is also because Spark has been continuously pushing forward with microphone clarity certification.

Many microphone and headphone manufacturers even proactively display on their store pages that their microphone clarity meets the requirements of the Spark platform as a business parameter.

At the same time, because Spark is consciously guiding players to experience a better voice system, and some self-media bloggers often use things like... to gain traffic.

"You have no idea how fun it is to use a microphone with XXX."

A type of title.

Therefore, after the initial snowball effect, according to backend data, more than half of the Spark platform players worldwide have Spark voice system certification marks.

This data is actually quite alarming, because Spark's player base also includes a large number of mobile game players and single-player game players, who themselves don't need this system.

In practice, this data translates to the feeling of playing the game, where everyone has voice chat and only a minority doesn't. Plus, the headsets and microphones available in the Spark Mall aren't expensive.

So even players who didn't use voice chat before are now buying the Reverse Guide.

At the same time, many new games, such as Gundam Battlegrounds, have had their environmental microphones praised by many media outlets, and these media outlets are not just making empty claims.

Because this system truly gives you a sense of being on the battlefield.

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