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《辐射:新维加斯》开场Mitchell医生的测验解析

佚名 2013-01-15 官方网站
写这玩意儿的原因很简单,我吃饱太闲。 第一阶段是用十四个问题来决定各技能的“分数”,这分数不是实际技能数值,而是用在之后决定预选专长技能是哪些。技能名词用英文原文只是因为方便我打字和记录而已。 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 - ...

写这玩意儿的原因很简单,我吃饱太闲。

第一阶段是用十四个问题来决定各技能的“分数”,这分数不是实际技能数值,而是用在之后决定预选专长技能是哪些。技能名词用英文原文只是因为方便我打字和记录而已。

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

十四个问题答完之后,会开始进行第二阶段计算,对战斗技能做分数加权,规则如下:

1. 先看你的special属性,以力量为标准,再以感知、耐力、敏捷依序和标准比较来看何者最高,“依序”的意思是如果你感知比敏捷高,且两者都高于力量,那最后还是会以敏捷为判断基准。以下判定都同这种方式。

力量:melee, unarmed +1
感知:energy weapons, explosives +1
耐力:unarmed +1
敏捷:guns +1
不过这段script的if判定有个很蠢的bug,变成只要你的感知比力量高,就一定把敏捷当成是你最高的属性。

2. 检查你的潜行技能在之前问题答完后是否为前三名,如果是的话,就把潜行设为第三个专长技能,并对适合潜行的战斗技能(guns, melee, unarmed)加权1点。

3. 加权结束,开始决定专长技能,技能分成三大类:战斗、开门(gate-opener)、其他。

第一个专长技能会从战斗类挑一个出来,预设以guns的分数为标准,因为它算是最泛用的战斗技能。接着依序拿energy weapons, explosives, melee, unarmed和标准比较。
第二个专长技能会从开门类挑一个出来,预设以speech的分数为标准,因为它娱乐效果比较高。接着依序拿science, lockpick, barter和标准比较。
第三个专长技能是所谓的「外卡」(wild card),会从所有类别内挑选。如果在第二步判定时你的潜行不是前三名,就把潜行的分数当成标准,然后依下列顺序拿还没被选为专长的技能和标准比较:barter -> energy weapons -> explosives -> lockpick -> medicine -> melee -> repair -> science -> guns -> speech -> survival -> unarmed

虽然说到最后你还是可以自由决定要选哪三个专长技能,但从上面一连串的判定过程可以看出设计者是怎么想的。

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