来自steam news页面12-20更新:
Hello!
In our recent Road Map 2020 blog post we talked about an exciting new feature coming to Steel Division 2: Rules of Engagement.
Today, we’ll be taking a closer look at what this new mechanic actually entails.
Rules of Engagement will be made available to all Steel Division 2 players in the form of a free Reinforcement Pack. When? We don’t have an exact date yet but in the not too distant future!
What is it?
Rules of Engagement will make your commanding life much easier by giving your units more initiative on the battlefield, reducing the amount of micromanagement needed to control them.
Like the Smart Orders mechanic (detailed in this blog post), Rules of Engagement will have its own options panel which becomes active during a tactical battle. In this screen, you’ll be able to set the various behaviors all your units should follow on the battlefield.
Rules of Engagement will allow your units to do more on their own and adapt to changing conditions much more intelligently.

A bit of background
As you might know, we have been in creating RTS games for a long time, not only with our popular Wargame titles but also with R.U.S.E. (among other games). In the latter example, we set out to provide the units with more adaptive behavior beyond the default orders commonly found in the genre (move, fight, etc.). For example, in R.U.S.E., the standard travel order was a road travel order and the unit would automatically stop when spotting an enemy and then engage them.
In Steel Division and Wargame, the default orders are just that - very straight forward. If you click Move, and a unit spots an enemy while moving either off-road or on a paved track, it will not stop to engage. This gives players more control but is also more challenging because the level of micromanagement increases significantly.
When you think of it, these basic orders and commands don’t fit the high degree of realism we are trying to accomplish with Steel Division 2 - an authentic World War 2 game. We have also come to the conclusion that it didn’t make much sense to have a default move order that most of the experienced players ignored, as the far more efficient option would be to use Hunt instead.
Ultimately, it comes down to the fact that we want to allow for very high levels of micromanagement for our veteran Steel Division 2 players, but at the same time open up to first-comers and new players so that they can enjoy the game in a more relaxed manner.

How does it work?
In designing Rules of Engagement, we wanted to make sure it would work well in concert with the Smart Orders. You can see both mechanics as being partner-in-crime features, giving the player the flexibility to set their unit’s automatic behavior on the battlefield while decreasing the burden of complex micromanagement.
Please note that the feature is still in development, so some of the naming and orders might change.

Rules of Engagement orders
Advance: Hunt or normal Move. Makes sense, right?
Motorised Pathfind: Fast or Short. In this case, the road is to be used if it is calculated to be faster. Watch out, though. Fast can be dangerous because the algorithm that calculates the optimal route can sometimes make the units pass through contested places. Short makes the unit follow the shortest, straightest way: we don’t allow units to travel on any road.
On Foot Pathfind: Also known as walking. Cover or Short. Set the unit to either take cover whenever possible (while taking into account not to deviate too far from the original route). Or simply move straight ahead.
Idle: Sets the behavior when a unit is doing nothing. Either Nothing, Cover or Hold Position. The first speaks for itself. The second option allows a unit to find cover in a small radius of its current position. The third position will switch a unit’s stance to Smart Orders.
Shot on Target: In Steel Division 2, units automatically shoot at the maximum range (2 kilometers). This creates two “issues”: the unit is revealed, and the maximum range is a far cry from effective range, the point where you can actually do damage. This order toggles between Efficient (only shoot when a gun can penetrate an enemy unit’s armor) or Max Range, which is the default stance.
If you are a veteran Steel Division 2 player, the Rules of Engagement will be initially configured as a blank slate - you should not notice any difference. You can set your own unit’s behavior as you see fit.
If you are new to Steel Division 2 after the Rules of Engagement feature rolls out, it will be configured in a way that we feel is most appropriate to new players.
To make clear each unit’s action, we have added the option - as a small button in the new panel - to display all the current orders of each unit. Each order is represented by an arrow of a different color.
Conclusion
We want to know what you think about the Rules of Engagement. If there are any other orders or behaviors that would be of interest, we are more than happy to take it into consideration!
We actively listen to your feedback, be it in the Steam and Eugen forums and social channels (Facebook and Twitter). Don’t hesitate to leave us your thoughts.
See you on the battlefield, commander!
机翻:
大家好!
在我们最近的2020年路线图博客文章中,我们谈到了钢铁之师2:交战规则的一项激动人心的新功能。
今天,我们将仔细研究这个新机制的实际含义。
交战规则将以免费强化包的形式提供给所有钢铁之师2。什么时候?我们还没有确切的日期,但是在不久的将来!
它是什么?
交战规则将使您的单位在战场上更具主动性,从而减少控制战场所需的微观管理,从而使您的指挥生活变得更加轻松。
像“智能订单”机制(在本博文中详细介绍)一样,“参与规则”将具有其自己的选项面板,该面板在战术战斗中会变得活跃。在此屏幕中,您可以设置所有单位在战场上应遵循的各种行为。
交战规则将使您的单位能够自己做更多的事情,并更加智能地适应不断变化的条件。
有点背景
如您所知,我们长期以来一直在开发RTS游戏,不仅使用我们受欢迎的Wargame游戏而且还使用R.U.S.E. (以及其他游戏)。在后一个示例中,我们着手为单元提供超越该流派中常见的默认顺序(移动,战斗等)的更多适应性行为。例如,在R.U.S.E.中,标准旅行命令是道路旅行命令,当发现敌人并与他们交战时,部队会自动停止。
在Steel Division和Wargame中,默认命令就是这样-非常简单。如果单击“移动”,并且一个单位在越野或在已铺砌的道路上移动时发现了一个敌人,它将不会停止战斗。这给玩家更多的控制权,但也更具挑战性,因为微观管理水平大大提高。
当您想到它时,这些基本的命令和命令并不适合我们试图通过Steel Division 2(一款真正的第二次世界大战游戏)实现的高度真实感。我们还得出这样的结论:拥有大多数有经验的玩家会忽略的默认移动顺序并没有多大意义,因为更有效的选择是改用Hunt。
最终,归结为以下事实:我们希望为资深的Steel Division 2玩家提供非常高水平的微管理,但同时向新手和新玩家开放,以便他们可以在游戏中享受游戏的乐趣。更轻松的方式。
它是如何工作的?
在设计参与规则时,我们希望确保它与Smart Orders协同工作。您可以将这两种机制视为犯罪分子,这使玩家可以灵活地在战场上设置部队的自动行为,同时减轻复杂的微管理负担。
请注意,该功能仍在开发中,因此某些命名和顺序可能会更改。
交战规则
前进:狩猎或普通移动。有道理吧?
电动寻路器:快速或短路。在这种情况下,如果计算得出的道路较快,将使用该道路。不过要当心。快速可能很危险,因为计算最佳路线的算法有时会使单位经过有争议的地方。简短会让单位沿着最短,最直的路线行驶:我们不允许单位在任何道路上行驶。
徒步寻路:也称为步行。掩护或短裤。将设备设置为尽可能掩盖(同时要注意不要偏离原始路线太远)。或者直接向前走。
空闲:设置单位不执行任何操作时的行为。什么都没有,掩盖或保持位置。第一个不言自明。第二种选择允许单位在其当前位置的小半径范围内找到掩护。第三个位置会将单位的立场切换为智能订单。
目标射击:在钢铁2区,单位会自动以最大射程(2公里)射击。这会产生两个“问题”:显示单位,并且最大范围与有效范围相差甚远,有效范围实际上是您可以造成伤害的点。此顺序在“有效”(仅在枪支可以穿透敌方单位的装甲时射击)或“最大射程”之间切换,这是默认姿势。
如果您是钢铁2分区的资深玩家,则《交战规则》将最初配置为空白板-您应该不会有任何区别。您可以根据自己的喜好设置自己单位的行为。
如果“交战规则”功能推出后,您还是钢铁2区的新手,它将以我们认为最适合新玩家的方式进行配置。
为了明确每个单元的操作,我们在新面板中添加了一个选项-作为一个小按钮-以显示每个单元的所有当前订单。每个顺序由不同颜色的箭头表示。
结论
我们想知道您对交战规则有何看法。 如果还有其他需要关注的命令或行为,我们很乐意将其考虑在内!
我们会在Steam和Eugen论坛以及社交渠道(Facebook和Twitter)上积极倾听您的反馈。 不要犹豫,让我们留下您的想法。
指挥官,在战场上见!
Hello!
In our recent Road Map 2020 blog post we talked about an exciting new feature coming to Steel Division 2: Rules of Engagement.
Today, we’ll be taking a closer look at what this new mechanic actually entails.
Rules of Engagement will be made available to all Steel Division 2 players in the form of a free Reinforcement Pack. When? We don’t have an exact date yet but in the not too distant future!
What is it?
Rules of Engagement will make your commanding life much easier by giving your units more initiative on the battlefield, reducing the amount of micromanagement needed to control them.
Like the Smart Orders mechanic (detailed in this blog post), Rules of Engagement will have its own options panel which becomes active during a tactical battle. In this screen, you’ll be able to set the various behaviors all your units should follow on the battlefield.
Rules of Engagement will allow your units to do more on their own and adapt to changing conditions much more intelligently.

A bit of background
As you might know, we have been in creating RTS games for a long time, not only with our popular Wargame titles but also with R.U.S.E. (among other games). In the latter example, we set out to provide the units with more adaptive behavior beyond the default orders commonly found in the genre (move, fight, etc.). For example, in R.U.S.E., the standard travel order was a road travel order and the unit would automatically stop when spotting an enemy and then engage them.
In Steel Division and Wargame, the default orders are just that - very straight forward. If you click Move, and a unit spots an enemy while moving either off-road or on a paved track, it will not stop to engage. This gives players more control but is also more challenging because the level of micromanagement increases significantly.
When you think of it, these basic orders and commands don’t fit the high degree of realism we are trying to accomplish with Steel Division 2 - an authentic World War 2 game. We have also come to the conclusion that it didn’t make much sense to have a default move order that most of the experienced players ignored, as the far more efficient option would be to use Hunt instead.
Ultimately, it comes down to the fact that we want to allow for very high levels of micromanagement for our veteran Steel Division 2 players, but at the same time open up to first-comers and new players so that they can enjoy the game in a more relaxed manner.

How does it work?
In designing Rules of Engagement, we wanted to make sure it would work well in concert with the Smart Orders. You can see both mechanics as being partner-in-crime features, giving the player the flexibility to set their unit’s automatic behavior on the battlefield while decreasing the burden of complex micromanagement.
Please note that the feature is still in development, so some of the naming and orders might change.

Rules of Engagement orders
Advance: Hunt or normal Move. Makes sense, right?
Motorised Pathfind: Fast or Short. In this case, the road is to be used if it is calculated to be faster. Watch out, though. Fast can be dangerous because the algorithm that calculates the optimal route can sometimes make the units pass through contested places. Short makes the unit follow the shortest, straightest way: we don’t allow units to travel on any road.
On Foot Pathfind: Also known as walking. Cover or Short. Set the unit to either take cover whenever possible (while taking into account not to deviate too far from the original route). Or simply move straight ahead.
Idle: Sets the behavior when a unit is doing nothing. Either Nothing, Cover or Hold Position. The first speaks for itself. The second option allows a unit to find cover in a small radius of its current position. The third position will switch a unit’s stance to Smart Orders.
Shot on Target: In Steel Division 2, units automatically shoot at the maximum range (2 kilometers). This creates two “issues”: the unit is revealed, and the maximum range is a far cry from effective range, the point where you can actually do damage. This order toggles between Efficient (only shoot when a gun can penetrate an enemy unit’s armor) or Max Range, which is the default stance.
If you are a veteran Steel Division 2 player, the Rules of Engagement will be initially configured as a blank slate - you should not notice any difference. You can set your own unit’s behavior as you see fit.
If you are new to Steel Division 2 after the Rules of Engagement feature rolls out, it will be configured in a way that we feel is most appropriate to new players.
To make clear each unit’s action, we have added the option - as a small button in the new panel - to display all the current orders of each unit. Each order is represented by an arrow of a different color.
Conclusion
We want to know what you think about the Rules of Engagement. If there are any other orders or behaviors that would be of interest, we are more than happy to take it into consideration!
We actively listen to your feedback, be it in the Steam and Eugen forums and social channels (Facebook and Twitter). Don’t hesitate to leave us your thoughts.
See you on the battlefield, commander!
机翻:
大家好!
在我们最近的2020年路线图博客文章中,我们谈到了钢铁之师2:交战规则的一项激动人心的新功能。
今天,我们将仔细研究这个新机制的实际含义。
交战规则将以免费强化包的形式提供给所有钢铁之师2。什么时候?我们还没有确切的日期,但是在不久的将来!
它是什么?
交战规则将使您的单位在战场上更具主动性,从而减少控制战场所需的微观管理,从而使您的指挥生活变得更加轻松。
像“智能订单”机制(在本博文中详细介绍)一样,“参与规则”将具有其自己的选项面板,该面板在战术战斗中会变得活跃。在此屏幕中,您可以设置所有单位在战场上应遵循的各种行为。
交战规则将使您的单位能够自己做更多的事情,并更加智能地适应不断变化的条件。
有点背景
如您所知,我们长期以来一直在开发RTS游戏,不仅使用我们受欢迎的Wargame游戏而且还使用R.U.S.E. (以及其他游戏)。在后一个示例中,我们着手为单元提供超越该流派中常见的默认顺序(移动,战斗等)的更多适应性行为。例如,在R.U.S.E.中,标准旅行命令是道路旅行命令,当发现敌人并与他们交战时,部队会自动停止。
在Steel Division和Wargame中,默认命令就是这样-非常简单。如果单击“移动”,并且一个单位在越野或在已铺砌的道路上移动时发现了一个敌人,它将不会停止战斗。这给玩家更多的控制权,但也更具挑战性,因为微观管理水平大大提高。
当您想到它时,这些基本的命令和命令并不适合我们试图通过Steel Division 2(一款真正的第二次世界大战游戏)实现的高度真实感。我们还得出这样的结论:拥有大多数有经验的玩家会忽略的默认移动顺序并没有多大意义,因为更有效的选择是改用Hunt。
最终,归结为以下事实:我们希望为资深的Steel Division 2玩家提供非常高水平的微管理,但同时向新手和新玩家开放,以便他们可以在游戏中享受游戏的乐趣。更轻松的方式。
它是如何工作的?
在设计参与规则时,我们希望确保它与Smart Orders协同工作。您可以将这两种机制视为犯罪分子,这使玩家可以灵活地在战场上设置部队的自动行为,同时减轻复杂的微管理负担。
请注意,该功能仍在开发中,因此某些命名和顺序可能会更改。
交战规则
前进:狩猎或普通移动。有道理吧?
电动寻路器:快速或短路。在这种情况下,如果计算得出的道路较快,将使用该道路。不过要当心。快速可能很危险,因为计算最佳路线的算法有时会使单位经过有争议的地方。简短会让单位沿着最短,最直的路线行驶:我们不允许单位在任何道路上行驶。
徒步寻路:也称为步行。掩护或短裤。将设备设置为尽可能掩盖(同时要注意不要偏离原始路线太远)。或者直接向前走。
空闲:设置单位不执行任何操作时的行为。什么都没有,掩盖或保持位置。第一个不言自明。第二种选择允许单位在其当前位置的小半径范围内找到掩护。第三个位置会将单位的立场切换为智能订单。
目标射击:在钢铁2区,单位会自动以最大射程(2公里)射击。这会产生两个“问题”:显示单位,并且最大范围与有效范围相差甚远,有效范围实际上是您可以造成伤害的点。此顺序在“有效”(仅在枪支可以穿透敌方单位的装甲时射击)或“最大射程”之间切换,这是默认姿势。
如果您是钢铁2分区的资深玩家,则《交战规则》将最初配置为空白板-您应该不会有任何区别。您可以根据自己的喜好设置自己单位的行为。
如果“交战规则”功能推出后,您还是钢铁2区的新手,它将以我们认为最适合新玩家的方式进行配置。
为了明确每个单元的操作,我们在新面板中添加了一个选项-作为一个小按钮-以显示每个单元的所有当前订单。每个顺序由不同颜色的箭头表示。
结论
我们想知道您对交战规则有何看法。 如果还有其他需要关注的命令或行为,我们很乐意将其考虑在内!
我们会在Steam和Eugen论坛以及社交渠道(Facebook和Twitter)上积极倾听您的反馈。 不要犹豫,让我们留下您的想法。
指挥官,在战场上见!