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Panzer Elite Interview

  by Leonard Hjalmarson with Neil Mouneimne

 

  CSIM: What factors will go into resolving damage modeling?

WINGS: The collision algorithm provides the angle and penetration values of the shell on the armor. After resolving those formulae, we continue following the path of the bullet through the inside of the tank.

We have a layered model of the interior, where all internal systems of the tank is displayed. When the bullet/shell hits a system, its kinetic energy is lowered and the component is damaged. This continues until the kinetic energy of the projectile reaches zero. This model is adapted to certain ammo types (hollow charges etc.), but fundamentally they all have a similar functionality.

Turret Damage Modeling Superstructure Damage Modeling
Two of the three layers. Colors represent areas of modeling for damage.

CSIM: Can you describe how the campaign system will work?

WINGS: The campaign is a sequential order of scenarios you have to finish in order to advance to the next. In preserving your original platoon from scenario to scenario, they gather experience and keep equipment from their battles.

CSIM: How will infantry and anti-tank guns figure in the game, if at all?

WINGS: We have infantry platoons in the game as well as small infantry guns and AT-Guns. Infantry are modeled as 2D sprites to permit many to be placed in a scenario. Infantry have their own specific AI and can use half-trucks or trucks as transport. The AI handles infantry vs. infantry tactics as well as infantry vs. tank tactics. Behavior exhibited in the game includes:

  • § Infantry throw smoke before crossing open ground
  • § Infantry can and will engage in close combat with tanks to attempt to immobilize them
  • § Infantry have (if available) Panzerfausts, Bazookas or Panzerschrecks at their disposal
  • § Infantry wisely stick to cover and limit open ground exposure
  • § Infantry have modes like panic (run to closest cover and cower) and pinned (cover, don't fire)

Infantry
Infantry. Click for larger image.

Click to continue

 

  CSIM: With regards to the scale of the battle, will we see small-unit skirmishes or large epic fights?

WINGS: Depending on where the line is. In Panzer Elite a large scenario has over 35 tanks, 15 misc. units (trucks, half trucks, AT-Gunsetc.) and over 200 soldiers as infantry. The maximum number of vehicles is limited to 64.

CSIM: Will there be any form of resource management in the campaign?

WINGS: Depending on historical availability, the player can modify the tank types of his platoon in the campaign menu. He also can exchange crewmembers with others, or replace the wounded or dead. Modifications can be applied to some tanks (welded armor plates, Schuerzen, smoke mortar or pods etc.) and fuel levels can be adjusted. All variations of ammunition available can be distributed among the tanks.

From scenario to scenario, the supply level can change the availability of a specific item. For example, if you lose the Tiger of a wingman, it may take 1 or 2 scenarios before you are allowed access to another. Your wingman would have to fight with a Panzer IV instead. For players with less management skills, your adjutant can assume these tasks and automatically refuel, re-arm and replace lost tanks or crewmembers.

CSIM: The Panzer Elite web site describes a typical scenario, taking place over a 5km square battleground. That seems an awfully small area to maneuver in?

WINGS: Panzer Elite supports any battlefield under 40 square kilometers. A Tiger has a cross-country speed of 15 km/h (kilometers per hour), entailing a 20 minutes real-time drive for one end-to-end journey across an average playing field. This does not account for physical hindrances or enemy engagements.

Most scenarios don't show the "drive to the engagement" area. As the scenario starts, you are aware the enemy is near, sometimes even within battle distance. Some scenarios are 3x10 kilometers and you have to reach the end or protect a convoy for the entire journey. Driving for 40 minutes straight while fighting or guarding in-between is a long scenario to play. Road speed was much improved on most tanks. This makes roads tactically very important in the game.

Some historic cross-country speeds:

  • § Shermans: 22-26 km/h depending on model
  • § Panzer IV: 11 km/h
  • § Tiger: 15-17 km/h
  • § Panther: 30 km/h

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