October Editorial: The Seven Sons of Sim Part II by Leonard "Viking1" Hjalmarson |
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Dynamic Campaign AIDynamic campaigns are not really a recent invention, having existed at least since Falcon 3. However, campaign AI is greatly broadening in complexity, including resource and resupply models, persistent damage and realistic repair times, and even integrating ground warfare with air warfare. The cutting edge in dynamic campaign AI is the real time dynamic campaign. (See our Editorial series on Dynamic Campaigns).
In EF2000 the players performance in one mission affected subsequent missions. In iF22, the same is true. In each simulation the AI generated a "mission set" from which the player would select which missions to fly. At the end of a designated period of time, the AI generated a new set of missions. However, in coming simulations the AI will calculate tactic factors and assess damage in real time! This is a giant step toward a more dynamic battlefield. Mission assignments can change after each mission, and the importance of individual missions and the accompanying tension will increase. The ebb and flow of the battle will likely be move obvious. Scramble missions are more likely to occur, and at less convenient times! With resource management integrated into real time campaigns, the failure of a particular mission could mean that you run out of smart weapons! Imagine having to fly your F22 with only cannon shells and AIM 9M missiles! By the same token, imagine having your EWR sites taken out by enemy forces and then having no warning whatsoever of an incoming Strike mission as you prepare to launch your own strike mission! Real time dynamism will definitely add interest and tension to the battlefield. Microprose coming Falcon 4 will actually feature two fully dynamic campaigns in one package. The air war is completely modeled, as is the ground war. And both of these wars interact dynamically. This means that if you take out a factory making missile motors, enemy resources will eventually be strained. Or if you fail to offer air support at the right time to a friendly armor platoon, enemy armor could overrun your air base and destroy many of your own aircraft.
Everyone knows that F4 has been almost five years in development. Thankfully, Microprose hasn't been twiddling their thumbs during that time, and F4 will be the first simulation on the market that actually allows players to create their own dynamic campaigns!
Virtual Pilots and Morale/Personality FactorsSIMIS took a unique approach to simulation design with Team Apache, essentially integrating role play and personality factors/leadership choices into the tactical and simulation mix. The resulting brew has a unique flavor. In Team Apache the AI models CCPs with personality. Integrating experience AND human elements into the AI, a computer controlled pilot will have to deal with all the forces real pilots face: g forces, morale forces, fatigue and the possibility of panic. This will add an interesting strategic element. Pop out of the sun on the six of a Russian pilot and open up with your cannon and what will he do? What is his experience level, fatigue level, and morale? Maybe he'll dive and run from home and not even attempt to engage you...
In DiDs coming Total Air War or Microprose Falcon 4.0, pilots will grow in ability as their flight time increases. Suddenly the loss of a pilot can be a critical factor to ongoing success. Imagine flying with the same pilot for three campaign days after completing training and then losing him: you have lost a friend AND a valuable tactical asset, since a less experienced pilot will have to take his place. Team Apache takes this the next mile. Even personal compatability is important. Friendship between pilots may mean a higher success rate, but what if the friend of your team mate bites it? Flying with that pilot in the next mission may be a very high risk...Tick off the crew chief or overwork your mechanic, and they might start making mistakes. Bryan Walker commented: |
In Team Apache, each non-player pilot is rated in 21 different categories, most of which can fluctuate depending on fatigue and morale levels. Each non-player pilot also has a distinct personality that dictates how compatible he will be with other non-player pilots in the cockpit. The Player can view the pilots via a "tent" interface. By clicking on each pilot graphic, the player will see a message saying something along the lines of "Abrams appears alert but worried," "Donaldson is jovial and energetic," etc. As the campaign goes on, the "appearance" of these pilots will change, depending upon a number of events. The Player can also review individual mission tapes and statistics from aircrew, noting their performance. Microsoft is also innovating the model of CCPs. Instead of simply modeling manouvers according to pilot skill and aircraft characteristics, they have modeled the actual control input on the stick. In other words, the game simulates the stick position chosen by the CPP and then the aircraft responds accordingly. Theoretically a zealous pilot could lose control the same as you would! In fact it does work this way, and I have seen bandits on my six lose control and go into a spin. The beauty of the model is that the limitations of the bandit are always as realistic as your own.
Integration of Strategic ControlOne year ago the players in this department were Digital Image Design and Eidos International. However, Flying Nightmares II was scrapped, and both Janes and SSI/Mindscape have offered surprise entries in this new stract/sim blend. Digital Image Design developed a two module simulation under the titles F22: Air Dominance Fighter and Total Air War. BOTH of these packages include the ability to oversee the entire battlefield from the strategic vantage point of the AWACS, though only TAW allows this integration in a sweeping and ongoing dynamic campaign. Incredibly, the communication package integrated into these control features is a ten THOUSAND word vocabulary, almost a third of normal human speech. Roger Godfrey of DiD: With F22 Total Air War the player has a far greater degree of control over the way the war is fought. The mission planner is not just used for you to create missions you want to fly; you can use it for positioning CAP's over your sensitive installations or create a series of missions leading on from one another - you can really do anything you like with your planes. . Also if any of the planes you send up are F22's then you have the option of flying the mission. Say you wanted to bomb a strategically important target but it's SAM umbrella is just too hard to penetrate. You could tackle the problem in a number of ways: Plan several strike missions to the same target with a large contingent of Wild Weasel flights. This may work but you could end up losing a lot of your planes. You could plan a F117, JSF or F22 mission to take out the targets in the night using their stealth capabilities. You could plan a continual series of Wild Weasel flights until every last SAM launcher is destroyed. Then send in your bombers. The choice is yours. Along with the mission planner you also have the AWACS to play with. This allows you to control the planes in the air in real time. You can re-task and vector planes around to deal with threats as they appear. Also you can jump in to any friendly F22 in the theatre from AWACS. You can engineer dogfights by vectoring flights and then watch the resulting dogfight using smart views. Go to Part III
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