October Editorial: The Seven Sons of Sim Part III by Leonard "Viking1" Hjalmarson |
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With 688(I) Hunter/Killer, Janes took a step toward third person/first person strat/sim integration, offering a window on the world through which the player could observe any object in the battlefield environment, from whales to missiles to ships. And 688(I) was designed from the start to connect with another simulation, which was originally conceived as AEGIS. Unfortunately for those who were hoping to see AEGIS this past summer, Janes and Sonalysts took a step back to see what was possible, and the coming "Fleet Command" is the result. "Fleet Command" will be Janes first entry into this new genre, firmly cementing the integration of strategy and simulation on a grand scale. How will this work? If you've ever played a third person strategy title, you know that it's relatively easy to actually control objects using your mouse to select and drag. In order to vector an intercept in ADF or Total Air War you simply click on the allied flight and then drag to the enemy flight. This kind of control could be broadly extended by offering a drop down menu system. Imagine it like this: you drag your flight to command an intercept, but once the red diamond pops up and the flight acknowledges the command, a menu pops up that allows you a finer degree of control. Now you can select INTERCEPT TYPE : -cutoff or stern conversion, and PRIORITY :- all possible speed - all possible stealth - blow through and stealth (this latter so that friendlies bypass intervening targets). I don't know how much command depth Fleet Command will offer, but the player will be able to select individual ships or task forces, or individual aircraft or flights. We will also be able to call up new flights and command undersea assets. (Remember Microprose "Task Force: 1942?" Imagine this in the modern setting, with high resolution and a far more detailed command and map interface, integrated with first person play for the aircraft also). Fleet Command will initially give us first-person control over sea assets only, but this initial release will be shortly followed by an inter-operable simulation of the F/A 18, and if we're lucky, the F14 Tomcat! Who knows, after that we may be able to fly some choppers, and an additional allied submarine is likely too. The 3d perspective will be much like the Smartview perspective pioneered by DiD in EF2000 Tactcom and later in F22:ADF and Total Air War. The camera will offer real time views with all the trimmings: you'll see all the action, all the weather, and all the damage! Its incredibly immersive just watching the dogfights in the TAW beta! However, Fleet Command will likely add support for multiple monitors, which should allow us the gods' eye view on one screen while issuing orders on the other! Janes plan to model over 1000 different units, all with their actual capabilities. The real time dynamic campaign system will extend to cover 16 different navies including Russia, China, Taiwan and India. Multiplayer support will allow up to eight players via LAN, modem or serial connection. Meanwhile, Mindscape/SSI are also stepping into the new simulation /strategic blend. First, Silent Hunter II will be released, taking us back to the deep in a simulation of the war in the Altantic, this time from the German side. Unlike its namesake, this one will have a multiplayer component allowing for wolf pack tactics. But the better news is that an interoperable sim will arrive later on, currently titled "Destroyer Command." And the modern component of SSI's Digital Combat Series may ultimately shine more brightly still, competing head to head with Janes Fleet Command for best of the genre benders. Harpoon IV is destined to allow strategic control of assets at the grand level while allowing players to get into the action in the first person in vehicles like the Soviet Flanker, at least the carrier version! But of course, it won't stop there. Since Harpoon is classically a naval battle game, we will likely see command of certain Allied and Russia naval assets, and perhaps even submarines. An Allied naval fighter is another likely bet, probably the F-18 and if we're really lucky, maybe the Tomcat or Sea Harrier also.
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As with Fleet Command, we can look for click and drag control over assets, and since this is a mid to late 1999 scenario, we will probably also have multiple monitor support. Personally, I can envision my office running this game across three monitors: a real time Theatre Command view where I order a strike of a ground based position, a real time view of the cat launches happening on my carrier, and another view showing me the action (the gods eye cheat view). It doesn't take much imagination to suppose that LAN meets would take on a whole new dimension in this kind of game! Getting six or eight guys together might mean you only need two or three system units, but six or eight monitors. And I can also imagine some unique multiplayer scenarios and big screen TVs for the Theatre Commander (see our July Editorial for more detail).
Communications, ATC and Wingmen Interaction/ControliMagics' F22 broke new ground in July of 997 by offering FOUR distinct communications modes, three of which may be used in single player mode: UHF, IFDL, and Guard. UHF provided options for direct communication on specific frequencies with other allied players. This mode allows for both scripted (voice?) and custom text messages to be sent, though only the scripted messages are understood by computerized units. IFDL (In Flight Data Link) is a method for passing targeting and detection information between players, so that use of active sensors is minimized. Guard communications is the broadcast of messages to all friendlies, and is primarily an emergency comms channel. DiD's F22: ADF and Total Air War allow a player to change frequencies to listen in on other flights. The four comms channels are more usable AND support more traffic. For a run down on the comms see the second edition of our preview series. Since comms are so expansive in ADF and Total Air War and integrated with the SmartView system a player can both observe the action of the wild weasel flight out ahead of his strike force AND hear the action also. In real life related flights would be able to monitor these channels for the purpose of better situational awareness. Janes F15 likewise expanded the area of comms, allowing a level of control of wingmen that surpassed everything to date. In F15 the player can give orders to individual wingmen, communicate with AWACS, ATC and FACs. But even this structure will be surpassed in the winter of 1998-99 by the communications structure of Falcon 4. Falcon 4 is set to offer the most detailed and realistic comms action yet seen on the PC.
Communications in Falcon 4 is more diverse and flexible than anything yet seen on the PC. This depth and flexibility are necessary because of the immense amount of variety in missions and the complete spontaneity of interaction between units as determined by the needs of the dynamic battlefield. Voice itself is an area where there is room for growth. The voice overlays in Hornet 3.0 are outstanding, and personally I was quite happy with USNF in this department. EF2000 was a bit too sterile, and the voices all sounded the same. This actually hampered SA since you really couldn't tell if it was YOURSELF who had just called MAYDAY or the ESCORT flight you were supposed to protect. Different voices for different sources help immersion AND Situational Awareness. In the Falcon 4 alpha, diversity in both chatter and tone mirrors the real world exactly. Only Janes F15 has come close. The variety of chatter from allied pilots, both in tone and in subject matter, is amazing! And if you happen to unwittingly take a shot at an allied target, you will hear about it! Go to Part IV
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