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Silent Hunter II Interview
by Leonard Hjalmarson
 

CSIM: In Silent Hunter we interacted with a wide range of opponents. What will SH II bring us?

Silent Hunter II will carry on the tradition by allowing the player to interact with a large number of enemy ship classes and types. We'll model over 50 different ships and subs and over 10 different aircraft from Great Britain, the U.S, and Germany. A few examples include: King George V and Scharnhorst class battleships, Town and Benson class destroyers, and Flower class corvette.

CSIM: With the release of the first patch convoy AI stepped up a notch. Have there been any advances in opponent AI for Silent Hunter II?

We'll be upgrading the opponent AI in general by adding additional allied tactics, supporting new weapon systems, and filling in some gaps and flaws in the original game that could be exploited by the player. However, at no time will we improve the enemy response by "cheating". (Giving the enemy information that he would not have had in real life). As stated earlier, the other major area of AI improvement is enemy response around coastal areas and harbors. AI will be improved to allow ships to handle these special conditions better. This should make sneaking into harbors and shallow waters as risky in the game as it was in real life.

CSIM: This past year has brought us some large advances in both ballistics and physics modelling in military sims. Will we see this effect in SH II?

We intend on upgrading all of the modeling with both realism and performance in mind. The physics in Silent Hunter II will be as realistic as we can make it with the current hardware limitations. As was the case in the original game, we will have several levels of modeling from easy to ultra realistic so that the game remains accessible to the novice as well as the hardcore sim fan.

CSIM: Damage modeling is another area of growth in PC sims. What is the modeling like in SH II?

I know some users have expressed a desire to have more control over the repair process while others think the abstract system used in the original game is fine. We're looking into offering more control over repairs. However, whether it makes it into the final release is dependent on how much fun it is in the prototype stage.

CSIM: I don't recall ever having random failures in Silent Hunter other than torpedos, but I imagine that in the real submarines engines and systems like radar would break down. Will we see any of this in Silent Hunter II?

This feature was planned in the original game but was left out because it was felt that it might be too frustrating for the player. However, we've altered our views on this after seeing the number of people who would have liked to see random failures included. This will be included as a realism option in Silent Hunter II.

CSIM: Many players want to see more dynamic AI, even a dynamic campaign option. What kind of campaign system will we see in SH II, and if it isnt' dynamic how will you give it a dynamic feel?

We will be redesigning the system to increase realism and play-balance. The world will be more "active", including friendly and enemy operations that are independent of the player's actions. There will be interaction with other U-boats and aircraft as well. This type of "dynamic world" has been tried before, but never to our knowledge in a submarine simulation.

CSIM: The original Silent Hunter included footage from WWII that really added to the sense of being there. Will we see more of this for Silent Hunter II? Silent Hunter II will include a full multimedia reference, complete with interviews, sub tours, film footage, diagrams, and plenty of historical information. We're already talking to actual U-boat commanders and scholars about working with us on this online reference.

CSIM: Sierra did an excellent job with Aces of the Deep, and some would say no one could surpass that effort. How do you intend to prove them wrong?

Aces of the Deep is a great game, a real benchmark in submarine simulations. Silent Hunter was influenced by it and so was every other sub game that came after. However, we've always felt that Silent Hunter can stand toe to toe with Aces. They're both great games. To be honest, there is no excuse for not substantially surpassing both games. We have a great game to build on, we have the knowledge of the subject matter, and we've had a chance to see where mistakes were made the first time. We feel that we're in a strong position to create one of the finest combat simulations in any genre.

Click to continue . . .

 

Hatch

CSIM: Silent Hunter simulated the Allied side of the experience. What are key differences in approach in simulating the other side of the conflict? For example, in attack strategy, risk factor, etc.

The biggest difference is in the implementation of wolf-packing. The level of coordination between the U-boats and BdU is much greater than that used by the Americans. Many of the new features are necessitated by this close coordination of wolf-packs. There is also a much greater range of mission difficulty depending on the time period. Obviously, during the "happy times" attacks will be fairly easy while later in the war almost any attack will be suicide. Maintaining the proper balance at each stage of the battle is another major difference between the two games.

CSIM: What are the unique challenges to creating a simulation of the uboat experience?

Perhaps the biggest challenge is in keeping the game entertaining even when fighting for the losing side. By 1943, U-boat missions had become suicidal. Losses were staggering. How do we balance the game to keep it fun while offering the realism that the hardcore gamers demand?

Play balance is the most difficult issue in any game, even when realism levels are offered. It is especially difficult with the Battle of the Atlantic. Another big challenge is to cut through the hype and the myth to offer a truly realistic experience. The U-boat mystique is especially strong. Even to this day there are strongly polarized opinions regarding U-boats and the level of the threat they represented to the allies. The facts are easy to research… Interpreting them is far more difficult.

CSIM: Have you been able to find ex U-boat captains to add the same video interview and instruction dimension that was part of Silent Hunter?

We are talking to some U-boat commanders, including surviving top aces, about being involved in the project. We can't name names yet, but there will surely be contributions made by recognized U-boat commanders and scholars.

CSIM: What feature most excites you about SH II?

There are so many, its hard to pick just one, but the addition of multi player wolf-packing and the new 3-D engine will have the greatest impact on the game.

CSIM: With SH2 being the first instalment of the historical naval portion of the Digital Combat Series, is it your goal to create an interoperable simulation of the surface side of the battle?

Yes

CSIM: So your hope is to build a destroyer sim or something similar to allow a multiplayer experience in the same theatre defending against the U-boats?

Yes, thats what we would like to do. The Digital Combat Series is intended to allow this kind of interoperability. Our direction is to create combat simulations that can be networked together. This is certainly the most fun and challenging environment for the player.

CSIM: (Large smile on face)...When can we expect to see SH II?

The summer of 1999

CSIM: I can't wait! Best of luck to the SSI and Aeon crews!

 

 

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Last Updated June 12th, 1998

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