Super Hornet Interview
by Leonard "Viking1" Hjalmarson |
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CSIM: How many campaigns will be included and where are they set? James: We have three war zone areas and a training area, each having a dynamic campaign. There are also 3 mini campaigns and unlimited single missions. The individual warzones are: Barents Sea, against a new communist Russia, with Russian Naval forces including a CV, and their Naval Bomber force including Badger, Bear and Backfire bombers. Indian Ocean, against India, with its Harrier Carriers, and Mirage 2000 interceptors. Persian Gulf, against a re-armed Iraq looking for revenge. Cockpit Shot CSIM: Tell us about the campaign system. How is it structured? James: The campaign system will consist of a full dynamic AI command game, where the player control the missions of up to 32 F/A-18’s from a carrier. Also 3 mini campaigns per warzone where the player just controls his own plane. CSIM: If we can command a flight, will we also be able to plan the mission structure? How much will the player have input into tasking, mission planning in single player mode? James: The player is able to fully plan each mission, by selecting targets & flight route. Rod: In fact mission planning and strategic decisions can be approached from a variety of levels. Level one is the easy level: you can automate all the decisions and then simply fly the mission and command your own flight. Level two allows you to automate some of the tasks but make the decisions you want to make: target, route, waypoint details etc. Level three will allow you to completely plan the missions for yourself and the other three squadrons. CSIM: In the latter case, how do we make an intelligent decision as to appropriate targets, waypoints etc. Rod: We have designed an interface that will present you with the target list and strategic values for each target. You will then be able to assess an appropriate tactical direction based on the ebb and flow of the campaign. CSIM: Integration of the ground war with the air war adds a lot of depth to the newer simulations, giving the player a greater variety of missions and adding tactical depth. What approach have you taken in this area? Rod: In the campaign and single missions the ground war will be raging as you fly your mission. You will be tasked for appropriate ground targets according to strategic assessment. You will also have the option, as mentioned, of making your own assessment of priority based on information presented to you. CSIM: We've heard that the realism goals for physics are very high. And with wind and weather also modeled, how difficult will carrier landing be at high levels of realism? James: Carrier operation will be highly detailed, and landing on the carrier will be as difficult as real life, especially at night. But the Automatic Carrier Landing mode has been implemented for those who find it too much of a challenge.
Carrier Ops Carrier operations are beyond anything yet modeled on the PC. The game will simulate deck crew operations (with over 15 different types of hand signals) as well as the Fresnel Light Landing System and talkdown. While this presents a unique challenge to the player, it also becomes a necessity when landing on a pitching deck in a storm! While on deck you will see crewmen moving aircraft about, and you will be guided to the cat by the appropriate personnel. And you won't be alone in the virtual world, other flights and aircraft will also be active. Carrier Ops CSIM: We've seen some advances this past year in mission planners with the planner in Longbow 2, and an incredible mission builder in Janes F15. WIll we see a planner or builder in SH? What kinds of features will it have? James: The game will have a full mission planner, allowing the player to create or change any detail of the flight. CSIM: Will resource management be a consideration in the campaign? James: Yes, you will have to assess both the type of weapon needed for a particular engagement as well as your inventory. If you use too many long range missiles you may find yourself short on them when needed. CSIM: What will we see for debriefs in the campaign? Will we have records of who hit what with what weapon, weapon kill stats? James: A full breakdown is given for the player only, including weapons used and what you hit.
Engaged! |
CSIM: Can you tell us how padlock and views will be handled? Will we see a virtual cockpit as well as fixed views? James: The game has a full Padlock view as well as various fixed views. We have a virtual cockpit. Our own ‘HEADLOCK’ view has been developed in response to ‘wish lists’ for real pilots who enjoy flight sims.
CSIM: How many players do you expect to support via TCP/IP at full 33.6 connect rate? What about LAN? Will campaign play be fully accessible in both these modes? James: Network support will include up to 16 players head to head and 4 on cooperative missions. For more information on the Super Hornet see our listings on the Platforms page. For screen shot updates see Super Hornet
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