Super Hornet: Dynamic Campaign
Information from Digital Integration |
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Super Hornet features the kind of completely immersive campaign system flight sim enthusiasts have been crying out for since we released the classic Tornado. In "Command" players will be able to experience what it's really like to be involved in a full scale war where your every action has repercussions on the outcome of the war. Never before have gamers been able to live the fluid progress of war, to such an extent - each enemy and ally is programmed to react to the actions of the other. So whilst would-be top guns are flying missions the ground war will continue to rage on beneath them.
Super Hornet Super Hornet contains a wide variety of mission types, targets, aircraft, weapon types, escort and AWAC's support. To create added variety as well as realism to missions, weather conditions have been included alongside a realtime game clock that supplies the advent of dawn, day, dusk and night. Super Hornet will be one of the first games to feature true persistent damage modeling across missions and campaigns - so that as a pilot you'll actually feel as though you are part of a full-scale war. Intelligent 'persistent damage modeling' means that any terrain, buildings, vehicles and aircraft damaged during the course of a mission will stay damaged (or as wreckage) in the war-zone through subsequent missions, until the enemy have had enough time to repair it or tow it away. As a pilot you'll now be able to re-visit sites and see the damage from previous raids. If you bomb a runway successfully it will be out of action for at least as long as it would take to repair the real thing. The improved damage AI also means more realistic effects; Pilots will now get the satisfaction of seeing damaged trucks in a convoy careering off the roads, whilst the remaining trucks drive around the carnage (if they can) - allowing real pro's to take out a convoy one truck at a time. Dynamic Campaign Defined There has been some confusion amongst the online community lately as to just how dynamic Super Hornet's dynamic campaigns will be. Super Hornet's lead programmer went through the details recently and the text is reproduced below. "Firstly, please note the use of the word 'dynamic'; yes folks, I can categorically state that our campaign is FULLY dynamic. There is no tree structure or scripting whatsoever. |
Super Hornet Escort "Every mission is generated based on the outcome of the previous mission; at no point do we have a situation whereby we take a different 'branch' because some mythical condition has been met! "Your actions (or inactions) during the course of a mission have a very real effect on the flow of the war. "Using [the] example of an enemy squadron that has been totally destroyed [then, in other games, re-appears in a matter of days], the amount of time taken to replenish this squadron depends on many factors. i.e. number and state of supply depots, the supply convoys (rail, road and shipping), the enemy defense of these supplies, and many more! "These aren't just intangible objects which exist only withing the program to produce the final result, you can actually fly over them and check them out if you so desire, everything that has an effect on the war can be seen in the world! And yes, if something is killed in the world it stays very much dead, in fact you can fly over it several missions later to have a look at its burnt out wreck. "We do have a mission builder and it operates on various levels. You can choose to let the command game generate the whole mission for you. Alternatively you may wish to provide some basic parameters, i.e. mission type, target type, time of day etc. You are always free to customise your mission to any degree you desire after they have been generated." Multiplayer Super Hornet is a true multi-player combat sim with two player co-operative missions and head to head action for up to 24 players. All campaign and command games feature multi-player options. Communications are central to multiplayer gaming, and Super Hornet provides a full-featured in-cockpit communications system. The front-end is built around the 'network lobby' model, where prospective players can monitor games in progress or join them, or create new games with control over various options. For more information see our Super Hornet interview.
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