MicroProse's Virtual Battlefield
By: Len 'Viking1' Hjalmarson Date: 1998-11-09 Rampant speculation on MPS direction with F4, Gunship III and M1 TP2. A few weeks ago I speculated on Janes F15 becoming Janes F15 II. While there seems little chance of this happening, it was at least a sensible direction, and it made for some useful reflections on the product and the sim development cycle. This time around I want to speculate on some developments that hinge around the virtual battlefield that is Falcon 4.0... First, it's important to appreciate the masterpiece that is Falcon 4.0. Here we have the most fully developed dynamic campaign system yet seen on the PC. Not only do we have a fully developed air campaign, but an independent yet integrated ground war. These two wars interact together in real time as in real life, and resources and supply are critical. In fact the only way to understand the sweeping complexity in this campaign is to understand the strategic assessment and campaign building method based on the "Five Rigns" methodology developed during the Gulf War. These theories of modern warfare are perhaps best illuminated in the works of Colonel John Warden III. Picture five concentric rings. The innermost ring is leadership, then key production, infrastructure, population, and fielded military forces. With the use of air power, all aspects of a nation are vulnerable to attack and destruction. Based on the five rings conception, the first most important targets in a war are leadership centers. Striking centers of government and even Temples can quickly leave the body politic without a head. Next are key production centers of oil, gas, water and electricity. These include dams and distribution networks and are at the very heart of a nations ability to function and prosecute a war. Next is infrastructure: roads, bridges, rail and airways. These things link a nation together and contribute to resource and resupply. After this comes population: the very inhabitants of the state. Without a willing population, a nation has no one to send to war and no one to drive supply trucks and aircraft or make the materials that contribute to a war effort. Finally, fielded forces are the fifth and final ring. Only two campaign systems to date have been based on these five rings: TAW, and now F4. But TAW did not integrate the ground war, and gives the player less control and also less impact than we will see in F4. Falcon 4.0 takes all these factors into consideration, and does so in a real time campaign system unlike anything ever seen.
Now stop and consider that for a moment. If you had spent the better part of three years designing a system of this complexity, what would you do with it once it was complete? It would be a total waste to put out one flyable aircraft into this incredible system, and then park it. And as we know, Microprose has no plans to do any such thing. Even if few others ever appreciate the conception and investment in this dynamic engine, Microprose does.
We already know of plans to add a MiG 29 to this system. And we have heard rumours about an F18 and F15 to follow. But we have a fully dynamic and transparent air AND ground war happening here. The AI is designed in such a way that players can leave and enter transparently. The AI does not care whether an air or ground vehicle is commanded by a real human or by the computer. The dynamic campaign engine functions independently of the human players. If a player leaves a vehicle, the AI takes over. If a player enters a vehicle, the AI gives up control of that asset. The war rages on irrespective of these changes. Hmmm. Interesting, isn't it? As "the Brain" likes to say..."Are you pondering what I'm pondering?"
This early shot from Gunship III doesn't truly represent the coming sim, which will have a different graphics engine than M1 TP 2.... Let's add another fact to this mix. I know that with the first add on, MiG 29, the naval battlefield will be expanded and integrated into this dynamic engine. The real time campaign will then integrate air, land and sea in a more complete manner. But wait! All we have for player vehicles are AIR assets. But the engine, from what we know, will just as easily support the transparent entry of human control in ground vehicles. What would prevent the addition, therefore, of simulated ground vehicles, and once the naval campaign is brought up to speed, sea going vessels too? Some of you know where this is going = ) . Remember, this is Microprose. They just finished a very solid M1 tank simulation, and they also have some history with naval simulations in Task Force 1942 and even in Pacific Air War. M1 Tank Platoon II is scheduled for a major upgrade next year, and in fact is being integrated with a Comanche helicopter simulation in Gunship III. The facts we have are sketchy. We know that this upgrade includes a completely new graphics engine. We know that this engine will be a high resolution engine at least SIMILAR to that in use in Falcon 4.0. And we know that release for these two new simulations has been pushed back to late summer or fall of 1999 at the earliest.
We also know that Tim Goodlett, Producer of M1 TP2 and of Gunship III, is interested in expanding the role of ground troops in the sim, as well as giving them better AI and increasing their ability to hide and react to a changing situation. Wanna bet we are going to see much more done with trees, bushes and grass? Would it surprise you then to learn that in fact these two new simulations would be inter operable with Falcon 4.0? Of course, I have no information to indicate this, but I am betting that that is exactly what we will see! The next step is obvious. Add a naval component to the battlefield. Wouldn't it be great to see Mindscape/SSI involved in that product? Mindscape is doing the Harpoon IV development. Or Janes, with their naval expertise via Sonalysts and the coming Fleet Command? WOW. I'd pay money to watch that movie! My point is this. The Falcon 4 dynamic universe is just begging for expansion. MPS has a huge investment in that Universe, and the open design of the campaign system is the most extendible design yet seen on the PC. Furthermore, we already know that certain expansions are in the works. Finally, the multiplayer aspects are also beyond any other technology yet seen on the PC. I really haven't talked about these, but the technology in this area is also state of the art, with the ability for players all over the world to set up and host their own dynamic F4 battlefield, and for other players to join and leave in real time without affecting the on going battle. Hmmmm. Yes, this IS a very exciting prospect. You thought all you were waiting for is one of the best simulations to ever ship, and here you are possibly getting the core of an expanding virtual military world. Well, when it happens, you read it here first! |