Sub Sims Beyond 2000
By: Neal Stevens
Date: Unknown
When I was 10 and in my prime as an active kid, reading about
the Battle of the Atlantic and dreaming about the new nuclear Nautilus,
I constructed a submarine game to fill my need for submarine action. It
consisted of two sheets of heavy cardboard, 20 inches wide by three
feet. The surface of each sheet was marked off in a grid, each grid
identified by a letter/number system. One sheet of cardboard had three
panels that served as legs, and it stood astride the other creating a
two-dimensional playing field. Two players, one a sub skipper and the
other an escort commander, competed against each other for oceanic
dominance. The game used surface ship and submarine tokens stolen
from my Battleship game. The sub skipper had the option of diving below
the surface, which meant he moved his piece to the bottom deck and
accessed it from the open side, while the three panels concealed his
exact whereabouts from the surface ship player. The escort commander
directed the surface ships, usually four merchants and two destroyers,
sometimes a battleship as well.
Played in turns, this early analog subsim was very dependant on rules.
There were eight sheets of "Turn Outcomes" to follow. Using six dice
and a deck of cards as the "computer", the surface player would roll
first one dice to determine how many squares to move, and then the rest
to determine how many ships would move. The merchants were limited to
one grid per move, the escorts the rest of the total. In the sub
player's turn, he rolled dice in a similar fashion, but was limited to
half the total while underwater. The players could substitute other
actions in a turn, such as changing depths, firing guns, depth charges,
and torpedoes. Submarine depth was kept secret from the surface player
on a small cardboard gauge, and relied on the honor system. When a
player decided to fire a torpedo or depth charge, he had to declare the
depth, grids targeted, and draw a card from the deck to determine the
outcome of this action. For the surface player, the objective was to
cross the board with his pokey convoy with minimum losses, and try to
sink the sub. The sub player was charged with sinking everything
possible. Although I
built this "subsim", labeled and hand drew the card suits on the
outcome sheets, and devised a set of equitable rules, it didn't see
very much gameplay. No one in my household shared my enthusiasm for
battlesea warfare, and my friends complained the rules were way too
complex and hard to follow. Fair gameplay relied too heavily on the
honor system ("I said I dropped charges at 200 feet! What depth were
you at?" "Uh ... 300 feet!") to be functional. The point of this
stagger through memory lane? Subsims evolve. They are recreated by new
companies for new gamers. And they get better each season. My dinosim
depended on dice, imagination, and honesty. Now the computer functions
as the impartial referee, the random outcome generator, and throws out
real time graphics and sounds to boot.
By now one
should detect a visible trend evident in the field of computer
simulations. Since the advent of the personal computer a scant decade
ago, inspired companies and individuals have endeavored to reproduce
the experience of undersea warfare, whether of the World War II era,
Cold War nuclear age, or future battleseas. The early efforts were
sound and competent for the tech- nology and coding of their day. But
the trend shows us that as each year passes, computers grow faster and
more powerful and new simulations are created to harness the new
technology. Simulations that provide more visuals, more variety, and
more historical accuracy. The current crop of subsims (Silent Hunter
Gold and 688(I) Hunter/Killer) represent the state of the art. But
despite their graphic and gameplay brilliance, there's no reason to
believe they will be the last of their kind. Indeed, the trend
indicates that new subsims will emerge over the horizon with time. And
what sims they will be, with the power of 300 MHz computers and 64 bit
3D accelerator graphics cards driving them.
New CPUs with faster clock speeds coupled with better graphics
cards will return better pictures with more detail. One advantage
subsims have over flight sims is there isn't as much continuous object
motion required. A destroyer steaming in the periscope view doesn't
require as much computing power as six FY-22s, all twisting and turning
across the screen. This frees up the computer to handle other chores,
such as crew voice responses, engine sounds, and accurate graphics
redrawing at a high frame rate. Therefore, a subsim's graphic
performance shouldn't drop to a crawl when the action gets thick. As
new subsims are coded to take advantage of the increased technology,
more details can be addressed.
With the coming of
DVD (Digital Video Disk), future subsims should have a greater level of
reality. Perhaps someday we'll have a submarine bridge view where half
the screen doesn't consist of the conning tower wall. The cyberskipper
should be able to scan the sky for planes and ships, using the hat
switch. Wouldn't it be nice to see seagulls from the bridge when
sneaking into a Japanese harbor? How about observing the crew of a
torpedoed merchant ship going pell-mell for the life boats? The more
detail, the more a simulation approaches reality. And isn't that the
objective of a sim?
After putting in the hours I have playing these sims, many improvements and enhancements for future sims come to mind.
Among these are:
- Better enemy AI - Although good, many sims have merchant
ships that don't appear to notice that U-boat 800 meters off the port
bow firing at them with a 105mm gun and their evasive action is too
tame. AI for escorts in most sims I've encountered is pretty good but
not as good as it could be. True, they're tenacious, but they never try
any new tactics. At night they should employ searchlights. In the
Battle of the Atlantic, British destroyers would lie to silently,
waiting for a U-boat to surface. It should be so in sims.
- Q-ships - I use my deck gun whenever possible to
conserve my dud torpedoes. Wouldn't it be terrific if every now and
then the helpless tramp steamer I'm shelling would throw off gun covers
and return fire, and try to ram me!
- Realistic chart/map views - A chart that shows enemy
ships in real time, with wakes, is too much help. At least make it a
realism option to have a map view that gets updated only in intervals.
Give the player plotting tools to track ship movements and project a
ship's course, much as a real life chart would.
- Better sounds - Silent Hunter has terrific shell
explosions, okay depth charges, and the best crew's voices. The
SubSim2000 would build on this and add conflicting reports from excited
crewmen, more boat's noises, devastating explosions for close calls,
muffled explosions for torpedo hits, and ambiance sound.
- Damage effects - When the enemy depth charges score
damage, the lights should go out and come back on dimmer. Gauges should
have cracks, the control room should look messed up, and leaks should
appear. Boat performance suffers, and the interior should show it. The
player's actions should be briefly interrupted to handle damage control
duties. The XO could even spill his coffee on the charts!
- Accelerated time limits - Accelerated time should have a limit during combat encounters, say, of no more than 4 times normal.
- Video quality graphics - It's time to take the next
big graphics step, from pixilated ships to the graphics we see in the
intro scenes of 688 and Silent Hunter. Enemy surface ships should
reflect accurate angle-on-the-bow sightings. Silent Hunter has the best
graphics bar none, but with today's mega-mucho CPUs and blazing
graphics accelerators, renderings can be more fluid, detailed, and
life-like. Airplanes should dive in from steeper angles and the player
should be able to scan the sky, not just the horizon. The ocean should
have different motions, from rolling to small whitecaps, a la Aces and
SH. The control room should have people in it. Is it asking too much
too see more of the sub's decks, and perhaps a gun crew?
- Details - Enemy crews should be visible from close
ranges. They should take to the life boats when their ship is stricken,
and the player should view the lifeboats scattered across the ocean.
Enemy ports should teem with life. Simulations should borrow a page
from Wing Commander, Duke Nukem, and other sims where computerized
characters interact with the player. They need not be so sterile.
- More details - Merchant ships should be flagged
according to their nationality. This would cause a player to observe
neutrality laws, of catch hell from BdU/CoC. In Seawolf and 688(I),
this is pretty common, but in the WWII SubSims, everything afloat is a
target.
- Little details (but important) - Tiny, infrequent
details should abound. Once in every hundred depth changes or so, the
diving officer could blow it and the boat broaches... or dives too deep
causing a panic (but not fatally so). The rudder could jam causing the
boat to circle for some time. Torpedoes circle back, ask Commander
O'Kane. Engines develop trouble. Men fall overboard. Sounds like too
much? Welcome to real life.
The
growing popularity of Internet multi-player games is the future for
sims. Subsims should be compatible with a companion program that allows
a friend to play the part of an escort commander. This "Convoy
Commander" would be responsible for directing the merchant ships in his
convoy and the other escorts. He would have an interface that features
active and passive sonar to search for enemy subs. He could have
control over his depth charge racks and his guns. He would be receiving
information and requests from the other escorts and merchant ships, and
transmitting orders in return. No longer would a U-boat commander face
a set of logarithms and binary calculations; now he would struggle
against another player, equally cunning and anxious to secure a win.
This level of engagement and competition will breathe new life in
subsims and extend their viability.
As time
passes, along with the onrush of new technology, new gamers enter the
field. This will prove to be the key to demand for new subsim programs.
Your kid brother will be covetous of a good subsim program himself in a
year or two. He isn't going to satisfied with Silent Service II or
Wolfpack in the year 2000. And many subsims are no longer commercially
available. No matter how good Command Aces of the Deep is or was, it
doesn't matter if you can't buy a copy. Currently CAOD is no longer
available individually through the manufacturer, but is bundled with a
collection Sierra's dinoware flight sims. Once a year or two passes
since the release of the last crop of subsims, emerging developers will
harness the newer, more powerful hardware available and create new
subsims gripping with realism and variety. And new players, along with
a few older ones, will be waiting to flood tubes and take sonar
bearings.
Neal Stevens Deep Domain
Printed from COMBATSIM.COM (http://www.combatsim.com/review.php?id=393&page=1)
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