Paul Grace: VP of Janes Combat Simulations and Executive Producer of Aegis and 6 - Page 1/1
Created on 2005-01-14
Title: Paul Grace: VP of Janes Combat Simulations and Executive Producer of Aegis and 6 By: Author Unknown Date: November 13th, 1997 597 Flashback:Orig. Multipage Version Hard Copy:Printer Friendly
The term 'aegis' originally meant the shield of Zeus, supreme
deity of the ancient Greeks, and that of his daughter Athena,
the goddess of wisdom, and has come to mean protection or
sponsorship. Some years back the term was applied to a new
naval platform which mounted some of the most sophisticated
weapons and tracking systems yet devised.
The Aegis system was designed as a total
weapon system, from detection to kill. The heart of the
system is an advanced, automatic detect and track,
multi-function phased-array radar, the AN/SPY-1. This high
powered (four megawatt) radar is able to perform search,
track and missile guidance functions simultaneously with a
track capacity of over 100 targets. The first Engineering
Development Model (EDM-1) was installed in the test ship,
USS Norton Sound (AVM 1) in 1973.
Technological advances have improved the
capability of modern destroyers culminating in the Arleigh
Burke (DDG 51) class. Named for the Navy's most famous
destroyer squadron combat commander and three-time Chief of
Naval Operations, the Arleigh Burke was commissioned on the
4th of July, 1991 and was the most powerful surface
combatant ever put to sea. Like the larger Ticonderoga
class cruisers, DDG-51's combat systems center around the
AEGIS combat system and the SPY-lD, multi-function phased
array radar. The combination of AEGIS, the Vertical
Launching System, an advanced anti-submarine warfare
system, advanced anti-aircraft missiles and Tomahawk
ASM/LAM, the Burke class continues a revolution at sea.
DDG 51s were constructed in flights,
allowing technological advances during construction. Flight
II, introduced in FY 1992, incorporates improvements to the
SPY radar and the Standard missile, active electronic
countermeasures and communications. Flight IIA, introduced
in fiscal year 1994, added a helicopter hangar with one
anti-submarine helicopter and one armed attack helicopter.
The Aegis program has also projected reducing the cost of
each Flight IIA ship by at least $30 million.
What does all this have to do with Paul
Grace and EA? I'm glad you asked! Paul Grace and the design
team responsible for 688i have been working hard to bring
an under ice campaign to 688i. Better yet, there is a
second simulation in the series that will allow for joint
surface/undersea missions with 688i. YES! This is the
second installment of a naval virtual battlefield! Without
further ado, lets let Paul Grace tell us about it:
Csim: Thanks for taking the time, Paul! As you know,
interest in 688I remains high. How have you felt about the
reception given 688I?
Paul: Well, you can never sell too many units! :-) I've
been very pleased with the reception from the "community",
probably best represented on comp.sys.pc.games.naval The
feedback was helpful, and drove us to make some changes as
quickly as we could. That being done, the group has been
helpful to other readers, and pretty balanced. We are using
a lot of the input for the next game from Sonalysts.
Csim: Lets cover a little history here. At what stage in
the planning did you decide you would do a separate under
the ice campaign, and why?
Paul: We talked about the concepts during the design of the
original product. Typically when you sit down to do a game,
there are a lot more good ideas than you could possibly
ship in a product. Not that you can't do them all, but you
shouldn't do them all--each "new" thing you want to add
will burden the project with risk--schedule, technology,
etc. During the development you go through an editing
stage, where a lot of good ideas are put into the "Data
Disk" shelf, awaiting the time to complete them. Under the
Ice was one of those things. It combined a technical
challage (visualizing the ice effect) with a whole group of
tactical operations in one convenient module. Seemed a
"no-brainer" to hold this for the follow-on.
General Characteristics, Arleigh Burke Class
Builders: Bath Iron Works, Ingalls Shipbuilding
Power Plant: Four General Electric LM 2500-30 gas
turbines; two shafts, 100,000 total shaft horsepower.
Length: 466 feet (142 meters)
Beam: 59 feet (18 meters)
Displacement: 8,300 tons (7,470 metric tons) full load
Speed: 31 knots (35.7 mph, 57.1 kph)
Aircraft: None. LAMPS III electronics installed on
landing deck for coordinated DDG 51/helo ASW operations
Csim: What is involved in the design of this new campaign
that made it wise to separate it from the original product?
Paul: See above-- the technical risk, the calendar risk,
add to that the large number of missions that we would want
to do if we had that technology done.
Csim: Are Sonalysts involved in this new campaign also?
Paul: 100% Sonalysts is the designer and developer for the
Jane's Naval line right now. They have expertise that no
other developer has. We want to build a variety of titles
with them.
Csim: Tell us about the campaign itself. What is the
political background. How is the campaign executed?
Paul: The basic flow is similar to the original 688. We
have not decided to do a dynamic campaign in 688, it is a
huge sink for play balance, and in my opinion the missions
presented are not well tuned. Yes they are replayable, and
that is a big advantage. They are, again in my opinion, not
as fun, they seem mechanical. I know I differ from a lot of
players on this subject, and we have created a number of
behaviors which will address the replayability issue, plus
the multiplayer game allows users to design scenarios and
play with each other, and that of course is infinitely
replayable.
As for the politcal background, we are extending the
political situation directly from 688. I don't want to go
into details, but we deliberately left out under the ice
missions from 688 because we knew we were doing them in the
campaign disk.
Csim: What about difficulty level overall. Is the AI for
this campaign identical to 688I?
Paul: Sonalysts has extended the AI with particular
attention to behaviors that will increase replayability. As
far as difficulty, the missions are about the same in
difficulty, but since they will be different each
play-through you will not be able to anticipate what is
going to happen. Overall it will be tougher.
Csim: Will we see a new enemy sub type in the under ice
campaign?
Paul: We're not sure. It's not too difficult, and it is
more appropriate for this campaign.
Csim: What other enhancements will we see to the 688 engine
in this campaign?
Paul: A new graphics renderer, more objects, 3D hardware
support top the list.
Csim: Everyone who pilots the 688I knows by now that there
is a fantastic surface simulation coming in the new year
based on the Aegis class ship. You must be pretty excited
about this direction! Can you tell us about the design
concept here? What will game play look like with this new
sim in multiplay with 688I?
Paul: The design is really different, and it's still
expanding. As far as the multi-play element is concerned,
it will be transparent to both players. The 688 player will
see what he sees in the normal game, the interface will be
the same. The Aegis player will see his game unchanged as
well. The only difference is that the skimmer and the sub
will be operated by humans. If the Aegis player wants a 688
to run a screen, and the "human" sub decides to run away,
then the sub runs away. Nothing can be done. If your sub
driver is great, you have a strong force multiplyer. If
he's weak, then you'd better be good at running ASW.
Regarding interoperability, I'm more than excited--the
whole Jane's line ill be moving toward complete
compatibility wherever it makes sense (Fokker DR-1s against
688s doesn't make sense). 688/Aegis will probably be first,
but I guarantee you it won't be the last. Mind you, not
everthing shipping this year will be interoperable, but
very soon.
Csim: Will we see a greater integration of surface and
under sea warfare with the new simulation?
Paul: Much greater. That is really the thrust of Aegis.
Combined air/surface/underwater operations, as fought by
the US Navy.
Csim: We have been hearing from EA that a truly dynamic
campaign in this kind of simulation could potentially be
quite boring. But SSI avoided this conclusion by adding a
monstrous time acceleration feature to their Silent Hunter
simulation that just cut out near an enemy encounter. Is
this possible for 688I? Any chance we might eventually see
a dynamic campaign engine in the 688I series?
Paul: You can't have time compression with multiplayer, it
doesn't work because the time scales for the different
players prohibits it. 688 will probably never have a
dynamic campaign. Aegis probably won't in the traditional
sense, we are going so far into combined operations that it
won't be relevant. Online will allow us dyanmic, persistant
campaigns, but they will be multiplayer. 688 will be
compatible with that, so you can play a dynamic campaign
with 688, but I don't know if that is the spirit of your
question.
Csim: Many players have requested the ability to pilot an
advanced class of Russian boat against the 688I in
multiplayer mode. Is this on the design board after the
Aegis add on? Any clues as to what boat we might be
commanding?
Paul: Russian boats will probably never be done. It's just
too difficult to get the information at the detail level
that Sonalysts likes.
Csim: Jane's Combat Simulations has contributed a great
deal to the simulation scene in the past couple of years.
On behalf of the sim community, thanks and all the best
with 688I and Aegis!!
Paul: Thanks so much. We are having a tremendous time
working with Sonalysts, and I personally love 688. Aegis is
going to be a much broader game, and it's incredibly
exciting. The community has given us so much great
feedback, we're cranking! Thanks again!