The original Harrier Assault offered a new wrinkle to
flight simulations: a strategic portion that allowed the
player to deploy naval and ground forces, then fly missions
to support those units. Bryan Walker saw a lot of potential
to expand that feature in FN2, and focused on ways of
execution that would enhance the game as a whole. The
"Commandant" strategic game emerged as that method,
combining high-fidelity flight simulation with a realistic
but accessible real-time strategic game.
In the spring of 1998 FN2 will take to the air--the
simulated air and virtual air of the internet. With a
unique facility for access to the multiplayer games, this
sim/strategy spectacular is set to make history this year.
Many virtual pilots have wanted to try online gaming, but
have been put off by either the cost or the technology. It
has simply seemed a bit too complex. FN2 aims to make it
easier than ever before to find and join existing games,
and the only charge involved will be your own IP
subscription. Hows that? Simply put, every FN2 game
generated on the net will go to your TCP/IP link and look
for the unique IP address created by FN2 when you start a
game. Every active game will be shown and color coded on a
pop up menu screen: green, yellow, or red depending on the
average connection time to the various machines. The player
simply selects the best option.
Multiplayer support will include two abilities that are
firsts for the flight sim world: 1. the ability to set up
various connections at one time, and 2. the ability for
players to join the game in progress. Since FN2 is a
client/server application, it will allow running a server
connected via LAN, modem, serial or TCP/IP (Internet)
connection. Outside modem connection to the LAN is
possible, even with a network game in progress! FN2 is
going "where no sim has gone before." For an insider
perspective on development, go to the interview with
Bryan
Walker.
FN2 Commandant is divided into red and blue teams. The
initiating player determines winning conditions, game setup
and location. A second player joins the game as opposing
commander, and remaining players take pilot positions on
either side, for up to sixteen real live players.
Victory conditions can vary widely. Players with time
constraints can choose King of the Hill, where the team
that has the most units in a key area for the longest time
wins. Another scenario requires one team to destroy the
others HQ. Finally, players can choose to wrestle to the
last unit (not including infantry, which would get tedious)
if they have the time...
Interactivity and team work are central to the concept.
Pilots and AI units must follow the direction of the
commandant, with real time orders coming in even during
flight. FN2 will also offer solo play as commandant against
the computer, though because of the huge fun factor in
multiplayer mode most players will use solo play only for
practice.
The Commandants' point and click interface looks rather
like C&C but is more involved. Basic commands include
move, attack target, entrench, hide, charge, suppress and
bypass, escort, defend and join. The commandants view is an
overhead map of the battlefield from one of three levels of
magnification. Friendly and enemy units are represented by
icons, which can represent more than one physical vehicle.
In the case of tank units one icon can equal four vehicles.
The commander may choose to combine units into task forces
for greater effect, depending on the type of opposition
they face. Assigning an AA unit to a group increases its
air defense rating. Using engineers with a tank battalion
will shorten the hull-down time.
Sighting rules are unique to FN2. What is not detected by
ground or air forces will not show up on the commandants
strategic map. A Harrier could make multiple passes over a
forest and not spot an infantry squad, where a Cobra in the
same air space might spot them. Of course, if the infantry
choose to fire on an air unit their risk of detection
increases greatly.
The strategic game revolves on elements like this since
players will use ground troops to id targets for their
Harriers. Computer controlled units include M1A1 tanks,
LAV-25 armored personnel carriers and artillery batteries.
AI air units include Avenger and Hawk air defense units,
EH-60 jamming helos, E-2C Hawkeye AWACS, LCAC hovercraft
and utility helos. AI ground forces include infantry,
engineers, and special forces units. Remotely Piloted
Vehicles will be powerful reconnaisance assets. AI units
will automatically attack a significant threat, but the
commander will have the power to overrule these tactics and
assign other targets.
Once executed the game remains quite flexible. A commandant
may choose to transfer control to another player and take a
Harrier into the battle arena. Any number of players can be
watching the overhead strategic map of the action.
Teammates can communicate with the commander and even
assign targets to one another.
The human pilots will take part in a real time simulation.
The graphics engine of FN2 will be SVGA in 16 bit color
under 3d hardware. Light source shading, bilinear
filtering, alpha blending (smoke and fog) will all be in
place. Object detail will be extremely high, and as in C3 a
HUD display will be visible from OUTSIDE the aircraft.
Sound detailing is also high, using software based Q-Sound
to provide depth cueing and positional effects. Sound
reflection will even be modelled, so that passing near a
hangar in a Cobra will produce echoes.
Flight modelling is NOT being neglected, and both basic and
realistic models will be available. The Cobra will model a
nuumber of major aerodynamic effects including ground
effect and retreating stall. The Harrier will also model
realistic effects.
A virtual cockpit will be included, as well as an attempt
to model peripheral vision using a generic identifier that
pops up when an object is within 60 degrees of the forward
view.
Weapons are being treated with infinite care. Sidewinders
will wind through the air. We will see the fins unfold on
bombs after they leave the nest. Avionics, though somewhat
simplified, are similarly detailed. The Harrier will have
twelve radar modes, the most often used of the 25 that are
available in the actual aircraft. Gun recoil effects will
be present, as well as a detailed damage model.
What about that player who continually disobeys orders?
Issue him a reprimand and he gets a two minute pre-recorded
dressing down from the commander. If he continues in his
reprobate ways toss him out of the game. Because each copy
of FN2 will generate a unique ID an expelled player will
not be able to sneak back in under another name apart from
the Commandants approval.
Will it matter if you are shot down? A captured pilot in
FN2 means that the enemy learns the location of your
airfields and HQ. In FN2 there is a powerful incentive to
conserve pilots.
Finally, there is a Cuban campaign composed of 25 missions
for solo players. The campaign will stress real-world rules
of engagement, including such concerns as TOT and standard
doctrine. Russian assets will include the MiG 19-29. Ground
units such as the T-54 and T-72 tanks, ZSU, SA6-9 and
eleven AA assets, even Mi-8 and Mi-24 helos. The virtual
battlefield environment in the Cuban campaign can include
up to 1500 units active at one time, so immersion should be
almost as good as the mulitplayer game.