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. This
update is mostly to share some new screen shots of the game
IN PLAY as well as the Mission Editor.
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.
Looking
at the detail in this Harrier, and this is a COMPRESSED
JPG, one can't help but be excited at a tactical
multiplayer simulator that has this kind of attention to
detail as well as the effort that is going into weapons and
flight models. A big WOW...!
In FN2 Commandant teams are divided into red and blue. 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.
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. The human pilots will take part in a real time
simulation. FN2 will also offer solo play as Commandant
against the computer, though its not clear whether the solo
play Commandant component will make it in the initial
release. Because of the huge fun factor in multiplayer mode
most players will use solo play only for practice.
As you can see, the interface looks very logical and
intuitive, and provides easy access to a LOT of
information! 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.
In the shot at right Rob, who is flying overhead in a
Harrier, has just spotted a Hawk site and is reporting back
to the Commander. 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. (Click left for a zoom image)
The mission editor looks to be a very powerful and flexible
feature of the sim. Judging from these GUI shots the player
has total control over placement of objects and terrain
features, waypoints and even clouds! Various kinds of view
filters are also provided for ease of use.
I don't know about you but I am anxious to see this sim hit
the streets. Here is one final shot which appears to be
another one from the Mission Editor. Note that the overlay
at the top is a zoomed out view of the section on the
bottom. If the release version of the Editor is as powerful
as these GUI shots show, it will be one incredible feature
indeed! I expect that the scenarios created by individual
players will also be capable of being shared on the
Internet. For the final shot Click Here.
For the original Flying Nightmares II preview Click Here