Csim: Lets start with some history. Who are Charybdis
Enterprises?
Tim: We incorporated in July of 1994, and started
development of a set of core libraries called MythOS. Once
we had MythOS working, we set out to find a publisher and
signed a deal with Interactive Magic.
CSim: How did Charybdis get into tank simulations?
Tim: We proposed a futuristic hover-tank game to IM and
they came back and said that they would like us to do a
M1A2 simulator. So we did.
Csim: Do you have experienced armor people involved in the
production of iPanzer 44?
Tim: None of our employees have any actual experience in a
tank, but we have coordinated with several tankers to make
sure that we get the simulation correct.
Csim: How does one simulate tank warfare from fifty years
ago?
Tim: It is critical to get the armor and munitions correct.
Once the vehicles are accurately taking and inflicting
damage, it turns out that the doctrines that were employed
are what work. So the feel of the game is definitely
different in the Panther from what it is like in the
Sherman. We also did an enormous amount of research to make
sure that the unit compositions are correct, and that the
historical basis for the game is accurate.
Csim: Do you consult with armor veterans when developing a
sim of this type?
Tim: Absolutely! Books have been great resources, but the
people we have talked to have offered insights that we
could never hope to get from books. Finding out about the
special shells for the Shermans that supply sergeants had
to 'steal' from Tank Destroyer supplies because HQ didn't
think the tanks needed them was the sort of thing the
history books don't tell you.
Csim: iPanzer is likely to break new ground in a number of
areas. What are these?
Tim: First and foremost will be the tactical element that
the player will need to employ. No tank in World War Two
could cross a battlefield with impunity. As such, the
iPanzer player is going to have to coordinate their attacks
with their support elements instead of barrelling forward
with guns blazing.
Secondly, Infantry teams are being implemented. The
different armies had different approaches on the arming and
use of their infantry. We will be representing the various
types of infantry teams and once they are armed
appropriately the infantry doctrines start becoming obvious
tactics. A single infantryman can take down a tank with a
bazooka or a well placed grenade so using friendly infantry
to eliminate enemy infantry will be important.
Third, forested areas will provide cover as well as
establish maneuvering and firing lines. The forests will
allow tank platoons to advance with some cover, but there
may be a Tank Destroyer platoon waiting around the corner
and infantry may be laying in wait for the player to come
closer. Making use of cover to mask advances and
coordinating infantry attacks to ferret out any surprises
will be necessary to succeed in battle.
Csim: How will we control infantry units and armor?
Tim: Most of the units will be controlled from the map in
the game with the option to specify targets, waypoints, and
give advancement orders.
Csim: I understand infantry modeling will be highly
detailed. What are the goals in this area?
Tim: There are several different type of infantry squads
being represented. They all have 3D articulated models, and
will appear in combinations, with attached elements etc.
The infantry will be controlled by the AI primarily, but
you can give them orders on the map like any other unit
under your control. The largest goal with the infantry is
to make them an integral part of the way the battles are
fought in the spirit of the way battles were fought.
Csim: Tell us about the particular armor being modeled.
Will the player be able to choose any crew position?
Tim: The player will be able to be in the Sherman 76, the
T34-85, or the PantherG. We have combined some of the crew
positions. There is a hull position, from which you can
drive or operate the hull mounted machine gun which
available on all 3 tanks. The turret position is actually a
combination of the gunner's and TC's positions. There is
also an unbuttoned position, and an external view which has
many more controls than it did in iM1A2 Abrams.
Csim: How will you account for the limitations of the
historical armor. For example the Sherman had a reputation
as a fire trap...
Tim: With the way our damage model works, this will simply
fall out, and we will make it as accurate as possible.
Csim: Will infantry have bazookas?
Tim: Yes, the infantry definitely change the way the game
feels, because they tend to hide in the trees:)
Csim: Will tanks have usable machine guns?
Tim: Yes, all of the tanks have a hull mounted machine gun,
as well as a coaxial machine gun.
Csim: What about shell options?
Tim: With a lot of research, we have placed accurate counts
of shells that were actually used in all the vehicles in
the game. In some cases there will be a selection to choose
from, in other cases, there may be only one or two shell
types. In all cases, what we are representing is what was
historically available.
Csim: Will we see field artillery also?
Tim: Some Field Artillery units will be available in the
form of anti-tank guns. There will also be mortar equipped
infantry.
Csim: What kind of effects can terrain have on armor in
iPanzer?
Tim: Mud patches will slow vehicles down considerably.
Slopes will slow vehicles down, and if they are steep
enough, they will be impassable to vehicles.
Csim: Tell us about physics modeling in general. How much
detail is there in the ballistics model? Will we have to
account for wind also?
Tim: The physics and ballistics models will be very similar
to what we used in iM1A2 Abrams, they have been refined
somewhat but are fundamentaly unchanged.
Csim: How will damage resolution be handled? Will it matter
what direction you hit the enemy from and where your round
impacts? Can you actually target particular locations to
try to disable enemy units?
Tim: The numbers and types of systems vary from vehicle to
vehicle, but include things like the radios, the main gun,
external fuel tanks, tracks, and the turret ring to name a
few. The direction of impact controls what 'systems' on a
vehicle can be potentially damaged (a hit to the front of a
tank is more likely to damage the radio or crew than the
engine, for example). Due to some design limitations and
the nature of some of the weapons involved, targeting
specific locations will not be possible, even at close
range.
Csim: Will the sim model smoke launchers? What about tank
barriers, land mines etc.
Tim: Smoke mortars, smoke pots, and smoke rounds will be
implemented where appropriate, depending on historical
availability or use. Features like tank barriers and land
mines are not being implemented due to game balancing
concerns. It is not fun or entertaining to drive through a
mine field and it is not possible to represent in a
realistic manner where minefields are on a battle field.
Research indicated that by 1944 there wasn't a lot of time
to establish defensive positions where such devices would
be useful.
Csim: Will there be any air activity and if so how will it
integrate?
Tim: There will be sporadic air activity. The Allies will
have air supremecy for the most part, however there will
still be occasional German air support. Aircraft will
occasionally pass over the battle field and may assist in
some way by attacking ground targets. However, since ground
commanders could not order up air strikes and such, the
player will not be given control of these air units.
Csim: Tell us about the mission and campaign structure. How
many missions will the player have to choose from?
Tim: What individual missions are available will vary
depending on the player's previous successes. If things are
going poorly for the player, there will largely be
defensive missions available to the player and when things
are going well, the selection of missions will be more on
the offensive. Additionally, the single-player enemy will
be selecting missions of their own so there will be little
overlap meaning no two campaigns will play out the same way
and with unit variations no two battles will be identical.
The campaign structure is built around the skeleton of the
historical events that we are simulating. We are starting
each of the campaigns at the correct place and time in the
conditions that are ional support will be on an 'as
possible' basis.
Csim: What will be the recommended system configuration?