For quite some time we were pretty much in limbo over M1
Tank Platoon 2. Microprose seemed to be circumspect
whenever someone would ask about the game. Did it exist?
Was it merely a concept on paper or was there an actual
program?
Just in time for E3 Microprose lifted the veil of secrecy
on their sequel to M1TP. It was indeed a work in progress,
and what a work it looks to be! (Screen shots are from 3dfx
version unless noted). Finally Janes and DiD have a true
rival for quality. Everything I have seen of this sim to
date calls to mind that same attention to detail. Even the
music, which I rarely like, has a Longbow 2 FEEL to it.
There is an obvious parallel in the development of this sim
to the development of Falcon 4. Falcon 4 rides on the
heritage of Falcon 3, and as a result expectations are
high. In the same way, Microprose is aware of how highly
regarded their original tank simulation was and they are
determined to maintain the standard and the reputation they
originally secured with M1 Tank Platoon. M1 Tank Platoon II
is a demonstration of what happens when a company makes a
"no-holds barred" attempt to conquer the tank sim genre
once again. (Click shot left for larger image).
When I first fired up the beta I admit that I was
immediately impressed. There was something familiar about
the style of the interface, the presentation, and even the
music. M1TP2 feels like Falcon 4 but with armor! Believe
me, thats a GOOD feeling! This sim is set to rock armor
fans and will likely become the same classic as the
original.
The feel of M1TP2 is due in no small part to Tim Goodlett.
Be glad he's working on your behalf because his attention
to detail in designing the game rivals that of fine scale
modelers. As senior game designer, his work is in
determining how the game will play and what kind of details
will be present. Neil Mouneinme questioned him at length at
E3 and found that he not only knows his tanks, but also
seeks the kind of perfection gamers dream about. He wants
the game to be as accurate as possible otherwise HE won't
be satisfied!
M1TP2 has been in development for over a year and is due
sometime in March. Microprose has insisted that the game
actually be programmed and designed on Pentium 90's, though
the minimum spec machine will be a P133. The result is that
the demo at E3 was running smoothly even without 3d
hardware.
You
can fight all the battles from the map screen or get down and
dirty with the real fun in the tanks themselves. Even better
is the degree of tactical control over your units. You can
instruct them to merely assault the enemy, get hull-down and
engage the enemy, perform a hit-and-run manuever, bypass the
enemy completely, or retreat.
On my AMD 233 under DirectX the frame rate was good. Here
is a non 3dfx screen shot. The terrain is much smoother and
objects sharper under 3dfx. On my 233 under 3dfx frame rate
was probably around 35, high enough that if I moved my
mouse sharply the world would spin out of control.
Under 3dfx the improved graphics and feel are great. Haze
and smoke effects are already in place. The virtual cockpit
in the M1A2 is top notch and you can move seamlessly using
your mouse from the Tank Commanders station to the Gunners
station and to the unbuttoned position also (the driver
position is not modelled although you can take control if
you need to). The virtual cockpit reminded me of Silent
Hunter and is composed of interactive photos from a real
Abrams. Most buttons and knobs are clickable.
The scenario? You control a platoon of M1 tanks directly as
well as controlling various support assets indirectly. The
typical items are M60's, M113's, M2, M3, HMMWVs, T80s,
BMPs, BTRs, etc., but you can also call in air strikes and
artillery. (Air assets are modelled in the game while
artillery effects are modelled but the artillery placements
are off the map. Around eighty vehicles and aircraft are
modelled in the sim. Expect to see Ah-64s, Cobras, Hinds
and Havocs, Su24s, A-10s, Av-8Bs, SAMs and so on).
M1TP II takes place on a realtime tactical map and in the
3d world environment. In the tactical map you can see the
terrain and obstruction layout while giving orders to the
various units. In addition to the regular orders you can
set waypoints and designate specific actions at each one so
that you can plan ahead considerably.
If you want to play M1TP2 as strictly a tactical game you
can do so, setting waypoints and actions in advance and
then observing the action from either the tactical map or
an outside "Flying Carpet" view. You can still still issue
commands with keyboard, while leaving other decisions in
the hands of a virtual Tank Commander. And if you want to
jump into more direct involvement in a tank under your
command you are free to do so.
At this level it feels more like Novalogics' Armored Fist
II, but with even sharper graphics and more tactical
control. You can instruct them to merely assault the enemy,
get hull-down and engage the enemy, perform a hit-and-run
manuever, bypass the enemy completely, or retreat. The
"Flying Carpet" view is represented in most of the screens
on this page.
Watching the M1A2 from the outside is quite involving. The
shading and modelling is perfect. Each wheel rotates within
the treads. Once you pick up some speed a brown haze
appears toward the back as you kick up the dirt. Fire a
round when stationary and watch the tank rock on its
haunches. (Click the shot at right for a larger image).
Tim has suggested that they might also allow tying certain
orders to the master clock. The upshot is that you could
theoretically order a unit to travel to waypoint 1, firing
on any enemy while on the move, then find cover and engage
any enemy from cover until "H-hour", by which time the
other units with similar orders have all assembled and
everyone performs a coordinated assault. Lets hope they get
"down and dirty" with this AI programming!
Speaking of AI, the intelligence in this new version is far
beyond the original. Both sides will have helicopters and
all air platforms are smarter than they used to be.
Behaviors now include running for cover, hiding, and
altering approaches in an effort to throw you off guard.
Apaches won't swoop down on you with cannon blazing; they
are more likely to use pop up techniques at a distance.
If you are like me, getting something this hot in hand
means that you bypass the docs to take a look around prior
to a study session. When I first selected a single mission
and closed on some enemies I was surprised to hear machine
gun fire from beside my tank. I went to the Commanders
vision block to find out what was up, and to my surprise
there were infantry nearby! Either crouching or prone, they
were already taking shots at the enemy infantry. Even more
surprising, they looked real, not blocky and strange. When
I ordered them back to the M113s they didn't just group and
enter the vehicle, they covered one another and re-embarked
using proper caution. (Click left for a larger image: 90K).
M1TP II includes infantry for the sake of realism, and
gives the player some control over them also. You can order
individual squads to advance, for example, but fatigue is
also modelled so if you push them too far performance will
suffer. Best of all, these guys carry the most recent
weapons so they are quite capable! The first time you see
these guys hop out of a Bradley your jaw will drop. It may
not be NHL98 but its damn close!
Tactics Training: NTC Fort Irwin
The mission was "move to contact." I set two waypoints and
then proceeded along a tree line in a line formation. The
terrain was gradually inclining ahead of me and I could
just see the roofs of some buildings cresting the rise
ahead of me. As we neared the end of the trees I ordered
the platoon to an echelon left formation and we proceeded
toward the village.
I switched to the gunners eyepiece as we stopped to take a
look around. Immediately a dozen troops deployed from the
M113s and assumed protective positions around us. Some of
them were armed with rocket launchers.
I went to 10x zoom to scan the horizon ahead. Over the
gentle rise I could see the roofs of a dozen buildings or
more, the makings of a small village. I ordered the
infantry back to the M113s, and they carefully re-embarked,
covering one another as they entered the vehicles.
Moving to the next tree line, the platoon returned to a
column formation and continued to advance. As we came
parallel the village I saw that there were about twenty
houses and barns stretched out along the road. The platoon
came to a halt again while I checked out the area more
closely. Troops deployed, some hitting the dirt and some
running to hide behind the nearest building. A moment later
I heard the crack of small arms fire, and then the thump of
a larger gun! One of my units took a hit, and then another
and burst into flame! Hmm, this isn't the kind of training
I expected!
The detail is expertly done on the actual models. While the
polygon count is actually a little low to allow it to run
well on a P90, the artists have produced some top notch
artwork that makes it work very well. The tanks have
beautifully animated rolling tread and turning road wheels
that bounce over the terrain. SAM units have rotating radar
screens with articulated launch rails and turning turrets.
Bradley AFV's have tow launchers that swivel up and lock
into firing position. Hind helicopters have spinning rotor
heads. Even HMMMV's with TOW mounts have their ring turrets
swivel to face the enemy.
As for the sounds of warfare, M1TP2 offers the state of the
art here too. The crack of small arms fire, the thump of
the bigger guns, the sounds of engines and treads whirring,
the spooling up of the turbine. Voices are suitably
strained, and you will hear voice responses to your
commands. Naturally, the video intro and transitions are
all artfully crafted.
To go into all the physics the game offers would take far
too long, but if you drive the tank in a sloppy manner you
can break the tread and immobilize yourself, like in a real
tank. Penetration and overpenetration is well modeled. You
can fire a sabot round straight through a treeline to hit
the unit behind it, or shoot two enemies with one shot if
they are lined up properly and the shot retains its energy.
The killing power of sabot tank rounds decreases over
distance but missiles have the same killing power at all
ranges. Reactive armor gradually loses effectiveness as it
is used up in the course of a battle. If an M1's turret is
hit and the ammo goes up, the blowout panels will blow off
to the sides to vent the blast away from the crew. Small
arms fire against the M1 will ricochet in a small shower of
sparks.
But this isn't true just of the M1, the same physics and
graphics detailing applies for heavily armored aircraft
such as the Hind or A-10. And lest you think only the A2G
and G2A engagements are modelled, let it be known that
airborne units carry AA weapons and will engage EACH OTHER
as well as ground units. TOW missiles have sighting flares
in the tail and fly in a matter that simply *looks* like
they're being steered optically.
The game is designed to be modular, and will allow future
games to interface with it even if they are more advanced
in some respects. What kind of vehicles will be modeled
hasn't been determined yet, but our guess leans towards the
A-10 first, with the possibility of a Bradley or Apache as
well (Gunship 2010?).
Furthermore the game is designed to be modular, and will
allow future games to interface with it even if they are
more advanced in some respects. What kind of vehicles will
be modeled hasn't been determined yet, but our guess leans
towards the A-10 first, with the possibility of a Bradley
or Apache as well (Gunship 2010?).
Campaign choices include the second Gulf War, Libya vs.
Egypt, Moldavia, Vladivostok and Central Poland. You can
also choose how to play: as a Marine, Armored, or Armored
Cavalry unit, and these choices affect the kind of support
you will have.
Each campaign is dynamic and progress is based on player
performance. If you have a successful offensive mission,
your next mission may involve fighting a retreating enemy
position, or one where the enemy has fallen back to
reinforcements. If you successfully defend a position, then
your next mission may be offensive in nature so that you
can take advantage of a weakened enemy. This is the key to
making the campaign different every time you play.
Although you are the "small cog in the machine," an
algorithm based on your performance is applied to the
overall battle. If you do very, very well then your side
will also do well and the campaign might only last for ten
missions, but if your performance is weak you may be
slugging it out for twenty five missions. As in Longbow 2,
you will never see exactly the same scenario twice, though
the start of a campaign may look very similar.
M1TP II also provides individual missions: one set is based
on the Gulf War and the other is based on a future
NATO-Warsaw pact conflict in Europe. Training missions are
comprehensive, with both Fort Knox and the NTC at Fort
Irwin included. There is also a multimedia tour of the
Abrams and its systems. Microprose is also aiming to
include a random mission generator so that the player can
set up a unique scenario based on a few quick choices.
The terrain engine itself is very well done, possessing
great depth-of-field and "fencepost" type treelines. It
isn't the fanciest one around, but it does an excellent job
of showing true distances at low altitude while retaining
its framerate - which for followers of tank sims, is no
easy matter. However, there is more to it than this. Get
near an enemy encampment or even a small village and
suddenly both trees and houses are modelled individually.
Finally, between the terrain engine design and the strategy
options you can go "hull down" a whole lot easier than in
the original M1TP (and most other tank games for that
matter... click below for larger shots).
As for multiplayer options, Microprose, like Zombie
Interactive, is following the SIMNET model. In this system
four players can control individual tanks on one side of
the conflict and the fifth acts as the theatre commander on
the opposing side.
M1TP2 will come with a 288 page spiral bound manual. Look
for M1 Tank Platoon II in the spring of 1998.