M1 Tank Platoon II has me dreaming again. This sim is
looking awesome! Although we've provided significant
coverage lately, who can get too much of a good thing? So,
for those who feel the same, here is an interview with Tim
Goodlett, Senior Game Designer for M1TPII. M1Tank Platoon
is produced by Scott Spanberg, an eleven year veteran with
Microprose who was also involved in the original.
Csim: The original M1 Tank Platoon has had remarkable
longevity at the top of the ground warfare sim genre, and
certainly the standard by which other armor simulations are
judged. What do you think is the cause for such a
remarkably long reign?
MP: The original M1TP was one of those rare, thoroughly
original games that come along every so often. It combined
an excellent blend of Simulation, strategy and action in an
unexpected genre. Many games have tried to copy it since
then, but none have surpassed it.
Csim: In what areas must M1TP2 excel to measure up to it's
predecessor's long-lived success?
MP: That's tough. M1TP2 has to include the play and
interaction elements of the original and take full
advantage of the capabilities of the new generation of
computers. It is not enough to just update the original,
this game must add something to it and take it a step
beyond what everyone else is doing.
Csim: M1TP2 is already somewhat infamous for being written
on a P90 and having modest hardware requirements. How will
the game scale its graphics options to take advantage of
systems with more sophisticated hardware?
MP: Detail levels control several aspects of the game.
M1TP2 can be set to use software rendering, or to take
advantage of 3D hardware cards using either Glide or Direct
3D. The player can disable certain graphics functions such
as alpha blending. The lower detail levels also reduce the
number of objects in the world as well as reducing the
number of total units in the game.
Csim: What kind of units will be present in the game?
MP: M1TP includes 93 vehicles and over a dozen helicopters
and aircraft, combined into over one hundred different
platoon organizations. US units include the M1A2 (of
course), several variants of the M2 Bradley, HMMWV, LAV and
M113, as well as numerous support units. There are British
and German tanks and IFVs included. The Enemy uses Russian
equipment including the T90E, T80U, two variants of the
T72, all three models of the BMP, BTRS, several air defense
vehicles and numerous support units.
Csim: We've heard that the Marines will be represented.
Will there be any differences between the Marine and Army
variants of the M1A2?
MP: The Marines M1A2s will be identical to the Army
versions, At least to the player. However, if the player is
using a Marine unit, all supporting platoons, as well a
supporting artillery and aircraft use Marine vehicles and
organizations. So instead of M2 Bradleys, Marines use
LAV-25s, instead of Apaches, the Marines use Super Cobras
and so on.
Csim: Can you tell us something of how the gunner's
fire-control system works?
MP: In M1TP2 the gunners fire-control system mimics that in
the M1A2. The gunner holds the targeting reticule on the
target and lazes the target. The computer determines lead
bast on turret movement and the super-elevation based on
range. In case of computer or laser damage the gunner can
judge lead and elevation, or use the Auxiliary Sight, in
addition, the commander can control the gun using the CITV.
Csim: Infantry support has always been somewhat lacking in
ground warfare simulations. How will infantry be modeled
and what their role will be?
MP: Individual infantry men are modeled, each with its own
weapons and AI. Once they are dismounted from their vehicle
the player can control them just like any other unit under
their command.
Csim: Damage modeling is obviously critical in an armor
simulation. How will the damage resolution system work?
MP: All shells are modeled for their individual ballistics
and penetration method, such as kinetic penetrators or
shaped charge warheads. Penetration is determined using the
ballistics of the round, its penetration based on range or
shell type, the geometry of the situation, the hit location
and armor type and thickness. If a round is determined to
penetrate the vehicle, actual damage is determined by hit
location, vehicle characteristics and weapon effects.
Csim: The commander's position in tank sims seems to differ
in usefulness and implementation style from one game to
another. How will the commander function in M1TP2?
MP: The commander's cockpit is fully functional. It has the
standard hatch open view to allow the player to use the .50
cal machine gun, as well as a fully functional vision
blocks. The heart of the station is the interior view. This
includes the IVIS, or Inter Vehicular Information System,
the CITV or Commanders Independent Thermal Viewer, and an
extension to the Gunner's Primary sight.
The IVIS shows the player the area around his units and any
enemy units reported by any of their vehicles. In its full
screen mode the IVIS allows the player to give orders to
all of their units. Like the original M1TP, the player can
play the entire battle from this screen. The CITV gives the
commander a 360 degree view of the world with thermal
system, and magnification abilities. They can use the CITV
to designate targets for the gunner, or as a secondary gun
sight in an emergency. The GPS extension allows the player
to see what the gunner sees or to override the gunner and
take control of the gun.
Csim: What kind of multiplayer options will be supported?
Can we expect both cooperative and head-to-head play?
MP: First, the number of players in a multiplayer game is
determined by the connection method. This varies form two
to five players. The five player limit is a design choice
based on play balance. There are five positions open in
multiplayer games. Four of these positions are in the four
tanks of the players platoon, with one player in each tank.
The fifth position is the opposing battlemaster. The
battlemaster concept is based on the military simnet system
in which one person acts as the OPFOR (Opposing Force)
commander. In M1TP2 the OPFOR battlemaster commands his
forces from the chase view and from the map screen. They
cannot jump into any vehicle cockpits.
Csim: Where are the campaigns set and why were these
geographies selected?
MP: There are six campaigns. One is a training campaign set
in Fort Knox and the National Training Center at Fort Irwin
California. The other five are the actual campaigns. They
are set in the Middle East, North Africa, Moldavia, the
Russian Far East and central Poland. These areas were
picked based on several criteria: enjoyment level,
plausibility, terrain and the opponent. It was also
intended to not have a campaign set in a situation in which
our ground forces were currently deployed into a hostile
situation. Recent events are forcing us to reevaluated the
use of the Middle Eastern campaign.
Csim: Campaign design issues are increasingly becoming more
important to players. How will the campaign engine work?
Specifically, how will it avoid missions becoming too
predictable?
MP: Our campaign battles are generated based on several
factors and events. The basic mission templates are based
on the current US Army Air Land Battle Doctrine and Russian
battle doctrine. The specific objective and force
compositions are based on the terrain, situation and force
availability. The type of player supporting units are
determined by the type of unit the player is using. In
addition, past casualties and success helps determine
support. Unlike most campaign systems, the two sides in
each battle determine their missions independently. Just
because you are ordered to attack an objective does not
mean that the OPFOR are defending it, they may be launching
an attack of their own. There is no set number of battles
in a campaign. Player?s success, casualties and
reorganization time all help determine the length of the
campaign.
Csim: M1TP2 gives the player control over air assets and
artillery also. How does this work?
MP: Players can call in artillery and air strikes using the
IVIS to designate targets.
Csim: How will the events of one mission effect the next?
MP: Prior mission results affect the time it takes the
players platoon to reorganize, repair damage and get
replacements, as well as the type of mission orders they
will be given. If the player is out of action for an
extended period, their platoon may be used as a fire
brigade or moved to another area of the campaign. Prior
missions also determines the mission and force availability
of the enemy.
Csim: At what levels of command will the player
participate?
MP: The player is a platoon commander, and may have one or
more additional platoons attached for specific missions.
Hence the name: M1 Tank Platoon. The player does not
determine higher level operations, they are the guys at the
sharp end.
Csim: What kind of logistical aspects will be simulated?
MP: Most logistics are beyond the scope of this game level.
Vehicles are fueled and armed between battles, but the
player does not have to do this. There may be logistics
units present in many battles, but the player does not have
to deal with the higher level logistics requirements of his
force.
Csim: How will weather impact tactical decisions?
MP: Weather mostly affects visibility and support
availability, with some mobility issues.
Csim: Will the game support "magic bullets" like
special-purpose tank and artillery rounds, and if so, how
much impact will they have on the game? (Er, no pun
intended!)
MP: M1TP2 includes the new STAFF smart round for the 120mm
gun. However, the player only carries a limited number of
these rounds. Artillery special rounds such as Copperhead
and Assault Breaker are not included, as they unbalance the
game very quickly.
Csim: Can you give us some idea of what will make the
artificial intelligence of the enemy units?
MP: OPFOR AI is determined by their mission orders, their
organization, unit type and skill. Their AI is based on
Russian combat doctrine.
Csim: Most tank simulations tend to struggle on simulating
AI crewmen. For example, the gunner is either a lousy shot
compared to you, or is so much better that you're better
off staying away from the gunnery controls if you want to
survive. How will M1TP2 address balancing the skill levels
of the AI crewmen in your tank? Will crewmen learn over
time?
MP: The crew will learn over time, but the computer crewmen
are not stupid. As the crew gets better, their reaction
time increases. Even poorer crewmen will be capable of
hitting targets etc., but the player has an advantage in
selecting targets, reaction time and so on.
Csim: In what ways will units not directly under your
control take initiative? Do you have any options to set
whether they will be more or less aggressive?
MP: You can give attached units full orders at each
waypoint, including reaction, aggressiveness, speed,
formation and so on.
Csim: Finally, are there any expansions currently under
consideration?
MP: While it has been discussed, nothing has been decided.
We have to consider time constraints, team make up and so
on. FM 17-15 armor interview.
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!