M1 Tank Platoon II: Interview with Tim Goodlett - Page 1/1


Created on 2005-01-30

Title: M1 Tank Platoon II: Interview with Tim Goodlett
By: Neil Mouneimne
Date: 1998-02-18 907
Flashback: Orig. Multipage Version
Hard Copy: Printer Friendly

ACTION!

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.

M1 4

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.

ABRAMS

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.

M1 HATCH

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.

M1 1

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.

M1TP2 MAP

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.

Soldiers

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.

M1 GUI

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.

M113 with Soldiers

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.

GUNNER'S VIEW

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!

For more on armor see our Armor Interview or go to the FM 17-15 Manual



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