From Silent Service to GNB to Task Force to 688 II: naval warfare sims
have been with us since the PC could barely crawl. As CPU power has increased we have
seen an increase in detail levels as well as realism. Where have we been, and where
are we going? As Janes 688 Attack Sub II just goes to beta, this article will attempt
to address these questions...
Recently I reinstalled an old Microprose product on my PC. It wasn't an easy task.
My wife opposed me. My computer opposed me. My neighbors opposed me... Finally, after
posting a few questions to the naval newsgroup, I discovered that this old sim needed
a solid 600 K of base memory in order to run! In fact, I still dont have sound;
it doesn't seem to like my Tropez setup on IRQ 10, and there is no provision to select another
IRQ in the sound setup.... ah well.
Why revisit this old territory? Because somewhere in the deep recesses of my liquid
mind was this ancestral memory of floating on the sea.... while the 16" guns thundered.
Yes, back in 1992 when TF was released I spent a lot of time pursuing the defence of
my base at Guadalcanal and taking on the best of the IJN. I especially remember
the night encounters. At three miles distant my guns would blaze, sending their
incandescent tracer shells high into a fiery arc, to descend on distant destroyers and
cruisers. The whiz of the shells as they dropped near my ship into the sea; the outside
views of my cruisers launching salvos; the huge "WHUMP" like the sound of a gigantic
tin can being hit by a huge rock when my ship took a hit; the increased frequency
of the engine humm as my ship increased speed.... Microprose did it right!
Compare Task Force to Great Naval Battles II and III. Sorry, but neither of these
kept my attention for more than a week! Despite the strategic realism, neither of
the SSI simulations made me feel like I was there. I didn't believe my actions
mattered, other than in a statistical sense. I resold both of those sims(?) within
a week. (Thankfully, with Silent Hunter SSI finally achieved not only realism but
also believability!)
Task Force had a variety of modes: single missions, historical missions, task force
encounters, and even a campaign mode! Aircraft were a threat, as were torpedos from
the destroyers. About the only thing missing was submarines, but then they were not
much of a factor in these south pacific battles anyway.
The interface too was exceedingly well done. The screens between selections switched
to digitized photos of destroyers and battleships, huge guns reaching out over the
water. User friendly was the name of the game, with all controls managable via
mouse, much like the present incarnations in Silent Hunter and the like.
Actual gameplay was just as neatly executed. I expect that Microprose was a pioneer
in this area, allowing the player to control as much or as little as he preferred. One could
play from the charts at the strategic level, or divide the task force into its smaller
groups and guide one group. Or one could take over an individual ship and make a
suicide run. Then again, when that single destroyer had managed to get in close
enough to lay torpedos, one could jump into that very station and manage the salvo
personally. The AI was very flexible, and the sim really was ahead of its time.
Sure, I can load this up today and go to the outside view and say to myself, "These ships
look like crap, just ghostly apparitions of the real thing." But the various stations
on board look fantastic, and the controls do what they ought to do. Not only that,
but with the later patch (1.42 I think) the targetting and weapons systems behave very
nicely.
So what did Task Force lack? Well, it wasn't connectable. The detail level was not great,
at least in the binocular or outside views. There were no submarines. One never could
shell land targets. There were no comms with other ships, and no radar (probably not
available in 1942 anyway). So what if we brought Task Force into the future? What might
it look like if Janes or Microprose/SH took it on today?
First, one would expect awesome detail in the actual ship graphics, more like those in Fast Attack or in the up
and coming 688 II. Game play graphics would be more like the video sequence
that introduced Task Force: a destroyer wheeling into action while the shells splash
around her. The intro to Task Force is absolutely awesome! The environment in a
reincarnation might look more like Silent Hunter: the roll of the sea, the swish
of the waves at the bow, the beautiful colors of dawn...
suspension of disbelief is NOT a factor when on the deck in SH.
The deck gun in Silent Hunter: note the peeling paint.
Second, connectability would be a given. I expect that one could network at least
eight players, with one acting as admiral and the others skippering individual boats.
Or maybe there would be two possible configurations:
1. an admiral and three other skippers, with up
to four more players manning individual stations, at two players per ship.
Thus one player would skipper and give the orders, setting speed and heading and
determining the targets. The other would actually fire guns and torpedos, and run
damage control and smoke and the like. This would mean eight players against AI
opponents. Or:
2. Eight to twelve players manning individual ships, with AI executing orders
on targets and damage control, etc. This would mean four to six players per side, humans
against humans, with AI taking care of radioed airstrikes etc. It would be great
to allow humans to actually man the AAA of course!
What would be the next step in this grand connectable production? The virtual
battlefield of course! Suppose the aircraft were NOT AI, but actually manned by that
Warbirds crowd! And suppose too that submarine warfare were integral in this picture,
with actual humans commanding and connecting via comms to organize their wolfpacks.
I know, I know, cut it out, you are drooling on your keyboard!
Comms would be a major feature. Suppose that a destroyer group spots a pair of battleships
with a large cruiser and destroyer contingent 100 miles north of the main defense
force? They would radio for an air attack and for backup. A player commanding
a cruiser and battleship group to the south would have to rendezvous with the first
group to combine forces.
Or suppose that one of four human pilots in an air sweep spots the Japanese Task Force first.
He would radio to base, who would radio the position and heading to the American
naval force, who would then have to plot an intercept and engage the enemy. Yeah,
this could be fun!
Integration of the land battle would mean that other players might man the land based
guns in defense of their base, while the Warbirds guys scramble the aircraft. Course
if the cruisers and battleships get in range of the base before those overhead
in the search aircraft spot me, I will make mincemeat of those runways and hangars!
Yes, it sounds like a grand simulation. I can't believe that SOMEONE out there doesn't
have this on the back burner! Maybe a confession will be forthcoming... =8-D
The forward torpedo room of a surviving untersea boat: U505...
Now what about the new Vesa features and 3d hardware? With S3 new ViRGE/GX2 and
other accelerators coming out with support for dual monitors, and with the load taken
off the CPU allowing for this to happen without major impact on sim play, we could
see some other intriguing features in naval sims. For example, one could have the chart
view on a 14" monitor to the side, while maintaining the main station on the 17"
monitor to the front. Or one could have a radar display on the side and the main
station on the front. Nice!
Or, with the PC/TV out of these new chipsets, one might play the sim on the 29"
home TV, while using the standard SVGA monitor for charts, radar etc. I think many
of us could live with that!
In the meantime, we have the next generation of naval simulation about to arrive at the
dock in the form of Janes 688(I) Hunter Killer.
Janes will take us far beyond the limits of Fast Attack into a whole
new era of realism in the silent service. Watch for this one in June,
1997.