Team Apache: Interview with Bryan Walker - Page 1/1
Created on 2005-02-01
Title: Team Apache: Interview with Bryan Walker By: Len 'Viking1' Hjalmarson Date: 1998-06-17 735 Flashback:Orig. Multipage Version Hard Copy:Printer Friendly
Csim: Team Apache is looking to be a very unique approach
to military sims in general. Can you tell us how this
developed?
Bryan: Team Apache developed from my own personal
experience as an Apache attack helicopter pilot and Desert
Storm veteran, as well as my frustration with the current
status quo in rotary-wing flight simulation. I view TA as a
breakthrough project, intended to show the player what it's
really like to strap on an AH-64 and lead a flight of
intelligent, highly-trained aircrews into battle.
The biggest influence the player will be able to see
involves the tactical planning, and personnel management
issues. TA really emphasizes good planning and employment
of the available resources, both technical and personal. It
also emphasizes the human side of the equation, including
fatigue, morale, and unit cohesion issues. TA challenges
players on multiple levels, instead of simply their ability
to wiggle a joystick.
Csim: I'm curious that you chose NOT to model the AH64D
Longbow. What factors contributed to that decision?
Bryan: The Longbow system certainly has potential, but it
doesn't have any combat experience under its belt. In
addition, I found that putting Longbow-style technology
into the mix without presenting ALL the nuances of the
system present makes gameplay more of a button-pushing
issue than anything else. From a gameplay standpoint, I
personally disklike "Super Weapon" simulations, as they
remove much of the challenge of real-life combat aviation,
and trivialize the experience.
Csim: What is the setting for the campaigns?
Bryan: TA features perhaps the most involved dynamic
campaign engine ever created, with multiple levels of
command and control dictating the battlefield environment.
The Columbian campaign focuses on low-intensity conflict,
where the Russian campaign really turns up the heat by
challenging the player to fight in an environment where
they're facing newer technology and have to simply be
smarter than the enemy. Csim: Tell us about the leadership
factors built into Team Apache?
Bryan: The biggest challenge will be to manage the aircrews
and maintenance personnel. TA's environment is completely
interconnected. Some aircrews can be flying while others
are on alert and others sleeping. The same applies to the
maintenance section, who can be repairing aircraft while
others are deployed. It's up to the player to decide which
pilots to deploy, how they're paired, which aircraft to put
them in, and how to allocate the maintanence manpower.
Badly-damaged airframes can be cannibalized if need be, or
Partially-Mission-Capable aircraft can be sent on missions.
Working the pilots or maintenance personnel too hard can
result in mistakes, crashes, and reduced effectiveness of
the entire unit. It really becomes a balancing act for the
player, deciding which missions to focus on, arguing with
the "Head Shed" about priorities and timescales, and
looking out for his men while still accomplishing the
objective.
Csim: The AI that factors in experience, moral, and team
cooperation must be quite sophisticated. Can you tell us
some of the nuts and bolts of the design?
Bryan: Each "Artificial Pilot" is rated in 21 different
categories, including technical and personal traits.
Compatibility between crewmembers can come to the fore,
particularly once Fatigue and Morale come into play. Some
pilots will prefer different weapons in different
circumstances, while others excel at night missions. The
outcome of specific missions and the progress of the
campaign in general has effects on not only the morale
issues, but can have a great deal to do with the player's
status as a commander.
If the success rate is high, then the player will have more
leeway in mission selection and supply requests. If the
success rate is low, then the top hats won't put up with a
lot of guff while debating a mission's priority. The loss
of an aircraft or pilot can have a devastating effect on a
unit, and the rescue of missing aviators becomes a priority
when a bird goes down. On top of that, the pilots can
occasionally receive "Dear John" letters and such, causing
their morale to sag. It's up to the player to decide how to
cope with these issues, and it's no small task!
Csim: I understand that these moral and cooperation factors
will extend beyond the pilots to crew chiefs and mechanics!
How does this actually work? What tells me that my mechanic
is tired of fixing my chopper? Will there be dialogue
choices for example?
Bryan: The pilots' tent and crewchiefs' tent have
interfaces that allow the player to view estimate the
fatigue level and guage the moral level of the personnel.
The pilots can be examined individually, while the
crewchiefs are viewed as a unit. The "platoon seargent" of
the crewchiefs will pass along advise at critical junctures
if the maintenance personnel are ready to drop, and senior
pilots will also offer input when a change in assignments
should be considered.
Csim: Will we see a "real time" dynamic campaign, or will
we see a mission generation system where a pilot chooses
from a list of missions every set no of hours of gameplay?
Bryan: TA's campaign runs in real time, with it entirely
possible to have the unit divided up performing multiple
missions simultaneously, while other aircraft are
undergoing maintenance.
Csim: Suspension of disbelief is a watchword in the
simulation community. What other factors are key to the
virtual environment other than the morale and team
interaction factors?
Bryan: The persistence of the environment is paramount.
Destroyed vehicles from previous missions will litter the
battlefield as the unit moves progresses forward. Losing a
pilot brings up a screen with the player/commander writing
home to his family. Certain incidents can be "remembered"
by Operations personnel and come up to bite the player in
the butt at a later date. The suspension of disbelief is
achieved by appealing to the player from a personal side,
as well as immersing him in a very dynamic environment of
cause and effect.
Csim: How much control will the team leader have over his
team when in action?
Bryan: The player can design tactics and formations, and
then practice them in training missions with his unit. The
more these tactics are practiced, the more proficient the
unit becomes as a whole and individually. (This can become
an issue if a pilot needs to be replaced, with a "newbie.")
Tactics and formations can be activated via macros, and
individual aircraft can be given specific orders in the
event everything goes to hell.
Csim: I understand that the average flight in Team Apache
will consist of four or more units. How does this affect an
attack group? And what extra demands does it place on the
team leader?
Bryan: Apache units are viewed and employed as a "big
stick", with a company of 6 aircraft possessing more than
enough firepower to dispatch an armored battalion. As a
result, they're typically used in 5 or 6-ship elements.
However, many missions will require the player to divide up
the company in smaller elements to "fight fires" that crop
up unexpectedly. (The Plan is always the first casualty of
battle.)
Csim: Will the player start out as a team leader, or will
he have to complete some training first?
Bryan: The player has a wide range of training utilities to
start with, but he'll hit the ground running in the
campaigns.
Csim: The screen shots for Team Apache and FN2 have been
looking good, but there are differences in the two engines.
Can you tell us about the difference?
Bryan: Though FN2 and TA use most of the same graphics
technology, there will be some differences by the time TA
ships next Spring or Summer. Most notable is the higher
resolution of the terrain graphics.
Csim: What resolutions will be available to the player?
Bryan: 640x480-1024x768.
Csim: Will we see light source shading?
Bryan: The FN2 and TA graphics engine can support an
infinite number of light sources, limited only by the
available system memory and CPU speed.
Csim: Will wind and weather be modelled in Team Apache?
Bryan: Absolutely. This can become very critical in mission
planning, as laser-guided munitions such as the Hellfire
suffer degredation during rain, snow, etc.
Csim: Some sim design firms have forged ties with para
military organization like Janes and World Air Power. These
ties provide a flow of information that contributes to
realism in design of flight models and avionics. How have
you acquired the info you need for accurate design?
Bryan: Though affiliations with civilian defense
publications has proven to be a good marketing move, the
depth of information they can provide a gaming company is
still limited by the Public Affairs Office of the various
services. As a result, this information is often so watered
down it's virtually worthless. I call this the "Clancy
Syndrome."
I hope I don't come off as being arrogant, but these
magazines have never impressed me from a technical
standpoint, and I often find they do more harm than good.
Bottom line: Reading every book and magazine out there is
in no way, shape, or form a substitute for real-world
experience.
Csim: Is there anything unusual or ground breaking in
the physics or weapons modelling in Team Apache?
Bryan: The weapons modeling goes past the "textbook"
answers, into the real-world characteristics under combat
conditions. Much of this also comes from my experience in
wartime, as well as from my background as an Armament
Officer and the resulting fundamental understanding about
the nuts and bolts of each weapon. The bottom line is that
the weapons behave like they do in reality, rather than a
sales brochure.
Csim: Damage modelling is another growth area in sim
design. What will we see in Team Apache in this
department?
Bryan: The damage modeling is somewhat unique in that
damage affects can have a trickle-down impact. The
helicopters are modeled as virtual systems, with
interdependencies affecting major and minor subsystems.
There are 100 different initial damage effects, and these
can trickle down into many more depending upon the severity
of the hit, the location of the hit, and the flight profile
of the affected aircraft.
Damaged rotors can buckle if the player tries to fly too
long or over-G them. Tail rotor damage can take several
forms, from loss of thrust entirely, to fixed-pitch
malfunctions, to having the driveshaft sever, and so forth.
Players are going to have to learn how to operate the
helicopter in all regimes, as well as learn to diagnose
different malfunctions and do what it takes to get the
helicopter back in one piece.
Csim: What happens to a downed pilot? Do we get a cut
scene showing a rescue or a capture?
Bryan: Downed aviator recovery procedures can take a
variety of forms. It's possible for another AH-64 to
actually extract the downed crew via a STABO format, where
they simply attach themselves to the outside of the
aircraft and hang on for dear life. Dedicated rescue
missions can also be undertaken, escorting MH-60s in.
Pilots will make their way to pre-assigned points at their
best speed, depending upon their injury status and
proximity to enemy ground forces. (It's entirely possible
for pilots to be killed or captured while doing this.)
Until a downed pilot's fate is confirmed, he'll be listed
as MIA, and this has obviously adverse affects on the unit.
Csim: How sophisticated is the AI that goes into the
ground war? What tactical options will be available to a
SAM unit, for example?
Bryan: The AI controlling the ground war is divided into
three tiers, the STRACO (Strategic Commander) controls the
battle from a divisional scale, the TACO (Tactical
Commander) controls the battle from a Battalion scale, and
the "Sarge" controls the formations and actions of
individual platoons and companies.
The Sarge is perhaps the most sophisticated of the AI
routines, changing the vehicle formations, looking for
cover, and deploying for best tactical effect depending on
the situation. It's a little spooky when you start an
attack and realize the Sarge AI already has a good fighting
position scoped out and winds up being a lot tougher to
deal with than you thought. Line-of-sight for these units
is also calculated constantly, and they're more than
willing to call in artillery or air support if a careless
player exposes his aircraft too long, or hangs around a
battle position for more than a few minutes.
Csim: What about standard doctrine? I understand that
tactics have a special dimension in terms of player action.
Can you explain ?
Bryan: Maximizing the effectiveness of indirect fire is of
paramount importance if a player wants to stay alive for
long. If a player wants to try to do strafing runs over the
top of an enemy like other helo sims allow, he'll get blown
out of the sky in 5 seconds.
Csim: What can we expect to see in terms of opponents,
both in the air and on the ground?
Bryan: The standard "adversary" assets will be present, as
well as some unique aircraft and ground vehicles that
haven't appeared in a flight sim to date.
Csim: How will you make the sim accessible to the
novice? Will we be able to select levels of realism in
flight, avionics, enemy AI?
Bryan: The difficulty levels are entirely adjustable. If
the player wants to fly an indestructible Apache around the
battlefield while never running out of fuel or ammunition,
they can certainly do that!
Csim: What about multiplayer support? How many players
will be able to connect in one mission? Will there be a
"capture the flag" option as well as coop missions? Will we
be able to fly coop in campaign mode?
Bryan: TA has full multiplayer support in both competitive
and cooperative versions. The cooperative campaign should
be a lot of fun!
Csim: When Janes Longbow added the CPG role it really
added depth to the gameplay, but multiplayer for both
positions won't be in place until Longbow 2. Will Team
Apache allow the mplayer dual roles in one chopper?
Bryan: Yep!
Csim: Will there be any support for new hardware like
force immersion, virtual reality, multiple monitors,
surround sound?
Bryan: Force feedback and surround sound is already in.
We're pretty lukewarm on the VR headsets right now, and
multiple monitors is unlikely at this stage of the game.
Csim: What do you expect will be the minimum system
requirements?
Bryan: Pentium 133 with 16MB of RAM.
Csim: When can we expect to see the sim?
Bryan: Summer of 1998.
Csim: Thanks Bryan and best of luck with Team
Apache!