Jane's Fleet Command: Interview with Ed Gwynn - Page 1/1
Created on 2005-02-02
Title: Jane's Fleet Command: Interview with Ed Gwynn By: Len 'Viking1' Hjalmarson Date: 1998-12-07 1904 Flashback:Orig. Multipage Version Hard Copy:Printer Friendly
An interview with Ed Gwynn, Producer of Janes Fleet Command.
When did the idea of FC originate and how long has it been in development?
Ed: After Sonalysts completed 688I we began working on a followup, but
we decided to move away from single vessel concentration into a more
strategic game. That evolved into Fleet Command.
Some months ago I wrote an editorial on a new genre that was blending
real time strategy and simulation. This seems like a new direction for
simulation makers, and Wargasm and Fleet Command seem to be good
examples. At the moment, Fleet Command allows a real time 3d
perspective but only third person control. Will the game stay this way
or what is the conception with regard to inter operability? Will 688I
be inter-operable at some point?
Ed: We haven't really made a decision on this, although we'll
be keeping our ears open to the response of the players. 688I could be
made inter-operable.
As a strategy game it sounds cool, but to allow the addition
of a theatre commander mode where one player determines strategy and
others fly the missions or command the sub would be very cool.
Personally, I'm hoping to see an F18 add on and perhaps the original
AEGIS idea become inter-operable sims with Fleet Command. Let's get the
detail and system guys involved in game play with the strategic crowd.
Let's talk about the game itself. Tell us about the campaign structure. And is it dynamic?
Ed: There are four different areas, and in each area specific
tasks are required of you in order to move on to the next area. The
campaign is semi-dynamic, with elements of randomness and probabilities
of what will occur.
What connects the missions? And how long will it take the average player to work his way through the entire campaign?
Ed: There aren't individual missions in the usual sense, where
you get a briefing and are in port and then have to traverse again. The
gameplay continues between scenarios, and intel comes to you via
datalink and radio so that you can move between encounters and areas.
The average player will take thirty plus hours to complete the campaign.
Throughout
the campaign, is the order of battle preserved and is there resource
management? Are resupply/port of call part of the campaign?
Ed: Restock and refuel are transparent for the naval assets,
and your air assets will have to land to refuel when they are low. If
your carrier has a damaged deck, this would be a problem. If you've
lost a lot of aircraft, you're in trouble.
Of course, you may be offered reinforcements. But if you
receive notice that they are incoming and don't provide proper escort,
you could lose them. You only have so many ships and aircraft, so its
up to you to use them wisely and to protect them.
How persistent is the world across the four areas?
Ed: There is some persistence. If you have taken minor damage it
might be repaired by the time you reach the next area. But more serious
damage will still be with you, and you may have to wait for parts to be
supplied.
How is intel transmitted to the player? Are there AWACS calls?
Ed: Yes, you'll launch your surveillance aircraft and helicopters from
your ships. You would be wise to protect vital assets like AWACS since
they are your eyes in the sky. Of course, you'll also get reports from
your other airborn assets.
How are we notified of an incoming force?
Ed: Your surveillance systems are data linked so your tactical map
stays current. And if your F14s run across an incoming enemy that
wasn't on your map you'll get a radio call. Once spotted the incoming
force will also appear on your tactical map.
Is there other voice interaction?
Ed: Yes, we've implemented the radio chatter. When a flight is engaging you will hear the calls, as well as many others.
How many hands will we need for Fleet Command? Will I have to issue every order to engage?
Ed: We've wrestled with drawing the lines in this area. We want
the player to play the game, but we don't want the player to have to
issue every command, dropping chaff and flares and evading, for
instance.
There will be some cases where your aircraft will engage
without your command, but mostly we want to leave control in the hands
of the player.
How does the control interface work? How much systems management must we do? Can you sketch the command options for an F18?
Ed: The interface is drag and drop so it's very user friendly.
When you click on an F18 you have selected the unit and now have
control. You can also lassoo a group of aircraft to issue a command to
the entire flight.
Once you have control, you can issue a variety of commands:
escort, engage, ID, patrol, transit , RTB, and return to station. This
last command allows you to get your aircraft or flight back into a pre
determined position if you have sent them off to engage or ID a target.
We also allow micro management for those who desire it. So you
can right click on many objects to bring up a drop down menu: engage
with a specific weapon, turn radar on and off, etc. And we have short
cut keys that allow you to adjust speed and altitude, but you'll find
the AI does a good job of this.
And weather!
The interface is basically four windows, with the largest window being the 3d view on top. Can we swap windows?
Ed: The tactical screen at lower left as well as the info screen at
lower right are fixed. The other two windows are interchangeable.
The interface screens run at 640x480, and the main window runs at 1024x768.
Multiple monitor support was mentioned at E3. Has this been pursued?
Ed: Not really. We toyed with the idea for a while, but we're wondering
how many gamers have two monitors and we're also strapped for time.
Tell us about other aspects of modeling. What is the goal for realism in flight model, ballistics etc?
Ed: This is a Janes product so our goals are high. You'll see an
E3 behaving like an E3 and an F18 like an F18. An aircraft carrier
can't turn like a destroyer can. Weapons performance characteristics
are also realistic.
I understand that there will be a very powerful mission builder. Tell us about the
options we have for scenario construction.
Ed: Our database logs the entire world and the mission builder
is very powerful. You can choose any 600 x 600 mile area in which to
construct a campaign scenario. You can then add civilian assets,
military assets, and even neutrals. You can set sides, and create
scenarios and share them via the internet. A good sized scenario may be
only 200K, though some users will probably build larger ones.
The graphics engine at E3 was the same as the one in use for WWII Fighters. I understand that this has changed?
Ed: The graphics engine is a different one, although we've
borrowed some of the effects from WWII Fighters. Our aircraft aren't as
detailed, but this is a different game.
How does the multiplayer aspect work in the initial release? What are the
elements in player control? Are both coop and head to head missions
possible? In coop multiplayer, who controls what?
Ed: We plan on having some specific multi-player missions in the initial
release. Player control elements are the same as in the single player
game - point and click and give commands to assets. Multi-player missions
can be setup as either coop or head to head - it's up to the person who
creates the mission.
As an example, a coop mission could be created where
one player gives commands to the carrier while another player gives
commands to the destroyers and cruisers that are escorting the carrier
while yet another player gives commands to a ground airbase and its
planes. I wouldn't say the options are endless, but they are many!