Almost exactly one year ago we did an interview on DI's Super Hornet. Since then there has been a good deal of ordnance under the bridge!
Recently we had a chance to see and feel Super Hornet in operation at
E3 in Los Angeles. For some reason, however, different writers came
away with different understandings of the campaign structure.
Furthermore, we were uniformly impressed by the most detailed carrier
ops yet modeled on the PC. In an effort to clarify the information we
had collected, and curious about the modeling of carrier ops, we
fielded an interview to the Producer and this is the result.
Q: Tell us about the campaign system. How is it structured?
The Campaign option is a sub-set of the Command Game option. In other words,
the campaigns are mini-Command games. In Command, the objective will be to
get the enemy to surrender. In Campaign, the objective will be much
simpler - eg to capture an airfield or military base.
The number of missions
required to achieve the Command objective will be considerably more than for
a Campaign. Also, Campaigns are totally computer generated, whereas the
Command games may be computer generated or designed by the player, or a
combination of the two.
Q: I understand that the campaign is "fully dynamic." Could you define that
for us?
The progress of both Campaign and Command games will depend upon the success
or failure of attempts by both allied an enemy forces to achieve their
objectives, The outcome of each mission will directly impact the starting
conditions for the next mission. We use the term “fully dynamic” to describe
the fact that no missions are pre-scripted.
Q: What level of integration will we see between the ground and air war?
Total.
Q: If I hit a bridge on a supply route, what impact will that have on the
enemies ability to prosecute the war? And how long will the bridge stay
down?
It depends upon whether or not the enemy can find an alternative supply
route. If it can’t, then the supply route will be severed, supplies will not
get through, front line forces will run out of ammunition etc. The length of
time a bridge stays down is based on the sides current situation and its
ability to make repairs.
Q: If an enemy strike force hits a major supply route of mine, will my
ability to fight be affected in the same way?
Yes.
Q: Do you model Ground Control Intercept networks?
Aircraft flying Combat Air Patrol missions are supplied information by the
air defence network.
Q: I understand that there are three levels of involvement for mission
planning. Tell me about strategic mission planning relative to the
intelligence and planning abilities in Super Hornet. Run me through mission
planning at the detailed level where I as a player have full control.
This a BIG question and would take several pages to answer fully. Briefly,
all allied and enemy installations are categorised as strategic or tactical.
Intelligence can provide a limited amount of information and assessment of
the importance of each target and will prioritise accordingly. The player
may select computer assistance to design missions for both himself and/or or
aircraft. At the most detailed level, the player has full planning control
for all aircraft missions, targets, routes etc.
Q: The carrier ops we saw at E3 were stunning. We saw around ten men on
deck, each doing their particular task. How many positions are actually
modelled and in what detail? What will we see these guys doing?
The deck crew can execute a wide variety of standard different hand signals
in order to guide the player around the deck (typically from lift to
catapult). The shirt colour signifies the responsibility of each deck crew
member. For example the aircraft handling officers and plane directors both
wear yellow, these personnel provide your main steering cues as you move
around the deck.
Q: What are the comms procedure for landing and launch? What will I hear?
Once you have selected the correct frequency, you will be cleared to start
engines, taxi to the catapult, told to throttle up and then to select burner
and finally cleared to launch. On landing, there will be the typical LSO
comms, “calling the ball” and talkdown guidance.
This depends on impact speed and angle, you can die or your landing gear may
collapse etc. If you do crash then other flights are unable to land, until
such a time that the deck is clear. It is planned for the deck to show
damage.