KA-52 Team Alligator: Pre-Alpha Preview - Page 1/1
Created on 2005-02-08
Title: KA-52 Team Alligator: Pre-Alpha Preview By: Len 'Viking1' Hjalmarson Date: 1999-07-27 1023 Flashback:Orig. Multipage Version Hard Copy:Printer Friendly
In late June, 1998, SIMIS and Mindscape/SSI released Team Apache,
a unique approach to a military helicopter simulation. The emphasis was
on "team," and managing your team was a simulation in itself, much like
the role-playing "simulations" that are popular with Japanese console
gamers.
In June we posted an extensive interview on the next game from SIMIS, Team Alligator.
Team Alligator models the Russian side of the conflict from a similar
simulation perspective, but with key changes and enhancements. (Note:
images are at 1024x768 or 1152x864).
From the perspective of the serious simulation fan the most
important changes will involve realism: in flight modeling and
avionics, weapon systems and AI. Control of flight lead will be
expanded and look for more detail in virtually every area.
I spent about three hours flying around in a pre-alpha version
this past weekend, and I am as impressed by my first look at Team
Alligator as I was last year by Team Apache. The graphics engine itself
is impressive, and modeling is far beyond Team Apache. Consider this:
ten times the polygon count in the cockpit. Buildings and trees are
both more numerous and much more impressive.
Voice are also more impressive. The Russian accents are nicely done.
I was impressed by the training missions also, voice narration is a
great way to get the player involved. The impatience of the Instructor
when you don't follow directions seems quite realistic!
It's only reasonable to expect atmosphere in spades with the hardware
we are running these days. Team Alligator looks set to meet
expectations in this area. I flew day missions, dusk missions, and bad
weather missions. Flying in fog was very cool and very much a nail
biting enterprise.
The feeling of flight was quite good, and the response felt
very different from Team Apache. I doubt whether the flight model is
final, however, and weapons and systems modeling is also not yet
complete. And by the way, there ARE foot soldiers in Team Alligator,
and they can be very dangerous!
The general feeling of the landscape is much better integration of
roads and objects than anything I have previously seen. But you can see
for yourself!
Comms and Control
This is such a key area, I'd like to share a little more detail with
you. Here are some of the command options in Team Alligator:
Actions on Contact - this is the standing order that determines how
the flight reacts to the presence of an enemy. Enemies are defined
either as threats to the aircraft or non-threats, depending on type and
whether the helicopters are in the target's engagement envelope. For
either threats or non-threats, you can cycle through the orders, which
include:
Engage: engage and suppress/eliminate the enemy.
Bypass: bypass the enemy and fly to the next waypoint.
Radio Channels- you may issue orders to flights using your radio. You set your radio channel by pressing keys:
1 Sets channel to Flight 1
Sets channel to Flight 2
3 Sets channel to Flight 3
4 Sets channel to Flight 4
5 Sets channel to Flight 5
0 Sets channel to All Flights
You will communicate orders only to those aircraft on the appropriate channel.
You may issue navigation orders to flights as follows:
Ctrl + 1 Flight to go to next waypoint
Ctrl + 2 Flight to go to previous waypoint
Ctrl + 3 Return to base
Ctrl + 4 Flight go to ARSP
Ctrl + 5 Flight go to Rally Point
W Wait in place
E Formate on me and follow my lead
Z Go to Nap of Earth flight
X Bob-up from Nap of Earth flight
Combat Orders:
You may issue combat orders to flights as follows:
1 Disengage from combat area
2 Follow briefed orders
3 Attack my target
4 Attack designated target with laser weapons
5 Suppress enemy air defences
6 Engage primary targets
7 Engage secondary targets
8 Engage armoured vehicle targets
9 Engage all targets
Q Request status of flight(s)
Rally Points and ARSPs
Each flight in the game has a Rally
Point, a special waypoint representing a safe fallback area. If you
need to pull a flight out of combat in a hurry, you may order that they
fall back to the Rally Point using the Ctrl + 5 command. In some
missions helicopters in the flight may have standing orders to fall
back to the Rally Point on their own if damaged or low on ammunition or
fuel.
Arming and Refuelling Supply Points (or ARSPs), are forward
resupply points which may be specified in the mission. They are usually
located at Rally Points. You may order that a flight fly to an ARSP and
rearm and refuel by using the Ctrl + 4 command. If you fly your own
helicopter to the ARSP and land, you will automatically be rearmed and
refuelled.