Destroyer Command: Interview with Troy Heere - Page 1/1
Created on 2005-02-11
Title: Destroyer Command: Interview with Troy Heere By: Len 'Viking1' Hjalmarson Date: 1999-11-09 3166 Flashback:Orig. Multipage Version Hard Copy:Printer Friendly
This interview is with Troy Heere, Director of Engineering for Ultimation, Inc.
Troy is Designer and Lead Engineer for Destroyer Command, one of the
simulations in the historical element of SSI's Digital Combat Series.
Q: Can you tell us where you gained your interest in historical
naval combat?
Troy: World War II has always been of great interest to me. My
grandfather and both of his brothers fought in the war, though
they never talked about it. As a gamer, some of my favorite
games were set in that conflict, including the flight simulators
created by Lucas Arts years ago.
While finishing Panzer
Commander for SSI, I picked up a copy of Morison's The Two Ocean
War and read it cover to cover after they expressed an interest
in a destroyer game. I couldn't put it down! The battles of the
Pacific theater in particular captured my imagination-- the
sheer terror of those night battles, the grueling watches and
horrifying kamikaze attacks. The men who fought that war have my
deepest respect.
Q: After looking at Destroyer Command I have to say I am pretty
excited about this title. It reminds me of a high res and
tactically enhanced version of Task Force 1942, the
Microprose game released back in 1992. But DC allows much greater
player involvement, and in fact shares more in common with Silent
Hunter II than with Task Force.
Unlike Fighting Steel, this is a true simulation rather than
a strategy game. DC takes place primarily on the first person
and tactical level. Also unlike Fighting Steel, DC has a very
immersive environment graphically, including clouds and
weather and sea states. Aren't you worried that some people
are going to go out on this rolling deck and beeline for the
nearest head?
Troy: If they do then I think we will have succeeded! We've been
considering including a package of dramamine in every box...
But seriously, Destroyer Commmand is intentionally modeled more
after Silent Hunter than any of the higher-level tactical
simulations like TF1942 or Great Naval Battles. We felt that the
focus on destroyers dictated a more immersive approach.
At the same time a
solid command and control interface was also necessary if we
were to have division and squadron-level operations. So DC is
really kind of a hybrid, with the CIC interface providing the
tactical control and the other stations providing the nuts and
bolts "simulation" interface.
Q: Thinking back to 1992, I remember loading up Task Force: 1942
and setting up a night encounter between two battle groups.
As they came within range the starshells began to burst
overhead and the big guns began to let loose from my
cruisers. I could almost smell the cordite and salt air. Tell
us what this scene will look like from an outside view in
Destroyer Command. Will we have opportunity to provide escort
for a battle group?
Troy: Absolutely! Our AI programmer is focused right now on providing
decent task force-level tactics and behavior. We want the
battles to feel real and we want the player to have the
experience of screening the big boys in a major conflict.
As for night battles, the Solomons really are the centerpiece of
the Pacific campaign, so the night battles are a crucial element
of the game. If there's any place where we will be pushing the
3D envelope it will be here. Expect to see star shells, flares
and even search lights, as well as the flash of the big guns
being fired and the flames of burning ships on the horizon.
Q: Tell us about the command structure and how we earn
promotion?
Troy: There are still some tough challenges here. Our intent is to
allow the player to play the game as a ship commander, a
division commander and a squadron commander (1 ship, 4 ships and
8 ships, nominally.) Promotion is largely a function of
objectives completed and we've taken the approach of providing
both primary and secondary objectives for each scenario,
weighting them by difficulty.
What we're also doing, which I think is kind of unique, is to
allow the player to decline promotion and continue at his
current level if he so chooses. If you want to finish out a
campaign as a ship commander, you are perfectly free to do so.
This allows us to cater to the player who wants to focus on
learning the ship's systems and "fighting his ship", while also
supporting the armchair admirals out there who want tactical
command of a larger group. It's kind of a logical outgrowth of
our hybrid approach-- part immersive simulation and part
strategy game.
Q: One of the tactical elements present here that we haven't
seen in a simulation like this before is rules of engagement.
How do these work?
Troy: ROE is basically a set of rules for the AI to follow when making
decisions. We wanted to deal with the case of the player who
wants to both command a division or squadron, but also work the
systems on his own ship. To do this, we needed a mechanism to
allow the player to communicate his intentions to the AI units
under his command without requiring him to micromanage their
actions.
The great flaw with most real-time strategy games is, for me,
the need for the player to divide his attention between several
different processes (usually resource management and combat.)
This prevents the game from having a lot of depth in any process
and makes play-balancing the whole a real nightmare. We
emphatically didn't want this to happen with DC, so we came up
with the ROE concept.
In a nutshell, ROE allows the player to tell the AI what types
of targets it should prefer, what its operational objectives are
and how much initiative it has in pursuing those objectives. The
player can then point his ships in a given direction (or keep
them in formation with his flagship) and expect the AI to behave
within the guidelines he has set.
Q: Do morale and fatigue factor in the efficiency of my
division?
Troy: This is an issue that's come up, but hasn't really been
addressed in detail yet. Our current thinking is that it should
be based on a system where the player controls the alert status
of his ships. A ship at general quarters will naturally fatigue
over time, but will be able to respond more quickly to threats.
Q: One of the attractive things about this simulation is that
destroyers perform so many kinds of duty. I saw you make
contact with a submarine and then go to the depth charge
station and configure a spread and then let them go. Tell us
about this weapon system from the technical perspective. What
is modeled, how much control does the player have, and what
aspects can be automated?
Troy: We've gone to a great deal of effort to simulate all of the
weapons systems in detail, including depth charges, torpedoes,
AA machine guns and, of course, the main battery.
With depth charges, we wanted to give the player the ability to
configure a pattern with maximum flexibility. To that end, we've
provided controls to set the number of charges in the pattern,
the interval at which they are dropped and the depth at which
they detonate.
In addition, the number of charges and drop
interval may be set independently for the racks and the throwers
(throwers, or "k-guns" are designed to hurl depth charges to
port and starboard, allowing the ship to drop a much wider
spread of depth charges.) Our goal was to provide an interface to
something that was normally handled by a lot of men working in concert
according to
their training. This challenge arose repeatedly in the design of
DC--particularly with the weapons systems which were normally
crewed by teams of men.
For example, a single AA mount has a
pointer, a trainer, a mount captain and several ammunition
handlers. Another example is the main battery director, which is
crewed by about six men, with a whole second group of men
manning the computer and the stable element. Naturally, we were
forced to abstract a lot of the functions because a single human
couldn't possibly control all of these aspects in a completely
realistic model. We think we've done a pretty good job of
suggesting realistic functionality without overburdening
players.
Q: From the simulation perspective, tell us what we will see and
hear from an outside view.
Troy: The outside views are meant to provide a first-person view of
the battle from the perspective of a captain observing from the
bridge wing. We've provided binocular views for close ups of the
action. An external view is provided so that the player can look
at his own ship and damage will be reflected in the ship's
appearance.
Naturally, weather and the ocean environment are an important
part of the mix. We've modeled the position of the sun at
various times of day and we're planning on doing this with the
moon as well.
Destroyers were actually pretty loud ships according to some of
our technical consultants, so you'll hear the noise of the power
plant and of course the guns. We expect a battle to be a really
noisy experience--we figure most players will have to turn down
the sound effects or face divorce proceedings. But that's how it
was. A lot of those sailors came back from the war with hearing
problems.
Q: Suppose we get a hit on a Uboat with our depth charges. How
will we know?
Troy: Well gosh, realistically there were only two ways you ever knew
that you actually scored a hit: 1) you heard some sounds over
the hydrophones that indicated damage to the submarine or 2) an
oil slick and debris would float to the surface. We're planning
on doing both of these.
We're also planning on implementing what we call "death cam."
Death cam is meant to show the player the final death throes of
any of his targets. Death cam is subject to realism settings
because of the possibility of revealing additional information
to the player unfairly.
Q: How would I as commander of a single destroyer issue the
command to prosecute an attack on a submerged target?
Troy: As with most attack options, there are two ways to do it. 1) You
can order your ship to attack the submarine from the CIC
interface and select the depth charges as the weapon of choice.
This is a simple "drag and drop" operation. Given this option,
the AI will make repeated attack runs over the known submarine
position until it loses contact or runs out of depth charges. 2)
You can go to the depth charge station and work the controls
yourself, guiding the ship over the target, selecting the
parameters for the pattern and dropping the charges.
Q: How many other stations can I man from the first person
perspective on a destroyer?
Troy: Just about everything..
Helm
CIC
Radar (air search and surface search)
Sonar
Main battery director
Torpedo director
AA guns/directors
Machine guns
Depth charge control
Engine room
Damage control
Q: You are also simulating the air environment. What kind of
aircraft are a threat to my ships in the Atlantic campaign?
Troy: In general, we've modeled fighters, high level bombers, dive
bombers and torpedo bombers and made sure that each of the major
combatants represented in the game (US, Japan, Germany) have at
least one example of each. In the Atlantic, we've got the
following German planes:
Fw200 "Kondor"
ME 109
Ju-88
Ju-87 "Stuka"
How does weather effect with my missions in Destroyer
Command?
Troy: Two ways, primarily:
1) High sea states result in lower speed for ships and convoys. 2)
Atmospheric conditions and precipitation affect the ability of lookouts
to detect and track other ships.
We've also modeled moving weather fronts, so it's possible for
ships to slip inside of such a weather front in order to hide.
Q: Tell us about Intel. How do we receive intelligence updates
while on a mission, and from what sources?
Troy: Intel is primarily a function of the initial briefing. However,
sightings of enemy shipping and aircraft may occur as radio
events in the game, either from scout planes, coast watchers or
other ships in a task force.
Q: How much is the radio of use to us, and is there a separate
radio-room station?
Troy: We opted not to provide an actual radio room, but instead to
provide a message log which appears on every station. In the
words of one of our consultants, "It's just a room where a guy
sits with a typewriter that has only capital letters and
transcribes incoming morse code, decrypts it and rushes it to
the appropriate recipient." Didn't sound like very much fun to
us.
In addition, US Navy doctrine was to avoid transmitting
long-range signals from ships to avoid the possibility of the
enemy intercepting the messages and determining the location of
the group from the signals. Since the radio was primarily seen
as a source of incoming messages, we felt that the message log
was the best way to handle it.
Q: What kinds of messages can we initiate from the radio? Can we
call in air support in some locations? Can we report on a
battle group position?
Troy: I was thinking that Destroyers never had control of aircraft,
but then I remembered the hunter-killer groups formed in the
North Atlantic. I'll need to research this a bit. You may have
made a good case for having a radio room...
As to reporting enemy sightings, this is something we already do
behind the scenes without the player's intervention. We really
felt that the player would want to concentrate on fighting his
ships, so we leave these details to the AI.
Q: You are modeling both radar and sonar. There were significant
changes in these systems through WWII. How do these changes
affect game play?
Troy: Sensor effectiveness is something we are very keen on modeling
accurately. To that end we've included both SC and SG radar sets
and players won't get the more accurate SG surface search radar
until early '43. This parallels the radar options in the
original Silent Hunter, which featured the submarine variants of
these two radar sets.
Actually, sonar didn't improve that much on US Navy ships until
near the end of the war. The bulk of the US destroyer forces
used the QC "searchlight" sonar for most of the war, which had
an effective range of maybe 2000 yards.
Q: In the same way changes in weapon systems forced changes in
tactics throughout the war. Tell us improvements and changes
you have modeled in torpedoes through the campaigns.
Troy: American torpedoes are one of the great tragedies of the war and
the ineffectiveness of early models really prevented destroyers
from realizing their potential as offensive weapons. Of course,
US Navy doctrine didn't help and it took guys like Fred
Moosbrugger and Arleigh Burke to show them the potential of the
destroyer in this role.
That said, if you leave the realism settings on maximum,
American torpedoes will basically suck until 1943. You'll see
depth-keeping errors and faulty detonators as was the case in
real life. However, we will allow the player to turn off
realistic torpedo settings as a means of avoiding that
particular frustration.
Q: The terrain system is looking very, very good. Tell us how
you are modeling terrain and what we will see.
Troy: Like a lot of other developers, we discovered the USGS 30
arc-second database last year (your tax dollars at work!) and
are using it as a source for elevation data. This allows us to
basically model the entire world in the game. We melded this
with an NOAA database to come up with a combined
elevation/bathyspheric database that allows us to track ocean
depths as well.
The database provides us with 1) bitmap information for creating
our CIC charts 2) elevation data for generating land geometry
and 3) depth information for determining when ships run aground.
Q: It sounds like damage modeling will also be very
sophisticated in this sim. Tell us about the damage
resolution and how we deal with damage.
Troy: Every system on the ship that can take damage has a
corresponding location on the ship. When a ship takes damage, we
look at the sector where the damage occured and decide which
systems were hit. When a system takes damage, you'll see it on
the damage control display and you'll be able to assign it to
the damage control priority list.
We allow up to five systems in
the priority list, and these systems get the bulk of the repair
teams, with the highest systems in the list getting the most
resources. We felt that this was a little more realistic and
easier to use than the repair "sliders" you see in other games.
You'll also see parts of the ship catch fire and you'll be able
to flood magazines that are threatened to avoid having them blow
up the ship.
Q: I believe you are also intending some sophisticated damage
modeling graphically. What will we see when we take a torpedo
hit? What will the ship look like afterward?
Troy: A mess. We've got damage states built into our 3D models for
every ship. When part of the ship takes damage, we will switch
in the damage state. Torpedo hits are pretty decisive on
anything smaller than a battleship. Though we don't show ships
breaking in half (we wanted to, but with over 100 ships in our
model database our 3D artists were already stretched to the
limit) they do sink in interesting ways. We've modeled
compartment flooding pretty accurately, so you'll see ships turn
turtle and jacknife, things like that.
Q: What happens when I am low on fuel or supplies? Is there sea
borne resupply as well as port resupply? What do I see when I
sail into an allied port?
Troy: An interesting question. We're still deciding whether or not to
handle this "between scenarios." Destroyers often refueled at
sea because of their limited fuel capacity and range (especially
at combat speeds.) Many times they even refueled from cruisers
and battleships in a task force situation.
Troy: What kind of research have you had to do as you build the
sim?
Troy: Lots and lots of reading, as well as consultations with some
folks who served on destroyers. We also visited the USS Kidd
in Baton Rouge, which is perhaps the best-preserved
Fletcher-class destroyer around. They even fire her guns every
year on Independence Day. They very kindly allowed us
to take photographs in areas not normally open to the public.
One of the best resources is Theodore Roscoe's US Destroyer
Operations in World War II, which is still available from the
Naval Institute Press. But we've also dipped into some really
obscure references. For example, the 1944 edition of Naval
Ordnance and Gunnery, a book put out by the Navy for training
its gunnery officers. I have yet to find a better source for
working out the details of director fire and other really
esoteric topics relating to Naval weaponry of the era.
Q: I noticed that the interface for DC is very similar to that
of Silent Hunter II. DC is part of SSI's Digital Combat
Series and your aim is to make it connectable to SHII. This
would be a benchmark for WWII naval simulations, to be able
to compete against human players in Uboats who are intent on
destroying the convoy we are protecting. Tell us what this means
for the two games and how many players we are likely be to
able to sail with and against in the same scenario?
Troy: You could say with some accuracy that the Silent Hunter link is
the reason for DC's existence. It was a big part of our pitch to
SSI for doing the game in the first place. Given that this is a
pretty unique feature and we're not sure of all of the
parameters yet, I'm going to be pretty conservative in making
any claims.
That said, I think you should expect to see a variety of types
of encounters, from one on one "duels" to a whole squadron
protecting a convoy against a small wolf pack. Our current
thinking is about 8 ships/uboats to a side. This is not only
manageable, but reflects realistic parameters for an escort
scenario.
One of the reasons that SH2 and DC seem similar is that there is
a great deal of interaction between Ultimation and Aeon
(producers of SH2.) We've shared a lot of data, including ship
models and terrain database, plus we'll be sharing a lot of
multiplayer code. The interaction between the two teams is very
good, and Bill Becker and I have become good friends in the
process. I don't think you could ask for a smoother relationship
for something like this.
Q: What are your goals for multiplayer? Will we be able to play
individual scenarios, user built scenarios as well as
campaigns in multiplayer mode?
Troy: Aside from the SH2 link, we're actually emphasizing cooperative
multiplayer over the head-to-head variety. I think head-to-head
would have been more interesting if we had allowed the player to
command Japanese destroyers as well, but we don't. That is not
to say that we aren't doing head-to-head, but these will be more
in the character of "maneuvers."
We do intend to allow players to build scenarios for multiplayer
using our scenario editor. We are also hoping to allow players
to play the campaign scenarios as cooperative units with each
player commanding a destroyer. We can't guarantee yet that this
will happen, but it is our hope to make it so.
Q: I understand that we will have access to the same mission
building tools as you are using yourself. Does this mean that
the user could recreate any historical battle involving
destroyers?
Troy: Absolutely. We have a whole list of historical scenarios which
will be included in the game, but there's no reason a player
couldn't use the scenario editor himself to do the same thing.
Q: How many different nations will we see in DC? How many
individual ships are modeled? How many classes of ships are
modeled?
Troy: Nations: US, Japan, Germany, Britain, France and Italy.
Naturally, the first three account for more of the ship classes.
There are over 100 different ship classes and individual variants
in a few cases.
Q: Finally, is the campaign generated dynamically and are
resources limited? What is the impact on the Atlantic
campaign if I fail to protect my convoys?
Troy: The campaign has dynamic elements but I won't go so far as to
call it a dynamic campaign. We keep track of ship losses and
this impacts which ships will appear in subsequent scenarios.
Scenarios have a lot of variability in terms of which enemy
ships appear and where they appear, so there is some
replayability here. In addition, player losses are tracked as
well. If a player takes heavy losses in one scenario or has a
ship under repair, he may not get a replacement in time for the
next scenario, forcing him to play through under strength.