Silent Hunter II Interview by Leonard "Viking1" Hjalmarson |
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CSIM: What other exotic or experimental weapon systems might we see in Silent Hunter II? A: Possibilities include the Leigh Light, Type XXIII U-boat, and the Focke Achgelis autogyro.
Image courtesy of U-boat Net CSIM: One of the most exciting aspects of Silent Hunter II is its placement in the Digital Combat Series and a later release titled Destroyer Command. Your goal is to build a destroyer simulation so that players can choose either side of the conflict in the Pacific. Tell us about Destroyer Command.
HMCS Sioux. A: We actually conceived of these games separately. And we don't know if these two will connect in the final release. Escort, hunter killer, landing support, rescue operations… destroyers did it all. With regard to multiplayer interoperability, there is a 50/50 chance that we get it done for these games. But if it doesn't happen on initial release, the long term chances are still good. CSIM: How many objects are modeled in SH2? A: Many, but actual numbers are not final. You'll also see a few aircraft, and shore based objects. CSIM: What stations will be under the player control in Destroyer Command? If a player wants to actually fire a gun at a U Boat on the surface, will he be able to actually get the sub in his sights? A: You start as a commander, but you can rise to command a Division and then an entire Squadron. You can man every important station when you command an individual ship: radar, guns etc. Or you can sit in the CIC .. and give all commands to the different stations. At the single ship level most guys will want to jump around. Even the interior of the gun batteries will be fully modeled. We visited the best restored Fletcher Class (SS Kid) in Louisiana and took hundreds of pictures. We also have talked to commanders and others and picked their brains. It will be an amazing game. There is lots to do on a destroyer. |
Courtesy of Tim Burton.
CSIM: Tell us about the multiplayer aspects in DC. A: It could be that coop play will allow heads of different areas on the same ship, so that one player would give commands and another couple man batteries, for example. We will definitely have the standard multiplayer features with individual control of ships. CSIM: Does DC use the same graphics engine as SH2? A: No, it uses an improved 2nd gen Panzer Commander engine with many new features. CSIM: The Allies had the use of airpower against the U Boats. Will the player on the Allied side have any control over air power in Destroyer Command? A: Air power is reflected in both sims. The Germans ended up mounting various AA guns on their subs. Deck guns are available to the player in SH2. We're talking about giving you access to the AA guns as well. CSIM: What about the use of communications in this one? Will I receive communications about U boat sightings? Or will I be part of the Allied Intelligence network and receive intercepted intel on U Boat plans? A: Communications are very important in DC and is covered in the design doc. We'll have a message center and they will likely be color coded so you can quickly refer to critical messages. CSIM: What about use of voice between stations on the ship? How will I find out, for example, that a U-Boat has just been sighted five miles off? A: Crew voice and communications are fully developed. You want the feeling of interacting with a real crew.
CSIM: Will there be real time voice in place for multiplayer? A: Possibly. CSIM: Thanks! It sounds like Silent Hunter II will be greater than its namesake in every way. We'll be following this one with interest. Personally, I can't wait! Go to our Forums Page to talk with others about Silent Hunter II. Scroll down the page and click on NAVAL.
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