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Team Apache Interview
by Leonard Hjalmarson
 

Csim: Some sim design firms have forged ties with para military organization like Janes and World Air Power. These ties provide a flow of information that contributes to realism in design of flight models and avionics. How have you acquired the info you need for accurate design?

Bryan: Though affiliations with civilian defense publications has proven to be a good marketing move, the depth of information they can provide a gaming company is still limited by the Public Affairs Office of the various services. As a result, this information is often so watered down it's virtually worthless. I call this the "Clancy Syndrome."

I hope I don't come off as being arrogant, but these magazines have never impressed me from a technical standpoint, and I often find they do more harm than good. Bottom line: Reading every book and magazine out there is in no way, shape, or form a substitute for real-world experience.

Csim: Is there anything unusual or ground breaking in the physics or weapons modelling in Team Apache?

Bryan: The weapons modeling goes past the "textbook" answers, into the real-world characteristics under combat conditions. Much of this also comes from my experience in wartime, as well as from my background as an Armament Officer and the resulting fundamental understanding about the nuts and bolts of each weapon. The bottom line is that the weapons behave like they do in reality, rather than a sales brochure.

Csim: Damage modelling is another growth area in sim design. What will we see in Team Apache in this department?

Bryan: The damage modeling is somewhat unique in that damage affects can have a trickle-down impact. The helicopters are modeled as virtual systems, with interdependencies affecting major and minor subsystems. There are 100 different initial damage effects, and these can trickle down into many more depending upon the severity of the hit, the location of the hit, and the flight profile of the affected aircraft.

Damaged rotors can buckle if the player tries to fly too long or over-G them. Tail rotor damage can take several forms, from loss of thrust entirely, to fixed-pitch malfunctions, to having the driveshaft sever, and so forth. Players are going to have to learn how to operate the helicopter in all regimes, as well as learn to diagnose different malfunctions and do what it takes to get the helicopter back in one piece.

Csim: What happens to a downed pilot? Do we get a cut scene showing a rescue or a capture?

Bryan: Downed aviator recovery procedures can take a variety of forms. It's possible for another AH-64 to actually extract the downed crew via a STABO format, where they simply attach themselves to the outside of the aircraft and hang on for dear life. Dedicated rescue missions can also be undertaken, escorting MH-60s in. Pilots will make their way to pre-assigned points at their best speed, depending upon their injury status and proximity to enemy ground forces. (It's entirely possible for pilots to be killed or captured while doing this.) Until a downed pilot's fate is confirmed, he'll be listed as MIA, and this has obviously adverse affects on the unit.

Click to continue . . .

 

Csim: How sophisticated is the AI that goes into the ground war? What tactical options will be available to a SAM unit, for example?

Bryan: The AI controlling the ground war is divided into three tiers, the STRACO (Strategic Commander) controls the battle from a divisional scale, the TACO (Tactical Commander) controls the battle from a Battalion scale, and the "Sarge" controls the formations and actions of individual platoons and companies.

The Sarge is perhaps the most sophisticated of the AI routines, changing the vehicle formations, looking for cover, and deploying for best tactical effect depending on the situation. It's a little spooky when you start an attack and realize the Sarge AI already has a good fighting position scoped out and winds up being a lot tougher to deal with than you thought. Line-of-sight for these units is also calculated constantly, and they're more than willing to call in artillery or air support if a careless player exposes his aircraft too long, or hangs around a battle position for more than a few minutes.

Csim: What about standard doctrine? I understand that tactics have a special dimension in terms of player action. Can you explain ?

Bryan: Maximizing the effectiveness of indirect fire is of paramount importance if a player wants to stay alive for long. If a player wants to try to do strafing runs over the top of an enemy like other helo sims allow, he'll get blown out of the sky in 5 seconds.

Csim: What can we expect to see in terms of opponents, both in the air and on the ground?

Bryan: The standard "adversary" assets will be present, as well as some unique aircraft and ground vehicles that haven't appeared in a flight sim to date.

Csim: How will you make the sim accessible to the novice? Will we be able to select levels of realism in flight, avionics, enemy AI?

Bryan: The difficulty levels are entirely adjustable. If the player wants to fly an indestructible Apache around the battlefield while never running out of fuel or ammunition, they can certainly do that!

Csim: What about multiplayer support? How many players will be able to connect in one mission? Will there be a "capture the flag" option as well as coop missions? Will we be able to fly coop in campaign mode?

Bryan: TA has full multiplayer support in both competitive and cooperative versions. The cooperative campaign should be a lot of fun!

Csim: When Janes Longbow added the CPG role it really added depth to the gameplay, but multiplayer for both positions won't be in place until Longbow 2. Will Team Apache allow the mplayer dual roles in one chopper?

Bryan: Yep!

Csim: Will there be any support for new hardware like force immersion, virtual reality, multiple monitors, surround sound?

Bryan: Force feedback and surround sound is already in. We're pretty lukewarm on the VR headsets right now, and multiple monitors is unlikely at this stage of the game.

Csim: What do you expect will be the minimum system requirements?

Bryan: Pentium 133 with 16MB of RAM.

Csim: When can we expect to see the sim?

Bryan: Summer of 1998.

Csim: Thanks Bryan and best of luck with Team Apache!

 

 

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Last Updated June 17th, 1998

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