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Falcon 4.0: Beta Campaign Review
By: Dan 'Crash' Crenshaw Date: 1997-10-20 FALCON 4 BETA CAMPAIGN REVIEW by Dan "Crash" Crenshaw
Business was good. I had plenty of work: keep my wing leader in sight, keep my plane out of the dirt, watch for bandits, watch for SAMs, watch for ground attacks, stay on course … Task Saturation was eminent. I called AWACS for threat warnings, calculated their call and figured I have bandits at about 20 miles at my 10 o'clock … but not heading for us yet. RHINO pulled up hard at IP and called "Running In" as he rolled toward the target.
I rolled into the approach and called "Running In." I didn't want to be over the target long, so I was planning a high-speed pass, in line with the runway we were supposed to bomb. I lined up, this was gonna be easy.
RHINO made it through without taking any hits … all bombs on target. As we egressed he radioed that I was smoking pretty bad and I reported my damage.
Welcome to the Campaign World of FALCON 4! The latest beta has shown an amazing amount of progress. Jeff "RHINO" Babineau and I spent most of a weekend putting FALCON 4's campaign engine through its paces in LAN co-operative mode. As you can see from the intro, we were pretty impressed. FALCON 4 will come with three campaign variants based in Korea, each one differing in the amount of territory and resources each side begins with.
Also, supply lines are rarely implemented in simulations. FALCON 4 will not only use supply lines, but they will have effects upon the troops. Cut off the supplies to that enemy force that has been harassing your front line, and they will start to diminish in effectiveness. I have been unable to completely cut off an area in solo play yet (I usually leave all that Mud Moving stuff to the guys that are good at in when we LAN play), so I have not yet seen a marked difference. I expect out next full LAN test to give us the opportunity to work on this. The campaign is real time. You can pause it, or speed it up, but as you play, the world goes on. And I mean a lot of stuff goes on. Just as you can watch ground battles you can see air battles. F-4's and MIG-29s are easy to pick out thanks to the realistic tattle tale smoke these aircraft are known for. I have flown campaign missions as a Strike Package and seen my escort of F-15C's and F-4 Wild Weasel flights enroute.
You should also note the names for your Escort and Wild Weasel flights so you can keep tabs on your entire package. What if you forget? Don't worry, the working knee board will give you the vital essentials for your mission as well. Missions include every thing from RECON, BDA assessment, STRIKE, ESCORT, SWEEP, BARCAP, etc. If an F-16 can be tasked for it in real life … you can do it here. After you pick a mission, you can change your loadout and steer points. There is no campaign mission generator, which is realistic, but you have some latitude in what you take and how you get in and out, which is realistic as well (at least from the squadron mission creation level).
One thing that has lacked in most sims for quite a while is the importance of managing your TOT (Time On Target). You need to pay attention to your TOT and steer point times. Your data link has all of the essential information programmed in for arriving at steer points and on target at the correct time. Show up to one of these points too soon and Wild Weasel may not have already assured the path is clean … and SAM hits have a way of ruining your whole day. Show up too late and your Escort may be too far ahead of you to protect you from bandits.
Just click on the ENLARGE icon for the mission map without actually going into a mission. Then a Right Click on the map gives you options for what you want to see … AIR, GROUND, INDUSTRIAL, etc. Once these icons show up, you can right click on each one and get details. You can bring up a wide variety of different levels of detail. This can been mis-used for getting too much information … almost. FALCON 4 also simulates the "FOG of WAR", so recon information and AWACS information may not be totally accurate.
On the "Big Map" you can see ground forces advance and take ground, or lose ground. You can use this information to readjust your strategic options screens in an effort to get into the thick of the mostly hotly contested part of the war. Assign CAS missions in the PAK that have the heaviest concentration of ground battles going on, or Air Interdiction in the areas that are being most attacked by bombers. This will give you more of these types of missions to choose from.
It can not be emphasized enough that FALCON 4 is a complete War Generation Module and we are fortunate enough to be able to interact with it and fly missions. The current level of the AI is pretty impressive, and MicroProse intends to tweak it some more. You have never seen a campaign engine like this before. The realism, level of flexibility, detail, and features are the most encompassing package ever seen in a flight sim. When you consider that future add-ons for FALCON 4 are already planned (HORNET and MIG-29 to start with) with additional campaigns included also, the longevity of a flight sim has never been so promising. And not only that, but you can also create your own custom campaigns in Korea, and these will also be fully dynamic. Add to this full featured ACMI, and what more could one ask for? Falcon 4 is slated for release in December. For more interface screens see F4 Campaign Interface Screens. System requirements are these (note that F4 will run faster under DX6): Minimum System Requirements:
Recommended:
Really hot!:
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