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Panzer Commander Interview   By Leonard Hjalmarson
 

Yesterday I had a long conversation with Rick Martinez, the lead producer for Mindscapes' coming WWII armor simulation, Panzer Commander. The most memorable bits of that conversation for me revolve around two subjects: AI, and the "feel" of the simulation.

It was obvious to me that not only does Rick have a passion for accuracy in modelling the WWII armor, physics, object detail etc., but a thorough understanding that these nuts and bolts are nowhere without solid AI and the ability of the simulation to draw the player into the world of WWII armor battle. Panzer Commander is likely to be a winner!

Csim: Thanks for taking time aside from your schedule to talk to us, Rick! Maybe you can tell us who you are working with on this project?

Rick: We're working with Ultimation and we meet with them weekly to discuss details of the project. They came to us some time back and worked with us on a port of Allied General for the PSC machine. They had been developing a 3d engine that looked very good and we signed them up to work with us on this armor simulation.

Csim: Does that mean that you make the design decisions and Ultimation carries them out?

Rick: Really its more fluid than that, there is a high level of trust because we've worked together for a while. We talk over features, though I have more of the background historical knowledge for the modelling of features.

Csim: Why a WWII armor simulation instead of a modern tank sim?

Rick: The modern tank market is really glutted. And how many hit armor games have there really been? M1 Tank Platoon was really a good one, Spectrum Holobyte had a good one. And I have a strong historical interest in this area so I was happy to be on board with the project.

Csim: Do you have other experienced armor people involved in the production of Panzer Commander?

Rick: As you may know, finding experienced people is a challenge since a lot of veterans have passed away. But we have found a couple to consult with, and I found a fellow living in California who at 17 years of age drove a Panzer in the Battle of the Bulge!

But the major source is first person accounts of armor commanders. This gives you a solid basis for the feel of the game and how the systems really work.

PANZER 1

Csim: How do you simulate the technology and experience of fifty years ago?

Rick: What you are really going for is the feel. Consulting historical accounts begins to get you in that direction. Ballistics, physics, all that is really pretty simple. We have excellent books dealing with on and off road performance, speed, velocity of weapons, engine power, systems and frequency of breakdown, design flaws etc. You have to get this stuff from primary sources. But the feel and fit, the higher level tactical analysis... this is really important. We want to put you in a position as a platoon commander and have the feeling of fighting with this historic formation.

In the campaign, German side, the 2nd Panzer, the 21st Panzer and Gross Deutschland. Now the Gross Deutschland was not really a tank formation but they had attached to them a tank battalions and a tank regiment. They served as fire brigade units and went all over the place. So we have one formation that fought in the desert and the 2nd went all over, like the Gross Deutschland. This gives a very exciting campaign path.

Csim: Tell us more about the campaign in Panzer Commander.

Rick: The Fifth Guard tank core, the Eighth Guard tank core and the Twelfth Guard which was a heavy brigade. Now the Russians used their standard guard tank core a lot differently than they used their heavy regiments so the Twelfth Guard will feel very different in the campaign than the other two. Now everything is based on an Area of Operations throughout the whole war. If you enlist in Gross Deutschland for instance, you'll hear the narrator speak about the history of the unit and you'll go through a story about Poland, for example. Each AO will have from two to six scenarios attached to it, then you'll transfer to where they fought next. Lets say the Gross Deutschland fought in Poland then transferred to get ready for the French battle. The Narrator would tell the story starting in 1939 and describe the scenario. The scenarios will be progressive and linked and they are based on actual battles.

The maximum for scenarios in any one campaign would be 24 giving you 144 scenarios minimum in the German-Russian campaign, not counting any multi-player scenarios we might make or scenarios you can build with the editor.

Csim: That sounds like a lot of game play! How will you make Panzer Commander accessible to the novice but also a challenge for the hard core crowd?

Rick: Any of the scenarios or campaigns can be played at low or high difficulty. The goal here is really to get the player involved, not to just go around in a shoot em up. We want you to be interested in the battle, interested in your crew, interested in your other tanks. As they progress in the war they'll get better so you have that reason alone to care about whats happening around you.

Click to continue . . .

 

Panzer Commander Opening GUI

Csim: How many levels of skill will we see?

Rick: Its more sophisticated than that. Think of it as a percentage system related to experience, battles that are successful and even ones that are not. This reminds me of another point.

Instead of the programmer just making the AI we sat down and talked through each battle. We tried to find ways to trip each other up. He would print out a combat routine and I would play it. I would sit there with him and say, "What if this happens? What if I go here? What if I do that?" We didn't have conferences about this, we would make it, then try to break it. There is no perfect AI, but we are hoping for a high level of realism in response.

Tankers died at an alarming rate in WWII. Our standard setting for realism will not be an actual WWII battle rating, it will be like 50%. If you want to try to progress through the campaign at 100% realism, you are going to die. Thats just the way it was. The standard setting will reduce the accurary, or maybe allow you to take shots a little better.

Csim: Given this level of challenge, will there be opportunity for a player who is killed early on to jump into another tank?

Rick: Definitely. You are a platoon commander. Tentatively, we've planned to tie realism settings to how much control you have over all your tanks. In other words if you want to be a real platoon commander you would not jump from station to station. So if you set very high realism and jump around, we'll let you do it, but it will no longer count at that level of realism. I think that players will appreciate this ability and if they value the realism so highly, they can play it that way.

We really value giving the players maximum choice, so you can jump into Plutonium mode and run around and shoot everything and not get hurt, thats all there. But we want to give the user control.

Csim: What are some of the key differences between Panzer COmmander and iPanzer?

Rick: For one thing, we are modelling twenty-four fully drivable vehicles. I mean fully modelled, with physics. We have visited four different sites to take pictures of all the internal and external features of all the tanks of WWII. We have guys who went to the Patton museum and others who visited Jock Littlefield and allowed us into his personal collection of fifty plus tanks and we photographed them exhaustively. There will be another twenty-five to thirty non drivable support and enemy vehicles. When you build your own scenario you can have these vehicles supporting your attack.

Csim: What about infantry, are they modelled as well?

Rick: We're using sprites to model infantry, same as in most shooters. We considered doing them in full 3d but this makes it too demanding for low end machines. These guys will fight in squadrons with anti-tank weapons, heavy machine guns etc.

By the way, among the drivable vehicles will not only be German and Russian but also American and British. So the guy who says, "Hey, I have no American or British campaign" can build his own scenario using American and British armor and include all the classics: the Firefly, the Pershing, the Easy Eight, the Sherman etc. We will likely do an add on campaign with American and British armor.

PANZER 2
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Continued on Page 2

 

 

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