Flying Nightmares II: Preview Update - Page 1/1


Created on 2005-01-20

Title: Flying Nightmares II: Preview Update
By: Len 'Viking1' Hjalmarson
Date: 1997-01-30 716
Flashback: Orig. Multipage Version
Hard Copy: Printer Friendly


The original Harrier Assault offered a new wrinkle to flight simulations: a strategic portion that allowed the player to deploy naval and ground forces, then fly missions to support those units. Bryan Walker saw a lot of potential to expand that feature in FN2, and focused on ways of execution that would enhance the game as a whole. This update is mostly to share some new screen shots of the game IN PLAY as well as the Mission Editor.


In the spring of 1998 FN2 will take to the air--the simulated air and virtual air of the internet. With a unique facility for access to the multiplayer games, this sim/strategy spectacular is set to make history this year. FN2 HARRIERLooking at the detail in this Harrier, and this is a COMPRESSED JPG, one can't help but be excited at a tactical multiplayer simulator that has this kind of attention to detail as well as the effort that is going into weapons and flight models. A big WOW...!

In FN2 Commandant teams are divided into red and blue. The initiating player determines winning conditions, game setup and location. A second player joins the game as opposing commander, and remaining players take pilot positions on either side, for up to sixteen real live players.

Interactivity and team work are central to the concept. Pilots and AI units must follow the direction of the commandant, with real time orders coming in even during flight. The human pilots will take part in a real time simulation. FN2 will also offer solo play as Commandant against the computer, though its not clear whether the solo play Commandant component will make it in the initial release. Because of the huge fun factor in multiplayer mode most players will use solo play only for practice.

FN2 Command

As you can see, the interface looks very logical and intuitive, and provides easy access to a LOT of information! The Commandants' point and click interface looks rather like C&C but is more involved. Basic commands include move, attack target, entrench, hide, charge, suppress and bypass, escort, defend and join. The commandants view is an overhead map of the battlefield from one of three levels of magnification. Friendly and enemy units are represented by icons, which can represent more than one physical vehicle. In the case of tank units one icon can equal four vehicles.

The commander may choose to combine units into task forces for greater effect, depending on the type of opposition they face. Assigning an AA unit to a group increases its air defense rating. Using engineers with a tank battalion will shorten the hull-down time.

FN2 Deployment

In the shot at right Rob, who is flying overhead in a Harrier, has just spotted a Hawk site and is reporting back to the Commander. Sighting rules are unique to FN2. What is not detected by ground or air forces will not show up on the Commandants strategic map. A Harrier could make multiple passes over a forest and not spot an infantry squad, where a Cobra in the same air space might spot them. Of course, if the infantry choose to fire on an air unit their risk of detection increases greatly.

The strategic game revolves on elements like this since players will use ground troops to id targets for their Harriers. Computer controlled units include M1A1 tanks, LAV-25 armored personnel carriers and artillery batteries. AI air units include Avenger and Hawk air defense units, EH-60 jamming helos, E-2C Hawkeye AWACS, LCAC hovercraft and utility helos. AI ground forces include infantry, engineers, and special forces units. Remotely Piloted Vehicles will be powerful reconnaisance assets. AI units will automatically attack a significant threat, but the commander will have the power to overrule these tactics and assign other targets. (Click left for a zoom image)

FN2 Editor

The mission editor looks to be a very powerful and flexible feature of the sim. Judging from these GUI shots the player has total control over placement of objects and terrain features, waypoints and even clouds! Various kinds of view filters are also provided for ease of use.

I don't know about you but I am anxious to see this sim hit the streets. Here is one final shot which appears to be another one from the Mission Editor. Note that the overlay at the top is a zoomed out view of the section on the bottom. If the release version of the Editor is as powerful as these GUI shots show, it will be one incredible feature indeed! I expect that the scenarios created by individual players will also be capable of being shared on the Internet. For the final shot Click Here. For the original Flying Nightmares II preview Click Here



blog comments powered by Disqus

© 2024 COMBATSIM.COM - All Rights Reserved