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Panzer Commander Interview   Part II   By Leonard Hjalmarson
 

Csim: What other armor will we see modelled?

Rick: We include every major tank design from every power. For the Russians, the T34, both versions, and the variants for 41, 42, 43. We even have the KD85, the hybrid. We have the IS2. In the non drivable support weapons we've included the series of assault guns, the SU85, the 100 etc. For the British, Churchill, Cromwell, Valentine, Firefly and one or two tank destroyers (non drivable). For the Americans all the different long barrel versions, the Easy Eight, the Jumbos with short and long barrel. For the Germans all the different Mk 3s but only starting with the 50s, the Mk4 series except for the short barrels, Panthers, Tiger 1s and 2s. The early war tank we'll put the Germans in is the 38T they took from the Cheks. And these are only the drivables!

Csim: Wow, quite a list! I have a feeling this is going to be followed pretty closely by the WWII buffs! Tell us about the control interface. How do we run these machines, issue orders etc.?

Rick: Theres a lot still in the grey area, but we have been studying history about how they communicated. For instance early in the war communications weren't very effective and we will try to make the interface painless, pop up stuff. We're planning to handle the interior of the tanks in the classic way, active stuff, you hit something it works, and it will also be hot-keyed and there will be joystick support.

For the features not in the tank itself it will likely be a text bar that will pop on screen. But this is all very early.

Csim: How will you account for the limitations of historical armor? The Sherman had a real reputation as a fire trap.

Rick: There isn't much we can do about this. We've modelled it accurately, and if you want to drive the Sherman on a high realism setting you're at high risk.

Csim: Tell us about the graphics modelling. I assume there will be support for 3d hardware?

Rick: 3dfx will be fully supported. Others are unsure at this point and the decisions arent all made.

Terrain effects will be what you would expect under 3d hardware. Csim: Will artillery be modelled?

Rick: Its modelled but not seen. It will still be an objective to capture.

Csim: You mention that you hope to include the mission builder in the initial release. Can you tell us more about it?

Rick: We're doing something we haven't seen before in a true 3d scenario builder. What I mean is not just objects that you place on the surface but we give you the ability to push the ground down or pull it up. Literally model your own rolling terrain. You can make the alps and huge depressions with simple point and click commands. You can design true reverse slope positions.

Csim: Will you model forests?

Rick: We hope to have forests. What do forests look like when you get close? They are a bunch of trees you can drive between. If you want forests you can't drive between put the trees closer together and force the armor to take the road.

Csim: What level of realism can we expect in physics and ballistics models?

Rick: Its being done now and we are taking everything into account. Damage resolution is the same: type of armor, slope of armor, velocity and explosive power of the projectile, and you can target a particular location for maximum damage.

Csim: Will we see smoke launchers. land mines, tank barriers?

Rick: This isn't decided yet. Because of the modern use of smoke people tend to read our use of smoke into WWII, but it wasn't used all that much then. Land mines and tank barriers, yes. But we'll try to limit mine use in the scenarios.

Click to continue . . .

 

Csim: What about aircraft, will we see an integrated air war?

Rick: Yes, we have full modelling of the aircraft. They will bomb you and rocket you.

Csim: How much tactical knowledge will the player need at high levels of difficulty?

Rick: At high levels, a lot of knowledge! But you don't have to play at the highest levels unless you want to. Also we plan to give you a very detailed manual with a ton of historical information from direct sources, first person accounts, and a good strategy section.

Csim: Tell us more about the AI routines. How much detail is going into the modelling for enemy AI?

Rick: We've developed what we call the "thermometer of morale." If you have troops who are green they are going to have a higher chance of morale problems in a difficult situation. But this gets pretty sophisticated. We have a system that actively assesses threats given the present tactical situation. This varies widely given a whole number of factors. For instance, say you've just been flanked and you don't know it, but you are beginning to take fire from the right flank. If you are unbuttoned you will hear the fire from the right, but if you're buttoned this isn't going to affect your assessment as quickly because you think the fire is still coming from the front.

Now what about the attrition and loss issue? If you have superb troops and send them into a situation where they are hopelessly outgunned, you may lose them all because their thermometer of morale has a different scale. The top veteran tankers are more prepared to die in battle than the green ones if they receive a high commmitment order. We have levels of orders that go from probe to recon to attack to decisive attack level. These levels include in them a willingness to take casualties to take the objective.

This also affects other interactions. If green troops are getting slaughtered they may panic. Experienced troops will retreat in a more orderly fashion.

Csim: Fascinating.... what will we see in terms of multiplayer support?

Rick: Internet and network play and we will build in parameters for the user to tell them about latency issues. If you want to just jump in a tank with a couple of friends in other tanks no problem, but when you start to have different sides we'll find a way to tell you that you have too much loaded for this battle. But loading two four player platoons should be fine, with one player as commander of each platoon.

For Internet play, you will just give the other players the IP number and away you go. LAN play, just sign up and go.

Csim: What about support for other hardware like headsets and force feedback?

Rick: We're looking at force feedback but we don't know yet. Headsets same thing, we just don't know yet.

Csim: What are you looking at for a minimum system configuration?

Rick: When we started this we built an 8 bit non 3d engine, but the market is changing so fast... Minimum machine was a P90 but it may be up to a 133 or even higher by the time we ship.

Csim: Thanks, Rick, you've covered a lot of territory. Best wishes on your ongoing development and for the success of Panzer Commander!

 

 

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