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Kevin Klemmick "Force on Force" Multiplayer Interview - By Glen "Sleepdoc" Kletzy

In this, the third part of the Klemmick interview, we discuss the "Force on Force" multiplayer option (term copyrighted by Jeff "Rhino" Babineau, 1999, patent pending) of the TE mission builder. It is, as of yet, mostly undiscovered. I believe this to be true for a couple of reasons. The main reason, I believe, is because the ground war mission interface of TE is badly broken, and the bugs relating to it are essentially insurmountable. I tinkered with it for hours, and performed experiments with it, which clearly proved this to me. And even if it were not broken, I believe that it is the natural progression of a product such as this, that the users will discover these deeper features later. Most guys are still learning the more basic elements of the game. But, as with any game, time passes, we get better, and we start delving deeper into these features.

Together with Jeff "Rhino" Babineau of the 209th Deltahawks, and our own Eric "Snacko" Marlow of the 303rd Sidewinders (Remember him ? He's the guy with the great articles on F-15 tactics), we spent hours screwing around with the ground war element of the game. As a real tank battalion staff officer, Tank Company XO, and tank platoon leader during his military career, "Rhino" was greatly interested in this feature. As a guy who loves competitive, multiplayer strategy games ( I was hooked on Battlezone for longer than I should admit to the hardcore sim crowd), I too found this element very exciting. We were hell bent together for a couple of nights trying to understand how it really worked. What we discovered is that the ground war element of TE is a mess. Don't even try it. You will be essentially wasting your time. It isn't even documented correctly as it stands now, and it will make you lose your mind as you try to add moving ground war elements to your missions. Yes, you can do it, and yes, sometimes they will go where they are told. But ultimately, the ground forces will incorrectly start pulling from the Campaign AI engine (which they are not supposed to do in TE, you are supposed to be the AI), and they will start re-issuing themselves orders which you have no control over. Further more, in the context of a TE mission you just designed, those new orders will only confirm to you that the AI battalion commander is suffering from a combination of severe Schizophrenia and late stage Alzheimer's. Suffice it to say, it is as broken as broken can get.

But don't despair my ground war friends. Kevin Klemmick assures me that the fixes will be forthcoming soon. He said we would probably see some significant repairs in this next one or two patches, and those should make the dream take form very nicely. He even went further to say that the commitment to the TE mission builder was very high in the company, because most people believe it is this module alone which will give the series its greatest longevity and replayability.

So Kevin chose to reveal to me the actual way the ground war element will work in the near future (and he was very confident that those bugs are repairable). In order to better understand the function, we must place it in the context of an example. The actual interface specifics of controlling the ground war will be spelled out in detail in my next article. This article, however, is designed to explain (as Kevin explained it to me), how the concept of the "Force on Force" multiplayer option will play out.

In order to truly realize the full nature of the ground war feature, we must choose an example, which uses all its features. Lucky for Mr. Babineau and myself, that example is the arrangement which we find the most compelling. The "Force on Force" multiplayer game. All that we discuss here also applies to the more limited "one shot mission" types like the ones we have been seeing a lot of lately on the net. My "Sleepdoc's situation" mission and the one I work you through in my mission builder article all fall in the "one shot mission" category.

In a "Force on Force" Multiplayer mission, a template is created rather than an actual mission. Here is what I mean by that. In the "one shot" type mission, the designer/editor of the mission sets up specific flights and packages (and soon ground war movements complete with battalion objectives) for both sides of the game. The player who downloads the "one shot" type mission then plays it out. He jumps into the F-16 flight of his choice (for either side, so long as that side has pre-designated flights which include f-16s), and flies the missions that the designer created for him. He gets jumped or intercepted by whatever defending flights the mission designer built in. One way or the other, he flies the missions in the allotted time in order to attempt to achieve the "victory conditions" set forth by the original designer. Eventually, even if the mission had many flight opportunities for the flyer, the allotted missions run out, and the victory conditions are either achieved or not. Game over.

Granted, some "one shot" mission types include a few, simple packages and are determined by a few, simple victory conditions, and other, more complex "one shot" type missions include tons of flying opportunities and a complex set of victory conditions which must be met as you fly flight after flight. However, both these types of "one shot" missions have a common element which allow me to group them both as the "one shot" type. And that is that YOU did not design the missions, and that YOU did not issue the orders to your ground troops. You had absolutely nothing to do with the strategy for winning the mission. Much like in the Campaign mode, you are nothing more than a grunt in this man's war, and you do as your told. You don't determine the makeup of the packages or the movement of the ground elements. You simply choose from the missions set forth to you by the Brass, and do your duty as a soldier, all the time having faith that the Big Brass have made the correct decisions for you. This describes the essence of what I term the "one shot" mission type.

Not so in the "Force on Force" type multiplayer game. Remember I said that these missions consist of a "template" and no actual missions? This is what I mean. When you start a "Force on Force" type multiplayer mission, you will NOT SEE A SINGLE FLIGHT for you to fly. What you will see, however, are a series of resources for you to pull from, so that you (you are the Brass and the flyboy here) can design your own flights, packages and battalion moves. You tell the ground forces where to go and what to do when they get there. In fact, you could sit at the game interface for the entire time of the game, and never once fly. You could simply give orders to ground units and design packages to fly, and let the AI do the rest. You could play the entire war without once ever entering the actual 3d world. That's kind of silly, because we are flight sim fanatics, but you could do it. You could just sit there (knowing all along what the conditions for victory are) and read all the news updates and watch the Intel reports (which appear as enemy icons on the map) and move your pieces around like chess pieces. And if your planes get shot down, or your tanks get destroyed, you have lost that "resource" for the remainder of the match. PLANES AND TANKS etc. ARE NOT RENEWABLE THROUGHOUT THE COURSE OF A TE MISSION !!! You get what you get, and that is ALL you get. So one means of beating your compadre could be through winning the war of attrition, but if in the process of winning the war of attrition, you neglect to achieve the victory conditions set forth by the designer of the mission, then you have no bragging rights. It's a stalemate. (Where is Henry Kissinger when you really need him ?!?!?!)

A typical "Force on Force" multiplayer game would progress as follows (much like a game of chess, only with louder explosions). Each player of a team (and you can have up 7 teams with their own starting territories) will have a specific amount of starting resources. In order to keep our example basic, this game will have 2 teams and each team will have 10 tank battalions, 10 mobile SAM battalions, 1 F-16 squadron, 1 F-15 squadron (Mig-29 for the enemy side) and 1 F-14 squadron (SU-27 for the enemy side). They will all be placed at starting locations around the map within their respective friendly territories. Furthermore, a fairly complex set of victory conditions have been set forth, and can be reviewed by all players from within the game by simply going to the victory conditions window to read them.

Again, in order to keep our example less complicated, we will make up a simple set of victory conditions. In order for the commies to win, they must occupy the city of Seoul with at least 3 Tank Battalions (ok…I'm gonna spice it up a little now). However, for every 5 aircraft they lose, they must add one more tank battalion to the capture of Seoul in order to achieve the points necessary for victory. (hell, even my simple example invokes images of complexity, but if you liked simple, you would be at the arcade dropping quarters). Also, lets imagine that a reverse but comparable set of victory conditions apply to the Good Ol' US of A, but of course the capture of some Northern city is the basis for victory. Now we have defined equal starting resources and winning objectives for each side. Of course, our example mission was designed to be balanced, but nothing says it has to be. You could just as easily define a starting point for your chess game where one side has far greater resources but has a very difficult task for victory, while the weaker side has far fewer starting resources, but need only fend of your attack for 24 hours in order to win (as if they were waiting for reinforcements). Only the imagination of the initial mission designer limits the nature of the competition. Cool, huh?

An aside is in order here. The last paragraph may have led you to wonder just exactly what the limits of a victory condition entry is, and just how complex and convoluted those entries can become. You may also be wondering just how many separate victory conditions you can stack in a single mission. Stay tuned. I am only beginning to discover new tricks in that section of T.E. and once my investigation is over, I will be releasing an article which hopefully teaches all these elements, and supplements my original "TE Mission Builder Guide". I have already discovered more than a few tricks (which are definitely not documented) concerning the ins and outs of this very powerful subsystem of the T.E. Mission builder. Sorry to leave you hanging, but I have ton of articles I want to write, and this stuff is very time consuming. I will try to do that one as soon as I finish this interview series I'm into right now.

Ok. Back to our example mission. So now we have our chessboard all setup and ready to go. Each team has a limited set of resources with which to play and a well-defined set of victory conditions defining their ultimate goals. When you first start the game (you are playing for the USA and your rebellious friend is playing for the DPRK) neither of you has any flights set up or ground forces on the move. Just a bunch of ground forces awaiting orders and a bunch of pilots sitting around drinking latte's at their respective airbases waiting for the General (that's you bubba) to start organizing and authorizing packages to get their butts up in the air and fight. You know what you need to do to win. You know that the other guy is trying to do the same to you. You know that you can never replace a lost resource like a downed aircraft or a destroyed tank. Time to rock !!!

Quickly, you tell a few of your SAM battalions to reposition near your airbases to protect them from certain attack . You start telling your tanks to move toward the objective city. You worry however about an all out blitz. What if you get caught enroute, and the bridges are blown? You won't know till you get there. Then you will be annihilated at the bottleneck by enemy anti-tank flights !!

So you decide to feign a fake attack from the east, all the while intending to sneak the mass of your forces to the west. You pay careful attention to terrain, bridges and bottlenecks, so as not to get caught with your pants down. 30 quick mouse clicks later you have put your ground forces into motion and you start to generate packages and flights. You know that any flight, which flies near an enemy battalion, will cause that flight to appear on your map (This is how updated Intel is modeled in the game). So you set up a series of alternating recon flights. You also know that their appearance on your map is the "last seen position" and that info gets old after 15 minutes, so you make sure you have a bunch of alternating flights to keep the recon fresh and up-to-date.

You decide that the bridge north of Seoul needs to be cutoff to protect Seoul, but you must first get your western most battalion across the bridge, so you send them racing with a package designed to protect them until they get across the bridge. You also send out a package to bomb the bridge after they cross. Once you like the initial first moves you have made, you realize it will take at least 20-30 minutes for those tanks to get to their new locations. So you decide to be a flight leader in the flight to bomb the bridge. This way you can see with your own eyes when your boys are across, and also control the entire element through your "element commands" section of the sim. You are satisfied with your initial moves, and so you fly.

Your tanks get safely across, and you pound the bridge into steak tar-tar. You are in business!! Or so you thought. You land that bird and return to the interface only to find out that your enemy has moved his troops across bridges far to the east, and managed to destroy the lone battalion you sent as a diversion. Further more, the enemy tanks are now across the DMZ and have no more bridges between Seoul and themselves. You can only assume they are on an all out run for Seoul, but your last known positions are getting stale. You quickly generate new recon flights and new anti-tank missions along their suspected route. But what if they dipped south in order to evade and be less predictable? What if they split into 3 groups? Maybe you can bring your remaining southerly tanks up in attempt to slow them down in a protracted ground engagement until you get there. You do just that, and boy! When you do finally find those sneaky bastards you witness an amazing battle !! Tow missiles lighting across the terrain! Shell fire blasting along the ground! But no time to watch the fireworks son. You have work to do.

You lock the enemy tanks on GMT radar. Or so you think. The fog of war has you confused. Are you about to commit fratricide (friendly fire)? The radio calls are almost too much to follow. Finally, you confirm that the targets are hostile, you issue the orders to your wing to attack, and all hell breaks loose. The radio calls are insane. Explosions and AAA aim to distract you. But you stay focused. So long as you still have a maverick on your rails, no T-62 is safe. What's this? Holy Moses !! They brought a mobile SAM battalion with them. Damn! You didn't think about that possible strategy. Too late to add a SEAD escort to your package now. Launch !!! JINK! JINK! JINK! JINK ! KaBLAAAMM!! !!! Damn. !! Eject-Eject !! (hmmm?…this parachute view wasn't exactly the view of the battle you were hoping for). You end mission. Your back at the interface now to check your current situation and Intel, generate new orders and flights, and get up there again.!! Welcome to your first "Force on Force" multiplayer game. Your buddy is smarter than you thought.

I don't know about you guys, but when I realized that this level of play was gonna soon be possible, I got a chill up my spine. Sure, the term "New Benchmark" is a marketing "hype" term, but hey. Sure sounds like one to me.

In my fourth article coming soon, I will explain in detail the actual ground forces interface that will soon be available for use so that you too can live the mission I just described. Kevin Klemmick told me how it is going to work, and related a little of his personal embarrassment at the current state of that element of TE (He is a perfectionist, and he is having to accept the same hard reality that all of us are growing to accept : If you want the most complex, realistic flight sim ever built, you have to have patience for it all to come together). He even suggested (but did not state outright) that they were considering pulling TE from the initial release until all these bugs were fixed. But in a wise decision made by the team, they chose to give us what they had so that we could enjoy it for what it was worth in its current state. They assumed (an in my opinion, they assumed correctly) that due to the vast depth of the TE mission builder, users would be better off learning to use those parts that worked now. He was confident that once they did, they would gladly stay tuned for the additional parts. From my perspective, they were spot on. Despite all the bug hopping and craziness of the whole TE mission building thing, I have flown some incredible custom built missions that people have created, and all I can keep hearing myself say is "GIVE ME MORE !". Don't worry folks. More is on the way.

Sleepdoc out !

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