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Interview
Aces High
II: Tour of Duty - An Interview with Doug "Pyro"
Balmos
by Tom
"WKLINK" Cofield

Despite
HiTech Creations announced the sequel to their popular online
combat simulation Aces High at the end of January. According
to the press
information released, Aces High II: Tour of Duty will
bring to life a new online world that combines combat simulation
and military role-playing in a historical World War II setting.
In this structured environment, players create a persistent
character who will follow a career path with either the Axis
or Allies through the course of the war. These characters
will be expressed through custom avatars and will receive
promotions and medals, or demotions and even court-martials
based upon their performance at completing assigned missions.
Tour of Duty will reward both cooperative and competitive
play.
SimHQ:
This is a big leap for you, moving from essentially a furball-type
of game with some structured events to a product that is one-half
a historical immersion. How long ago did you envision this
concept?
Doug Balmos: This has been part of
our long-range plan since the outset although we didnt
know at the time exactly what it would be. Its been
an ongoing discussion about how to get more flight-sim enthusiasts
to make the jump to online gaming.
Are you planning on running the original
Aces High game at the same time as AHII " Tour of Duty"?
What percentage of your current customer base do you expect
to participate in the Tour of Duty?
Aces High II will displace the current
version of Aces High. The current arena format will still
be available in AH2 as Aces High Classic.
We dont know how much cross-over
there will be from our current audience. It may work out that
most people enjoying spending time in Classic and ToD or we
may attract a predominately new audience for ToD.
How do your existing scenarios, historical
theaters, and the like fit into your plans? Will there even
be a need for them?
Scenarios will continue on as part
of Aces High Classic. Scenarios are different than ToD because
they involve a higher level of strategic planning. Although
there may be a little bit of overlap, we really think that
they are two separate entities doing different things.
Gameplay
How will Tour of Duty deal
with the changes in planesets and countries? For instance,
if someone signs up to fly as an Axis pilot, does that mean
they just hop into whatever Axis power the current theater
features, or will there be several conflicts going on at once?
At the same time, will someone be able to switch from one
side to the other or will they be locked in until
the next tour?
A "War" will run through
a number of linked campaigns. Each campaign will last for
a certain amount of time, say two weeks, before advancing
to the next campaign. Each campaign advances the timetable
of the war with the appropriate equipment and territorial
changes. After the War is finished, a new one is begun in
a different theater. Each War is theater specific so if a
War starts in the Pacific, all campaigns for that War will
remain in the PTO.
Initially, we will only be running
one War at a time. As more players participate in ToD, we
will expand to multiple Wars running simultaneously in different
theaters.
As the game stands now, you have gone
to some lengths to maintain fairness with increased perk points
for flying missions and planes that are less glamorous, increased
perk points for shooting down superior planes, rigging points
based upon numbers per side, etc. These arent things
that existed in real life. In AHII, how do you ensure -- if
at all -- that you dont end up with a small core of
very good pilots who get all the plum planes, benefits, and
the like? Likewise, what plans to you have for maintaining
some equality in the arenas so that we dont have a 200
vs 50 type of battle that sometimes happens?
Its not our goal to make every
battle even. Some wont be even by design and others
wont be even by circumstance. Theres going to
be inherent inequalities due to numbers, equipment, and differences
in mission profiles. Obviously, it wouldnt work too
well to just score missions and dole out rewards based on
a simple criteria such as which side shot down more planes.
To get around that issue, there will be handicapping in the
scoring of missions to reflect how well a side carried out
its mission under the circumstances. A Pyrrhic victory is
no victory.
How do you ensure that players follow
the rules? For example, what would to stop a player from signing
up for a mission, flying along, doing his own thing, doing
it well, and then getting credit for a mission success that
he may not have had anything to do with?
We plan to use a type of officer evaluation
report where commanders would rate the performance of their
flight leaders who in turn would rate the performance of the
pilots in their flight.
In the past you have added some things
like AI (albeit under a pilot control) bombers. You have also
stated that there will be increased AI presence in the game.
How are you actually integrating human players with, say,
AI bombers in a formation? Does the AI take the lead and dictate
formations, etc.?
We plan to make extensive use of AI
bomber formations in ToD. The AI formations are the central
component that keeps missions organized, on schedule, and
on target. Players flying in the bomber role will form up
and fly as part of the formation. The biggest difference will
be that you get to fly as part of a really large bomber group
which adds its own immersion value and makes it a lot more
viable in terms of survivability.
How do you ensure unit cohesion without
having players taking orders from another player? Or is that
exactly what you have in mind?
Players will have to take both host
and player generated instruction. There is no freelancing
in ToD. If a player wants to take part in organized missions
but also wants to be free to do whatever they feel, well thats
a paradox we cant provide for.
Some players are concerned about having
to take instructions from other players, but its not
a major concern for us. Its just about getting organized
so that everybody understands their responsibilities in a
mission and you dont end up with everybody trying to
do the same task while other vital components of the mission
are ignored. Even so, as Murphys Laws of Combat states,
"No plan survives enemy contact intact."
In the real military there are poor
leaders and theres not much you can do about it as a
subordinate (fragging aside). But thats not really the
case in ToD and it will become a self-regulating process.
Nobody is going to want to follow poor leaders and nobody
is going to want to lead poor followers.
Briefly describe the rank progression
as you envision it. Will this be simply a perk point
based rank increase or will certain people be chosen to run
certain aspects of the arena, akin to the CM setup that we
have for the TOD and Snapshot events?
Rank progession will be similar a
typical RPG with experience points and levels except that
we will have ranks and career points or whatever we decide
to call them. Its totally different from our perk point
system in that it is mainly achieved through mission success
rather than just how many kills you get.
ToD runs as an automated process so
theres nothing like a CM required. Were considering
allowing players to design campaigns and missions. The big
drawback to that is that they wouldnt be able to participate
in them.
How are mission orders generated?
At what level, or rank, will gamers be able to create missions
or will this be limited to a few selected individuals? How
will the staff be used to control the numbers of missions
and who makes them?
Players dont create missions.
The missions come down from HQ a.k.a. the host. In planning
an attack, the best mission plan would be one with no enemy
contact. However, that would make for a pretty dull mission
and we dont want that. So the missions are orchestrated
to give an almost certain probability of enemy contact while
preserving the ability to be surprised and have to react.
Players and Units
How do you see squad or unit structure
shaping out in AHII? For example, currently there is a 32
person limit for squad members in one arena. Is there a plan
on changing that?
There will be a lot of things that
are either different or wont carry over from Classic
to ToD. For example, killshooter (reflective damage for friendly
fire) will remain in Classic but wont be in ToD. Instead,
there will be a court martial system.
Will squads have to fly on the same
side during the conflict, or can one squaddie fly for the
Germans while his buddy flies for the Americans?
The Squad format of the main arena
wont be a part of ToD.
If there are concurrent wars, can a
player jump between them in the middle of a tour? For example,
can a player fly for the Japanese in one tour and the Americans
in another?
Players will maintain separate avatars
for Axis and Allies. You cant take your Allied character
to fly for the Axis, but you can use your Axis character to
fly for the Axis. You will not be able to freely switch between
which side you fly for. Once you start a campaign with a side,
you are stuck with that side for the duration of the campaign.
Your FAQ for AHII teases us to think
of the classic movie '12 OClock High' and what it would
be like to be in that setting. So much of the appeal of that
movie (and the topic) is the day-in, day-out relationship
between the aircrew as they went to war, fought, and died.
What steps; either graphically, avatar-related, player communications,
or otherwise - are you taking to recreate that as a pilot
logs onto the server for his session? Besides the missions
themselves, what will add to the immersiveness of the game?
The main goal is to make it a military
simulation, not just a simulation of military equipment. We
want to put people in the situation of being a WWII pilot
rather than just the operator of a WWII plane. Were
not trying to do 24hrs in the life of a WWII fighter pilot,
but we do want the immersion to extend beyond the actual combat.
A lot of what we do will be determined as we start playing
through some things because we need to strike a balance between
immersion and pacing. Mission briefings and debriefings are
a big part of the immersion and we want our briefing rooms
to be very useful and user-friendly but also to convey the
look and feel of the period and situation. Its also
going to be important to have a place where players can socialize
and chat about the missions.
Part of the artificial feel of the furball-type
of games now is that death essentially means nothing. What
happens in AHII when an avatar dies? Do you go back to square
one or is there a penalty for dying? At the same
time, what will you do to prevent point hogging
by some folks that will not accept risks if it involves the
potential loss of their avatar?
There is a penalty for death, but
it wont take you all the way back to square one and
it will be variable according to the situation and your rank.
How much we penalize death vs. how much we penalize not accomplishing
the mission is the delicate balance we need to strike. The
benchmark we use to find that balance is by looking at mission
results and loss rates. We want to keep the loss rates reasonably
realistic. It wont work if everybody is afraid to fight
just as it wont work if everybody is suicidal. The game
needs to promote a balance of aggressiveness and self-preservation.
Improvements
to the Actual Game
It may be too early, but what are the
planned new aircraft or ground vehicles in the release
of AH II? I know there is a lot of questions concerning the
direction of the game itself. What level of importance will
the actual ground conflict have in the success or failure
of one side over the other?
We have a lot of renovation of existing
planes to do for AH2. There are some new planes that we would
really like to have right away for ToD and were still
weighing that out. Regardless, the good news is that with
our new graphics engine, the building process for the 3D models
has been greatly simplified. Were expecting a 30-50%
decrease in the time it takes us to complete a new model.
We see vehicles taking a greater role
in the future. Our new terrain system makes vehicles so much
more viable. Were going to improve the vehicle modeling,
but the key change, and the one that really makes improved
modeling worthwhile is the new terrain engine.
Some folks have wondered about the increasing
use of naval assets in the game. Will submarines be used in
AHII, and if they are, how will they be utilized so they can
be effective without having to resort to long boring sea voyages?
Dale is a big fan of submarines as
his dad was a WWII submariner. Subs still have not hit our
short term plans but I expect it to at some point.
With the new graphics can we expect
anything like smashed instrument panels, oil on the windscreens,
or torn flight surfaces? Will the damage rendered actually
be actually placed at the spot where the damage occurred?
Enhanced visual damage detailing is
on our production list, but we have not yet completed a prototype
model. We wont be able to know how far we want to take
it until we do that to get a concrete estimate of the resource
requirements.
Graphically, what will be a baseline
type of system that will run AHII well? I know that you dont
have the minimum specs in mind yet, but how much of a hardware
commitment should players expect to make to play AHII:TOD?
The platform that were using
for our benchmark system is around a P3-900 with a Geforce
2. The give and take in how much we do will be based on keeping
smooth performance on that machine. The new graphics engine
is much more video card dependent as well, so even folks with
slower machines might get the most bang for the buck with
a simple video card upgrade.
Describe the new damage modeling as
you envision it. Will the damage model reflect actual bullet
strikes on individual components or will it be a percentage
degradation method of damage to components? What changes in
bullet modeling are you planning as well?
Were making some big changes
in gunnery and damage modeling. Were improving the precision
of our hit detection by removing the granularity from it.
If our current system is 95% of as good as it gets, were
going after the last 5%. I dont know if it will make
a noticeable difference, but at least well be wholly
satisfied with that aspect of it.
Were also making improvements
to our weapon calculations as well as increasing damage effects.
Were still debating the exact level we want to take
those effects to so that detail is still undecided for now.
Our main goal is to have the damage both believable and variable
without resorting to randomness.
It sounds like terrain will have an
increased significance in AHII:TOD. How dense will the terrain
be in TOD and will ground units be able to use terrain more
effectively than in the original game? How will icon use change
in ground operations?
The new terrain system is a very nice
change. Our terrains requirements are very challenging because
we dont want huge files that make downloading impractical
and take forever to load. On the other hand, we also want
our terrain to look and function as close to real terrain
as possible.
Dale came up with a great new terrain
design that satisfies these two opposite requirements. Not
only will the new engine be filled with trees, forests, hedgelines,
farmhouses, etc, but the real cool difference is what we call
MTF or Micro-Terrain Features. MTF allows us to put in tiny
terrain features that make the terrain look and feel very
real. It really makes the terrain come alive when youre
flying but for vehicles the difference is astounding. You
now have places to hide or take up defensive hull-down positions.
MTF is an exciting development because it gives us unlimited
vertex resolution at a very small cost in download size.
Flight models I am sure will also receive
some changes for the new game. What plans do you envision
concerning flight model fidelity and accuracy? Will individual
controls and complex engine management be increased in the
new version?
Were looking to squeeze more
subtleties out of the flight engine by increasing the amount
of calculations and placements of the various forces that
are acting on the plane. We also want to take this opportunity
to revise or even completely redo some of the existing plane
characteristics that were not satisfied with. From an
internal standpoint, we also want to make modifications to
the engine to facilitate the speed and accuracy of producing
new aircraft.
Last question....In the current version
of Aces High players can add only one player as a gunner on
their aircraft/vehicle. Are there plans to change this to
allow for multiple crewed aircraft/tanks/boats/dirigibles?
We will have to make some changes
in that area but we havent decided if were going
to change that. The current system was designed to be optimized
to the vast majority of bomber sorties where youre not
able to get a plane full of guys to gun for you.
For more information, be sure to check
out the HiTech Creations web site at:
http://www.flyaceshigh.com
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