Feature
Cooperative Multiplayer - Practical Tips
by Guest Writer Fran Mulhern
Introduction
Firstly, this is
not an article on Basic Fighter Maneuvers (BFM). For those of you
interested, I would recommend either Shaw's Fighter Maneuvers and Tactics
or, for a more concise explanation, Dan Crenshaw's "How to live and
die in the virtual sky", available from here: http://www.flightsimcentral.com/fsc/howtolivandd.html
at Flight Sim Central. Instead, what this article is is an
attempt by the writer to give some practical pointers to those of you
who often fly multiplayer combat flight simulations cooperatively with
others, whether as part of an organized 'squad' or simply with a group
of friends on a more ad hoc basis. It is my hope that after reading this
article you will have learned at least something that will contribute
to making your online sessions more enjoyable. We all perform better the
more we enjoy something and flight sims are no different.
Please note that
this article assumes two things. Firstly, that the flight simulation uses
features from modern (third or fourth generation) combat aircraft. Large
parts of this article will be applicable in any event, but the article
is written specifically with those aircraft in mind. Secondly, that each
member of your team has voice communications: I recommend Ventrilo,
available here: http://www.ventrilo.com. Voice communications are, I believe,
essential in promoting a cohesive multiplayer experience since
it is really only by speaking in real time that each member of the mission
can pass on, and receive, information and warnings.
I have split the
article into sections, each providing some practical pointers in relation
to specific 'phases' of your online experience. I again emphasize that
this article sets out to be neither exhaustive nor definitive.
Briefing
The briefing needs
no introduction from me: this is where the player learns about the mission
objectives, potential threats (whether surface or land based), support
units available, and any other information that may be relevant to the
mission (for example, divert airfields etc.). Let's take some of these
in turn.
- Mission objectives. Let's get
one thing straight right away the purpose of any given mission
isn't to shoot down or blow up as many bad guys as possible. The purpose
of the mission, and the criteria by which the mission will stand or
fall, is set out in the mission objectives. By way of example,
let's assume that the mission objective is to protect, against air threats,
a flight of B-52s on their way to a target. In our example, we'll assume
that there either are no ground based threats or to the extent
that there are any that there are other friendly forces taking
care of them prior to the arrival of the B-52s. Our job, in other words,
is purely to protect the B-52s from enemy aircraft sent up to intercept.
A few minutes into the flight, you're informed by AWACs that group of
enemy fighters are closing on the B-52s' at two o'clock in other
words, coming at the bombers from their front right. You're leading
a group of four F-15s, and you immediately launch yourselves towards
what turn out to be four MiG-23s. Your group kills one before the other
three turn and flee. You feel the natural temptation to pursue: but
should you? These aircraft could turn around at any time and continue
their assault. Think for a second before reading on, and make your decision.
Surely the answer here has to be
a resounding "no". Again, this goes back to the mission objective
which isn't to kill as many enemy fighters as possible. Should
your flight go charging after the MiGs in our example, you may well
find that another enemy group approaches the B-52s from a different
direction and by now you're 70 miles away from the B-52s and
unable to respond in time. Sure, you might get your four MiG-23s, but
the two MiG-31s successfully shot down all four B-52s. Your group has
bagged two thirds of the bad guys, but you've still lost. So... mission
objective, mission objective, mission objective. Keep it in mind, and
live by it in the game.
- Enemy threats. Here, intelligence
is important. You need to know what each platform that you're likely
to come up against is capable of doing. It is only by knowing the limitations
of each threat that you will be able to react against and defeat it.
For example, are the SAMs facing you high or low level systems? Knowing
this can have an impact on the mission profile, since one is hardly
likely to fly NOE (nap of the earth) if the route to the target is protected
by low-level SAM systems and mobile air defense platforms such as the
ZSU-23-4. Likewise, the likely direction and make-up of any air threat,
such as MiG-31s or SU-27s, is likely to dictate a ground attack aircraft's
route to the target snaking through valleys will be much more
important where air based threats are on the prowl looking for you.
- Know your target area. Falcon 4 is great
for this. F4 provides a feature whereby the player can see a 3D make
up of the target area and the surrounding geographic features. This
can be very useful when deciding on routes to the target (if flying
a ground attack mission) or identifying routes that may be taken by
opposing ground attack aircraft (if flying an air-to-air mission). As
we mentioned above, "snaking" through valleys can be a very
good way of "losing" yourself in the ground clutter and hiding
yourself as much as possible from the enemy's radar: so such features
should always have close attention paid to them.
- Listen to the others you're flying with.
The attitude on leadership seems to vary from group to group. I've flown
with some groups who have a very rigid command structure where dissent
and other opinions aren't really tolerated. Likewise, I've flown with
groups where no command structure exists at all, and what you really
have is a collection of individuals doing their own thing, only loosely
working towards the same goals. The answer, I believe, lies somewhere
between the two. No one has the monopoly on good ideas or good
mission planning and where possible it's useful to have a group
debate on tactics and the best way to achieve a mission result. The
political philosopher J. S. Mill once said that freedom of speech is
useful as it serves to promote the clash of ideas and, through this,
the emergence of the truth. Well, I'm not sure there is any absolute
truth in mission planning, but there certainly are better ideas and
worse ideas. Group discussions hopefully help promote the former and
weed out the latter.
Another useful purpose of such discussions
at the briefing stage is team building. By having an inclusive briefing,
a team atmosphere can be promoted whereby each member of the mission
feels as though they have contributed something useful to the mission.
This will hopefully pay dividends when it comes to working together
as a team throughout the mission. Team building and team spirit is a
theme which I will return to during the remainder of the article.
The Mission Itself
When youre
in the game world itself, you may find the following pointers of use:
- Missile performance. Remember
that the performance of a missile differs depending on aspect. For example,
if a missile is said to have a range of 20 miles, you can assume this
is 20 miles under ideal conditions: when fired head on at
a bandit at the altitude as or lower than you. You will therefore find
that the same missile is not going to reach a target thats 19
miles away from you and 10,000 feet higher than you are. The reason
is that although the missile has a theoretical range of twenty miles,
the bandit will be constantly moving in the same direction as the missile
so by the time the missile has covered the 19 miles to where
the target was when the missile was fired, the target may well have
moved a further 14 miles and with the missiles energy exhausted
the bandit will escape. You may find that in such a situation, you may
have to move to within 5 miles or less for a successful shot.
- Missile aspect. This follows on
from the above. Personally, I prefer to have a missile launched from
either way below or way above me. Why? Remember how a missile works:
after launch, the motor often only burns for a few seconds. This pushes
the missile to its top speed, after which the motor burns out and the
missile relies on its kinetic energy to take it to its target. This
has several consequences. Firstly, the energy available to a missile
is limited, and this becomes much more important once the missile's
motor has burned out.
Let's assume that I've got a missile
coming straight towards me, but that it's been fired from 10,000 feet
higher than me. Let's also assume that its motor has stopped firing,
and so the missile is relying only on its kinetic energy to reach me.
On the "minus" side, gravity is helping the missile in its
quest to reach me because I'm lower than it, gravity is pulling
it towards me, doing some of the missile's work for it. Theoretically,
this should be something to worry about. But in practice? Not necessarily.
As the missile closes in on me, I start to pull violently up and to,
say, the right. Now, the very same force which worked against me
gravity works in my favor. Remember that the missile's own motor
has burned out, so it's relying on its kinetic energy to reach me. Firstly,
by executing such a sharp maneuver I require the missile to "bleed"
energy to stay with me in the turn energy that it wont
be able to replace. In addition, the missile is if I've executed
my turn properly going to have to go from pointing downwards
to heading back up again which gravity, in all its wisdom, is
going to try to prevent. So hopefully the same force that pulled the
missile towards me will now attempt to pull the missile away from me.
I mentioned above that I'd prefer
something coming at me from high above or down below. I've explained
why I'd prefer it coming from high above. But why way below? Again,
let's assume the motor in the missile has already burned out. Well,
in this situation, gravity is already pulling at it, bleeding its speed
off to such an extent that hopefully it won't be able
to reach me. And if it does manage to get close then hopefully it will
have lost so much speed in the journey up that it should
be fairly easy to dodge.
Of course, not all missile defense
is so easy. Often, youll have multiple threats coming in from
multiple angles. The answer? Stay sharp, do your best, and let the others
know if youve punched out!
- Wingman utilization. This is one
that could fill multiple books by itself, but Im going to be brief
here. Firstly, two (or more) aircraft working together can often be
of greater effectiveness than the sum total of their parts. You will
almost certainly find AI opponents using text book tactics
in this regard, and so its important to ensure that your own group
cohesiveness is maximized. For this topic, I wholeheartedly recommend
the chapter on wingman tactics in Dan Crenshaws book short,
but thorough and easy to understand.
- Radio comms. Use them! Dont
clog up the channel with irrelevant chatter, but be sure to keep your
flight lead and each other informed of where you are.
Subject to the flight lead keeping an open mind on comments from other
members of the flight, its his job to manage the flight from a
formation point of view and he cant do this if hes
unsure where you are. If he, for example, asks you to pull left by 15
miles in order to bracket an incoming threat, then do so and
let him know when youre in position. Likewise, call enemy contacts
on your radar, even if you think your lead already has them. Better
safe than dead. Editor's note: See the SimHQ article on Brevity
Codes by Vince Putze here: http://www.simhq.com/_air/air_008a.html.
- React to threats. Countless times
I have avoided and have seen others avoid reacting to
a missile warning beep in the hope that just another few seconds
will enable me to get a shot off. If you have those few seconds, then
great. But what often happens is that you will never get your shot off,
because while waiting to do so the missile causing the beep will hit
you. And when youre dead you cant shoot back. This is really
just an example of target fixation becoming so focused on killing
your target that you ignore threats. Dont do it. If youve
got a missile coming towards you then youd better react. If youre
close enough to your own target, a snapshot may buy you
some time a missile shot down the throat of your
target but without a radar lock. With any luck, this will also force
your target to go defensive, thereby denying him the opportunity
to close on you while youre still on the defensive. And if youre
really lucky, you may even get a kill from it.
- Just to recap on a fundamental piece
of advice here: know your objective. As I mentioned earlier,
it's no good charging off like John Wayne and shooting down almost everything
in sight, only to return and find that the package that you were meant
to escort has been decimated. Likewise, you can kill all the tanks in
the world, but if that surface-to-air missile site is still active,
your buddies coming in low to attack the airfield are going to be in
serious trouble. To lift a quote from the end of the original Star Wars
movie: "stay on target" (note here were talking about
mission objective you still need to avoid target fixation mentioned
previously).
- I mentioned previously that, while some
groups of online players (I'll call them squads from now on) are very
coordinated, some just aren't. And some perhaps most are
in between. Maintaining flight discipline, where each member sticks
to his or her task, is extremely difficult maintaining flight
cohesiveness even more so. If just one member of your flight decides
to go off and do "his own thing", this can have several effects
on the rest of your team. Firstly, it may encourage some of the other
less disciplined members to do the same. This can be avoided by a timely
comment on comms that everyone needs to focus on their own particular
role. Secondly and much more importantly someone going
off and doing their own thing can create a "gap in the plan".
In other words, the task that he or she should have completed will remain
unfinished unless you, as flight lead, take steps to address it. Either
re-orientate your entire flight so that it attempts to meet the same
threats with fewer resources, or simply assign to one person the additional
role that should have been performed by your now absent team member.
The latter usually requires an extremely competent player, but avoids
the situation where the whole team has to shift their position, which
can be much more difficult to coordinate.
- Lastly in this section, "think
3D in the 3D world". What I mean by this is that you need to
try to develop a sense of situational awareness that won't come naturally
to you. A flight simulation on the PC will give you a limited field
of view, and it'll usually be very difficult for you to look around
as quickly as you could in real life. Likewise, your body is robbed
of certain sensations notably the effect of g-forces. With experience
and practice, you will begin to develop a feeling for where
you are in relation to other objects both friendlies and enemy
and also very importantly the earth. A useful tool for
this is the very successful TrackIR system available from http://www.naturalpoint.com
or http://www.rcsimulations.com. Any competent flight simmer will develop
a sense of where their aircraft is in relation to terra firma.
The Debriefing
Contrary to popular
opinion, the debrief can be as fundamental a part of the learning process
as either the briefing or the flight itself. Some pointers as to why:
- As before, listen to each other.
Discuss your own failings during the mission youve just flown.
Did you go off objective? Did you communicate efficiently?
Or did you jam up the comms channel with unnecessary chatter when someone
else needed it to call a threat? Examine your own failings theres
always something we could have done better and be careful to
listen to any other criticisms of your performance.
- Provide others with feedback.
Any criticism should always be constructive. Remember that youre
part of a team, and that its only by building your team spirit
that your team will reach its maximum efficiency. Destructive criticism
will have a negative impact here others may be unwilling to fly
with you in future and your criticism may simply get others backs
up and so start a chain reaction of such criticism. Dont do it.
Its not big, its not clever, and its no fun flying
by yourself.
- This links to the above point, but its
worth reinforcing every aspect of your time in a multiplayer
experience should be undertaken with one purpose in mind: enjoyment.
And enjoyment comes from, firstly, conducting a successful mission and,
secondly, sharing that success with others and forging a common bond
with your team. Never forget this youll increase your own
enjoyment of the experience and hopefully those around you.
Conclusion
Never forget: any computer game (and, really,
thats all a flight simulation is) is to be enjoyed. And thats
all this article is aimed at - increasing your enjoyment. If any of the
points set out here dont work for you no problem, disregard.
Just enjoy yourself and dont neglect real life.
Check Six.
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