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UNDERSTANDING
THE CAMPAIGN
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Introduction |
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If there was ever any single feature which set the Falcon series apart from other flight simulations, the dynamic campaign engine would rank top. It is a beast in every respect. Years of Falcon development has led to an extraordinarily complex Virtual Universe, where everything acts and reacts to everything else in a dynamic manner. In this virtual world, the campaign engine tracks what happens for players and computer-controlled entities alike. It is responsible for applying “real world” tactics and behaviour to an artificial situation, to give the player the most accurate perception of how the war would be prosecuted. This is the “holodeck” in the world of military flight simulations for the home computer. In these development notes, Colin Morrow and Manfred Nelles detail the considerable improvements to the campaign in Falcon 4.0: Allied
Force.
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Campaign Development Notes
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first change is that Falcon
4.0: Allied Force
has two Theaters of Operation: Korea and the Balkans. Our
“showcase” theater is the Balkans, where players can fly
campaigns from three different time periods: 1995-6 and
hypothetical campaigns in 2005 and 2010. In each time period there
are three campaign operations, totalling nine for each theater.
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campaign operations in Korea have been overhauled and also now
span three time periods: 1998-9, 2005 and 2010. Korea remains
highly popular for many devotees of Falcon so it was only right
for the developers to enhance the theater further in Falcon
4.0: Allied Force.
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Details
of countries and their inter-relations has been reviewed and
updated, along with the conditions that are needed to win the
campaign. This gives the user a better feel of the potential
political implications in the theatres in our fictitious scenarios.
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“Campaign
design involves constant compromise between realism and game-play.
The starting point for each campaign has been realistic
composition of forces for both sides, and these were balanced and
adjusted over long periods of testing,” said Colin, Lead
Pursuit’s Campaign Designer.
“In
many of the tests, the Balkans’ Balance Of Power campaign can
take up to 20 campaign days to complete with or without player
involvement. That varies due the dynamic nature of the engine. On
occasions, it has been as low as 8 days; in other tests it has
been almost 30 days. “
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Additional
Campaign Data Changes:
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- Air
defence network for all teams overhauled.
- Individual
weather scheme for each campaign.
- Squadrons
based on real-world information where available, but balanced
for gameplay as necessary.
- Squadron
strengths relate to real-world data where available.
- Specific
skins to match squadrons used, where available.
- All
ground objectives have full names.
- Reinforcements
set for both air and ground units for all nations involved.
- Some
flights already airborne when the campaign begins.
- Special
Forces units are included that operate autonomously behind
enemy lines.
- Helicopters
at airbases are more active.
- Carrier-based
squadrons won’t desert the carrier.
- Weapon
stores and fuel for units have been updated. Do not expect all
units to have full complement of weapons at the beginning of a
campaign.
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| “Watch
out for enemy reinforcements that may be triggered to provide the
player with new challenges as the war progresses.
These are designed to keep the conflict balanced for
extended periods.
“There
has been a tremendous effort to ensure that the action remains
interesting and intense throughout the entire war, whether in
single player or multi player mode.” |
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Core
Campaign Engine
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We
have more stability fixes
in the campaign than you can shake a stick at. To complement the
database checks (see Julian Onion’s Testing
Times notes), there are more validation checks, bounds-checks
and extra error protection. These have greatly contributed to the
long term stability and playability of campaigns.
The
player can now switch
squadrons without having to exit and rejoin the campaign –
further improving gameplay. |
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There’s
also the ability to join a
flight from a different squadron directly for flyable aircraft
(F-16s).
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The
Manual Air Tasking Order (ATO)
adds a new dimension to the campaign. The player can choose their
own targets as well as build their own packages and flights right
along side those created by the dynamic campaign engine.
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Strike
packages are more complete
and typically involve multiple elements for strikes and self defense.
For all packages, there is much improved timing and co-ordination
between packages plus effective management of stealth assets.
The
refuelling code has been
greatly enhanced for the AI and tasking for airborne control and
in-flight refuelling assets improved.
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Additional
changes in brief:
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- Placement
of ground units in and around airbases is improved. No more
columns of units across the runway, or driving across the
airbase.
- Ground
units don't cross a destroyed bridge anymore.
- Offensive
ground action has been intensified.
- Attrition
rates are more realistic.
- Damaged
objectives are handled better.
- Squadron
relocation is improved.
- Artillery
support is more realistic.
- Targeting
on the battlefield is improved.
- Reinforcement
of units is more consistent.
- Fewer
duplicate campaign information messages.
- Better
handling of friendly and neutral nations in theater.
- Naval
assets can enter, leave and dock at ports. Their supplies are
incorporated into the logistics of the war.
- Better
land avoidance by naval assets.
- Activity
of flights in and around airbases is more realistic.
- Weapon
loadouts on specialist mission types is better.
- Objective
processing is more efficient to improve speed.
- More
realistic intelligence of enemy unit activity.
- Enhanced
intelligence sharing between allies.
- Better
stores management.
- Waypoint
timings and placement has been improved.
- Alternate
landing bases are managed more effectively.
- Air
defences at airbases are better managed.
- Greatly
enhanced use of Engineer units on the battlefield.
- The
player has the option to have much more control over ground
unit tasking. Tasking is still left to the campaign engine by
default.
- Aircraft
scheduling is more realistic.
- Optional
AWACS User Interface.
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Summary
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All
these changes have dramatically improved the feel of the campaign.
It is more stable, more dynamic, and more realistic. That feeling
of something happening around you, and evolving around you is what
has made the Falcon series so engaging. And this is what the
development team has pushed even further in Falcon
4.0: Allied Force. |
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web site and its contents ©2005 Lead Pursuit. All rights
reserved. |
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