Well, it's a total conversion modification for Supreme Commander. The game may not be out yet, but we know enough about it to begin production. The mod is set in the modern day, with modern weapons. The mod focuses (obviously) on air power. However, this is not merely a mod that adds a bunch of modern planes and is focused on aerial warfare. Certainly, we will have plenty of modern aircraft, but we are opening up whole new worlds of gameplay.
Ground units will be controlled indirectly. Basically, players will be working with an AI ground commander. Players can order the ground commander to take and hold a position, attack a position, defend a position, shell a position, etc... Ground commanders will be intelligent, and will intelligently use their forces to carry out their tasks, and to wage the ground war against the enemy. In the APM, the ground war will be every bit as important and furious as the aerial war. Players will be able to win the battle through positively influencing the ground war.
This brings us to the next point. From the very start, there are two distinctive paths that commanders can follow- they can attempt to use their air power to influence the ground war, or they can use their air power to win the air war and blast the enemy base back to the stone age. In the air, commanders will have direct control of their aircraft. Players will start with either an airfield and a base, an aircraft carrier and a naval fleet (naval ships will function much like ground units), an airfied and a naval fleet, or an aircraft carrier and a land base, depending on the map. What a player starts with will greatly influence the game. Aircraft carriers and airfields support different types of aircraft. Aircraft carriers are also mobile, while airfields are not. Nonetheless, either way, players will be able to expand their bases or fleets.
In the air, players will have access to a vast array of modern-day aircraft. From the F/A-22A Raptor to the B-2 Spirit, to the SU-47, to the Euofighter, it will all be available. Aircraft will also have different configurations. Here are two example configurations for the F/A-22A Raptor: F/A-22A Raptor Air Superiority Configuration- -480 Round 20mm M61-A2 Vulcann Cannon -6 AIM-120C AMRAAMs -2 AIM-9X Sidewinders F/A-22A Raptor Surface Assault Configuration- -480 Round 20mm M61-A2 Vulcann Cannon -8 GBU-39 SDBs -2 AIM-120C AMRAAMs -2AIM-9X Sidewinders
Configurations will be changeable when aircraft are on the airfield or aircraft carrier. Aircraft will go to the maintenance bays to make the change. Aircraft will also use the maintenance bays for rearming and refueling when they return from missions. Now, let's examine those two configurations from the F/A-22A Raptor. We can tell that the fighter is able to defend itself well against air targets, as it has four A-A missiles even in its surface assault config. It is also an aircraft of precision, as it utilizes the new GBU-39 Small Diameter Bombs. These weapons are GPS-guided and are extremely accurate, and though they are only 250lbs, their accuracy gives them the power of 2000lbs bombs. In air superiority mode, the Raptor carries 8 A-A missiles, an impressive amount. The AMRAAMs are used for "medium-range" combat (it's actually long range for aircraft, but the long-range designation is reserved for things like cruise missiles; AMRAAMs are actually effective for targets 30 miles away). The Sidewinders are used for short-range combat (3 miles and closer) and are heat-seekers. This is just a small insight into how the APM will utilize real-world values whenever possible (those are two actual configurations for the F/A-22A Raptor used by the USAF).
Configurations are not the only things commanders have control over with their aircraft. Commanders will also be able to set the behavior of aircraft. This is extremely useful. For example, commanders can assign fighters to escort bombers. Also, commanders can tell the bomber, basically, what to do. Drop up to half its load on targets of opportunity before the target? Drop all of its load on the target? Circle the target zone, attacking targets of opportunity? These are only a few options available to commanders.
Players will also be able to make use of a new interface. Basically, players can pull up a map of the entire playing area. Players can use filters, to show locations of their units, and last-known locations of their enemies (players can filter out unit-types, structures, terrain features, etc... whatever they need to see their targets best). From this map, players can coordinate air strikes. Players can select their aircraft and assign targets and set behavior. Players can coordinate massive air strikes in this manner. Players will also be able to order air strikes and such in a more traditional manner should they wish.
The mod will seek to attain a high degree of realism. This will be reflected in the weapons and beyond. Besides from having an extensive array of animations to ensure that weapon launches look realistic (for example, if a Raptor launchers a Sidewinder, it will come from one of the two side bays, and players will actually see the mechanical arm that extends it out to fire), the game will also represent weapons accurately. Radar-guided missiles will be different from heat-seeking missiles. For example, stealth craft will be extremely tough to hit with radar-guided missiles. The Archer and Sidewinder will behave differently and will each have their own benefits and such (the Archer is the Russian heat-seeking missile, and the Sidewinder is the American one). Also, unguided, laser guided, and GPS guided bombs will behave differently as well. Unguided bombs will be fairly inaccurate (will depend on the aircraft's targeting systems), but laser guided and GPS guided bombs will be very accurate. For laser guided bombs, players will be able to create ground teams that they control directly. These ground teams will be able to laser-paint a target for a laser-guided airstrike. This works for either GPS or laser guided bombs, as GPS targeting systems can take the coordinates from the laser painting and use them. GPS guided bombs will not require laser guidance though.
Also, expect a realistic array of munitions. From the Sidewinders to the Archers, to the AMRAAMs to the GBU-39s, to the GBU-30s to the monster MOABs, the APM will have it all.
I should note that aircraft will note be the only methods of attack for commanders. Cruise missiles and the like are becoming as important as aircraft these days, and this will be represented in the mod.
This is merely a small sampling of what the Air Power Mod will offer. Already, one can see the massive amounts of strategy that will be incorporated into it. I must sadly withold some information to guard against idea theft, but do note that we will have many more systems to support air to air combat, ground combat, ship combat, stealth craft, scouting, etc... Players will feel like real air commanders, and they will be given every tool they need to accomplish their mission.
This, is the Air Power Mod, the mod that will take the RTS to where it's never been before- the air.
This post has been edited by TerranUp16: Jul 4 2006, 04:11 AM
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Well, it's a total conversion modification for Supreme Commander. The game may not be out yet, but we know enough about it to begin production. The mod is set in the modern day, with modern weapons. The mod focuses (obviously) on air power. However, this is not merely a mod that adds a bunch of modern planes and is focused on aerial warfare. Certainly, we will have plenty of modern aircraft, but we are opening up whole new worlds of gameplay.
Ground units will be controlled indirectly. Basically, players will be working with an AI ground commander. Players can order the ground commander to take and hold a position, attack a position, defend a position, shell a position, etc... Ground commanders will be intelligent, and will intelligently use their forces to carry out their tasks, and to wage the ground war against the enemy. In the APM, the ground war will be every bit as important and furious as the aerial war. Players will be able to win the battle through positively influencing the ground war.
This brings us to the next point. From the very start, there are two distinctive paths that commanders can follow- they can attempt to use their air power to influence the ground war, or they can use their air power to win the air war and blast the enemy base back to the stone age. In the air, commanders will have direct control of their aircraft. Players will start with either an airfield and a base, an aircraft carrier and a naval fleet (naval ships will function much like ground units), an airfied and a naval fleet, or an aircraft carrier and a land base, depending on the map. What a player starts with will greatly influence the game. Aircraft carriers and airfields support different types of aircraft. Aircraft carriers are also mobile, while airfields are not. Nonetheless, either way, players will be able to expand their bases or fleets.
In the air, players will have access to a vast array of modern-day aircraft. From the F/A-22A Raptor to the B-2 Spirit, to the SU-47, to the Euofighter, it will all be available. Aircraft will also have different configurations. Here are two example configurations for the F/A-22A Raptor:
F/A-22A Raptor Air Superiority Configuration-
-480 Round 20mm M61-A2 Vulcann Cannon
-6 AIM-120C AMRAAMs
-2 AIM-9X Sidewinders
F/A-22A Raptor Surface Assault Configuration-
-480 Round 20mm M61-A2 Vulcann Cannon
-8 GBU-39 SDBs
-2 AIM-120C AMRAAMs
-2AIM-9X Sidewinders
Configurations will be changeable when aircraft are on the airfield or aircraft carrier. Aircraft will go to the maintenance bays to make the change. Aircraft will also use the maintenance bays for rearming and refueling when they return from missions. Now, let's examine those two configurations from the F/A-22A Raptor. We can tell that the fighter is able to defend itself well against air targets, as it has four A-A missiles even in its surface assault config. It is also an aircraft of precision, as it utilizes the new GBU-39 Small Diameter Bombs. These weapons are GPS-guided and are extremely accurate, and though they are only 250lbs, their accuracy gives them the power of 2000lbs bombs. In air superiority mode, the Raptor carries 8 A-A missiles, an impressive amount. The AMRAAMs are used for "medium-range" combat (it's actually long range for aircraft, but the long-range designation is reserved for things like cruise missiles; AMRAAMs are actually effective for targets 30 miles away). The Sidewinders are used for short-range combat (3 miles and closer) and are heat-seekers. This is just a small insight into how the APM will utilize real-world values whenever possible (those are two actual configurations for the F/A-22A Raptor used by the USAF).
Configurations are not the only things commanders have control over with their aircraft. Commanders will also be able to set the behavior of aircraft. This is extremely useful. For example, commanders can assign fighters to escort bombers. Also, commanders can tell the bomber, basically, what to do. Drop up to half its load on targets of opportunity before the target? Drop all of its load on the target? Circle the target zone, attacking targets of opportunity? These are only a few options available to commanders.
Players will also be able to make use of a new interface. Basically, players can pull up a map of the entire playing area. Players can use filters, to show locations of their units, and last-known locations of their enemies (players can filter out unit-types, structures, terrain features, etc... whatever they need to see their targets best). From this map, players can coordinate air strikes. Players can select their aircraft and assign targets and set behavior. Players can coordinate massive air strikes in this manner. Players will also be able to order air strikes and such in a more traditional manner should they wish.
The mod will seek to attain a high degree of realism. This will be reflected in the weapons and beyond. Besides from having an extensive array of animations to ensure that weapon launches look realistic (for example, if a Raptor launchers a Sidewinder, it will come from one of the two side bays, and players will actually see the mechanical arm that extends it out to fire), the game will also represent weapons accurately. Radar-guided missiles will be different from heat-seeking missiles. For example, stealth craft will be extremely tough to hit with radar-guided missiles. The Archer and Sidewinder will behave differently and will each have their own benefits and such (the Archer is the Russian heat-seeking missile, and the Sidewinder is the American one). Also, unguided, laser guided, and GPS guided bombs will behave differently as well. Unguided bombs will be fairly inaccurate (will depend on the aircraft's targeting systems), but laser guided and GPS guided bombs will be very accurate. For laser guided bombs, players will be able to create ground teams that they control directly. These ground teams will be able to laser-paint a target for a laser-guided airstrike. This works for either GPS or laser guided bombs, as GPS targeting systems can take the coordinates from the laser painting and use them. GPS guided bombs will not require laser guidance though.
Also, expect a realistic array of munitions. From the Sidewinders to the Archers, to the AMRAAMs to the GBU-39s, to the GBU-30s to the monster MOABs, the APM will have it all.
I should note that aircraft will note be the only methods of attack for commanders. Cruise missiles and the like are becoming as important as aircraft these days, and this will be represented in the mod.
This is merely a small sampling of what the Air Power Mod will offer. Already, one can see the massive amounts of strategy that will be incorporated into it. I must sadly withold some information to guard against idea theft, but do note that we will have many more systems to support air to air combat, ground combat, ship combat, stealth craft, scouting, etc... Players will feel like real air commanders, and they will be given every tool they need to accomplish their mission.
This, is the Air Power Mod, the mod that will take the RTS to where it's never been before- the air.
This post has been edited by TerranUp16: Jul 4 2006, 04:11 AM
Posts: 296
Game: