SPMBT Commander in Chief
I've been thinking about this pipedream of mine for a while, and thought I'd write up a summary of it and put it out there for thought. Feel free to comment on it in any way; here it is-
SPMBT Commander in Chief is a proposed addon which would introduce strategic map, logistics and intelligence aspects to campaign games of SPMBT. The intent behind this addon is to deeply enhance campaign play: specifically by extending the way in which opponents can fight. Further, it would attempt to reflect the complexities of the modern battlefield which cannot be modelled within the confines of the SPMBT tactical battlefield focus.
The idea for SPMBT CINC first came to me when I played UFO Defence (XCOM-1) recently. Never having realised such a fantastic title existed, I was quickly amazed at the way in which events on the strategic map such as research, craft, equipment and personnel conditions really could affect the outcome on the tactical map. For those who have not played X-COM, the game progresses on the tactical squad based level as well as the strategic, global level; an integrated approach which works to brilliant effect. X-COM’s complexity and depth came from this integration: if I hadn’t researched a certain technology, such as the medikit, then more of my soldiers might die on the battlefield. If more of my soldiers die or are incapacitated, then I needed to supply my bases with fresh recruits, and the time in transit for new recruits might affect the outcome of a new mission. If my leaders are wounded, then my force might suffer on the battlefield. If I am able to gain more battlefield intelligence on a downed craft to be assaulted, then I can equip my force to best deal with the threat, and hence reduce the damage and surprises to my force. Every action by the player in X-COM could have far-reaching, yet understood and connected consequences. This is what set XCOM apart from any previous strategy game, and, in reality, still sets it apart from so many on the market today. The very real effect that global strategy has on the battlefield in X-COM obviously has parallels with the modern battlefield, and really got me thinking about how SPMBT could be even further improved along these lines.
The major aspects holding back complex, interesting and deep campaign play in SPMBT is the lack of strategic manoeuvre, supply and intelligence. Each of these forms a major aspect of modern warfare: strategy determines the terrain to be fought on, the condition of the opposition and the strengths of one’s own forces when battle is joined. Supply creates the conditions by which the army can push its strategic advances as far as required and overwhelm the enemy quickly. Intelligence directly assists the army in tactical victory on the battlefield, in addition to strategic advice, ultimately allowing it to overcome its opponents no matter how they respond. CINC would attempt to implement these aspects in an accessible way, yet one which does have very apparent, complex consequences for the player’s tactical situation in SPMBT battles.
For all of SPMBT’s fantastic aspects, a few problems exist which are inherent in the old Steel Panthers engine. Whilst the SPCAMO team have very cleverly pushed the engine toward its limits, and a number of excellent, engrossing campaigns do exist, the real advances which would increase the depth of campaign play cannot be overcome within the game code due. In light of this, CINC would operate outside of the game as an independent program, creating scenarios based on an assessment of the situation also simply presented in CINC, which would then be played out tactically in SPMBT. The results of these battles would then be re-interpreted by CINC and translated into strategic gains and losses. As a result, the code of SPMBT would stay as it is, and CINC would merely act as a detailed, stand-alone “scenario writer.”
In addition to these major developments, CINC could offer a platform to develop a number of important realism aspects. More graphics tilesets could easily be implemented, allowing more area-specific graphics (Eg, buildings in Western Europe appearing differently from the Middle East etc). Weather, seasons and time of day conditions could be represented, again by use of tilesets and visibility inputs. Further, a number of smaller considerations like civilian casualties (as determined by destruction in built up areas for example), Special Forces intelligence gathering, PSYOPs, and so on could all be eventually implemented to create a number of ways in which supply and intelligence would be affected, and consequently the actual battles the player fights. There are myriad small considerations which could be represented in such a system, particularly if the focus remains on a simple interface which ultimately just produces a scenario.
SPMBT is currently an incredible gaming experience: it manages to convey modern warfare in an accessible, broad, yet detailed and complex way. It avoids the pitfalls of similar strategic simulations by offering a game which is aesthetically pleasing to the player, as well as one which is as realistic as remains fun for most players. CINC does not intend to be an over-complex, over-realistic strategic platform: there are other strategy titles out there which are. Instead, it intends to vastly increase the depth of SPMBT battles in campaign play the way SPMBT represents tactical fighting: accessible, broad, yet detailed and complex.
I do not have any programming experience; however I do know how difficult modding even the simplest aspect of a game can be. Yet I think the underlying simplicity behind this idea makes it possible. CINC might be just a pipedream, but I really think it should be given some serious thought, either by the SPCAMO team or 3rd parties who think they can attempt to implement its ideas. If anyone is interested and has the ability to develop it, I can easily write a comprehensive run-down of the way the game would interact and the full details of eventual developments.
Thanks for reading, and any comments are more than welcome.
|