MISSION SETUP & BRIEFING
If you are familiar with SB1 and SB Gold you will recognize the main
menu easily, not much has changed, it’s the same basic layout. Why not,
when the original has served its purpose so well?
Generally, the difficulty level the player can choose before playing
the mission determines the firing precision and reaction time of tank
crews. Infantry squads tend to lose their enthusiasm to fire their
AT-weapons with the more casualties they have taken. Other than that, SPB
currently does not simulate effects that are related to a factor like
morale.
This current release comes with 26 single player missions and 8 demos
illustrating certain aspects of scripting problems and special situations,
while the folder for multiplayer maps is empty: the software uses SP
missions for MP as well. There are also 75 small tutorials. Additionally
you can import all scenarios from Steel Beasts 1 via the included editor,
but a bit handwork is needed to make them compatible, for SB Pro includes
terrain features, objects and vehicles that SB1 did not know of or handled
in another way – these details have to be adjusted manually. It’s no big
deal, though. Scenario files are small in size, so there is a constant
flow of new mission expected to appear on the web. The sim itself comes
with a relatively limited set of operations. But if you are competent in
the tactics and strategies of land warfare, you have found a mission
designer’s paradise.
For more information, see
Editing and mission designing
Having created a design in the mission editor, you then start the main
interface and find yourself on the mission selection screen, followed by
the briefing screen. The briefing screen shares many similarities with the
command screen you use in-game to command your units (and the
editor-screen to design missions). There is a zoomable map with terrain
elevation, vegetation, rivers, lakes, roads and buildings. The function
that color-codes positions on the map so that you can see from where your
tank would be invisible, visible in hull-down-position and visible with
full hull is still there and a very valuable resource for tactical
planning and finding the interesting locations on the map. Via menu new
options are available, especially one that activates range circles for
maximum firing ranges of different vehicle types. Briefing can include
live UAV-trackings and white-green-images adding some nice atmosphere, you
better make notes on paper about what you see and where, it is a one-time
show only and not available once you are in-game – as in reality.
One feature that I hoped to see has actually been implemented: the
printing option of the mission map, including your unit’s position,
preplanned battle positions and travel routes, or an empty map. Using this
feature is highly recommended!
By left and right-clicking on the map you select your units and command
them by sub-menus that include orders for unit behavior, route-planning,
speed settings, tactics, timers and condition-dependant Boolean operators
in order to synchronize large formation’s movements, and so on. For
example, stationary units can be given orders whether they should defend
their location when enemy comes in sight, or should embark on the next
route segment, or that they should fight but leave when suffering a
certain amount of losses, and how they should react to incoming fire.
Units traveling can be given certain tactics orders that define their
formation, spacing, speed, reaction to incoming fire, enemy’s presence and
enemy’s flanking attempts. Should it be a scout mission where they
automatically stop or withdraw in reverse when contact is made, or should
they stop, find hull-down positions and engage, or make a storming assault
running for the next waypoint? Routes are established between battle
positions you define on the map, each BP (battle position) can have
several different routes separating from it, each route with its condition
that must be met so that the unit reaching that BP will embark on it. So
alternate routes can give the mission very different orders of events
whenever you replay them, depending on various conditions or events being
met as triggers to make units embark on them. Since this mechanism also is
used by the mission designer to setup the behavior of the enemy, and since
these triggers also can be randomized, you can face bad surprises even in
missions you have played many times before.
You need not necessarily define separate strings of waypoints for each
of your units, instead you can create a network of connected BP (battle
positions) that is used by ALL your units and regulated by different
conditions being met or not. Think of it as trains traveling the same
railroad system but differing in their behavior due to different signal
settings at different times. Units also are not slaved to use the straight
line between two battle positions, they will evade and run around
obstacles all by themselves and will not headlessly stick to the course if
coming under fire. The condition definition is very cleverly solved, can
be as easy or as complex as you want and can include both causal and
random elements as well as conditions related to events at other parts of
the maps or events that a different unit is effected from. The mission
designers of you know the basic principle from other games, say Dangerous
Waters/Sub Command or Operation Flashpoint, but in SB the system is more
easily accessed, more flexible for my taste. The system had a reputation
of having been the best of its kind in the times of SB1 and I think that
reputation has no reason to be fundamentally changed. In fact I believe
only the editors of Dangerous Waters and Flashpoint are playing in the
same league, but being second to this one. The mission editor, the
briefing tool and the in-game-command screen are almost the same and share
the same intuitive handling.
You can create a whole network of BPs and connecting routes, if it is
cleverly done the mission will run all by itself, with very high
flexibility on display when units react to events and enemy’s presence, it
can be a very complex choreography indeed. Although the editors are easy
to use and intuitive in handling, you surely need a lot of tactical
knowledge and experience in synchronize timing, to design good missions
with enemies not reacting like being computer-controlled, but controlled
by a human mind. If well-done, the illusion of playing against a human can
be surprisingly intense. After some training you work with it very quickly
and intuitive, and even in-game, from within your tank, you will be able
to adjust your reaction to a surprising enemy move very fast, and you will
be able to set up main plans and alternatives in case of unexpected events
complete with formation synchronization. If you do a good and extensive
job before a mission, you can see the battle unfolding fully automatically
with your friendly AI adequately and rapidly adapting itself to the flow
of events in a very competent and adequate way. You soon will learn to
read the map and see the terrain with a tanker’s eyes. If you do your
homework well you will see tanks, infantry, missile units, artillery,
scouts, and in a simplified manner: bridge-layers all working together in
one big, happy team. And it is not only intention or plan by the developer
– it actually works reliably!