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Interview with Strategic Simulations Inc.

SSI is currently developing Panzer General 3 Assault, the sequel to the highly acclaim Panzer General 2.

Black: Steve Lieb of SGO    Red: SSI

Reading the CDMag preview, the Panzer General 3 Assault approach to combat seems to be broader - has the focus/scale changed to a more strategic level?

No, sir. The game will still function on an operational level. We are dealing with units of armies, not whole armies.

Is the focus still on units rather than individuals?

Absolutely. The influence of the leader will affect a unit’s performance, but the meat of the game still involves proper manipulation of the units themselves.

Clearly, there is an effort to address command and control as a critical element in the management of battles at the sub-strategic level. How complex will the command tree be? Will there be corps and division commanders in addition to unit commanders - will this help or limit the player's ultimate flexibility?

There will be campaigns where you work under the orders of a famous general: Patton, for instance. However, once the campaign is chosen, the command tree is based on one branch, unit leaders. You follow the general’s orders by your command of the unit leaders.

Since leaders will be so critical (and the screenshots show one KIA) I'm presuming they can be killed - what are the consequences when this happens?

The well being of a leader is ultimately dependent on that of his unit in battle. A leader may be shown as KIA or MIA, but there is a chance that they will turn up after the scenario is completed, providing the unit under his command survives. On the other hand, if a unit gets destroyed, the leader dies with it.

Have you seen Imagic's North vs South?

No, sir. No one has had a chance to inspect this one.

Will the command point implementation be anything similar to this? Better?

Command point implementation is based on leader promotion and their subsequent action points. The player will be able to choose who gets promoted and to what level.

One of the best features of the PG series was the management of unit experience - will this also apply to leaders (i.e. will they improve over time?)

Currently, promotion is not automatic. As the "divisional" commander, you promote leaders and assign special abilities as you see fit. This system is being checked for balance now.

PG has always been a ugo-mego turn based game. Any consideration to make PG3A a mixed-turn based game using unit (or in this case, leader) initiative like 101st Airborne?

This game will use a true turn-based system, not phased. The difference from the previous versions of PG is that there will be much more flexibility in how you maneuver your units during your turn.

The pair of screenshots we've seen look nice, but don't tell us much about the actual play of the game - will the 3d engine be a true 3d, allowing free rotation, panning, etc?

That is affirmative, sir! This game will utilize true 3D with a mobile camera view. Panzer General III Assault is the real thing.

Internet multiplayer has grown significantly in the last year. Will PG3A implement real-time internet play? Will it be only competitive, or will coop/multiplayer per side be possible?

The multiplayer game will still be turn-based. There will be different types of MP games, but the specifics are still in development.

Will there be an editor available for players? Units and/or maps?

Bearing in mind the major changes in the graphics and gameplay, this game is a huge leap beyond its predecessors. We want to make sure that the core elements are implemented correctly. Because of this R+D needs to focus on executing these innovations properly. They did not want to risk the success of these revisions by diverting limited resources towards an editor.

PG3A - Q3A. Coincidence?

**Wry Chuckle** Pure coincidence, I assure you.

Will there be a railgun in PG3A? :)

No, but who needs railguns when PGIIIA’s got Ghurkas! That’s right, Ghurkas. A couple of other new features that might interest you are:

Equipment Limits—Material resources will be at a premium regardless of the player’s prestige.

Force Customization—Flexibility in leader promotion let’s you refine your armies exactly how you want them.

Simplified Rating System—All of the ratings used in PG and PGII will be calculated in the background, but the player can quickly assess a unit’s strength with one simple number.

Love to see it when it comes out.

Our thanks to the SSI team for taking time to answer our questions!

   
 

 

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