Top 10 Maritime Assistance/ Disaster Needs and Best US Platforms

With a rush of wind and the deafening sound of rotor blades cutting through the humid Philippine air, U.S. Navy and Marine Corps helicopter and V-22 crews are delivering lifesaving aid to remote villages in the Philippines following the devastating Typhoon Haiyan.  This does not happen by accident.  The U.S. ability to project humanitarian assistance/disaster response (HA/DR) efforts across the globe is a direct result of investments in capabilities and platforms as well as in personnel and forward posture.  So what are material capabilities are most useful in disaster response, what are the “X” factors, and which U.S. surface ships platforms deliver those capabilities best (for the best cost)?

The 10 Material Capabilities Essential to Conduct HA/DR:

USS MIDWAY helo ops for the Saigon evacuation.
USS MIDWAY helo ops for the Saigon evacuation.

1 – Helicopter/Vertical Lift Capacity:   Operating from naval forces stationed off the coast, a helicopter’s low footprint and vertical take-off and landing makes it a palatable option for delivering aid and conducting search and rescue in almost any circumstance, especially where infrastructure has been negatively affected and disaster damage extends into the interior of the country.  Helicopters/vertical lift assets enable relief organizations to centralize relief supply stockpiles in airports capable of landing larger cargo planes, and the Navy and Marine Corps helicopters and V-22s are then able to ferry those supplies to remote and inaccessible areas.   Likewise, helicopters can transfer needed supplies (including water) directly off ships stationed off the coast to areas on land.

2 – Small Boats/Landing Craft:  Particularly useful in HA/DR situations where port facilities have been damaged (or nonexistent), with the majority of the damage on the coast. Landing craft (LCACs, LCUs) can transfer heavy supplies and equipment (bulldozers, trucks, etc.) quickly and without requiring port facilities.

3 – Medical Facilities:  Onboard ship facilities or the ability to provide medical personnel and treatment ashore becomes critical in the initial response for traumatic injuries as well as in subsequent days when infections and diseases spread by unsanitary conditions in the wake of the disaster.

4 – Cargo Handling:  Ships capable of quickly loading and offloading supplies play an important role.  Several ships have unique capabilities (cranes, roll-on/roll-off, etc.) to load and offload supplies in port, provided port facilities are still functioning in the disaster area.

5 – Humanitarian Supplies:  Supplies provided a lifeline in the initial and follow-on phases of the HA/DR response.  Tents, plastic tarps, portable RO units, food, blankets, etc. can be stored on ships or loaded in port for transfer to the HA/DR area.

6 – Shipboard Potable Water (H2O):  Ships make fresh, potable water from seawater using a variety of methods including reverse osmosis (RO) and evaporation.  Producing fresh water at sea is important to relief efforts as access to safe drinking water is always one of the biggest issues facing the disaster struck population ashore.  Bottled water is expensive to store and transport into the area, so being able to bottle the ship’s potable water and transfer it to shore via air or landing craft saves time, money, and often showcases the ingenuity and innovation within a ship’s crew.

100709-N-6003P-164
vroom vroom

7 – Speed to Station:  All the supplies, personnel, and equipment are useless unless the Navy can get them on station quickly.  Natural disasters can occur with little advance notice and cause extensive damage quickly over a broad area.  Quick response times prove critical as the first few days of a disaster are crucial to locate survivors (search and rescue), treat the seriously wounded, and provide critical supplies to isolated populations before infrastructure is restored.

8 – Command and Control (C2):  Communications enable ships to relay information to the Joint Task Force Commander (should one be appointed), Combatant Commander, relief organizations (USAID and non-governmental organizations (NGOs)), other ships, aircraft, and diplomats ashore in order to de-conflict potential issues and efficiently distribute aid.

9 – Surge Berthing:  The ability to house additional people onboard a surface ship certainly to support HA/DR efforts.  In some cases this might mean hosting non-governmental organizations (NGOs) or other U.S. government organizations like USAID.  Berthing can also be useful to house host nation and coalition liaisons, rescued locals, and joint task force personnel should a joint force be set up.

10 – Draft:  Disasters typically negatively affect port facilities and transit capabilities on land, so ships with the ability of getting closer to land cut down transit time (and turnaround time) for helicopters, small boats, and landing craft coming from sea-to-shore and vice versa.  A shallow draft typically enables ships to operate closer to shore.

*One important note on capabilities, local politics, and sensitivities must always factor into decisions on the extent and types of capabilities to use.  For example, in some cases, the Navy might have a fantastic ship-to-shore supply transfer capability using LCAC’s and landing craft, but the optics of the U.S. “assaulting” the beach might not play well in certain circumstances – so commanders must be cognizant of the cultural conditions and public perception.

The “X” Factors

Of course, all that material capability to do HA/DR would be fairly useless without the U.S. Navy’s advantages of forward deployment, extensive training, and skilled personnel.

Being there counts.  Forward deployments and overseas stationing has meant the difference in many HA/DR missions because the U.S. has been able to respond quickly and with a credible capability shortly after a disaster strikes.

Being trained counts.  An around the clock operations tempo (optempo) for most major HA/DR missions stresses a crew’s training to the limit – this where the “readiness” that the Navy’s expensive yet effective training pipeline and the Navy’s considerable operations and maintenance budget expenditures shine through.

Being motivated counts.  Sailors and Marines have demonstrated a remarkable operational agility, creativity, and mission dedication in HA/DR events.  Perhaps this has been the ultimate “X” factor in HA/DR events.  Their ability to respond quickly, act cooperatively and professionally, and demonstrate a genuine humanity and kindness for those in need – you just can’t create that in a Navy and Marine Corps overnight.

The Best Platforms:

So, given the Top 10 Material Capabilities and the “X” factors, which platforms give commanders the best “bang” and “bang for the buck” in HA/DR operations?

SOLID SHIELD '85
To the rescue!

1 – Big Deck Amphib (LHD/LHA):  Several factors make the LHD the best platform – large organic helicopter/vertical-lift capacity (with deck space enabling simultaneous refueling and reloading for multiple aircraft), surge berthing, medical facilities, and a shallower draft.  However, the big difference between the LHD and the #2 (the aircraft carrier) is the well deck with associated landing craft, LCACs/LCUs, and embarked Marines and Marine equipment.  These factors enable LHDs to perform heavy lifts from ship-to-shore and vice-versa that the carrier simply cannot deliver.  Essentially, LHDs were designed to support amphibious/expeditionary operations so supporting HA/DR ashore is embedded in the platform’s DNA.  LHDs bring capabilities to deliver supplies and aid, much like it delivers Marines ashore.  When you factor in cost of the platform (~$3B a ship), the LHD also provides the most “bang for the buck” for a HA/DR situation.

2 – The Aircraft Carrier (CVN).  A close second, the carrier has significant capabilities to support HA/DR, especially if it embarks a full complement of helicopters and flies off most of the fixed-wing jets.  Its large deck space, speed to station, medical facilities, fresh water generation, C2 suite, and berthing space make it a formidable HA/DR asset.  From a public outreach/optics perspective, one cannot deny the soft/smart power appeal of sending an “aircraft carrier.”  The public perceives that CVN’s have become the symbol of U.S. seriousness in many cases.  The generally more capable (and less expensive) “helicopter carriers”/LHDs just do not carry the same cachet in international media and political circles.  From a cost perspective, however, the CVN costs about $5B to buy and the new Ford-class costs well over $10B.  Unlike the LHD, the CVN was designed for strike aircraft sorties and projecting power with fixed wing aircraft – not expeditionary missions.  It is a testament to the CVN crews how well they have adjusted on the fly to a helicopter/vertical lift mission during a HA/DR operation. In the end, the carrier is an incredibly valuable asset to use for HA/DR from a public relations and capability standpoint.

3 – The Other Amphibs (LPD/LSD):   With reduced helicopter capability due to smaller deck space and housing, the LPD comes in lower than the flattops in overall HA/DR capability, but still provides a powerful asset to any HA/DR mission.  The LPDs ability to load and off load supplies in port easily enables it to gather critical supplies before getting underway to a disaster response.  Like the LHDs, LPDs also have large well decks from which to sortie LCACs and LCUs for ship to shore transfers of heavy equipment.  LPDs also have a shallow draft, medical capabilities, and ability to store humanitarian supplies.  However, its speed to station factors negatively against the platform.  Yet, LPDs provide considerable HA/DR capability for relatively low cost (a little under $2B).

4 – JHSV:  Speed, low draft, loads of berthing, and supplies-storage capability make JHSV a contender in HA/DR response.  With a few modifications to the new platforms, JHSV could be a very low cost (only $200-300M a copy), and high capability asset for use in future HA/DR situations.  If you combined several JHSVs together in a HA/DR “wolf pack” you could perhaps take care of the majority of disaster response events without having to call on the larger, capital ships.

Born for this kind of work.
Born for this kind of work.

5 – Hospital Ships:  Like the carrier, the media attention the U.S. gets for deploying one of its two USNS hospital ships is considerable.  The medical facilities and ability to be a game changer in HA/DR situations is unquestioned, but they are hampered by slow speed to station, deep draft, and lower helicopter capacity.  However, their slow speed to station is the ship’s largest hindrance, meaning by the time they arrive on station for a natural disaster outside of the Western Hemisphere, their most unique function (high end trauma operating rooms) are not as in demand. The symbolism, however, can be a powerful signal and make hospital ships a key element in HA/DR events, especially in regions with limited health infrastructure.

6 – Supply Ships:  The backbone of any HA/DR operation, USNS ships provide massive stores, supplies, fuel, and water to sustain the HA/DR response, as well as an ability to support the effort using the USNS’s organic boats and helicopters.  They are essential to establishing and sustaining the sea base of operations during the HA/DR response, yet usually do not provide support without another surface platform working in concert.

IMCMEX 13
Last place? At least the DDG’s got mentioned!

7 – Cruisers/Destroyers (CG, DDG) and Littoral Combat Ships (LCSs):  The least capable platforms (material-wise), they score lowest in the top 10 HA/DR capabilities and are relatively costly to acquire.  Yet, they serve a valuable presence function, and can act as a “lily pad” for refueling helicopters operating off the larger surface platforms (or their own organic helicopters) – serving as a range extender for those invaluable relief and search and rescue flights.

Key Takeaways

The most cost-effective (as far as platform procurement goes) and highest capability HA/DR response group would be a LHD and LPD in combination with a USNS supply ship.  However, time counts and perceptions matter, so one can bet on continued use of CVNs and cruisers/destroyers as the “first responders” by Combatant Commands if they are available and closer to the scene.  Certainly one sees this in the latest Typhoon Haiyan response where the initial George Washington battle group sortied first, subsequently followed by amphib deployments from Japan.

The future is in the JHSV, Afloat Forward Staging Bases (AFSB), and Mobile Landing Platform (MLP).  This group of lower cost platforms can cover most of the stability and disaster response missions.  From Theatre Security Cooperation to HA/DR, having these platforms forward deployed with significant humanitarian supplies, surge berthing capacity, and ability to surge helicopter and land craft dets aboard will enable the United States to potentially contribute to HA/DR missions without pulling capital ships off station.

How I Learned to Stop Worrying and Love the HA/DR Mission.  Over the last two years, with the increased budget uncertainty, HA/DR was not mentioned as much in naval circles in favor of more “warfighting-centric” missions.  Yet, the Navy still holds HA/DR as a “Core Capability” in their 2007 Cooperative Strategy for 21st Century Seapower and in the Naval Operations Concept 2010.  While HA/DR has had its share of detractors, the reality remains that naval forces will continue to perform HA/DR missions. The positive public perception of the Navy’s role in HA/DR, civilian leadership’s desire to “do something” in the face of suffering, and the very real potential geopolitical gains will continually translate into HA/DR missions for Navy. In fact, from the Indonesian tsunami in 2004 to the Japanese tsunami response in 2011, the U.S. Navy averaged over 1.5 major “reactive HA/DR” missions per year.  Perhaps, not coincidentally, the Navy’s slogan became “A Global Force for Good” during that same time period. The Navy bought into HA/DR by being good at it, and the demand signal from home and abroad will continue to spike when disaster strikes; simply  put, the international community and American public now assume the U.S. Navy will be en route shortly. Perhaps more importantly these days, the Navy’s timely and very public involvement in HA/DR missions can help bolster the Navy Department’s case to secure funding within the Pentagon as the nation’s forward deployed, ready response force.

Navy leadership should embrace HA/DR and use it as a real way to explain the U.S. Navy and Marine Corps’ “value proposition” to DoD and to the American public in the looming sequestration budget battles.  The public does not necessarily understand what Navy ships do at sea and/or even understand why they are at sea in the first place, but the American public does understand when they see Navy ships, Marines, and helicopters delivering aid to those in need – that makes sense – and it manifests the utility of the U.S. Navy’s investment in presence and forward deployment.  Additionally, HA/DR is relatively inexpensive to conduct, and it can provide a sizable return on investment.  Jonah Blank of RAND recently estimated that the massive U.S. response to the Indonesian “tsunami of 2004, is estimated to have cost $857 million. That’s roughly the price of three days’ operations in Afghanistan last year.” Using HA/DR to advance U.S. strategic and geopolitical goals in critical areas of the world, is a prudent use of “Smart Power” and provides “returns” on par or better than most other military operations in the public perception arena.  Furthermore, the relief missions provide real world operations tempos for Navy crews, and generally provides Sailors and Marines with an immense sense of gratification by contributing tangibly to those in need – “A Global Force for Good” indeed.

Louis P. Bergeron serves in the U.S. Navy Reserve supporting the Maritime Partnership Program and works in his civilian career as a strategy consultant in the national security sector.  He obtained a M.A. in Security Studies from Georgetown University in 2011 with a thesis entitled “The U.S. Navy Surface Force’s Necessary Capabilities and Force Structure for Humanitarian Assistance and Disaster Relief (HA/DR) Operations” where he expounds on many of the capabilities, case studies, and platforms mentioned in this post. 

Corvette Week: Coming Nov. 24-30

November 24 to 30, CIMSEC will be hosting a “Corvette Week”

What kind of radar cross-section is that? Does it even HAVE satellite comms?
What kind of radar cross-section is that? Does it even HAVE satellite comms?

Give Thanks!

The Corvette is a type designation little used by the US Navy, and there is not a lot of clarity in defining what constitutes a corvette. We will be examining the type, discussing what they are, their roles, advantages, and weaknesses.

We will also be talking a bit about OPVs since they are in many ways closely related.

CIMSEC members of widely varying backgrounds will provide a variety of views, including an international perspective.

Chuck Hill will be be considering the ship designation and the future of the type and will also introduce the Coast Guard’s new Offshore Patrol Cutter, “…the other LCS”

Przemyslaw Krajewski asks and answers “Corvette. What is it and why it exists?”

Alan Tweedie takes a “Second Look” at the LCS

Armando J. Heredia looks at the proposed Philippine frigate program and attempts to determine if it really a frigate.

Sven Ortmann will look at the air defense requirements for Corvettes.

If you would like to contribute, its not too late.

If You Give an Engineer a Toy: Building a Better Command Center

Virginia-class layout in CAFÉ laboratory, NUWC Newport
        Virginia-class layout in CAFÉ laboratory, NUWC Newport

Guest Post by Matt Puterio

At Naval Undersea Warfare Center (NUWC) Newport we recently began an internal investment project—the Seamless and Intuitive Warfare Workforce Development Project—to develop the next generation of “system of systems” engineers. These engineers will ideally be trained to view problems and develop solutions in a holistic manner, breaking from the stove-piped designs of legacy systems.  As an underlying theme for the effort, NUWC Newport focused on the “One System” vision for submarine tactical systems.  This idea was originally conceptualized at the Tactical Advancements for Next Generation (TANG) forum and further advocated by the submarine fleet.  In pursuit of this vision, the team explored potential improvements for submarine combat system interfaces and for the control room as a way to improve the information flow and the effectiveness of the control room’s contact management team.

Our Approach:

  1. Team formation: We recruited and selected a cross-departmental team of 10 young engineers, typically with 3-7 years experience, from the Sensors and Sonar Systems, Combat Systems and Electromagnetic Systems Departments at NUWC Division Newport.
  2. Baselining on current combat systems: We cross-trained the team using military personnel in the Combat Systems Collaboration And Fleet Experimentation (CAFÉ) laboratory on an end-to-end layout of a Virginia-class ballistic missile submarine (SSBN) control room, driven by a Submarine Multi Mission Team Trainer (SMMTT) system with sonar and combat control watch teams. An imaging simulator was even used to populate the periscope view with surface contacts when operating at periscope depth.
  3. Innovation process:  The team brainstormed initial concepts for next-gen integrated tactical systems, generating around 40-50 ideas, from which about 8 concepts were selected by the team for early prototyping with mock-ups.  These mock-ups were cut-out model representations using basic materials such as foam-core, cardboard and coloring sheets; and served to focus the team’s attention on details of scale and placement that would not have otherwise occurred.

Today’s Sailors are accustomed to immersive video games, advanced smart phones and tablets, intuitive multi-touch applications and can easily navigate the highly networked and always-connected world in which we now live in (so-called ‘digital natives’). Our project aims to leverage this natural affinity coupled with advanced technologies such as high resolution multi-touch displays, and mobile computing devices, and new software concepts such as cloud computing and virtualization and apply them to the demanding needs of the tactical warfighter. Sailors should be able to seamlessly adapt their high-tech civilian skills to the world of Undersea Warfare with minimal re-training and Seamless and Intuitive USW is focused on making this goal a reality.

The innovation process we followed was modeled after one developed by design and innovation consulting firm IDEO; the same process used by the TANG workshop. Generating a series of “How might we…” questions (called HMWs), the group brainstormed ideas for what improvements could be created. The members of the brainstorming group then came up with ideas to answer the questions (e.g. “redesign the layout of the control center!”) and wrote their ideas along with descriptive pictures to better explain the idea on sticky notes; one idea per sticky. Emphasis was on rapid and not necessarily well thought-out ideation along with quick sketches for each idea. The fast-paced nature of this exercise kept team members excited and stimulated creativity.

Figure 3
 Brainstorming

After investigating each idea, the group voted on the ideas they found most interesting, most powerful, or most disruptive.  Sub-groups of 2-5 team members were formed, and each sub-group picked a high scoring response to a HMW question that they would like to prototype.  This stage of prototyping was very basic; 4-K displays, iPads, iPhones, Android tablets, cloud computing, and multi-touch monitors took a back seat to foamcore, construction paper, hot glue, whiteboards, Sharpies, and dry erase markers.  The immediate goal wasn’t to get an actual product out to the fleet—rather to build a better mental model of the top ideas before laying the groundwork for an actual system.  Some of our prototypes at this stage included an operator workstation stack built out of foamcore, models of how we envisioned the layout of futuristic control rooms built from construction paper and foamcore (complete with popsicle stick sailors), and a 3D-display made from transparency sheets and foamcore.

Building rough prototypes literally turns words on paper into tangible objects.  Tangible objects are easier to work with since they do not require the imagination of onlookers and fellow team members.  A 3D-display may seem unnecessary until a fellow team member shows a physical model with a clay “ownship” submarine at the center and contacts of interest at various ranges and bearings on the display, directly modeling the actual tactical picture in the current environment.

Figure 5
Prototyping

From here our Seamless & Intuitive USW group branched out in two directions; software application development and virtual worlds (VW) modeling. The “App Team” focused on taking the most promising and realistic rough prototypes (in terms of team skills and project timeframe) and prototyped them in an actual software environment. This year we had access to a Perceptive Pixel multi-touch workstation with the Qt development environment that enabled us to quickly put together a few simple applications to interactively demonstrate the same concepts we prototyped using the arts & crafts materials. One example was a “Multi-touch App Manager” which allowed a user to pull open a menu of “available apps” similar to the app icons on Android or iOS, and resize and drag individual “apps”—simply static tactical screenshots in our prototype—around the workspace. Other examples included a demo of three different ways to select a trace on a display and a “Five Finger” multi-touch menu that enables users to pull open an intuitive menu simply by placing their right or left hand on the display surface.

Some of the ideas we brainstormed couldn’t adequately be represented in software. Rather than build a full-sized model submarine control room, the other branch of our group, the “Tiger Team,” employed their modeling skills with Second Life, a virtual world simulator. The Tiger Team worked with the “Virtual Worlds” group at NUWC, a team with expertise in creating realistic virtual models of Navy ships, submarines, and facilities in Second Life. The Virtual Worlds group assisted the Tiger Team in building realistic models of concepts such as new control room layouts, next-generation displays (such as the previously mentioned 3D-display), and even interactive displays by utilizing Second Life’s VNC capability (see below for an inward-facing command center configuration).

Figure 6
“But now they can all see when I’m updating my fantasy football team!”  Futuristic Command Center conceptual layout in Virtual Worlds.

The next step from here is implementing these prototypes on live data-streams, and integrating them as advanced engineering modules into a tactical system. So far we have given various demonstrations of our concepts, and have received overwhelmingly positive feedback from our colleagues, internal NUWC management, and fleet representatives from Submarine Development Squadron TWELVE at the annual DEVRON12-NUWC Tech Exchange. The simplicity of the design-thinking process allowed our small team of engineers to go from ideas on sticky notes to working software prototypes and virtual models in several weeks.

We are eager to continue our work on Seamless and Intuitive USW. In addition to being an excellent platform for idea formation, this project was fun, exciting, and served as a vehicle to achieve our objective of developing the next generation of “system of systems” engineers. Working with next-generation technology is always a pleasure, and the expectation that our ideas will make it onto a shipboard system and help sailors perform their functions better makes our work even more worthwhile.

Contact Information:
Project Lead: chidambar.ganesh@navy.mil 401-832-3887
Co-Lead: raymond.j.rowland@navy.mil 401-832-8207

Matt Puterio is an engineer in the Sensors & Sonar Department and has been with NUWC Newport since June 2012 after graduating with a degree in Computer Engineering from the University of Delaware. His work includes test and analysis on the SQQ-89/ACB-13 surface ship sonar program and also works with Ray Rowland on the Seamless & Intuitive USW program.

The Fourth Generation of Video Games: Professional Training Rewards beyond ‘Killstreaks’?

Training Tool or Entertainment?
Training Tool or Entertainment?

The age of Fourth Generation Gaming is upon us.  With the launch of the PlayStation 4 this week and the Xbox One next week, the younger side of me emerges from its shell with interest.  As we step into this new age of gaming, one has to wonder if these new sophisticated gaming devices have the potential to contribute to professional military training and education in an age of fiscal austerity.  This article argues that specific video games provide users the opportunity to practice ground and naval warfare tactics in addition to leadership skills.

 

Going Beyond the Call of Duty

 

The Quiet Solace Prior to a Firefight
The Quiet Solace Prior to a Firefight

When one simultaneously thinks of the military and video games, notable first-person-shooters (FPS) such as Call of Duty and Battlefield come to mind.  As fun as these games may be, they unfortunately serve the military little purpose besides acting as a recruiting tool.  Yet, one title that focuses on land warfare (and dabbles in the maritime area) is the Arma series.  Based off of the Virtual Battlespace engine, Arma II and the recently released Arma III bring unparalleled realism to the gaming realm.  Accurate bullet ballistics, radio communications, wounding, and scale of the terrain are several features among many that create a multiplayer (players against players, not AI) platoon or company level large scale engagement.  In addition to these realistic features, the Arma series features a comprehensive and versatile, but yet easy to use mission editor allowing users to set-up almost any tactical engagement in mind (I personally created a mission entailing a situation in which USMC forces had to assault a captured oil rig with helicopters and small boats; this mission exposed the tactical difficulties of VBSS as my team did not anticipate searching every inch of the complex platform for OPFOR.)

 

Although the educational benefits of playing a FPS video game may appear to be nonexistent, the Arma series illustrates that tactical lessons at squad, platoon, and company levels can be learned.  Players can simulate a variety of engagements ranging from 300+ meters in mountainous terrain modeled after Afghanistan to larger conventional fights with armor and mechanized infantry (a typical Arma engagement video).  At the squad level, players practice moving as a unit in different environments (rural and urban) against different enemies (unconventional guerrillas, rag-tag Third World armies, and sophisticated Russian and Chinese militaries).  A different set of challenges confronts players commanding a platoon or company as they have to not only ensure that their units remain organized and move coherently, but also penetrate the fog of war to determine how to best apply their forces strategically, practicing combined arms operations (a skillset with potent consequences if forgotten).

 

Other games such as Combat Mission Shock Force and Flashpoints Campaign:  Red Storm also provide players with the opportunity to experience with small-unit tactics, but the dynamic pace of the Arma series challenges players in ways these other games lack.  Although the Arma series fails to embrace the maritime domain of war (with a few exceptions such as my team’s bungled oil rig assault), fortunately other games are available to provide players with this opportunity.

 

Bringing a CIC to Your Living Room

 

CIC:  Christ I’m Confused
CIC: Christ I’m Confused

Less than a handful of video games embrace the concept of naval warfare, but the few that do surpass their users’ expectations.  Many mimic the style of the notable Harpoon series by featuring an interface similar to a CIC rather than amazing visuals.  One recent title, Command:  Modern Air/Naval Operations, simulates naval tactics and operations by allowing players to command a variety of units ranging from a single destroyer tasked with ASW to all of the assets under the command of the 5th Fleet (even nuclear weapons are included, with dangerous consequences).  Players command their unit(s) through a CIC-type interface.  Accompanying the game is an enormous encyclopedia containing an endless amount of statistics for every ship, aircraft, and weapon automatically factored into gameplay.  Unfortunately, all of these variables make playing the game itself a hard experience with a difficult learning curve (grasping the controls while being pummeled by Russian Backfire bombers does not help).  Yet, this illustrates the complexity of how a carrier battle group functions.  Fortunately, some of these features can be delegated to the Al (such as engaging with the most optimal weapon).  For further information about Command, USNI published an excellent review.

 

Command’s ultimate benefit is its vast scale.  The ability to employ nearly any naval or air unit in any corner of the globe allows players to experiment with various situations and conflicts including counter piracy operations in the Gulf of Aden, transiting the Strait of Hormuz while being harassed by dozens of Iranian missile boats, counternarcotic operations off the coast of South America, and repelling Chinese A2/AD forces in the Pacific.  Some units and methods work almost perfectly in some situations but fail in others.  Players experience both the tactical and operational challenges in these various scenarios.  Although the game lacks stunning visuals or sounds, it gives users a vast sandbox to practice a wide array of naval tactics.

 

Leadership:  Practice, Practice, and Practice Some More

 

Complete Chaos or Organized Command?
Complete Chaos or Organized Command?

The previous two games discussed both allow users to practice maritime and ground tactics.  These skills are incredibly important but by themselves do not make a great officer.  I argue that leadership is another key trait.  Although leadership (in my opinion—many others would disagree) is a natural trait that not everybody possesses, those that have this trait only improve their leadership abilities through experience; typically, the more someone leads, the better leader they become.  There are almost infinite amounts of ways to practice leadership, but one that stands out is a video game titled EVE: Online.

 

Thinking of EVE as a tool to practice leadership may appear to be out of this world (literally because of the science-fiction feel), but it is not.  EVE is a science-fiction space game in which players fly their ships around different star systems for combat, industrial, commercial, and exploration purposes.  In EVE, all players (approximately 500,000) are on the same server, making the game persistent, and player-driven (for example, corporations—or alliances—fight over sovereignty over key systems linking resource-rich areas with market hubs).  Few ‘rules’ exist in EVE (although corporations try to enforce certain laws) allowing players to conduct practically any activities they desire.  The economy is completely player based, making the most expensive ships in the game tradable for over $3000 USD (a lot of cash at stake for a ‘recreational’ video game).

 

Now, how does this game with spaceships simulate leadership experience?  Essentially, Fleet Commanders in EVE are always applying Col. Boyd’s famous “OODA” loop (Observe, Orient, Decide, and Act); the most successful Fleet Commanders are masters of this process.  Combat in EVE is extremely complex with different types of ships (agile frigates, electronic warfare, logistics, stealth bombers, carriers, dreadnoughts, and many more) that each fulfills important roles; 3 battlecruisers with 3 logistics ships can easily take on 10 battlecruisers.  A Fleet Commander needs to account for all of these variables when in the midst of a 3000+ ship battle.  The Fleet Commander also ponders how he will get his 1000 ship fleet organized and to the staging area in a time efficient manner (Woody Allen once said that 80% of life is just showing up.  In EVE, many “battles” are decided before they commence as players will only risk losing their thousand dollar fleets in fights they can win.), counterintelligence issues from spies embedded in his fleet, and his ultimate objectives.  When targeting other ships (in combat, commanders tend to focus all of their firepower on only a couple of targets at a time), the Fleet Commander needs to analyze the changes in both the enemy and his fleet compositions while sounding confident over communications.

 

As earlier mentioned, EVE essentially provides players with a dynamic environment to constantly practice the OODA thought process.  Despite its unrealistic setting, EVE demonstrates how a player-driven video game with a complex—but yet simple—combat system can serve as a tool to for users to practice the strategic thinking.  In fact, some may argue that its completely fictional setting removes a commander’s obsession with certain assets and forces him to rely on the core aspects of leadership and critical thinking.

 

Integrating Video Games into Military Training?

 

This article is not arguing that the US military institutions should replace their training with video games like EVE (although this may be more reasonable in 2154).  Yet, with the conclusion of major military operations and inevitable decline in military training exercises in an age of fiscal austerity, officers will have fewer opportunities to learn from practicing their leadership abilities and experimenting with different tactics.  Thus, after illustrating several examples of video games providing educational lessons, this article argues that integrating video games with training may serve as part of a solution to this upcoming gap.

 

Bret is a student at the Edmund A. Walsh School of Foreign Service at Georgetown University, but currently abroad in Amman, Jordan studying International Politics and Arabic.  The views expressed are solely those of the author.

Fostering the Discussion on Securing the Seas.