#Next Generation Naval Vessel Technology Market
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North America Combat Management System Market: Player Analysis, Statistics, and Forecast (2024-2032)
The North America Combat Management System (CMS) market plays a crucial role in enhancing military capabilities across the region. This blog provides a comprehensive analysis of key players, statistical insights, and forecasts shaping the North American CMS market from 2024 to 2032.
Key Players and Market Dynamics
North America hosts leading companies in the CMS market, including Lockheed Martin Corporation, BAE Systems Inc., and Raytheon Technologies. These companies specialize in providing advanced CMS solutions for naval vessels, integrating command, control, communications, computers, and intelligence (C4I) capabilities. The market is driven by increasing defense expenditures, modernization of naval fleets, and the need for integrated combat systems to enhance operational efficiency and mission effectiveness.
Statistical Insights and Market Forecast
Statistical analysis indicates robust growth prospects for the North America Combat Management System Market throughout the forecast period. Factors contributing to this growth include technological advancements in sensor integration, real-time data analytics, and the adoption of AI-driven decision support systems. Revenue forecasts suggest steady expansion, supported by rising demand for CMS solutions to improve situational awareness, command agility, and battlefield management.
Technological Innovations and Future Trends
Technological innovation plays a pivotal role in shaping the future of North America's CMS market. Innovations such as modular architecture for scalable systems, cyber-resilient platforms, and interoperable solutions optimize combat management capabilities. Future trends include the integration of unmanned systems, advanced radar technologies, and network-centric warfare concepts that enhance joint operational capabilities across military branches.
Market Challenges and Opportunities
While the North American CMS market presents significant growth opportunities, challenges such as cybersecurity threats, budget constraints, and regulatory compliance requirements need strategic management. However, opportunities abound in developing next-generation CMS platforms, enhancing maritime domain awareness, and leveraging data-centric strategies to support mission-critical operations.
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In conclusion, the outlook for the North America Combat Management System market from 2024 to 2032 underscores a period of dynamic growth and technological advancement. By understanding the roles of key players, analyzing statistical trends, and forecasting market dynamics as outlined in this blog, stakeholders can navigate the evolving landscape effectively. Continued investment in cutting-edge CMS technologies and collaborative partnerships will be crucial in maintaining North America's leadership in combat management solutions and driving future advancements in defense capabilities.
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State visit to Norway - programme
News item | 19-10-2021 | 09:00
His Majesty King Willem-Alexander and Her Majesty Queen Máxima will pay a state visit to Norway at the invitation of His Majesty King Harald V from Tuesday 9 to Thursday 11 November 2021. Their Majesties will travel to Oslo and Trondheim, and will be accompanied by foreign minister Ben Knapen.
The state visit affirms the outstanding relations between Norway and the Netherlands. Both countries share the same values and jointly seek solutions to major international challenges. The main themes of the visit will be bilateral and international cooperation, climate change, the energy transition and sustainability.
The Netherlands and Norway attach great importance to a well-functioning international legal order, the rule of law and an open market economy. As like-minded partners, the Netherlands and Norway also often act in tandem within international organisations such as the UN, the WTO and NATO. In order to maintain their prosperity for future generations, both countries focus on fostering innovative, inclusive and sustainable solutions for the stewardship of the North Sea and the safeguarding of food security, and on the development of new technologies powered by clean and sustainable energy sources.
The state visit will begin in Oslo, where the King and Queen will be welcomed by King Harald V and Queen Sonja at the Royal Palace. King Willem-Alexander will then lay a wreath at the National Monument, commemorating the victims of the Second World War.
This will be followed by a lunch at the Royal Palace.
The main theme of the afternoon programme will be climate change. The shrinking sea ice in the Arctic region is visible evidence of climate change, which is affecting the region’s liveability and economic development. Norway is engaged in a dialogue with the indigenous Sami population and with young people to talk about their concerns, exchange ideas for solutions and explore new opportunities in the Arctic. At the Fram Museum, dedicated to polar expeditions, an event will take place at which young Norwegians and Dutch students will speak about the impact of climate change on life in the Arctic.
In the evening King Harald will host a state banquet at the Royal Palace at which both heads of state will give a speech.
On Wednesday morning, a seminar on human rights and freedom of expression will be held at the Deichman Library. Various NGOs will discuss freedom of expression and hate speech. The royal party will visit the library, which was named best public library in the world this year, and attend part of the seminar.
Next, the King and Queen will speak with Prime Minister Jonas Gahr Støre. This meeting will be followed by a government lunch at Akershus Fortress, at which the King will give a short speech.
In the afternoon a meeting will take place on the naval vessel HNLMS Rotterdam about defence cooperation between the Netherlands and Norway. The vessel is currently involved in a training exercise in Norwegian waters and will moor in Oslo’s port. Among the topics to be discussed is the mountain and winter training in northern Norway, which has been undertaken annually for the past 50 years.
Prior to the meeting, a reception for the Dutch community in Norway will be held on the HNLMS Rotterdam.
In the evening King Willem-Alexander and Queen Máxima will host a concert by cellist Harriet Krijgh for members of the Norwegian Royal House and invited guests at the new premises of the MUNCH museum.
On Thursday 11 November the state visit will continue in Trondheim and focus on the sustainable stewardship of our oceans and the transition to sustainable energy sources. In Trondheim’s port area, the King and Queen will visit Powerhouse Brattørkaia, an energy positive building that will produce more solar power than it consumes over its lifespan, including construction and demolition. Crown Prince Haakon will give a speech about ocean management. The royal party will also visit a laboratory at the Norwegian Centre for Plankton Technology, where research is being done on seaweed cultivation.
The King and Queen will then visit Maritime Robotics to take a closer look at their maritime research devices, including autonomous vehicles and maritime drones. They will also speak with students and researchers of the Norwegian University of Science and Technology about maritime developments. Holland Circular Hotspot and the counterpart it inspired, Nordic Circular Hotspot, will sign a partnership agreement.
In the afternoon there will be a lunch with the mayor at Stiftsgården, the King’s official residence in Trondheim.
At the campus of the Norwegian University of Science and Technology a panel discussion will be held, centring on the North Sea as a platform for the energy transition, with a focus on hydrogen and wind energy. Representatives of Dutch and Norwegian companies and researchers will interact with students. The King and Queen will attend part of the discussion and look at students’ research on new sustainable energy forms.
The state visit will conclude with a visit to Nidaros Cathedral, built in the 11th century as a memorial to King Olav II. It is here that Norwegian monarchs are inaugurated. The cathedral has a special altar for the Sami community. After a short guided tour, the Royal party will enjoy a performance at this altar by Sami singers.
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Next Generation Naval Vessel Technology Market - Global Industry Analysis, Size, Share, Growth, Trends, and Forecast 2017 - 2025
Naval vessel is a military ship which is damage resilient and armed with weapon systems. The naval vessels play an important role in offshore patrolling. The next generation naval vessels are equipped with advanced systems. The market is expected to grow significantly during the forecast period.
There are various factors associated with the demand of next generation naval vessel technology.
These naval vessels are primarily used for maritime security. Furthermore, the vessels can also be used for anti air warfare during a sudden air strike. Moreover, the vessels also find application during anti surface warfare. In addition, the naval vessels are also effective for use against submarines and mine warfare. Another issue which is spurring the demand for next generation naval vessels is the growing concern for security over asymmetric counter insurgency warfare in countries such as Iraq and Afghanistan.
Moreover, the ongoing disturbances due to terrorist activities in Middle East region are another reason aiding to the demand for strong naval security. In addition, with the U.S. upgrading their defense capabilities, China is also focusing on strengthening their navy by deploying next generation naval vessels. Furthermore, the growing concern of maritime piracy of high value assets such as cargo ships, container fleets and oil and gas tankers in regions such as Somalia is another reason which has resulted into the need for superior maritime security. These factors are expected to drive the demand for next generation naval vessels during the forecast period.
However, there is one factor restraining the demand for these naval vessels. The cost of acquiring next generation naval vessels is significantly high. In addition, the naval vessels require regular maintenance. The developing economies in regions such as Africa, Asia and Latin America do not have the capital to acquire these vessels. Hence, the cost of the vessels is a major factor restraining the growth in the market. Nevertheless, the ongoing technological innovation is expected to reduce the price of the components in the coming years which are expected to reduce the price of these naval vessels significantly.
The global next generation naval vessels market can be segmented by types and geography. By types, the market can be bifurcated into aircraft carriers, surface combatant, patrol combatant, amphibious warfare, mine warfare combat logistics carrier and coastal defense among others. Based on the increasing need for maritime security, the aircraft carriers, patrol combatants and coastal defense naval vessels are expected to witness strong growth during the forecast period.
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By geography the global next generation naval vessel market can be segregated into five strategic regions which include North America, Europe, Asia Pacific, Middle East and Africa and Latin America. The growing concern for security from terrorist activities is expected to drive the growth in North America. In addition, the region is primarily driven due to the presence of the U.S. which does significant investment to keep their defense upgraded.
Europe has been analyzed to witness steady growth during the forecast period due to the ongoing demand for naval vessels in Germany, France and the U.K. primarily. The growth in Asia Pacific region is expected to be promising due to the presence of developing nations such as India and China which are investing heavily in order to strengthen their defense sector. The Middle East and Africa region is also expected to grow robustly due to the constant communal disturbance and ongoing terrorist activities in countries such as Iraq and Syria. Latin America on the other hand is expected to have a weak growth due to the weak economy which does not permit enough defense budgets to the countries.
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Next Generation Naval Vessel Technology Market: Present Scenario and the Growth Prospects with Forecast 2025
Naval vessel is a military ship which is damage resilient and armed with weapon systems. The naval vessels play an important role in offshore patrolling. The next generation naval vessels are equipped with advanced systems. The market is expected to grow significantly during the forecast period.
There are various factors associated with the demand of next generation naval vessel technology. These naval vessels are primarily used for maritime security. Furthermore, the vessels can also be used for anti air warfare during a sudden air strike. Moreover, the vessels also find application during anti surface warfare. In addition, the naval vessels are also effective for use against submarines and mine warfare. Another issue which is spurring the demand for next generation naval vessels is the growing concern for security over asymmetric counter insurgency warfare in countries such as Iraq and Afghanistan.
Moreover, the ongoing disturbances due to terrorist activities in Middle East region are another reason aiding to the demand for strong naval security. In addition, with the U.S. upgrading their defense capabilities, China is also focusing on strengthening their navy by deploying next generation naval vessels. Furthermore, the growing concern of maritime piracy of high value assets such as cargo ships, container fleets and oil and gas tankers in regions such as Somalia is another reason which has resulted into the need for superior maritime security. These factors are expected to drive the demand for next generation naval vessels during the forecast period.
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However, there is one factor restraining the demand for these naval vessels. The cost of acquiring next generation naval vessels is significantly high. In addition, the naval vessels require regular maintenance. The developing economies in regions such as Africa, Asia and Latin America do not have the capital to acquire these vessels. Hence, the cost of the vessels is a major factor restraining the growth in the market. Nevertheless, the ongoing technological innovation is expected to reduce the price of the components in the coming years which are expected to reduce the price of these naval vessels significantly.
The global next generation naval vessels market can be segmented by types and geography. By types, the market can be bifurcated into aircraft carriers, surface combatant, patrol combatant, amphibious warfare, mine warfare combat logistics carrier and coastal defense among others. Based on the increasing need for maritime security, the aircraft carriers, patrol combatants and coastal defense naval vessels are expected to witness strong growth during the forecast period.
By geography the global next generation naval vessel market can be segregated into five strategic regions which include North America, Europe, Asia Pacific, Middle East and Africa and Latin America. The growing concern for security from terrorist activities is expected to drive the growth in North America. In addition, the region is primarily driven due to the presence of the U.S. which does significant investment to keep their defense upgraded.
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Europe has been analyzed to witness steady growth during the forecast period due to the ongoing demand for naval vessels in Germany, France and the U.K. primarily. The growth in Asia Pacific region is expected to be promising due to the presence of developing nations such as India and China which are investing heavily in order to strengthen their defense sector. The Middle East and Africa region is also expected to grow robustly due to the constant communal disturbance and ongoing terrorist activities in countries such as Iraq and Syria. Latin America on the other hand is expected to have a weak growth due to the weak economy which does not permit enough defense budgets to the countries.
The major players in the next generation naval vessel technology include Aeromaritime Systembau GmbH, Atein Naval, DAMEN Schelde Naval Shipbuilding and Austal USA among other emerging players in the market.
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Betrayal at Krondor
During the 1960s and 1970s, a new type of game began to appear in increasing numbers on American tabletops: the experiential game. These differed from the purely abstract board and card games of yore in that they purported to simulate a virtual world of sorts which lived behind their surface systems. The paradigm shift this entailed was such that for many players these games ceased to be games at all in the zero-sum sense. When a group came together to play Squad Leader or Dungeons & Dragons, there hung over the plebeian kitchen or basement in which they played a shared vision of the beaches of Normandy or the dungeons of Greyhawk. The games became vehicles for exploring the vagaries of history or the limits of the imagination — vehicles, in other words, for living out shared stories.
In retrospect, it was perhaps inevitable that some of the stories generated in this way would make their way out of the gaming sessions which had spawned them and find a home in more traditional, linear forms of media. And, indeed, just such things were happening by the 1980s, as the first novels born from games arrived.
Needless to say, basing your book on a game you’ve played isn’t much of a path to literary respectability. But for a certain kind of plot-focused genre novel — the kind focusing strictly on what people do rather than why they do it — prototyping the whole thing as a game makes a degree of sense. It can keep you honest by forcing your story to conform to a simulated reality that transcends the mere expediency of what might be cool and exciting to write into the next scene. By pushing against authorial fiat and the deus ex machina, it can give the whole work an internal coherency — an honesty, one might even say — that’s too often missing from novels of this stripe.
The most widely publicized early example of the phenomenon was undoubtedly the one which involved a humble insurance salesman named Tom Clancy, who came out of nowhere with a techno-thriller novel called The Hunt for Red October in 1984. The perfect book for a time of resurgent patriotism and military pride in the United States, it found a fan in no less elevated a personage than President Ronald Reagan, who declared it “my kind of yarn.” As the book topped the bestseller charts and the press rushed to draft their human-interest stories on the man who had written it, they learned that Clancy had gamed out its entire scenario, involving a rogue Soviet submarine captain who wishes to defect along with his vessel to the United States, with a friend of his named Larry Bond, using Harpoon, a tabletop wargame of modern naval combat designed by the latter. Clancy’s follow-up novel, a story of open warfare between East and West called Red Storm Rising, was a product of the same gestation process. To the literary establishment, it all seemed extremely strange and vaguely unsettling; to many a wargamer, it seemed perfectly natural.
Another line of ludic adaptations from the same period didn’t attract as much attention from the New York Times Book Review, much less the president, but nevertheless became almost as successful on its own terms. In 1983, TSR, the publisher of Dungeons & Dragons, decided to make a new series of adventure modules for the game, each of which would feature a different kind of dragon — because, as some of their customers were writing in their letters, the existing Dungeons & Dragons modules “had plenty of dungeons, but not many dragons.” The marketing exercise soon grew into Dragonlance, an elaborately plotted Tolkienesque epic set in a brand new fantasy world — one which, yes, featured plenty of dragons. TSR asked employees Margaret Weis and Tracy Hickman to write a trilogy of novels based on the fourteen Dragonlance adventure modules and source books they planned to publish. Thus Dragons of Autumn Twilight, the first volume of The Dragonlance Chronicles, was published in the same year as The Hunt for Red October. It promptly became a nerdy sensation, the biggest fantasy novel of the year, spawning a whole new business for TSR as a publisher of paperback novels. In time, said novels would become as big a part of their business as the games whose names the books bore on their spines.
A third, only slightly less heralded example of the games-into-books trend actually predates the two I’ve just mentioned by a couple of years. In the last 1970s, a group of students at the University of California San Diego took up the recently published Dungeons & Dragons. Growing dissatisfied with TSR’s rules, they scrapped them one by one, replacing them with their own home-grown versions. Meanwhile they evolved a world in which to play called Midkemia, complete with its own detailed history, bestiary, sociology, and geography. Forming a little company of their own, as so many Dungeons & Dragons fanatics were doing at the time, they published some of their innovations to modest sales.
Raymond E. Feist
But one of their number named Raymond E. Feist had bigger ambitions. He wrote a novel based on some of the group’s exploits in Midkemia. Calling it simply Magician, he got it published through Doubleday in 1982 as the first volume of The Riftwar Saga. It sold very well, and he’s been writing Midkemia novels ever since.
Unlike the later cases of Tom Clancy and Dragonlance, Magician wasn’t widely publicized or advertised as being the product of a game. It was seen instead as merely the latest entry in an exploding branch of genre fiction: lengthy high-fantasy series inspired by J.R.R. Tolkien, often to the point of one-to-one correspondences between characters and plot events, but written in a manner more immediately accessible to the average Middle American reader, with more action, more narrative thrust, less elevated diction, and markedly less digressive songs and poetry. Dragonlance, of course, is an example of the same breed.
I must admit that I’ve personally read only the first book of Feist’s series, and not even to completion at that. This sort of derivative high fantasy doesn’t do much for me as a rule, so I’m not the best person to judge Feist’s output under any circumstances. Anything positive I do say about it runs the risk of damning with faint praise.
To wit: my wife and I used the book as our light bedtime reading, and we made it about two-thirds of the way through before terminal ennui set in and we decided we’d had enough. If that seems like less than a ringing endorsement, know that it’s farther than I generally get with most fantasy novels, including ones with considerably more literary credibility. I thus feel comfortable in saying that at least the early Raymond E. Feist novels are well-crafted examples of their breed, if you happen to like that sort of thing. (I do understand from others that the quality of his work, and particularly of his plotting, began to decline after his first handful of Midkemia novels. Perhaps because he was no longer basing them on his gaming experiences?)
The world of Midkemia is most interesting for our purposes, however, for the computer game it spawned. Yes, a series of novels based on a game got turned back into a very different sort of game. And then, just for good measure, that game got turned into another novel. It’s a crazy old transmedia world.
The more direct origin of Betrayal at Krondor, the game in question, can be traced back to June of 1991 and a chance meeting between John Cutter and Jeff Tunnell at the Summer Consumer Electronics Show. Both names may be familiar to regular readers of these histories.
John Cutter
Cutter had spent several years with Cinemaware, helping to craft many of their most innovative creations, which blended strong narrative elements with play styles that were unorthodox in story-heavy computer games at the time. In late 1990, with Cinemaware in the process of collapsing, he and several colleagues had jumped ship to New World Computing, best known for their Might & Magic series of CRPGs. But he was trapped in a purely administrative role there, without the freedom to create which he had enjoyed at Cinemaware, and was already feeling dissatisfied by the time he met Tunnell at that Summer CES.
Jeff Tunnell
Tunnell, for his part, was the founder of the studio known as Dynamix, now a subsidiary of Sierra Online. They were best known for their 3D graphics technology and the line of vehicular simulators it enabled, but they had fingers in several other pies as well, from adventure games to a burgeoning interest in casual puzzle games.
Recognizing talent when he saw it, Tunnell asked Cutter to leave Southern California, the home of the erstwhile Cinemaware and the current New World, and come to Eugene, Oregon, the home of Dynamix. Not only would he be able to have a creative role there once again, Tunnell promised, but he would be allowed to make whatever game he wanted to. Cutter jumped at the chance.
Once in Eugene, however, he struggled to identify just the right project. His first instinct was to make a point-and-click adventure game in the Sierra mold, but Tunnell, having made three of them in the last couple of years to less than satisfying effect, was feeling burned out on the genre and its limitations, and gently steered him away from it. (Absolute creative freedom, Cutter was learning, is seldom really absolute.)
At last, Tunnell came to Cutter with an idea of his own. He’d been reading a very popular series of fantasy novels by this fellow named Raymond E. Feist, and he thought they’d make a fine CRPG. Dynamix had never dabbled in the genre before, but when had that ever stopped them from trying something new? He suggested that Cutter give the first few of the books a read. If it turned out that he liked them as well and agreed that they’d make a good game, well, perhaps he should ring Feist up and have a chat about just that possibility.
Glad to finally have a clear sense of direction, Cutter did the one thing and then did the other. Feist was very busy, but was himself a long-time computer gamer, having sat down in front of his first Apple II some twelve or thirteen years before. He liked the idea of seeing Midkemia come to life on a computer screen. Although he didn’t have much time for working personally on such a project, he told his agent to make the deal happen if at all possible. So, a contract was signed that gave Dynamix the right to make Midkemia games until January 1, 1995, with Feist given the right of final approval or rejection of each title prior to its release. By one account at least, it was the most expensive literary license yet granted to a game developer, a sign of Feist’s ongoing popularity among readers of fantasy literature.
Another, slightly less welcome sign of same followed immediately after: upon being asked whether he was interested in authoring the game himself, Feist said that his time was money, so he’d need to be paid something beyond the terms of the licensing agreement itself — and, he noted flatly, “you couldn’t afford me.” This posed a dilemma. Cutter believed himself to be a better designer of game systems than a writer, and thus certainly wasn’t going to take on the job personally. Casting about for a likely candidate, his thoughts turned to one Neal Hallford, an enthusiastic young fellow with a way with words whom he’d befriended back at New World Computing.
Neal Hallford
A fresh-out-of-university Hallford had joined New World in the role of writer some months before Cutter himself had arrived. His first assignment there had been to make sense of the poorly translated English text of Tunnels & Trolls: Crusaders of Khazan, a project New World had chosen to outsource to a Japanese developer, with underwhelming results all the way around. After that truly thankless task, he’d worked for a while on Might and Magic III before playing a pivotal role on Planet’s Edge, an ambitious science-fiction CRPG that had tried to do just a little bit too much for its own good. He was just finishing that project when his old friend John Cutter called.
Like Cutter before him, Hallford found Dynamix’s offer difficult to refuse. Eugene struck him as idyllic by contrast with the crowded, smoggy streets of Los Angeles; meanwhile Dynamix’s offices enjoyed the well-deserved reputation of being just about the most stylish and comfortable in the entire industry, vastly outdistancing even the parent company of Sierra in that respect. Certainly they compared favorably with the chaotic jumble of tightly packed cubicles that was the domain of New World. Thus on Halloween Day, 1991, Hallford shook hands with his old colleges there for the last time and hopped into his Geo Metro for the drive north.
Upon Hallford’s arrival in Eugene, Cutter pulled him into his office and kept him there for a week, while the two hashed out exactly what game they wanted to make and wrote the outline of a script. Hallford still remembers that week of frenzied creativity as “one of the best weeks of my life.” These two friends, different in talents and personality but unified in their vision for the game, would do the vast majority of the creative heavy lifting that would go into it. Broadly stated, Cutter would be the systems guy while Hallford would be the story guy, yet their visions would prove so simpatico that they’d seldom disagree on much of anything at all.
Jeff Tunnel had initially fallen in love with a Midkemia novel called Silverthorn, and the original plan he’d pitched to Cutter had been to make the game a fairly straightforward adaptation of that book’s plot. But such a thing is inherently problematic, for reasons I’ve had ample cause to discuss in earlier articles. Players who buy the game because they read and liked the novel — who are, after all, the whole reason for making a licensed game at all from a business perspective — won’t be excited about stepping through a plot they already know. At the same time, it’s all too easy from the design side to make a game where victory hinges on taking all of the same idiosyncratic, possibly irrational actions as the protagonists of the novel. And so you end up with a game that bores one group of players to tears, even as it frustrates another group who don’t happen to know what Character A needs to do in Situation B in order to replicate the novel’s story.
The biggest appeal of the Midkemia novels, Hallford believed, was indeed the world itself, with its detailed culture and geography and its cast of dozens of well-established characters. It would be better, he thought, to set a brand new story there, one that would let Feist’s many fans meet up with old friends in familiar locales, but that wouldn’t force them to step by rote through a plot they already knew. During the crash course on Midkemia which he’d given himself in the few weeks before starting at Dynamix — like Cutter, he’d come to Feist fandom cold — Hallford had identified a twenty-year “hole” in the chronology where he and Cutter could set a new story: just after A Darkness at Sethanon, the concluding volume in the original Riftwar Cycle that had started the ball rolling. Somewhat to everyone’s surprise, Feist was willing to entrust this young, unproven writer with creating something really new in his world. Betrayal at Krondor was off and running.
Hallford may have come to Midkemia late, but his dogged determination to capture the world exactly as it existed in the novels would come to a large degree to define the project. He calls himself a “born fanboy” by nature. Thus, even though he wasn’t quite of Feist’s hardcore fandom, he had enormous empathy for them. He points back to an experience from his youth: when, as a dedicated Star Trek fan, he started to read the paperback novels based on the television series which Pocket Books published in the 1980s. I read them as well, and can remember that some of them were surprisingly good as novels, at least according to my adolescent sensibilities, while also managing to capture the spirit of the series I saw on television. Others, however… not so much. Hallford points to one disillusioning book in particular, which constantly referred to phasers as “ray guns.” It inculcated in him a sense that any writer who works in a beloved universe owes it to the fans of said universe — even if he’s not really one of them — to be as true to it as is humanly possible.
So, Hallford wrote Betrayal at Krondor with Feist’s fans constantly in mind. He immersed himself in Feist’s works to the point of that he was almost able to become the novelist. The prose he crafted, vivid and effective within its domain, really is virtually indistinguishable from that of its inspiration, whose own involvement was limited to an early in-person meeting and regular phone conversations thereafter. Yet the latter became more rather than less frequent as the project wore on; Feist found his enthusiasm for the game increasing in tandem with his surprise at how earnestly Hallford tried to capture his novels and the extent to which he was managing to succeed with only the most limited coaching. The fan verdict would prove even more telling. To this day, many of them believe that it was Feist himself who scripted Betrayal at Krondor.
But Betrayal of Krondor is notable for more than Neal Hallford’s dedicated fan service. It’s filled to bursting with genuinely original ideas, many of which flew in the face of contemporary fashions in games. Not all of the ideas work — some of them rather pull against one another — but the game’s boldness makes it a bracing study in design.
Following the lead of GUI advocates working with other sorts of software, game designers in the early 1990s were increasingly embracing the gospel of the “mode-less” interface: a single master screen on which everything takes place, as opposed to different displays and interfaces for different play states. (For an excellent example of how a mode-less interface could be implemented in the context of a CRPG, see Origin Systems’s Ultima VII.) Cutter and Hallford, however, pitched this gospel straight into the trash can without a second thought. Betrayal at Krondor has a separate mode for everything.
The closest thing it has to a “home” screen must be the first-person exploration view, which uses 3D graphics technology poached from Dynamix’s flight simulators. But then, you can and probably often will move around from an overhead map view as well. When interesting encounters happen, the screen is given over to text with clickable menus, or to storybook-style illustrated dialog scenes. When you get in a fight, that’s also displayed on a screen of its own; combat is a turn-based affair played on a grid that ends up vaguely resembling the Battle Chess games by Interplay. (Thankfully, it’s also tactically interesting and satisfying.) And then when you come upon a locked chest, you’re dumped into yet another new mode, where you have to work out a word puzzle in order to open it, because why not? All of these modes are accompanied by different styles of graphics: 3D graphics on the main exploration screen, a no-frills Rogue-like display for the overhead movement view, pixel art with the story scenes, digitized real-world actors with the dialog scenes, the sprite-based isometric view that accompanies combat, etc.
The first-person exploration view.
The overhead view.
A bit of exposition. Could this be a side quest before us?
The combat view.
A puzzle chest. The answer to this one, for the record, is “die.” Later riddles get much more complicated, but the mechanics of the puzzles ingenuously prevent them from ever becoming completely insoluble. Many a male player has had a significant other who couldn’t care less about the rest of the game, but loves these puzzle chests…
This mishmash of approaches can make the game feel like a throwback to the 1980s, when genres and their established sets of best practices were not yet set in stone, and when many games that may strike us as rather odd mashups today were being produced. We can certainly see John Cutter’s roots in Cinemaware here; that company made a career out of ignoring the rules of ludic genre in favor of whatever systems best conveyed the fictional genre they were attempting to capture. By all rights, Betrayal at Krondor ought not to work, as so many of Cinemaware’s games tended not quite to work. All of these different modes and play styles — the puzzle chests in particular seem beamed in from a different game entirely — ought to add up to a hopelessly confusing muddle. Somehow, though, it does work; Betrayal at Krondor actually isn’t terribly hard to come to grips with initially, and navigating its many modes soon becomes second nature.
One reason for this is doubtless also the reason for much else that’s good about the game: its unusually extended testing period. When development was reaching what everyone thought to be its final stages, Dynamix sent the game to outside testers for what was expected to be a three-month evaluation period. Even this much usability testing would have been more than most studios were doing at this time. But the project, as so many game-development projects tend to do, ran way longer than expected, and three months turned into nine months of constant player feedback. While our universe isn’t entirely bereft of games that seem to have sprung into being fully-formed, by far the most good games attain that status only gradually, through repeated iterations of testing and feedback. Betrayal at Krondor came by its goodness in exactly this hard, honest way. Unlike a dismaying number of games from its time, this game feels like one that’s actually been played — played extensively — before it got released. The niggling problems that dog even many good games from the early 1990s (such as the infuriating inventory management and rudderless combat of Ultima VII) are almost completely absent here. Instead the game is full of thoughtful little touches to head off annoyance, the sort of touches that can only come from real player feedback.
The final verdict on its mishmash of graphical approaches, on the other hand, must be less positive. Betrayal at Krondor wasn’t a notably attractive game even by the standards of its day, and time has done it no favors; the project desperately needed a strong art director able to impose a unified aesthetic vision. The parts of it that have aged the worst by far are those employing digitized actors, who look almost unbelievably ludicrous, cutting violently against any sense of Tolkienesque grandeur Hallford’s prose might be straining to evoke. Most store-bought Halloween costumes look higher rent than this bunch of survivors of an explosion at the Loony Tunes prop department. John Cutter acknowledges the problems:
We digitized a lot of the actors, and we assumed they were going to be so pixelated that the makeup and costumes didn’t have to look that great. They just kind of had to be… close. But by the time we launched the game the technology had improved… yeah. You could see the elastic bands on the fake beards. It was pretty bad. I wasn’t crazy about a lot of the graphics in the game.
Tellingly, the use of digitized actors was the one place where Betrayal at Krondor didn’t blaze its own trail, bowing instead to contemporary trends.
For all of Betrayal at Krondor‘s welcome willingness just to try lots of stuff, its approach to story remains its most memorable and interesting quality of all. This aspect of the game was so front and center in the mind of John Cutter that, when he wrote a brief few paragraphs of “Designer Notes” for the manual, it came to occupy more than half the space:
We decided the game should be an interactive story. Characters would be multidimensional and capable of stirring the player’s emotions. The story would be carefully plotted with lots of surprises, a good mix of humor and pathos, and abundant amounts of mystery and foreshadowing to keep the player intrigued.
Balancing play against plot is the most confounding job any game designer can face on a fantasy role-playing game. In Betrayal at Krondor, we have integrated our plot so that it provides ample gaming opportunities, while also giving the player a sense of time, place, and purpose. This is achieved by making an onscreen map available to the player at all times, and by creating short-term goals — the nine chapters in the game — which give us a unique opportunity to tell a progressive story that still gives the player plenty of freedom to explore and adventure without being confined to a scripted plot.
In thus “balancing play against plot,” Cutter and Hallford were attempting to square a circle that had been bedeviling game designers for a long time. All of the things that mark a rich story — characters with agendas of their own; big reveals and shocking turns; the classic narrative structure of rising action, climax, and denouement; dramatic confrontations with expressive dialog — cut against the player’s freedom to go wherever and do whatever she wants. As a designer, says the conventional wisdom, you can’t have it all: you must rather stake out your spot on a continuum where at one end the player does little more than click her way through a railroaded plot line, and at the other she does absolutely anything she wants, but does it in a world bereft of any larger meaning or purpose. Adventure games tend to lean toward the set-piece-storytelling end of the continuum, CRPGs toward open-ended interactivity.
Even CRPGs from around the time of Betrayal at Krondor which are written expansively and well, such as Ultima VII, generally send you wandering through other people’s stories rather than your own. Each city you explore in that game is full of little story stubs revolving around the inhabitants thereof rather than yourself; your role is merely to nudge these dramas of others along to some sort of resolution before you disappear again. Your larger agenda, meanwhile, boils down to the usual real or metaphorical collecting of pieces to assemble the big whatsit at the end — a series of actions which can be done in any order precisely because they’re so simplistic in terms of plot. You’re in the world, but never really feel yourself to be of it.
Cutter and Hallford, however, refused to accept the conventional wisdom embodied by even so markedly innovative a CRPG as Ultima VII. They were determined to deliver the best of both worlds — an adventure-game-like plot and CRPG-like freedom — in the same game. Unsurprisingly, it doesn’t quite work as a whole. Nevertheless, the attempt is well worth discussing.
Betrayal at Krondor positively trumpets its intentions via the metaphors which its user interface employs. Once again ignoring all of the fashions of its time, which emphasized the definitively non-textual aesthetic of the interactive movie, this game presents itself as an interactive book with an enthusiasm worthy of the 1980s heyday of bookware. The overriding look of the game, to the extent it has one amidst all its clashing graphical styles, is of an illuminated manuscript, ink on yellowing parchment. The story is told in a literary past tense, save points become “bookmarks,” and, as Cutter himself noted in the extract above, the whole experience is divided into nine neat “chapters.”
The game is relentless about describing every single event using full sentences worthy of one of Feist’s novels. Sometimes the end result can verge on the ridiculous. For example, every single time you search the body of an opponent you’ve just killed — something you’ll be doing an awful lot of, what with this being a CRPG and all — you’re greeted with a verbose missive:
Owyn looked for supplies. Feeling like a vulture, he turned the body this way and that as he searched for anything that might be of value to them on their journey. All in all, he supposed that if he were the dead man, it wouldn’t matter to him any longer what happened to his belongings.
Every character has the exact same feeling when searching a dead body, despite very different personalities. This is one of many places where Betrayal at Krondor‘s verbosity winds up undercutting rather than strengthening its sense of mimesis.
Of course, you can and quickly will learn to click right through this message and its one or two random variations each time you search a corpse. But it remains an amusing sign of just how committed Cutter and Halford were to their “interactive storybook” concept in even the most repetitive, mechanical areas of their creation. (Imagine what Pac-Man would be like if the title character stopped to muse about his actions every time he swallowed a power pill and killed another ghost…)
All of this past-tense verbosity has an oddly distancing effect. You don’t feel like you’re having an adventure so much as reading one — or possibly writing one. You’re held at a remove even from the characters in your party, normally the primary locus of player identification in a game like this one. You don’t get to make your own characters; instead you’re assigned three of them who fulfill the needs of the plot. And, while you can guide their development by earning experience points, improving their skills, and buying them new spells and equipment, you don’t even get to hang onto the same bunch through the whole game. Characters are moved in and out of your party from chapter to chapter — again, as the needs of each chapter’s plot requires. The final effect almost smacks of a literary hypertext, as you explore the possibility space of a story rather than actually feeling yourself to be embodying a role or roles in that story. This is certainly unique, and not necessarily a bad thing. It’s just… a little strange in relation to what we tend to think of CRPGs as being. These are, after all, role-playing games.
As I’ve described it so far, Betrayal at Krondor sounds more akin to the typical Japanese than the Western CRPG. The former tend to lie much closer to the set-piece-story end of our continuum of design; they provide a set, fairly linear plot to walk through, generally complete with predefined characters, rather than the degree of world simulation and open-ended exploration that marks the Western tradition. (A Japanese CRPG is, many a critic has scoffed, just a linear story in which you have to fight a battle to see each successive scene.) Yet Betrayal at Krondor actually doesn’t fit comfortably with that bunch either. For, as Cutter also notes above, he and his design partner were determined to “give the player plenty of freedom to explore and adventure without being bound to a scripted plot.”
Their means of accomplishing that relies once again on the chapter system. Each chapter begins and ends with a big helping of set-piece plot and exposition. In between, though, you’re free to go your own way and take your time in satisfying the conditions that will lead to the end of the chapter. In the first chapter, for example, your assignment is to escort a prisoner across much of the map to the capital city of Krondor. How and when you do so is up to you. The map is filled with encounters and quests, most of which have nothing to do with your central mission. And when you eventually do finish the chapter and continue on with the next, the same map gets repopulated with new things to do. This is the origin of a claim from Dynamix’s marketing department that Betrayal at Krondor is really nine CRPGs in one. In truth, it doesn’t quite live up to that billing. Only a subsection of the map is actually available to you in most chapters, much of it being walled off by impenetrable obstacles or monsters you can’t possibly kill. Even the repopulation that happens between chapters is far from comprehensive. Still, it’s an impressively earnest attempt to combine the pleasures of set-piece plotting with those of an emergent, persistent virtual world.
And yet the combination between set-piece storytelling and emergent exploration always feels like just that: a combination rather than a seamless whole. Cutter and Hallford didn’t, in other words, truly square this particular circle. There’s one massive block of cognitive dissonance standing at the center of it all.
Consider: you’re told at the beginning of the first chapter that your mission of escorting your prisoner to the capital is urgent. Political crisis is in the air, war clouds on the horizon. The situation demands that you hurry to Krondor by the shortest, most direct path. And yet what do you do, if you want to get the most out of the game? You head off in the opposite direction at a relaxed doddle, poking your nose into every cranny you come across. There’s a tacit agreement between game and player that the “urgent” sense of crisis in the air won’t actually evolve into anything until you decide to make it do so by hitting the next plot trigger. Thus the fundamental artificiality of the story is recognized at some level by both game and player, in a way that cuts against everything Betrayal at Krondor claims to want to be. This isn’t really an interactive storybook; it’s still at bottom a collection of gameplay elements wired together with chunks of story that don’t really need to be taken all that seriously at the end of the day.
The same sense of separation shows itself in those lengthy chapter-beginning and -ending expository scenes. A lot of stuff happens in these, including fights involving the characters ostensibly under your control, that you have no control over whatsoever — that are external to the world simulation. And then the demands of plot are satisfied for a while, and the simulation engine kicks back in. This is no better or worse than the vast majority of games with stories, but it certainly isn’t the revolution some of the designers’ claims might seem to imply.
Of course, one might say that all of these observations are rather more philosophical than practical, of more interest to game designers and scholars than the average player; you can suspend your disbelief easily enough and enjoy the game just as it is. There are places in Betrayal at Krondor, however, where some of the knock-on effects of the designers’ priorities really do impact your enjoyment in more tangible ways. For this is a game which can leave you marooned halfway through, unable to move forward and unable to go back.
Dead ends where the only option is to restore are normally less associated with CRPGs than adventure games; they played a big role in all but killing that genre as a commercial proposition by the end of the 1990s. CRPGs are usually more forgiving thanks to their more simulation-oriented nature — but, sadly, Betrayal at Krondor is an exception, due to a confluence of design decisions that all seem perfectly reasonable and were all made with the best of intentions. It thus provides a lesson in unexpected, unintended consequences — a lesson which any game designer would be wise to study.
The blogger Chet Bolingbroke, better known as The CRPG Addict, made these comments recently in the context of another game:
One of the notable features of CRPGs in contrast to some other genres is that they almost always support a Plan B. When one way of playing doesn’t work out, you can almost always resort to a more boring, more banal, grindier method of getting something done. I tend to mentally preface these fallback plans with “I can always…” Having a tough time with the final battle? “I can always reload again and again until the initiative rolls go my way.” Can’t overcome the evil wizard at your current level? “I can always grind.” Running out of resources? “I can always retreat from the dungeon, head back to town and buy a ton of healing potions.”
The most frustrating moments in CRPGs are when you suddenly find yourself with no way to finish “I can always” — when there is no Plan B, when luck alone will never save you, when there isn’t even a long way around.
This is precisely the problem which the player of Betrayal at Krondor can all too easily run into. Not only does the game allow you to ignore the urgent call of its plot, but it actually forces you to do so in order to be successful. If you take the impetus of the story seriously and rush to fulfill your tasks in the early chapters, you won’t build up your characters sufficiently to survive the later ones. Even if you do take your time and explore, trying to accrue experience, focusing on the wrong skills and spells can leave you in the same boat. By the time you realize your predicament, your “Plan B” is nonexistent. You can’t get back to those encounters you skipped in the earlier, easier chapters, and thus can’t grind your characters out of their difficulties. There actually are no random encounters whatsoever in the game, only the fixed ones placed on the map at the beginning of each chapter. I’m no fan of grinding, so I’d normally be all in favor of such a choice, which Cutter and Hallford doubtless made in order to make the game less tedious and increase its sense of narrative verisimilitude. In practice, though, it means that the pool of available money and experience is finite, meaning you need not only to forget the plot and explore everywhere in the earlier chapters but make the right choices in terms of character development there if you hope to succeed in the later ones.
On the whole, then, Betrayal at Krondor acquits itself better in its earlier chapters than in its later ones. It can be a very immersive experience indeed when you first start out with a huge map to roam, full of monsters to battle and quests to discover. By the time said map has been repopulated three or four times, however, roaming across its familiar landmarks yet again, looking for whatever might be new, has begun to lose some of its appeal.
And then, as Neal Hallford would be the first to admit, Betrayal at Krondor is written above all for Raymond E. Feist fans, which can be a bit problematic if you don’t happen to be among them. This was my experience, at any rate. As an outsider to Feist’s universe, watching characters I didn’t know talk about things I’d never heard of eventually got old. When an “iconic” character like Jimmy the Hand shows up, I’m supposed to be all aflutter with excitement, but instead I’m just wondering who this latest jerk in a terrible costume is and why I should care. In my view, the game peaks in Chapter 3, which takes the form of a surprisingly complex self-contained murder mystery; this is a place where the game does succeed in integrating its set-piece and emergent sides to a greater extent than elsewhere. If you elect to stop playing after that chapter, you really won’t miss that much.
As I noted already, Betrayal at Krondor ran dramatically over time and over budget. To their credit, Dynamix’s management didn’t push it out the door in an unfinished state, as was happening with so many other games during this period of transition to larger and more complex productions. Yet everyone, especially poor Neal Hallford, felt the pressure of getting it done. Not only did he write almost every word of the considerable amount of text in the game, but he also wrote much of the manual, and somehow even wound up on the hook for the puff pieces about it in Sierra’s customer newsletter. After weeks of virtually living at the office, he collapsed there one day, clutching at his chest. His colleagues rushed him to the hospital, believing he must be having a heart attack even though he was still in his twenties. It turned out that he wasn’t, but the doctor’s orders were clear: “You’re not going back to work for a week. Get some rest and eat something proper. No pizza. No soft drinks. It’s either this or next time you leave work it’ll be in a hearse.” Such are the perils of commercial game development.
Betrayal at Krondor finally shipped on June 15, 1993, an inauspicious time in the history of CRPGs. Origin Systems was about to take the Ultima series in a radically different direction after a less than overwhelming response to Ultima VII; Sir-Tech was about to put their equally long-running Wizardry series on ice for similar reasons; SSI was facing dwindling sales of their Dungeons & Dragons games and was on the verge of losing the once-coveted license; other publishers were quietly dropping less prominent franchises and would-be franchises. The several years to come would be remembered by CRPG fans as the Dark Age of their favored genre; relatively few of games of this stripe would be released at all, and those that were would be greeted by the marketplace with little enthusiasm.
Initially, Dynamix’s first CRPG performed about as well as you might expect in this environment. Despite some strong reviews, and despite whatever commercial advantages the Feist license brought with it, sales were slow. Cutter and Hallford had gone into Betrayal at Krondor imagining it to be only the first entry in a new series, but it soon appeared unlikely that a sequel would come to pass. Sierra, Dynamix’s parent company, was having an ugly year financially and wasn’t in the mood to make another expensive game in a passé genre, while Jeff Tunnell, the man who had had the original idea for Betrayal at Krondor, had stepped down from day-to-day management at Dynamix in favor of running a smaller subsidiary studio. Cutter and Hallford begged their new bosses to give the game time before making any final decisions, noting that good reviews and positive word of mouth among fans of the novels could yet pay dividends. The leadership team responded by laying Cutter off.
But over time, Betrayal at Krondor continued to sell steadily if not spectacularly. Then a genuine surge in sales came in early 1994, when a CD-ROM-based version featuring a lovely soundtrack and enhanced if still less than lovely graphics was released, just as the influential magazine Computer Gaming World was crowning the game the best CRPG of the previous year. Dynamix now made a belated attempt to start work on a sequel, asking Neal Hallford to helm it. But he considered the budget they were proposing to be inadequate, the time frame for development far too compressed. He turned it down, and left the company shortly thereafter. Dynamix would never make a second CRPG, whether set in Midkemia or anywhere else.
Nevertheless, that wasn’t quite the end of the story. Feist had been profoundly impressed by Betrayal at Krondor, and now took the ludic possibilities of his series of novels much more seriously than he had before seeing it. As soon as the Dynamix license expired at the beginning of 1995, he began to shop the property around once again. Initially, however, he found no one willing to pay his price,what with the current state of the CRPG market. While interactive Midkemia was thus in limbo, Sierra came up with another, cheaper idea for capitalizing on the first game’s belated success. Lacking the Midkemia license, they decided to leverage the first half of the Betrayal at Krondor name instead, releasing the in-house-developed Betrayal in Antara in 1997. It copied some of the interface elements and gameplay approaches of its predecessor, but moved the action to a generic fantasy world, to less satisfying effect.
And yet the story still wasn’t over: as the CRPG market began to improve in the wake of Interplay’s Fallout, the first real hit in the genre in several years, Feist licensed the Midkemia rights back to Sierra of all publishers. Sierra turned this latest project over to an outside developer called PyroTechnix. Feist played a much more active role on Return to Krondor, the game which resulted, than he had on Betrayal at Krondor, yet the result once again pales in comparison to the first Midkemia game, perhaps because Cutter and Hallford once again played no role. Its mixed reception in 1998 marks the last implementation of Midkemia on a computer to date.
Two of Feist’s later books, 1998’s Krondor: The Betrayal and 2000’s Krondor: Tear of the Gods, were based upon the first and second Midkemia computer game respectively. Thus Midkemia completed its long, strange transmedia journey from game to book to game to book again. Feist continues to churn out books apace today, but they don’t sell in the same quantities anymore, bearing as they do the stale odor of a series long past its sell-by date.
For many of us, Betrayal at Krondor will always remain the most memorable entry in the exercise in competent derivation that is Midkemia as a whole; the game is ironically much more innovative in its medium than the novels which spawned it are in theirs. Indeed, it’s thoroughly unique, a welcome breath of bold originality in a genre usually content to rely on the tried and true, a game which doesn’t work perfectly but perhaps works better than it has any right to. As a writer, I can only applaud a game which takes it writing this seriously. If it’s not quite the revolutionary amalgamation of narrative and interactivity that its creators wanted it to be, it’s still a heck of a lot more interesting than your average dungeon crawl.
(Sources: the book Designers and Dragons by Shannon Appelcline; Sierra’s newsletter InterAction of Winter 1992 and June 1993; Compute! of December 1993; Computer Gaming World of February 1993, April 1994, June 1994, and August 1996; Electronic Games of October 1992 and June 1993; Questbusters of November 1991, August 1992, April 1993, and August 1993; Retro Gamer 84; Dragon of January 2004; the CD-ROM Today bundled CD-ROM of August/September 1994. Online sources include Matt Barton’s interviews with Neal Hallford, Jeff Tunnell, and John Cutter in Matt Chat episodes 191, 192, 201, 291, 292, and 293; Neal Hallford’s blog series Krondor Confidential; the “History of Midkemia Press” on the same publisher’s website.
Betrayal at Krondor and Betrayal in Antara are available as a package purchase at GOG.com.)
source http://reposts.ciathyza.com/betrayal-at-krondor/
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United States Of America (USA) Defense Market Size And Trends, Budget Allocation, Regulations, Key Acquisitions, Competitive Landscape And Forecast, 2022-2027
US Defense Market Report Overview:
The United States of America (USA) defense budget was worth $740.4 billion in 2022 and is expected to achieve a CAGR of more than 3% from 2023 to 2027. The USA defense market research report provides the market size forecast and the projected growth rate for the next five years. The report covers industry analysis including the key market drivers, emerging technology trends, and major challenges faced by market participants. It also offers insights regarding key factors and government programs that are expected to influence the demand for military platforms over the forecast period.
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USA Defense Market Drivers:
The US, like many states, benefits economically from a well-funded defense industry. Tensions between the US and Russia had been growing since the invasion of Georgia in 2008. The invasion of Crimea in 2014 intensified this, but the invasion of Ukraine in 2022 has marked an unprecedented (in the post-Soviet era) decline in relations between Russia and the US. The US is providing numerous weapons and large volumes of military aid to Ukraine, which is requiring significant funding. The ongoing conflict and success of Ukrainian forces in using US weaponry to fight back against Russian advances means that the requirement for US aid is likely to continue. This, and the need to replenish stocks of weapons to send to Ukraine, will drive defense expenditure for the US.
Another major driver of US defense expenditure is China. The US is attempting to counter the significant soft power wielded by the state, address the threat of an invasion of Taiwan, and refocus itself to look eastwards to the Indo-Pacific region. Although Chinese defense spending is still much lower than that of the US, the country has nevertheless embarked upon a major defense modernization program.
USA Military Doctrines and Defense Strategies:
The US is continually seeking to modernize its forces in line with emerging technologies and advancements in the capabilities of its adversaries. The DOD has the advantage of the largest defense budget in the world and has the funds to continually modernize and upgrade its fleet, and it also benefits from a diverse, skilled, and well-established defense industrial base. This aids modernization by creating a rich R&D environment capable of progressing horizon technologies, while having the funds necessary for these sorts of projects. Modernization projects range from the replacement of traditional platforms, such as fighter jets, to the development and integration of autonomous systems.
The US Armed Forces will employ and deploy military force in three instances- to provide assurance to allies and partners in the form of joint-military exercises, cooperation, and presence of US troops in unstable regions, to compel both state and non-state actors to comply with US actions, and to counter adversaries using military force.
USA Defense Market Segmentation by Sectors:
The key sectors in the US defense market are military fixed-wing, military rotorcraft, body armor and personal protection, submarines, military land vehicles, underwater warfare systems, missiles and missile defense systems, EOIR systems, artillery, and naval vessels among others. For the period of 2022 to 2027, military fixed-wing is the largest sector, followed by submarines.
USA Defense Market - Competitive Landscape:
Some of the leading defense companies in the US defense market are General Electric Co., Lockheed Martin Corp, Raytheon Technologies Corp, Boeing Co, General Dynamics Corp, Northrop Grumman Corp, Honeywell International Inc, Lockheed Martin Aeronautics Co, and L3Harris Technologies Inc.
Scope:
In particular, it provides an in-depth analysis of the following-
US defense budget: detailed analysis of the US 2022 defense budget broken down into market size and market share. This is coupled with an examination of key current and future acquisitions.
Regulation: the procurement policy and the process is explained. This is coupled with an analysis of the US military doctrine and strategy to provide a comprehensive overview of US military regulation.
Security Environment: political alliances and perceived security threats to the US are examined; there help to explain trends in spending and modernization.
Competitive landscape and strategic insights: analysis of the competitive landscape of the US’s defense industry.
Reasons to Buy:
Determine prospective investment areas based on a detailed trend analysis of the US defense market over the next five years.
Gain an in-depth understanding of the underlying factors driving demand for different defense and internal security segments in the US market and identify the opportunities offered.
Strengthen your understanding of the market in terms of demand drivers, market trends, and the latest technological developments, among others.
Identify the major threats that are driving the US defense market providing a clear picture of future opportunities that can be tapped, resulting in revenue expansion.
Channel resources by focusing on the ongoing programs that are being undertaken by the US government.
Make correct business decisions based on an in-depth analysis of the competitive landscape consisting of detailed profiles of the top defense equipment providers in the country. The company profiles also include information about the key products, alliances, recent contracts awarded, and financial analysis, wherever available.
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Table of contents:
Defense Budget Assessment
Budgeting Process
Defense Market Size Historic And Forecast
Military Doctrine And Security Environment
Military Doctrine And Strategy
Political And Strategic Alliances
Market Entry Strategy And Regulations
Defense Procurement Bodies
Market Attractiveness, 2022-27
Top Defense Segments By Value
Import Market Dynamics
Export Market Dynamics
F-35 Lightning II
Virginia class
Columbia class
B-21 Raider
Arleigh Burke-class
CH-53K King Stallion
F-15EX
Joint Light Tactical Vehicles
Constellation class
Gerald R.Ford class
Appendix
About This Report
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Ship Simulators Market
What is Ship Simulator?
A ship simulator is a method that mimics ships and maritime settings for use in teaching, research, and other applications. These simulators are a combination of software and hardware solutions. They provide the user with a simulated environment in which they test systems or receive professional training. Ship simulators Market can be classified into two major classifications such as real-time simulators, which have human controllers, and fast time simulators, in which the human is replaced by a computer-based pilot model. These are used by both commercial ships and naval ships. Benefits Of Using Ship SimulatorsUsing a ship simulator provides high-quality training. It can place crews into any scenario at any time and provide more deep training in lesser time. Besides improving their skills, it additionally provides awareness and experience for real-life situations. The system successfully enables naval forces to conduct a wide range of simulations without incurring the associated costs, resulting in significant savings in training budgets.Simulation is a highly technical art involving the integration of several skills including civil and marine engineering, naval architecture, computer techniques, piloting, and human engineering. In all these areas, there are substantial unresolved issues. Thereby, the ship simulator technology is considered an effective tool for water design by design engineers. The use of simulation technologies is gaining popularity to boost confidence in waterways designs and minimize construction and maintenance costs. Over the previous three decades, ship-handling simulations based on available technology have been developed. Simulations have been used in a range of scenarios, ranging from training vessel operators to studying marine deaths to buoy location review.Ship Simulator Market OutlookGrowing need for professional ship operators and watch captains for map charting, directing navigation, fire management, weather monitoring, and operating rehearsals is leading the market growth. Additionally, severe maritime legislation requiring proficient training of electronic war workforces has boosted the demand for ship bridge simulators in recent years.Shipbuilders have discovered in recent years that virtual reality simulation is far more effective than traditional marine simulator training. A helmet is used in virtual simulation devices to display a video and is integrated with acoustic effects and simulation sensor systems. Using this technology, an unlimited number of people can be trained together in the same environment on the same or separate vessels. This is accomplished through the use of characters, which allow the user to view and converse with the other participants during the ongoing training. Users from all over the world can participate in the same scenario.Moreover, the increasing adoption of advanced technologies in simulators is also accelerating the market demand. For instance, in October 2021, FORCE Technology, the Denmark-based ship simulator company had launched a dedicated Software as a Service solution named SimFlex Cloud. It provides easy access to next-generation mixed reality simulations, utilizing both augmented reality and virtual reality headsets to enhance realism and immersion. Thereby, the increasing adoption of cutting-edge technologies is generating a plethora of market growth opportunities.The Asia-Pacific region is experiencing increased passenger traffic as well as significant import and export activities. As a result, the region is projected to have a high demand for marine systems, contributing significantly to market growth. With the evolving marine commerce in LAMEA countries, the business is expected to expand in the forthcoming years.Key Developments in Ship Simulator MarketIn 2021, Kongsberg Digital (KDI) had signed four contracts with maritime training centers, universities, and schools in South Korea. The successful delivery of DP simulators and K-Sim Offshore to the Korea Institute of Maritime and Fishery Technology in the first quarter of 2021 after the handover of K-Sim Mooring simulators to the Busan Techno Park foundation. In 2021, both the Incheon National Maritime High School and the Busan National Maritime High School had commissioned KDI to supply K-Sim Navigation ship’s bridge simulators in Q4 2021. KDI has obtained key stakeholders to support the industry in this venture by securing these contracts.In January 2021, The Thome Group had completed the installation of the new Full Mission Navigation Bridge Simulator with a 320-degree view at its facilities in the Philippines.In 2021, Pinnacle Solutions, Inc. had awarded a subcontract worth USD 1.25 million to Buffalo Computer Graphics, Inc., a maritime simulation provider, to support the Bridge Part Task Trainer Program of the U.S. Navy. BCG will supply radar and communication simulation solutions to assist the Navy’s focus on ship navigation training under the terms of the contract. The BCG simulation will be integrated with other bridge subsystems by Xebec, a joint venture between Pinnacle Solutions, Inc. and CAE USA, to produce a series of Littoral Combat Ship (LCS1 and LCS2) training systems.Henceforth, numerous latest advancements in the ship simulators industry are anticipated to accelerate business growth in upcoming years.
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Naval Combat Vessels Market Share Forecast,Growth Analysis ,Overview Forecast,Competitors New Technology 2022 – 2030
Naval Combat Vessels Market Research Report Information by Vessel Type (Submarine, Frigates, Corvettes, Destroyers and Others), Mode of Propulsion (Nuclear-Powered and Conventional Powered), and Region – Forecast till 2027
Naval Combat Vessels is estimated to witness a CAGR of 4% from 2018 to 2023.
Key Players
The key players in global naval combat vessels are Israel Military Industries (Israel), BAE Systems (U.K), Lockheed Martin Corporation (U.S.), Raytheon (U.S.), General Dynamics Corporation (U.S.), SaaB AB (Sweden), Huntington Ingalls Industries, Inc. (U.S.), Mitsubishi Heavy Industries, Ltd. (Japan), Kawasaki Shipbuilding Corporation (Japan), and Kockums AB (Sweden).
Market Highlights:
Combat vessels are an important part of warfare ships that are built for battle on the water surface and are designed for applications such as war fight with submarines or aircraft and can execute other missions related to counter-narcotics operations and maritime interdiction operations (MIO). The increased need for modernization of naval combat systems has led to the increasing demand for the development of naval combat vessels. The increased focus on technology advancement of Unmanned Underwater Vehicles (UUVs) will enable manufacturers to offer new growth opportunities to the market players. For instance, Lockheed Martin signed a contract with U.S. Navy to design the largest unmanned underwater drone, the Orca. However, there are some shortcomings, such as difficulty in integration, which will restrain the growth of this market. The market for naval combat vessels is estimated to witness a CAGR of 4% during the forecast period.
On the basis of region, the market is segmented into North America, Asia Pacific, Europe, the Middle East, and Latin America. In North America, increasing incorporation of advanced combat systems into the naval vessels will boost the market. In 2017, Lockheed Martin signed a contract with the U.S. Navy to design the largest unmanned underwater drone, the Orca. In 2018, BAE Systems signed a contract with the U.S. Navy to modernize the guided-missile destroyer, USS Howard. In 2015, Israel Military Industries signed a contract with Germany for 4 TKMS MEKO Patrol Vessels.
The scope of the Report
This study provides an overview of the Global Naval Combat Vessels, tracking two market segments across five geographic regions. The report studies key players, providing a five-year annual trend analysis that highlights market size, volume, and share for North America, Europe, Asia Pacific (APAC), Middle East & Africa and Latin America. The report also provides a forecast, focusing on the market opportunities for the next five years for each region. The scope of the study segments the global Naval Combat Vessels by its vessel type, mode of propulsion, and region.
By Vessel Type
Submarine
Frigates
Corvettes
Destroyers
Others
By Mode of Propulsion
Nuclear Powered
Conventional Powered
By Region
North America
Europe
Asia Pacific
Middle East & Africa
Latin America
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Dynamic Positioning System Market Size- Trends, Growth, Demand, Key Player profile and Regional Outlook by 2030
Global Dynamic Positioning System Market is projected to be valued at USD 685 Million by 2025, with 4.02% CAGR during the forecast period, 2019–2025. The dynamic positioning system helps in controlling a vessel’s position. Moreover, this system is typically used for offshore vessels in offshore drilling vessels, offshore support vessels, pipe-laying vessels, dredging vessels, and shuttle tankers.
The global market for dynamic positioning system has been segmented into five regions, namely North America, Asia-Pacific, Europe, South America, and the Middle East & Africa. The Asia-Pacific market is expected to hold the largest market share in the global dynamic positioning system market during the forecast period. The region is also expected to register the highest growth rate due to the increasing number of offshore patrol vessels. In Asia-Pacific, China is expected to be the fastest and largest market during the forecast period owing to technological advancement in offshore vessels.
The market in North America is expected to be the second-largest owing to increasing drilling activities in oil & gas industry. The market in the US is expected to lead in North America during the forecast period. Europe is also expected to grow at a high rate owing to the safety operations across deep ocean waters during offshore oil and gas operations. Germany is expected to be the largest and fastest growing country in Europe. Brazil and Saudi Arabia are the two leading countries that are expected to dominate the markets in South America and the Middle East & Africa, respectively.
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The dynamic positioning system market in Europe is expected to be dominated by Germany owing to the technological advancement in dynamic positioning system. Moreover, companies such as ABB (Switzerland), General Electric (US), Kongsberg Gruppen (Norway), and Volvo Penta AB (Sweden) have presence in Germany which would drive the dynamic positioning system market in the country.
The dynamic positioning system market in North America is dominated by the US owing to increasing demand for offshore patrol vessels in the country.
The global market for dynamic positioning system has been segmented based on subsystem, equipment class, application, and region. By subsystem, the global market has been divided into control system, thruster system, power system, and others. The control system segment is expected to dominate the global market and is likely to register the highest CAGR. Based on equipment class, the global market is segmented as class 10, class 2, and class 3. The class 3 segment is expected to register the highest CAGR during the forecast period as this segment includes dynamic positioning system that provide accuracy in a vessel’s position as compared to other class types. By application, the market has been segmented into merchant vessels, passenger vessels, naval vessels, and offshore vessels. The offshore vessel segment is expected to hold the largest market share during the forecast period.
The global market for dynamic positioning system is expected to grow at 4.02% CAGR during the forecast period.
Scope of the Report
This report provides an in-depth analysis of the global dynamic positioning system market, tracking three market segments across five geographic regions. The report studies key players, providing a five-year annual trend analysis that highlights market size and share for Asia-Pacific, North America, South America, Europe, and the Middle East & Africa. The report also presents a forecast, focusing on the market opportunities for the next five years for each region. The scope of the study segments the global dynamic positioning system market by subsystem, equipment class, application, and region.
Subsystem
Control system
Thruster system
Power system
Others
Equipment Class
Class 1
Class 2
Class 3
Application
Merchant Vessels
Passenger Vessels
Naval Vessels
Offshore Vessels
By Region
North America
Asia-Pacific
Europe
Middle East & Africa
South America
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Key Players
The key players operating in the Global Dynamic Positioning System Market are ABB (Switzerland), General Electric (US), Kongsberg Gruppen (Norway), Volvo Penta AB (Sweden), Moxa Inc. (Taiwan), Marine Technologies, LCC (US), Rolls Royce plc (UK), Praxis Automation (Netherlands), Wartsila Corporation (Finland), Navis Engineering Oy (Finland), L-3 Communications Holdings, Inc. (US), NORR Systems Pte Ltd (Singapore), Guidance Marine (UK), Master Boat Builders Inc. (US), and others.
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Radome Market is estimated at USD 1.7 billion in 2021 and is projected to reach USD 3.3 billion by 2026
The global radome market is estimated at USD 1.7 billion in 2021 and is projected to reach USD 3.3 billion by 2026, at a CAGR of 15.0% from 2021 to 2026. The radome market is growing at a significant rate across the world, and a similar trend is expected to be observed during the forecast period. The Advancements in composite materials technology for Radome structure, focus on development of compact radome for UAV platforms, demand for technologically advanced radome systems for next-generation aircraft and significance of radomes in warfare are fueling the growth of the radome market.
The radome market is being driven by the increased adoption of advanced military UAV systems to gain an advantage over enemy forces and the increasing defense expenditure of various countries. Industry players are undertaking R&D activities that focus on improving the capability of these radomes to perform in all-weather conditions and provide support in commercial as well as defense operations, such as long-range surveillance, search & rescue, navigation, and communications, among others.
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Based on material, glass fiber is projected to lead radome market by material from 2021 to 2026.
Development and procurement of modern aircraft systems, such as targeting and surveillance systems and communication systems, for various applications is driving the demand for radome market globally. The surface of the fiberglass radome is reinforced with additives to enhance the adhesion between them so that the surface paint will not fall off, wrinkle and maintain its color even in severe weather. This also offers excellent electrical insulation and permeability.
Based on application, the radar segment will register the highest growth from 2021 to 2026.
A radome is often used to prevent ice and freezing rain from accumulating on antennas. In the case of a spinning radar parabolic antenna, the radome also protects the antenna from debris and rotational irregularities due to wind. In November 2020, Meggitt PLC secured a pioneering radome contract with BAE Systems to enable advanced radar technology for the Royal Air Force Typhoon fighter jet.
Based on Platform, naval segment is projected to grow at the highest CAGR during the forecast period.
Upgrades in communication, navigation, and surveillance systems have helped modernize the maritime industry at a significant pace. An increase in automation, modernization of ships, upcoming autonomous technology, and the increase in unmanned marine vehicles are expected to drive the radome market of the naval platform. The naval platform comprises commercial vessels, military vessels, and unmanned marine vehicles. In January 2021, Saab and the Swedish Defence Materiel Administration (FMV) signed two agreements with the Swedish navy concerning the next generation of surface ships and corvettes.
Based on region, North America is projected to lead the radome market from 2021 to 2026.
Significant investments in R&D activities for the development of advanced radome solutions by key players and increased demand for advanced radome systems are some of the factors expected to fuel the growth of the radome market in this region. The US is expected to drive the growth of the North American radome market during the forecast period, owing to easy access to various innovative technologies and significant investments being made by manufacturers in the country for the development of improved military ISR and communication & monitoring systems. Several developments have taken place in the field of radome systems in the region. For instance, in January 2020, Telephonics Corporation (US) successfully developed and tested its MOSAIC Active Electronically Scanned Array (AESA) surveillance radar system which requires technologically advanced solid laminate radomes with the US Navy’s MH-60S helicopter. The MOSAIC AESA surveillance radar is capable of performing continuous scheduled Inverse Synthetic Aperture Radar (ISAR) imaging tasks while simultaneously conducting surveillance, detection, and tracking operations.
Key Companies
This report includes a study on the marketing and development strategies, along with the product portfolios of leading companies. It consists of profiles of leading companies, such as Lockheed Martin Corporation (US), Northrop Grumman Corporation (US), Thales Group (France), General Dynamics (US), Saint-Gobain (France), BAE Systems (UK), L3Harris Technologies (US), Raytheon Technologies (US).
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Japan Aircraft Arresting System Market with Business Prospects of Competitors | Forecast 2022 -(2024-2032)
The aircraft arresting system market in Japan is set to experience substantial growth from 2024 to 2032, propelled by advancements in aviation technology and increased defense spending. This report explores the business prospects of competitors in the market and provides a comprehensive forecast.
Competitor Business Prospects: In Japan, key competitors such as BAE Systems, Raytheon Technologies Corporation, and Curtiss-Wright Corporation are actively engaged in expanding their market presence through technological innovation and strategic collaborations. These companies are focusing on enhancing the reliability and efficiency of aircraft arresting systems to meet stringent operational requirements.
Market Dynamics: The Japanese market is characterized by a robust demand for advanced aircraft arresting systems, driven by the modernization of military and civil aviation infrastructure. The government's emphasis on bolstering national defense capabilities and improving emergency response readiness further stimulates market growth. Moreover, collaborations with international partners contribute to the transfer of cutting-edge technologies, reinforcing Japan's position in the global aerospace industry.
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Forecast (2024-2032): Looking ahead, the Japan aircraft arresting system market is poised for significant expansion. Factors such as the procurement of next-generation fighter aircraft and the integration of advanced technologies into naval vessels will underpin market growth. Additionally, initiatives aimed at enhancing aviation safety and operational efficiency will drive the adoption of innovative aircraft arresting systems across various sectors.
In summary, the outlook for the Japan aircraft arresting system market is optimistic, with ample opportunities for competitors to capitalize on emerging trends and technological advancements. By focusing on product innovation and strategic alliances, stakeholders can navigate the evolving landscape and position themselves for sustained growth in the coming years.
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https://www.military.africa/2019/11/in-case-of-war-five-nigerian-weapons-south-africa-should-fear
In case of war: five Nigerian weapons South Africa should fear
Despite severe budget cuts and general institutional decline in the South African National Defence Force (SANDF), the country is still a major military power in Africa.
For decades, Nigeria has maintained its regional military dominance especially in West Africa even though equipment shortage, irregular procurement policies and corruption has plagued its military forces.
For a long time, Nigeria and South Africa has been squabbling for economic and political recognition. Their rivalry often played itself out in proxy activities, as both nations hopes to get a permanent seat at the United Nations Security Council.
The two nations are concerned over how a direct war between them could play out. For now, South Africa will leverage on its technologically superior advantage to counter Nigeria’s numerical strength.
However, as Nigeria continues to tackle various security challenges including the brutal war against Boko Haram and the Islamic State in West Africa, Nigeria’s military machine is evolving rapidly. Newer and modern weapons are being brought into service faster than before.
Also, Nigeria’s indigenous defence industrial complex is growing at a decent pace. The country is now self-sufficient in various types of armored vehicles as well as drones and littoral naval vessels. However, its still years behind South Africa’s world class defence industry.
In South Africa, support for its homegrown weapons is still low, at this rate, Nigeria could be a match with South Africa technologically within the next two decade.
Even with the ongoing political/economic skimish, coupled with the recent heightened tensions caused by xenophobia in South Africa, it is very unlikely that there will ever be a face-off between South Africa and Nigeria that will lead to war.
However, South Africa might want to take note of these five Nigerian lethal weapon systems and tactics.
Palmaria 155 mm self-propelled howitzer
The 155 mm Palmaria is a self-propelled howitzer which was developed by the Italian Company OTO Melara for the export market.
The Palmaria 155 mm howitzer has an automatic loading system, and a rate of fire of one round every 15 seconds or a burst-fire rate of three rounds every 25 seconds.
For sustained firing, it can fire one round every three minutes indefinitely. The maximum range is 24.7 km for normal rounds and 30 km for rocket assisted rounds.
Nigeria bought twenty-five Palmaria 155 mm SP in 1982, and it has constantly being used to devastating effect against Boko Haram and ISWAP.
With a crew of five operating a single vehicle, a Palmaria 155 mm artillery brigade can level a city in sustained firing mode.
PAC JF-17 Thunder
Also known as the Chengdu FC-1 Xiaolong, the JF-17 Thunder which first flew in 2003, is a high-tech evolution of the MiG-21.
In 2018, Pakistan confirmed a $184 million deal to sell three JF-17s to the Nigerian Air Force.
The JF-17 is designed to employ Chinese weapons on its seven hardpoints, including the PL-5 short-range air-to-air missile, LS-6 ‘Thunderstone’ GPS-guided glide bombs, and YJ-12 supersonic and YJ-83 subsonic anti-shipping missiles.
The Thunder can also carry electro-optical/infrared sensors and self-defense jammers on external pods.
The newer Block III, featured a helmet-mounted display system which should allow more flexible targeting of short-range missiles in close dogfights.
Its radar is upgraded to an Active Electronically Scanned Array (AESA) radar, which have higher resolution, is more discrete and also more jam-resistant.
With a maximum speed of mach 1.8 (2,205 kilometers per hour), a ferry range of 2,200 miles it has a service ceiling of 55,000 feet.
It is very likely that the JF-17 Thunder will show up if there is any future showdowns between Nigeria and South Africa.
T-72 Main Battle Tank
Unarguably the worlds most popular main battle tank, more than 25,000 T-72s have been built. The T-72 is currently being used by about 45 countries, including Russia.
Crewed by a three-man team, the the 41-ton T-72 is armed with a 125-millimeter smoothbore cannon. The cannon is fed by an autoloader instead of a human loader.
In early 2014, Nigeria allegedly procured about 77 unit of T-72 MBT from Czech republic however, military experts believes that the actual number is around 30.
So far, the T-72 AV mbt makes up the backbone of the Nigerian Army armored division, supported by the Vickers (Eagle) tank, T-55 MBT and Panhard ERC-90 Sagaie tank destroyer.
As seen in the current anti-terror operations, Nigeria’s T-72 tanks will spearhead any military actions against South Africa.
CH-3 Wing Loong drone
In 2014, China supplied the CH-3 to Nigeria government along with YC-200 guided bombs and AR-1 air-to-ground missile, making Nigeria one of a handful of countries like the United States, the United Kingdom, Israel, Pakistan, and Iraq who have adopted the use of Drones in modern warfare.
This cheap killer drone have proliferated across the Middle East and North Africa, executing hundreds of deadly attacks in Egypt, Libya, Nigeria and Yemen.
Since drones are much cheaper to procure and operate then jet fighters, the CH-3 drone can circle over war zones at low speeds for hours upon hours, waiting for targets without putting its operators at risk.
Nigeria’s CH-3 drone first saw combat use by Nigeria against Boko Haram in 2015, although, one crashed during operations. the drone can delivered its ordnance against ground targets with high degrees of precision and accuracy, both day and night.
BM-21 122 mm Grad Multiple Rocket Launcher
The Soviet-made BM-21 122 mm Grad multiple Rocket Launcher System was designed to support ground troops with massive suppressive fire to counter anti-tank missile, artillery and mortar positions, destroy strong points and eliminate enemy’s resistance on the battlefield.
The BM-21 fires a fin-stabilized “9-ft rocket” with a range of 20,380 meters. The 122-mm fin-stabilized rockets can deliver Frag-HE, chemical, or incendiary warheads to a range of over 20 kilometers, or the newer HE and cargo rockets out to 30 kilometers. On explosion, the warhead produces a great fragmentation effect and shock wave which can destroy tanks, armored vehicles and personnel.
As a result of its high volume of fire and large area coverage, it is usually used for ambush. One volley from a BM-21 battalion is 720 rounds is enough to annihilate an enemy division.
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Next Generation Naval Vessel Technology Market: Repository Of Analysis And Information For Every Facet Of The Market
Naval vessel is a military ship which is damage resilient and armed with weapon systems. The naval vessels play an important role in offshore patrolling. The next generation naval vessels are equipped with advanced systems. The market is expected to grow significantly during the forecast period.
There are various factors associated with the demand of next generation naval vessel technology. These naval vessels are primarily used for maritime security. Furthermore, the vessels can also be used for anti air warfare during a sudden air strike. Moreover, the vessels also find application during anti surface warfare. In addition, the naval vessels are also effective for use against submarines and mine warfare. Another issue which is spurring the demand for next generation naval vessels is the growing concern for security over asymmetric counter insurgency warfare in countries such as Iraq and Afghanistan.
Moreover, the ongoing disturbances due to terrorist activities in Middle East region are another reason aiding to the demand for strong naval security. In addition, with the U.S. upgrading their defense capabilities, China is also focusing on strengthening their navy by deploying next generation naval vessels. Furthermore, the growing concern of maritime piracy of high value assets such as cargo ships, container fleets and oil and gas tankers in regions such as Somalia is another reason which has resulted into the need for superior maritime security. These factors are expected to drive the demand for next generation naval vessels during the forecast period.
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However, there is one factor restraining the demand for these naval vessels. The cost of acquiring next generation naval vessels is significantly high. In addition, the naval vessels require regular maintenance. The developing economies in regions such as Africa, Asia and Latin America do not have the capital to acquire these vessels. Hence, the cost of the vessels is a major factor restraining the growth in the market. Nevertheless, the ongoing technological innovation is expected to reduce the price of the components in the coming years which are expected to reduce the price of these naval vessels significantly.
The global next generation naval vessels market can be segmented by types and geography. By types, the market can be bifurcated into aircraft carriers, surface combatant, patrol combatant, amphibious warfare, mine warfare combat logistics carrier and coastal defense among others. Based on the increasing need for maritime security, the aircraft carriers, patrol combatants and coastal defense naval vessels are expected to witness strong growth during the forecast period.
By geography the global next generation naval vessel market can be segregated into five strategic regions which include North America, Europe, Asia Pacific, Middle East and Africa and Latin America. The growing concern for security from terrorist activities is expected to drive the growth in North America. In addition, the region is primarily driven due to the presence of the U.S. which does significant investment to keep their defense upgraded.
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Europe has been analyzed to witness steady growth during the forecast period due to the ongoing demand for naval vessels in Germany, France and the U.K. primarily. The growth in Asia Pacific region is expected to be promising due to the presence of developing nations such as India and China which are investing heavily in order to strengthen their defense sector. The Middle East and Africa region is also expected to grow robustly due to the constant communal disturbance and ongoing terrorist activities in countries such as Iraq and Syria. Latin America on the other hand is expected to have a weak growth due to the weak economy which does not permit enough defense budgets to the countries.
The major players in the next generation naval vessel technology include Aeromaritime Systembau GmbH, Atein Naval, DAMEN Schelde Naval Shipbuilding and Austal USA among other emerging players in the market.
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Global Naval Vessels and Surface Combatants Market to 2031 published on
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Global Naval Vessels and Surface Combatants Market to 2031
Global Naval Vessels and Surface Combatants Market to 2031
Summary
Global Naval Vessels and Surface Combatants Market to 2031 report provides the market size forecast and the estimated Compound Annual Growth Rate (CAGR) for the next ten years. The report covers industry analysis including the key market drivers, trends, emerging technologies, and major challenges faced by industry participants. It also offers insights regarding key factors and government programs that are expected to influence the demand for naval vessels and surface combatants market over the forecast period.
Territorial disputes and emerging maritime threats such as smuggling, piracy, and terrorism are expected to drive the procurment of naval platforms. Countries such as Russia, China, India, the UK, France and Canada consist of fleets which are rapidly aging and require replacements. Hence, to enhance the naval capapbilities to counter asymmetric threats, these countries have initiated naval modernization programs to replace the outdated vessels that are in active service. In addition, the need for new naval vessels is further substantiated due to the ongoing counter-piracy efforts in highly affected maritime shipping routes in regions such as the Malacca Straits and Gulf of Aden. As such, the procurement of new naval vessels will continue to grow across the globe over the forecast period.
The frigate segment is expected to be the largest segment and accounts for 32.7% of the global naval vessels and surface combatants market over the forecast period. The increasing demand for multirole vessels that are capable of carrying out military operations other than war (MOOTW), which includes humanitarian relief in the aftermath of natural disasters, emergency medical care, combating smuggling, piracy, terrorism, and environmental protection, among others expected to drive the segment’s growth over the forecast period. According to Chandan N, Defense Analyst at GlobalData: “Various countries across the globe are focusing on the indigenous design and construction of naval vessels to reduce their dependency on imports. Indigenously built ships can also be customized, repaired and overhauled without depending on a foreign supplier for spare parts and other accessories. This is expected to propel the growth of naval vessels and surface combatants market over the next decade.”
North America region is expected to dominate the global naval vessels and surface combatants market from 2021 to 2031. The US’s dominance in the naval vessels market is influenced by the country’s affinity for advanced military platforms in order to maintain an edge over its adversaries. The country is presently undertaking multiple high-value programs to procure new-generation naval vessels. For instance, the multi-billion dollar Constellation-class frigate FFG(X) program to induct 20 guided-missile frigates will significantly increase the country’s share of the global naval vessels and surface combatants market over the next decade. Similarly, Canada is also procuring various classes of naval vessels equipped with advanced sub-systems to improve its naval capabilities.
Key Highlights
– The global naval vessels and surface combatants market is expected to grow at a CAGR of 3.49% over the forecast period. – The global naval vessels and surface combatants market is classified into seven categories: Frigate, Destroyer, Amphibious Ship, Light Combat Vessel, Corvette, Aircraft Carrier and Auxiliary Vessel. – North America is expected to dominate the global naval vessels and surface combatants market over the forecast period with a market share of 35.4%, followed by Asia Pacific and European regions. – Frigate is expected to be the largest segment among other naval vessel categories over the forecast period.
Who Should Buy
– Defence Startup’s, Original Equipment Manufacturers (OEMs), Defence Planners, Naval Vessels Integrators, Venture Capital Firms, Government Agencies, Head of Marketing, Head of Sales, CEOs and Senior Executives. – The concerned stakeholders can utilize the report to identify high growth segments and customize their offerings to match the project requirements. – The Venture Capital Firms can utilize the project details, growth rate, and market size to identify and fund high potential startups.
Scope
In particular, the report provides an in-depth analysis of the following – – Market size and drivers: Detailed analysis during 2021-2031, including highlights of the demand drivers and growth stimulators. It also provides a snapshot of the spending and modernization patterns of different regions around the world. – Recent developments and industry challenges: Insights into technological developments and a detailed analysis of the existing naval vessels and surface combatants projects being executed and planned worldwide. It also provides trends of the changing industry structure and the challenges faced by industry participants. – Regional highlights: study of the key markets in each region, providing an analysis of the key segments of the market that are expected to be in demand. – Major programs: details of the key programs in each segment, which are expected to be executed during 2021-2031. – Competitive landscape and strategic insights: analysis of the competitive landscape of the global naval vessels and surface combatants market. It provides an overview of key players, their strategic initiatives, and financial analysis.
Reasons to Buy
– Determine prospective investment areas based on a detailed trend analysis of the global naval vessels and surface combatants over the next ten years – Gain in-depth understanding about the underlying factors driving demand for different naval vessels and surface combatants segments in the top spending countries across the world and identify the opportunities offered by each of them – Strengthen your understanding of the market in terms of demand drivers, industry trends, and the latest technological developments, among others – Identify the major channels that are driving the global naval vessels and surface combatants market, providing a clear picture about future opportunities that can be tapped, resulting in revenue expansion – Channelize resources by focusing on the ongoing programs that are being undertaken by the defense ministries of different countries within the global naval vessels and surface combatants market – Make correct business decisions based on in-depth analysis of the competitive landscape consisting of detailed profiles of the top naval vessels and surface combatants solution providers around the world. The company profiles also includes information about the key products, alliances, recent contract awarded, and financial analysis, wherever available
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Nuclear Decommissioning Services Market Expected To Grow With A Significant Rate By 2027
Nuclear Decommissioning Services Market Status, Top Emerging Trends, Growth and Business Opportunities
The Nuclear Decommissioning Services Market report is one of the most comprehensive and important data about business strategies, qualitative and quantitative analysis of Global Market. It offers detailed research and analysis of key aspects of the Nuclear Decommissioning Services market. The market analysts authoring this report have provided in-depth information on leading growth drivers, restraints, challenges, trends, and opportunities to offer a complete analysis of the Nuclear Decommissioning Services market.
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Europe accounted for the largest market share in the global nuclear decommissioning services market with a value of US$ 78.48 billion in 2018. Stringent government regulations in Europe to support nuclear decommissioning activities is a major factor driving growth of the market in the region. Europe is projected to become the world’s largest market for decommissioning and decontamination (D&D) in the next five years. Over half of the European Union’s 223 nuclear power plants are due for closure by 2025.
The pressurized water reactor segment accounted for the largest market share in the nuclear decommissioning services market in 2018. Pressurized water reactor (PWR) is a type of nuclear reactor used to generate electricity and propel nuclear submarines and naval vessels. It utilizes light water (ordinary water, as opposed to heavy water) as coolant and neutron moderator. According to World Nuclear Association, PWR was originally designed for the U.S. Navy, however, it gained significant traction and became widely used reactor in nuclear power plants; with 297 in operation around the world as of 2018.
Major players operating in the global nuclear decommissioning services market include Orana Group, AECOM, Babcock International Group Plc, Westinghouse Electric Company LLC, Enercon Services Inc., KDC Contractors Limited, NUVIA Group, Onet Technologies SAS, Sogin S.p.A., and others.
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Highlights of TOC:
Overview: Presents a broad overview of the Nuclear Decommissioning Services Market, acting as a snapshot of the elaborate study that follows.
Market Dynamics: A straight-forward discussion about key drivers, restraints, challenges, trends, and opportunities of the Nuclear Decommissioning Services Market.
Product Segments: Explores the market growth of the wide variety of products offered by organizations, and how they fare with end-users.
Application Segments: This section studies the key end-use applications that contribute to the market growth and the emerging opportunities to the Nuclear Decommissioning Services Market.
Geographical Segments: Each regional market – with a region-specific study of each segment- is carefully assessed for understanding its current and future growth scenarios.
Company Profiles: Leading and emerging players of the Nuclear Decommissioning Services Market are thoroughly profiled in the report based on their market share, market served, products, applications, regional growth, and other factors.
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Naval Combat Vessels Market Size , Key Players Research Report by Type, by Application, by Region - Global Forecast to 2023 - Cumulative Impact of COVID-19
Key Players
The key players in global naval combat vessels are Israel Military Industries (Israel), BAE Systems (U.K), Lockheed Martin Corporation (U.S.), Raytheon (U.S.), General Dynamics Corporation (U.S.), SaaB AB (Sweden), Huntington Ingalls Industries, Inc. (U.S.), Mitsubishi Heavy Industries, Ltd. (Japan), Kawasaki Shipbuilding Corporation (Japan), and Kockums AB (Sweden).
Market Highlights:
Combat vessels are an important part of warfare ships that are built for battle on the water surface and are designed for applications such as war fight with submarines or aircraft and can execute other missions related to counter-narcotics operations and maritime interdiction operations (MIO).
The increased need for modernization of naval combat systems has led to the increasing demand for the development of naval combat vessels. The increased focus on technology advancement of Unmanned Underwater Vehicles (UUVs) will enable manufacturers to offer new growth opportunities to the market players. For instance, Lockheed Martin signed a contract with U.S. Navy to design the largest unmanned underwater drone, the Orca. However, there are some shortcomings, such as difficulty in integration, which will restrain the growth of this market. The market for naval combat vessels is estimated to witness a CAGR of 4% during the forecast period.
On the basis of region, the market is segmented into North America, Asia Pacific, Europe, the Middle East, and Latin America. In North America, increasing incorporation of advanced combat systems into the naval vessels will boost the market. In 2017, Lockheed Martin signed a contract with the U.S. Navy to design the largest unmanned underwater drone, the Orca. In 2018, BAE Systems signed a contract with the U.S. Navy to modernize the guided-missile destroyer, USS Howard. In 2015, Israel Military Industries signed a contract with Germany for 4 TKMS MEKO Patrol Vessels.
The scope of the Report
This study provides an overview of the Global Naval Combat Vessels, tracking two market segments across five geographic regions. The report studies key players, providing a five-year annual trend that highlights market size, volume, and share for North America, Europe, Asia Pacific (APAC), Middle East & Africa and Latin America. The report also provides a forecast, focusing on the market opportunities for the next five years for each region. The scope of the study segments the global Naval Combat Vessels by its vessel type, mode of propulsion, and region.
By Vessel Type
Submarine
Frigates
Corvettes
Destroyers
Others
By Mode of Propulsion
Nuclear Powered
Conventional Powered
By Region
North America
Europe
Asia Pacific
Middle East & Africa
Latin America
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