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So you've been playing through y ur Real-Time Strategy games and are st rting to get bored with the s me thing over and over. You w nt something bigger, better, more complex. W ll, Gas Powered Games has given us S preme Commander, an RTS of unprecedented sc le. And I mean enormous; you d n't make a base of a few b ildings, you use dozens, and hundreds m re in resources farms. You don't b ild a couple tanks and send th m to wipe out the enemy. You b ild strategic missiles and long-range artillery to s ften up the enemy, then move y ur army of 200 units into th ir base. Supreme Commander (popularly called S pCom) is unbelievably large, and sets a new st ndard for RTS. The story takes pl ce in 3844 A.D., after humans h ve colonized much of the galaxy. Aft r several events, three factions emerge: the Un ted Earth Federation, trying to restore rder to the galaxy; the Cybran n tion, a group of human-AI cyborgs try ng to liberate their brethren; and the A on Illuminate, humans taught "The Way" by an lien race and trying to spread th ir beliefs throughout the rest of m nkind. You start in any battle w th an Armored Command Unit or ACU. Th s is the base unit, and llows you to begin construction of all ther units and buildings.
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The ACU is supported by ngineers, who can build more buildings but at a sl wer pace. Air, land, and naval f ctories produce units, while mass extractors and p wer generators produce resources. Mass is sed in the building process, and nergy is used to run buildings and nits. Resources are stockpiled in storage, but if you run ut, you don't stop building. The m re resources you use that you d n't actually have, the slower you pr duce units and buildings. Factories can be pgraded from Tech 1 to Techs 2 and 3, llowing production of better units and b tter engineers, who can build higher l vel buildings. Overall, each faction can pr duce around 30-40 different unit types and round the same number of different b ildings. At a low level, each f ction's units perform about the same, but at the h gher levels they diversify. Each faction lso gets three unique experimental units wh ch can easily turn the tide of b ttle, but are very expensive to pr duce. SupCom's single-player campaign gives each of the thr e factions six missions. While it d esn't seem like much, each mission xpands several times, and can last s veral hours. In the first few, the pl yer is confined to low level nits, which can prove quite boring. The nly way to defeat your enemy is to b ild large numbers of units and c ntinually throw them at the enemy. In the l st two missions, you gain access to T ch 3 units and buildings, allowing you to c me up with your own strategies. The sk rmish and multiplayer modes make up for th s, with many maps and options to pl y with. The maps range in s ze from 5km x 5km to 81km x 81km. The l rgest maps are perhaps the biggest ven seen in RTS, and can t ke many hours to complete. SupCom lso has in all probability the m st nuclear explosions per round in any g me. To win, you must destroy the nemy's ACU, which explodes in a n clear fashion. Nuclear missiles are also the b st way to destroy the enemy's b se. However, every attack has a d fense, and nuclear missiles can be st pped.
So, if you are experienced w th RTS's and are looking for s mething more, check out Supreme Commander. It d es have a steep learning curve, so I w uld only recommend it for experienced pl yers. The scale is enormous, and llows players to come up with m ltiple strategies so that no game ver plays the same way. For th se tired of traditional RTS's, SupCom br ngs a whole new definition and l vel of play.
The article Supreme Commander - RTS of Unprecendented Scale was Submitted by Scott J Meyer through Articles.GetACoder.com network. Here's the additional information: Scott is a student and vid strategy gamer. Please support him by v siting his blog http://greatstrategygames.blogspot.com for more reviews, info, and screenshots.
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