SupCom features several thoughtful innovations that are so useful you will have a hard time playing any RTS in the future that lacks them. I found it made sense to memorize the most common commands, like "P" for "patrol," and not bothering to learn more obscure keystroke commands like Ctrl-Shift-F1 for toggling the UI on and off. Executing commands with the keyboard will save time, which is valuable when playing against a live opponent, but it's a lot to memorize if you're not a frequent player. There is a command mapped to virtually every key on the keyboard, but fortunately, you don't need to memorize them all and can do most things using only your mouse. The basic controls are fairly intuitive, but there are a lot of them.
If you run low on a resource and your economy stalls, construction slows considerably until you make the necessary adjustments and replenish your resources. Each decision you make to build a unit or structure will have an impact on your overall economy. Maintaining your economy requires that you keep a careful eye on your mass and energy levels. A second way to collect mass is to "reclaim" it from the charred remains of destroyed units and buildings, and yet a third way is to build a mass fabricator, which converts energy into mass.Įnergy is acquired primarily from power plants and power generators, which also exist at various tech levels. As you progress from the basic "Tech 1" building ability to the highest "experimental" tech level, you create more and more powerful mass extractors. The primary means involves building "mass extractors" at designated mass deposits. "Mass," the essential "building block" of every unit and structure, is collected in three ways. There are only two resources, mass and energy, but maintaining them at satisfactory levels can be a complicated affair. When viewed next to an entry-level "Tech 1" tank, the ACU does indeed look huge, but I couldn't shake the feeling I was playing with tiny models of things that should appear much larger on the battlefield. What you will see instead more closely resembles a cute ladybug, especially if you are playing as Cybran Nation (the "red" team). When you build a tank, for example, don't expect anything resembling the fearsome Tiger from Company of Heroes. Presumably, its gigantic size is meant to be appreciated by comparing it to other, tinier vehicles on the battlefield. It reminded me of one of those little LEGO people. When you first see your ACU in-game, however, you are likely to be disappointed with its puny size. In the cut scene, the ACU appears as an enormous walking tank, shattering everything in its path. The opening cinematic cut scene that introduces you to the ACU is awesome, especially if you have a subwoofer connected to your computer. Likewise, the ACU can use its proto-crafter to craft just about anything: structures, engineers, anti-air turrets, giant artillery cannons. Your mission is clear: Destroy everything in sight.Įach side's forces are led with an Armored Command Unit, which is equipped with an all-purpose "proto-crafter" - the future's equivalent of the ubiquitous "wrench" that engineers in so many games use to accomplish impressive feats ranging from repairing a smoldering tank to building a bridge.
(At that time, the Infinite War will have to be renamed, but that is not your problem.) There is a rough outline of a story, but the story is of secondary importance. In the year 3844, the United Earth Federation, Aeon Illuminate, and Cybran Nation have been fighting for superiority for 1,000 years, and it's up to you to end the Infinite War. The payoff for your time investment is the cerebral satisfaction that will result from developing and applying your skills in the science and art of military leadership and emerging victorious. Prepare to spend several weeks, if not months, mastering the mechanics. This is one of those games that will delight die-hard RTS fans but may obfuscate more casual gamers due to its complexity. Whether or not you enjoy their final product, everything about it - from the vast armies you can control to the huge maps and the dizzying array of controls - is undeniably gargantuan. One of the stated goals of Gas Powered Games' development team in creating Supreme Commander was to create a "massive gameplay experience." In that, they certainly succeeded.