Saturday February 11, 2012 7:14 AM AEST

Supreme Commander

By Ben Mansill
15:22 Dec 18, 2006
Tags: RTS | Supreme | Commander
«  »
Supreme Commander


While the niceness of being able to queue and level-up units before their manufacturing building has even been completed streamlines war-making, it doesn’t mean you can spend as recklessly as George W without the means to support your war economy. Everything needs to be paid for in resources, being energy and mass. The building won’t be completed or the units queued built unless you have energy and mass at the time. SC’s economics are a major part of strategic gameplay, and another reason why this game is a true simulation. You can’t pay for anything in advance. Instead all construction draws on resources available at the time of building. A unit or building can remain partially built, with building progressing a bit at a time as more resources become available.

Both energy and mass are not accumulated and banked, as with most RTS games. Instead you build an infrastructure to constantly generate these resources. You’ll have an income of each that you can grow by building more generators. When you build, your income is diverted until the building or unit is complete, then your income shoots back up again and is available for other projects. Overspend and you run into the red and building slows to a crawl as your income is strained.

Being a hardcore RTS, SC demands that intricate base building and resource management be mastered. Chris Taylor views this as a fundamental part of RT ‘strategy’, and takes a dim view of RTS games that simplify this process in favour of ‘action’ based combat. In time, we will see true masters of this game emerge in tournaments and what a sight to behold it will be. Playing SC is the sum of its parts, and creating an effective base, while carefully harvesting resources, is the engine that enables you to put into play combat strategies.



‘The economy is just as important to the game as the strategic decisions,’ says Taylor. ‘If you make an RTS and take out all the “boring bits”, as far as I’m concerned you’ve ripped the heart out of the game.’ Right on!

Game economics being so fundamental, there’s a nice overlay option that shows exactly how much a building is producing and consuming in resources. Apart from structures that generate each, you can also build mass or energy storage buildings – a ‘bank’ for lean times. So much depends on a constant stream of each that these structures are key to the war effort, and will make very effective targets to be attacked, and will be yours to defend as absolute priorities. As you level up, more effective resource harvester buildings become available.



 
«  »
 
This article appeared in the January, 2007 issue of Atomic.

Behind the scenes with Mass Effect 3! GTX 560 VGA round-up! Essential Skyrim tweaks to improve your game! Plus reviews, news, hardware, more games, and easy to following modding guides for PC builders. ON SALE NOW!
 
Latest Competitions
 
Atomic Magazine

Issue: 133 | February, 2012

Atomic is a magazine aimed squarely at computer enthusiasts, gamers, and serious PC upgraders.

Every month we bring you the latest reviews of new technology and PC components, in depth features on everything from overclocking to console hacking, and gaming previews and interviews.
 
Latest Comments
 
Latest User Reviews
Battlefield 3 is the new benchmark online FPS
90%
A very fun and realistic multiplayer ride.
 
Antec Kuhler 920 - liquid cool
90%
Antec Kuhler 920 silent but effientive out of the box no maintence water cooling kit
 
Antec's Lanboy Air - our new favourite case
90%
Antec Lan boy Air in red a very cool design
 
Antec's Lanboy Air - our new favourite case
90%
This product overall is awesome.
 
MSI's GT780 laptop as fast as it gets
90%
Nice laptop
 
 
Close Get the February, 2012 issue of Atomic mailed to you for $8.95, including postage.

Buy nowDigital Version