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  1. Games
  2. Strategy
  3. Supreme Commander

Supreme Commander - hands-on

Features
By Mark Millar
Published 5 January 2007

We've just got one thing to say: UF-Oh!

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Also smart: Supreme Commander's decision to simulate, rather than predetermine, what happens when bullets and shells begin to fly. One of the hidden secrets of RTS games is the relationship between firing and hitting: usually, shooting a round also guarantees it will hit. This is a technical fudge, designed to make a multiplayer coder's life a little easier. Supreme Commander refuses to kowtow.

Barrages in this game have a life of their own: each unit will calculate where it thinks it should fire to hit, and then release. If the target moves, it might miss, but perhaps strike another hostile target behind. Shells arc with individually calculated trajectories and won't magically pass through terrain.

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Above: This base has no chance of holding off an attack

The sheer range and diversity of SupCom's armory is terrifying. There are three tiers of military might to ascend, each of which has its own triplet of land, air and sea vehicles. For air-marshals, there are two sets of fighters and bombers per tier, a new type of gunship, and maybe a spy plane or troop transport.

The same for infantry: tons of different types, each with a specific purpose and counter. Being attacked by bombers? Then churn out the cheap anti-air troops. Can't find an opening in an opponent's defense? Then start considering a naval backdoor.

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