Play Modes
Playtime
Aside from the storyline play, SWFC has two other modes of play, multiplayer matches and skirmishes. The multiplayer aspect allows up to four other players on the same map. While not too shabby, this could have used a little work. The multi-player aspect totally neglected to introduce a server browser for easy access to network games. Instead the MSN Gaming Zone was used. I tried hosting a game, and I tried joining a game; neither worked. This might have been some problem my firewall settings caused, but I have never had any problem with playing over the net with any other game.
![Star Wars: Force Commander Review [ Swoop? Me Grimlock! @ 1024 x 768 ] > View Full-Size in another window.](images/23-s.jpg) Swoop? Me Grimlock!
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![Star Wars: Force Commander Review [ Ooo. @ 1024 x 768 ] > View Full-Size in another window.](images/24-s.jpg) Ooo.
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Veterans
Among the few good features this game brought to the table was unit that gained experience while in combat. Other games have had this system implemented too, but no other RTS that I have played allows you to bring them with you to then next battle. FC allows the player to select a few units to bring along to the next mission. All the forces you had when the last mission ended will be among the force available to take to the next level.
Another shortcoming was the boxing around the units. When a unit was selected a rather large blue box would appear. It seemed that this blue box is what determined whether a unit was clicked on or not. So one could actually not click on a unit, and still select it. This would have turned out much better had box region been smaller, or conformed to the shape of the unit.
![Star Wars: Force Commander Review [ Brenn @ 1024 x 768 ] > View Full-Size in another window.](images/25-s.jpg) Brenn
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![Star Wars: Force Commander Review [ Tech Briefing @ 1024 x 768 ] > View Full-Size in another window.](images/26-s.jpg) Tech Briefing
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Coming to the topic of selecting units, one must also move them too. Force Commander has the annoying habit of wanting to arrange all the units in large lines or enormous boxes. This works great if you want to display them or fight a battle Napoleonic style. One could not arrange a group of units and expect them to advance in a fashion that would preserve that formation.
Resources
Force Commander did have an innovative method for resource management. The game had no harvesters or material that required transport in any way. Units were purchased with command points. One earns command points by capturing bunkers and mines. In order to capture buildings one must kill the units inside. Buildings can have between two and six troopers inside. To capture one must send in troops to kill the occupants.
![Star Wars: Force Commander Review [ So lonely... @ 1024 x 768 ] > View Full-Size in another window.](images/27-s.jpg) So lonely...
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![Star Wars: Force Commander Review [ Tech @ 1024 x 768 ] > View Full-Size in another window.](images/28-s.jpg) Tech
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Another interesting method of getting points is win battles. Thus making you choose what battles to fight and what not to. If it seems you are losing you are better off running rather than trying to weaken the enemy, since losing units gives command points to the enemy.
Unit requisition is a little off the ball. Along with trouble finding suitable deployment zones, one can only order six units at a time. Apparently the shuttle that brings them down has room for only that many. While I have no problem with that, I have qualms with being able to order 6 AT-ST's. Then in my next order only six storm troopers manage to squeeze in to a ship that just transported six AT-ST's. If it's big enough for 6 mechs, you'd think you could squeeze a few more infantry in there!