Ground Control II: Operation Exodus is an aptly named game because it is all
about controlling territory. There is no base-building in the game and no
resource gathering – instead the action is focused on controlling strategic
points on the map and “special drop zones” used to bring in reinforcements. The
result is a real-time strategy game that is very tactics-focused and that
delivers fast-paced, and at times frantic, action.
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| A dropship makes a landing. |
In Ground Control II, the Northern Star Alliance of worlds is fighting for
its survival against the oppressive forces of the Terran Empire. It seems that
the Terran Empire does not look kindly on former colonies getting ideas about
independence and so has sent their military to quash the Alliance. When the
Alliance proves to be a troublesome opponent, the Terran Empire brings in an
alien race to do their dirty work. This plan backfires on the Terrans, though,
as the Virons and their biotech weapons switch sides during the conflict and
make things even harder on the Terrans’ plans of empire. This storyline is
played out over two twelve mission campaigns where you’ll get to play first as
the Northern Star Alliance and later as the alien Virons – sorry, but those of
you who like playing from the dark side are out of luck.
As mentioned above, there is no base building in Ground Control II. Instead
the maps have special spots designated as drop zones which are used to bring in
reinforcements from off-map bases. Instead of requiring you to gather resources
and spend time building an economy, Ground Control II starts you off with a set
number of Acquisition Points (AP) which serves as your currency for purchasing
units. You AP total will slowly accumulate on its own, but you can quicken this
pace by capturing special victory locations.
While it may seem that this resource scheme will let you flood the map with
units there are actually a couple constraints that prevent you from doing so, at
least initially. The first is that units in the field draw their upkeep from the
AP pool. If you have too many units in the field, then you will generate AP at a
slower and slower pace until eventually it stops. At this point you won’t be
able to generate AP to buy new units until some of the units already in the
field are destroyed. The second limiting factor is your dropship – you get only
one and it has a limited cargo capacity. Once it drops off a load of new units,
you need to wait for it to return to its base and then make its way back to the
dropzone before additional units are delivered. As an aside I’d like to point
out that there is a cool feature with the dropships in that they carry a pretty
powerful laser cannon. As it makes its way to the dropzone, a dropship will take
potshots at any enemies it encounters and will aim a more steady stream of fire
at any enemies near the dropzone. You can even order the dropship to hang around
the dropzone for a short period of time to act as a powerful defensive unit –
although you won’t be able to bring in any reinforcements while your dropship is
so occupied.
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