Thursday, May 3, 2007

The Importance of Intelligence

"Military Intelligence" has always been something of a misnomer; it's too bad that the Bush administration hasn't been doing itself any favors on refuting that legendary phrase's connotations, especially with that whole WMD-hunt fiasco.

But luckily, in Supreme Commander, finding your opponents' weapons of mass catastrophe is something that anyone can manage! I promise! From day two of playing Supreme Commander, you too can know where everything is! You can vindicate the saying, "Military Intelligence!"

Let's be straight though: intelligence on your opponent wins games. In fact, it's almost impossible to win without it. Intelligence is intimately tied to one precept especially: the element of surprise. Knowing what your opponent is fielding, where your opponent's mass extractors are, where his commander is, and what his defensive capabilities are is of the utmost importance to any game.

Supreme Commander sometimes comes down to some very basic rock-paper-scissors situations: is your opponent building bombers, tanks, or subs? You can try to counter all of your opponent's possible avenues all at once... and end up with a very watered-down defense and a lackluster and slow offense. It's much more efficient to find out what your opponent is sending out and specifically build up to counter it. Why spend resources on anti-air if your opponent is just building tactical missile launchers?

So that's where intelligence comes in, radar snd sonar being the first components of that equation. Simply knowing that there are air units, naval units, or ground units present is the first step to knowing what your strategy should consist of, at least defensively.

A few pointers in regards to these invaluable units: always have your base completely covered in at least one radar bubble; it makes your anti-air much more effective and allows you to defend what is arguably the most important component of your infrastructure; on larger maps, build lots of radar in a perimeter around your base- this effectively increases your ability to anticipate where the enemy is coming from; upgrade your radar and sonar - as the game gets bigger, the range and speed of units increases, so to at least minimally maintain the same amount of effective intelligence, upgrading is key. Also make sure to rebuild/repair/defend threatened radar and sonar stations.

The next components of intelligence gathering comes with "active" intelligence - the intelligence your units gather by spotting other units. In this category we have land scouts, air scouts, and naval scouts (frigates, usually.) These units have the benefit of going outside of your radar bubble and conveying the same, if not more detailed information. Seeing little squares and diamonds in gray is a nice start, but knowing that there is point defense and artillery with a few engineers is better. Active intelligence is essential to any game, at all stages. In the early game, it lets you beat out the "rock paper scissors" conundrum fairly easily, and allows you to locate vulnerable resources and units. Mid-game, it gives you a picture of how quickly your opponent is teching up and where his units are; maybe even what he's preparing for you. Late game, active intelligence will let you find the enemy commander and kill him.

Another handy strategy is to park these mobile intelligence gatherers behind an enemy base, effectively giving you constant passive radar and intelligence on what he's doing.

It's easy to neglect this component of game play; after all, who wants to constantly send out scouts in varying and dynamic waypoints across the map, all the time? It may not be fun organizing the scouting routes, but there is nothing more fun than destroying your opponent's ace in the hole before he can even use it.

There's also the matter of counter-intelligence - depriving your enemy of intelligence on you. The most obvious way of doing this is destroying their radar and scouting units before they can obtain critical data. Tactical missiles and interceptors work wonders on enemy attempts at finding out what you've got. It also is a very formidable form of psychological warfare: there's nothing more terrifying than knowing that looming shape in the distance is coming for you, but not knowing what exactly it is.

The Cybran have a unique position in the counter-intelligence game. Many of their units have the inherent ability to disguise themselves from radar; stealth T3 bombers can really ruin a commander's day. Not to mention that the Monkey Lord, their all-purpose bad ass, can cloak as well. An unexpected T4 unit can really make for an unpleasant day. Perhaps, most importantly, their commander has an active cloak upgrade! In addition, they have mobile stealth generators: moving a formation of ground units in with these mixed in can spare you a lot of harm from tactical missiles and artillery if you play your cards right.

All factions also have stealth generators; on a radar map, all your opponent can generally see is the generator itself, not the critical buildings within its sphere. This drastically reduces the effectiveness of artillery and your opponent's planning.

The main idea behind counter-intelligence, in summation, is preserving the edge of surprise. Intelligence revolves around negating the edge of surprise an enemy might have.

2 comments:

Travis Bach said...

They way you see this game is so very different and much more engaging than how I see it. LOL, that's probably why you beat me all the time at it ^_^.

Rachel Aaron said...

The use of spies is vital! So says Sun Tzu!