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Ground Control (video game)
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==Gameplay== The game features full control over the camera, allowing the player to freely view each mission's battlefield from any angle, from a [[Top-down perspective|bird's-eye view]] to the perspective of one of their units at ground level. Because it is a [[real-time tactics]] game, ''Ground Control'' does not use the mechanics of resource and economic management as found in some real-time strategy games (such as ''[[Command & Conquer]]''), discouraging players from conducting [[tank rush]] strategies. Instead, proper use of tactics with the units they have available is necessary in order to complete the objectives set out for them on each mission. [[Image:gc squad config.PNG|thumb|left|The squad configuration screen]] Before starting with a mission, players must first decide on what troops to bring to the battlefield, which are divided up into squads that must be loaded onto orbital dropships available to them so that they can be transported and deployed onto the battlefield once a mission starts (with some exceptions). As reinforcements cannot be called for during a mission, proper troop selection is important for each mission. Each dropship that can be loaded out with troops, up to a maximum of three depending on progress in the single player campaign, can carry a maximum of four squads each, with each squad consisting of units picked from one of four unit categories - vehicles, support, aircraft, and infantry - and of a specific role within the chosen category; one exception to the load out is the Command APC, which must be brought along on each mission, but does not take space away from another squad. Because each type of unit type has its own strengths and weaknesses, as well as a distinct role, various unit combinations are required in order to achieve success; a player could choose to lead squads of heavy armour to punch through enemy defences, but would need to co-ordinate support from infantry and anti-air to protect them from heavy fire, thus players can determine what role a squad plays by the type of unit they chose for it; a player could tactically choose to use heavy armour to punch a hole through enemy defences, while protecting the units with squads of anti-air support, or use scout units to recon and spot targets for artillery support to strike at. While most units of the game's two factions have similarities in function to their equivalent on the other side, some units have notable differences between them. For example, while the Crayven Corporation has hardier units that rely on heavy armour, traditional ballistics and movement, the Order of the New Dawn's units rely on a hover propulsion system for increased speed and mobility and use energy weaponry that give them more damage potential. In addition, each faction's specialist troops are different to each other; while the Order's Templar Infantry consist of an all-female squadron equipped with powerful anti-tank missile launchers who cannot attack infantry, the Crayven's Jaeger Infantry consist of a four-man squad of snipers useful for scouting. Along with choosing the right troops for a mission, each unit, except for the Command APC, has a choice of specialised weapons and pieces of equipment to choose from, although only one special weapon and one special piece of equipment can be loaded out on a squad for a mission, with both types having a finite number of uses available. Special weapons range from infantry mortars and anti-tank rockets to improved missiles and tactical nuclear warheads, which can either improve a squad's effectiveness in its specialized role, or allow it to defeat targets which it would otherwise be virtually ineffective against. Meanwhile, special equipment can include medkits, repair kits, [[image intensifier]]s, [[afterburner]]s, various stationary turrets, or, for one faction, repair stations. While most specials can usually be used two or three times by a squad during a mission, most of the powerful special abilities are limited to a single use. Once troop selection is done and the units are deployed onto the battlefield, careful use of tactics needs to be employed by the player to ensure that they get the most out of the units they are using in a battle. The use of [[flanking maneuver]]s is a useful tactic to use, especially when facing against armoured units, which are much weaker to attacks from the sides, rear and from above, rather than a frontal assault. Taking advantage of high ground offers units a more tactical vantage point to strike at the topside weakness of armoured units, while increasing accuracy and sight range of units from such a position, which is a tactical bonus for artillery. [[Suppressive fire]] is also simulated by the game, in which units being suppressed will fire less accurately, thus it can be a useful tactic to weaken stronger opponents with; infantry units can effectively suppress heavy units such as tanks, even if the target is not taking any damage due to armor. Stealth can also be used on the battlefield; units can take advantage of shadows cast by higher terrain to camouflage themselves, while infantry can also use foliage to hide, thus scouting ahead to preempt any ambushes is often essential to protecting armoured units. Friendly fire is also taken into account, as units firing behind the front lines can shoot friendlies in their lines of fire, causing them damage, thus careful attention to squad placement is required. [[File:GroundControl-briefing.png|thumb|Briefing screen between maps in the campaign]] If a player uses wise tactics to preserve their troops, any squads that survive a mission are rewarded with experience upon its completion, which can also include the awarding of medals awarded for a squad's combat performance, granting them with improved abilities that can make them more efficient later on in the campaign. Any losses taken by a squad are replenished at the end of a mission, but if the whole squad is wiped out, they will not be replaced unless the player is playing on easier difficulty levels; if so, the new squad will start inexperienced.
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