For example, instead of resources to gather, command points are strategically placed throughout the map to be captured and held by the player. Whoever controls these areas earns points for deploying units and building structures. Also, the ability to storm and take over enemy turrets and command centers adds a strategic element to the game. However, it seems as though not much thought went into several aspects of the game. Many of the scenarios consist of a basic crawl over the map while capturing command points one by one.
Some missions can take a long time to complete and become tedious after a while.
Controlling your armies can be a bit of a chore, often requiring a combination of keys and mouse clicks, though it gets easier with practice. The interface takes up almost half of the screen, and although it can be removed completely, to play without it is nigh impossible. When viewed up close, the units can look pretty cool, particularly bigger units like the AT-ATs, but when viewed from afar they get blocky and smaller units can disappear completely into the surroundings, making them difficult to spot. All in all, Force Commander feels incomplete. While a lot of care has gone into certain parts of the game, much of it seems to have been thrown in without a second thought.