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・ Ground bow
・ Ground Breaking Ceremony
・ Ground bug
・ Ground burst
・ Ground carriage
・ Ground ceremony
・ Ground combat element
・ Ground Combat Vehicle
・ Ground communication outlet
・ Ground Components
・ Ground conductivity
・ Ground constants
・ Ground continuity monitor
・ Ground control
・ Ground Control (film)
Ground Control (video game)
・ Ground Control Ltd
・ Ground control station
・ Ground Crew Project
・ Ground cuckooshrike
・ Ground cuscus
・ Ground Defense Force! Mao-chan
・ Ground delay program
・ Ground developments to football stadiums in the English football league system
・ Ground dipole
・ Ground Dweller
・ Ground effect
・ Ground effect (aerodynamics)
・ Ground effect (cars)
・ Ground effect train


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Ground Control (video game) : ウィキペディア英語版
Ground Control (video game)

''Ground Control'' is a real-time tactics video game developed by Massive Entertainment and published by Sierra Entertainment for the PC Windows in 2000.
==Gameplay==
The game features 3D graphics and a free-floating camera which allows one to zoom in and out and view the action from any angle, from a bird's-eye view to the perspective of one's own assault units at ground level. As a real-time tactics game, ''Ground Control'' completely does away with resource and economic management, instead focusing all attention on controlling a limited set of units. Units in the game include various types of tanks, hovercraft, aircraft, and infantry, and are delivered to the battlefield by orbital dropships. However, once in battle, the player is not able to summon reinforcements, so proper troop selection between levels is a key to success. Each unit type has special weapons, abilities, and armor; players can choose to customize each unit or let the game auto-select the load-out for each mission.
The most notable game mechanic elements revolve around the game's focus on tactics, carefully designed to discourage tank rush strategies. Armoured units (Terradynes and Hoverdynes) are weaker at the sides, rear, and from above; consequently, flanking maneuvers can be effectively used. High ground offers many major advantages; from such a position, the attacker can take advantage of lower enemies' weaker topside armour, and the attackers also receive increased accuracy and sight range and is especially useful for placing artillery.
Suppressive fire is also simulated; units being suppressed will fire less accurately. Suppression fire can be applied by any unit against stronger opponents. Therefore, infantry units can effectively suppress heavy units such as tanks, even if the target is not taking any damage due to armor. Stealth tactics can be used; units can take advantage of shadows cast by higher terrain to camouflage themselves. Infantry can also use foliage to hide. Thus, commanders too will have to scout ahead of their tanks to preempt any ambushes. Friendly fire is taken into account; units behind the front lines will shoot friendlies in their lines of fire. Since damage in the rear is multiplied, careful attention to squad placement is required.
Units are organized within squads. While units within a squad move, fight and receive damage as individuals, they must be given orders as a squad. Each squad belongs to a certain category (Infantry, Armour, Support, or Aerodyne), and the player can select the specific unit type for each squad before each battle. For example, a Crayven armour squad can be adjusted to Scout, Light, Main Battle, or Heavy Terradyne roles. Because each unit type has its own strengths and weaknesses, as well as a distinct role, various unit combinations are required in order to achieve success. Squads are rewarded with experience throughout the campaign, including medals awarded for each squad's combat performance, giving improved abilities. Any losses taken by a squad are replenished at the end of a mission; however, if the whole squad is wiped out, it will be removed and replaced with a new, inexperienced squad in easier difficulty levels.
All units, except for the Command APC, can select one finite special weapon and one special equipment for each mission. Special weapons range from infantry mortars and anti-tank rockets to improved missiles and tactical nuclear warheads. They can be used to improve a squad's effectiveness in its specialized role, or allow it to defeat targets which it would otherwise be virtually ineffective against. Special equipment can include medkits, repair kits, image intensifiers, afterburners, various stationary turrets, or, for the Crayven Corporation, repair stations. Most specials can usually be used two or three times during a level, although the most powerful special abilities, such as the bomber's tactical nuclear warhead, are limited to a single use.
Dropships are used to transport units to the battlefield, and are deployed at the start of a mission (with some exceptions). Each dropship can carry up to four squads regardless of squad type. The player can use up to three dropships (for a total of twelve squads plus the Command APC), although early in the single-player campaign only one or two dropships are assigned to the player.
Most units for one side are similar in function to equivalent units of the other side; some however are quite different. The units of the two factions in the game differ in several areas: the Crayven Corporation has hardier units that rely on traditional ballistics and movement, while the Order of the New Dawn's units trade heavy armor for a hover propulsion system that grants them increased speed and mobility, and use energy weaponry that give them more damage potential. For example, the Order's Templar Infantry is an all-female squadron equipped with powerful anti-tank missile launchers who cannot attack infantry, while their Crayven analogue is Jaeger Infantry, a four-man squad of snipers useful for scouting.

抄文引用元・出典: フリー百科事典『 ウィキペディア(Wikipedia)
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