
Carrier Command: Gaea Mission
A genuinely interesting carrier-conquest formula buried under some of the worst unit pathfinding ever shipped in a strategy game. Worth considering at a deep discount if you can live with micromanaging what should be automated.
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My spreadsheet instincts told me to approach Carrier Command: Gaea Mission as a pure resource-network game, and when that layer is working, it actually holds up. You captain a mobile carrier across a 33-island archipelago on the moon Taurus, deploying up to four Manta gunships and four Walrus amphibious tanks to capture command centers, lock in supply chains, and funnel production back to your floating base. Islands are typed by function: some generate resources, others hold factories and research centers that unlock equipment blueprints. Cutting an enemy's supply line by seizing a key node is a legitimate strategic move, and watching a well-managed production network hum is genuinely satisfying in the way that a tight Paradox economy can be. The two-mode structure matters more than most reviews give it credit for. The campaign gates content behind a story that involves FPS foot-soldier segments, and those segments are the weakest part of the package. The on-foot shooting feels underbaked, controls are floaty, and the opening hour or more is essentially a corridor shooter before you ever touch the carrier. Strategy mode, by contrast, drops all of that, puts you straight into the archipelago race, and lets you configure island count, starting tech, enemy strength, and victory conditions. If the campaign intro is driving you away, skip to Strategy mode immediately. That is where the original 1988 DNA lives. The elephant in every room, hallway, and ravine: the AI pathfinding is genuinely broken. Walruses routinely drive into ditches, reverse into your own vehicle while you are lining up a shot, or decide that circling the entire island through enemy defenses is a more efficient route than the direct coastal road. Mantas are no better at docking. The result is that playing the strategy layer as a hands-off general, which is the whole point, becomes impossible. You will end up directly piloting individual units constantly, which defeats the purpose of having a squad command system. A post-launch patch addressed some of the worst routing cases, but community sentiment from players years after release still flags micromanagement as the core problem. There are also genuine pacing gaps: after capturing an island you must recall all units before sailing on, and that recall process, combined with inter-island travel time even with the timewarp mechanic, means long stretches where nothing happens. For patient strategy players who can tolerate those conditions, there is something worth digging into. Directly piloting a Manta in a low strafing run feels good. The island environments carry day-night cycles and weather that affect visibility and ground traction in swampy zones. The supply chain logic, where losing a link island cuts off downstream production, is more interesting than a typical capture-the-flag RTS. Manta and Walrus loadouts are customizable, letting you orient air units toward reconnaissance or heavy offense depending on your approach. The campaign also accumulates around 40 hours for completionist runs of optional islands. None of this quite outweighs the AI problems, but it explains why the game has a smaller loyal audience alongside the majority who bounced off it early. The Metacritic score of 60 is accurate: this is a divided game, not a bad idea.

Strategy & simulation
Etiquetas
Requisitos del sistema
Mínimos
- Processor
- Intel Core2Duo 2.2 GHz or AMD Dual-Core Athlon 2.5 GHz or faster
- Memory
- 2 GB Hard Disk Space: 4 GB HD space Video Card: NVIDIA GeForce 8800GT with Shader Model 3 and 512…
Recomendados
- OS
- Windows 10
- Processor
- Intel Core i5 or AMD Athlon Phenom X4 or faster
- Memory
- 4 GB Video Card: NVIDIA GeForce GTX460 with Shader Model 3 and 1 GB VRAM or faster
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Información del juego
- Desarrolladora
- Bohemia Interactive
- Distribuidora
- Bohemia Interactive
- Fecha de lanzamiento
- 28 sept 2012
- Clasificación por edad
- PEGI 16


