Carrier Command: Gaea Mission and Supreme Commander act as fictional laboratories for distributed task forces of automated assets. Even in a game, knowing that a unit has no crew changes the risks a player is willing to take with it. Losses become acceptable when replacements can be built, and a strategy can shift toward generating enough units to overwhelm an opponent. The game behaviour is an illustration rather than a direct forecast of real combat. Removing crews changes platform design, commanders' tolerance for attrition, and the demand for production capacity.
Chapter · 46:00-49:07
Uncrewed forces change the risks commanders accept
Carrier Command and Supreme Commander illustrate how replaceable uncrewed units can encourage commanders to accept greater attrition and make regeneration central to force design.