Command & Conquer: Generals/Generals Abilities

Generals Abilities is a fresh element to the Command & Conquer franchise, it is more or less the module for the Supporting Power system in Tiberium Wars and the Protocol system in Red Alert 3. Generals Abilities are either called-in attacks for the player to turn the situation on the battlefield, or supporting power to improve certain parts of the player's army. Most Generals Abilities require the Command Center to deploy. Generals Abilities are purchased from the General's Window with Skill Points. Skill Points are earned by destroying enemy units and structures. The yellow experience metre at the right end of the screen shows how much experiences the player has accumulated. 1 Skill Point is awarded when the metre is fully filled. However, not all Generals Abilities are accessible at start, certain Generals Abilities require the player to gain promotion as well as skill points. Promotion is given along with Skill Points when the experience metre is filled, so the player progresses from 1 Star General all the way to 5 Star General.

In Skirmish and Multiplayer games, the player starts off as 1 Star General with 1 Skill Point. With every promotion, there comes 1 Skill Point. Therefore when the player reaches 5 Star General, he should have 5 Skill Points to spend. In Zero Hour, however, the player gains 3 Skill Points when promoted to 5 Star General, increases the total number of available Skill Points to 7. The player cannot earn anymore Skill Points when he reaches 5 Star General.

On Solo Campaign, the number of Skill Points is limited and the order of Abilities differs from Skirmish and Multiplayer games. Also, in Zero Hour, the Generals have modified Abilities, which differ from the regular factions.

As one can see, the number of Generals Abilities is larger than the amount of available Skill Points, therefore players should spend Skill Points wisely based on the situation of the game.