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Starfleet Command. Download32 is source for starfleet command shareware, freeware download - Free Starship Simulator, Starfleet Command 3 Asset Editor, VeryPDF PDFPrint Command Line, Gastown C# Command Line Parser, Gastown Delphi Command Line Parser, etc. This is the official DynaVerse 3 server kit for Star Trek: Starfleet Command III updated to v1.01 (build 534). This is the official fix for Star Trek: Starfleet Command III which was aimed at resolving problems with DirectX 9.0. Starfleet Command brought the tabletop boardgame Starfleet Battles into true 3D. Starfleet Command 3, though having a sleek interface and flashy graphics, simplifies the formula somewhat compared to past games by reducing the range of tactical options. As such, Starfleet Command 3 more of a game for newcomers than hardened veterans. One of the first games to buck this trend was Starfleet Command, a tactical starship simulator from Interplay and developer Taldren. Based on the Star Fleet Battles board game, it was a modest success among strategy gamers and was well received by Trek fans for its slavish devotion to Trek lore. Star Trek: Starfleet Command (SFC from now on) is the first game in a very long time that is a true, serious Star Trek title in ages. This title, rather than giving us a hokey plotline with our favorite characters from the shows, is a serious attempt at letting player make their own character in the ST universe. Free Download Star Trek: Starfleet Command full game for windows, review and system requirements on Star Trek: Starfleet Command for PC.
By Adrienne Dudek |
This is the part of the review where I talk about how much I played Starfleet Battles as a teenager. And how I still have a copy of the game languishing somewhere in my spare bedroom -- presumably near my neglected copies of Wooden Ships and Iron Men and Advanced Squad Leader. But rather than bore you with the details of my initial fascination with the tabletop version of the game, let me just say this: I dug it and I dig the idea of bringing those games to the PC.
Apparently the folks at Taldren feel the same way. In partnership with Interplay, they've built a series of PC games around the tabletop version. With the recent shift in publishing, from Interplay to Activision, the developer is now free (or is it compelled?) to set the game in the Next Generation universe.
Taking place just before the upcoming movie, Star Trek: Nemesis, Starfleet Command III begins in an unlikely state of a newly forged peace between the Federation and the Klingons. But while the Federation is eager to bury the hatchet with their bumpy-headed brethren, a lingering sense of animosity and distrust make things a bit more complicated. The Romulans, fearing what this new cooperation might signal, have their own unique role to play in the conflict. Add in a brand new menace called The Borg and you're talking about some serious fun.
I like the fact that the number of races has been scaled back. While purists will no doubt lament the loss of all the secondary races that were included with the previous games, just having a four-sided conflict makes things much clearer. There are four campaigns for each of the races and an additional three conquest campaigns for the non-Borg types. The conquest campaigns are more akin to the game's Dynaverse component allowing players a bit more latitude in terms of missions and encounters.
While the action of the battles is undeniably solid, the campaigns themselves are a bit dry. Attentive players will be rewarded with a reasonably engaging plot and storyline, but the bulk of us will find ample enjoyment in the action of the missions themselves. At times the story unfolds right alongside the action however, giving us the best of both worlds.
Depending on which campaign you're playing you may have the option of taking additional optional missions. There are a number of fairly pointless scanning missions (including one revealingly titled 'Look under every rock') that I suppose are intended to serve as a nice break between the big fights. It's not too much of a chore to search for missions you're interested in but since you can only see the missions available in your current sector you may find yourself running from sector to sector looking for one that you want to play.
But optional missions are important nonetheless primarily because they offer you a chance to gain a few extra prestige points in between the story-driven battles. These prestige points are the currency used to purchase new ships, new ship systems and more crew. While it's a real treat saving up enough prestige to get the really powerful ships (like the Warbird or Borg Cube for instance), the time you spend developing your crew is perhaps even more important.
The game brings back some of the RPG-like elements that were missing the last time around. Recruiting and improving your ship's six main officers is the determining factor in nearly every aspect of ship performance. In order to execute high-energy turns, you'll need an experienced helmsman for instance. And since these officers can die in the course of a mission, you could find yourself at a serious disadvantage if you lose them. Suddenly finding your sensor range cut in half because your science officer bit it can turn the tide in an instant.
To paraphrase Napoleon, 'Amatuers discuss tactics, professionals discuss power managements.' That's the real issue at hand with the tactical combat, clearly the strongest feature of the game. While a player who understands the basic principles of maneuvering into favorable firing positions can be good at this game, what separates him from the great player is energy management. Judiciously diverting power to your shields and weapon systems according to circumstances is the key to success in this game.
But despite the depth of the combat engine, the team has wisely scaled back a few features from previous games. Electronic warfare isn't nearly as big a priority this time around and to balance out the loss, the power of missiles seems to have been scaled back a bit. Fewer shield facings (the two on each side of the ship are now reduced to one) make setting up promising firing positions a bit easier.
The option of warping within a battle grants a few more options for getting around, but the unforgiving map boundaries can make this a risky proposition. Rather than alerting a player that his ship has gone out of bounds, leaving the mission area instantly results in a forfeit. It's not much of a problem since a great deal of the action takes place well away from the edges but on the wider ranging battles, you can accidentally screw yourself out of victory if you're not careful.
The battles themselves alternate between moments of tedium and exhilaration. For the most part, the engagements take place at far too short a range for my tastes. With ships capable of hurtling across the vast distances of space, you find yourself strangely scraping the sides of several ships at once while jockeying for position. The game exhibits an inconsistent collision model in this respect with odd moments of a few ships occupying the same space.
Platforms: | PC |
Publisher: | Activision Publishing |
Developer: | Taldren, Inc. |
Genres: | Strategy / Real-Time Tactics |
Release Date: | November, 2002 |
Game Modes: | Singleplayer / Multiplayer |
Starfleet Command brought the tabletop boardgame Starfleet Battles into true 3D. Starfleet Command 3, though having a sleek interface and flashy graphics, simplifies the formula somewhat compared to past games by reducing the range of tactical options. As such, Starfleet Command 3 more of a game for newcomers than hardened veterans. The game, for those new to the series, is divided into two avenues of gameplay – a wargame-style commander map where you move fleets, and a close-up 3D view of combat when you encounter the enemy.
Also lacking is a cardboard table describing weapon ranges and accuracy. Rather than eight playable factions, there are now four, only three of which are playable in the campaigns. Ships now have four shield facings instead of six, eschewing the hex-based nature of the original combat system. Fighters and carriers have been removed, and although the smaller shuttlecraft still remain, they too have less exotic capabilities than before. Decoys and pseudo-torpedoes are gone. Players are no longer able to target incoming projectiles in an attempt to destroy them or reduce their effectiveness, nor can tractor beams be used to temporarily keep missiles at bay. There aren’t even any missiles.
Starfleet Command 3 Widescreen
Energy consumption, including the correct usage of shields, were always central in Starfleet Command. However, energy is no longer a substantial issue. In previous games, energy was distributed from a common pool – everything from using weapons, shields to even moving consumed some energy. No longer, it would seem, as Next Generation ships have power to spare. While it’s possible to tweak the amount of energy allocated to primary and heavy weapons, as well as the shields, there’s seldom any reason to do so. Movement and other actions no longer seem to require any energy at all.
Although not as complex as one would like, the game still offers plenty of bells and whistles. Three races are on offer, each with their own campaign, ships and weapons – the Romulans, Klingons and Federation. Each race also sport their own officers. Officers fulfill a variety of roles, each having three separate skills that they’re ranked in, that benefit the performance of the vessel as a whole. Officers can be recruited when not in combat, and in combat they can be wounded. A high ranking crew allows a ship to do much more damage, easily detect cloaked ships and even evade incoming fire. Thus, upgrading your officers is just as important as upgrading your ship.
While Starfleet Command 3 remains fairly close to the Star Trek canon, it’s stripped complexity will leave some players waiting for more. The difficulty level is scalable, by the way, and on the higher levels it is anything but easy. As with any strategy games, the standard offerings of Easy, Medium and Hard attempt to offer a balanced challenge to all skill levels. A set of interactive text-based tutorials are also thorough enough to get players who are new to this kind of thing up to speed. In the end, it’s a good effort at creating a Star Trek game, though not one that measures fully to the legacy of its predecessors.
System Requirements: Pentium II 400 MHz, 128 MB RAM, Win95
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