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NEWSLETTER

 

Star Trek: Starfleet Command III (PC)
Could the third time be the charm?
By Mark Nov. 15, 2002

Game Stats
Platform: Windows
Game Type: Simulation / Real Time Tactical Combat
Developer: Taldren
Publisher: Activision
Release Date: Q4 2002

Full Game Information

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StarFleet Command 3
Lowest current price: $38.95Once more, it's time to boldly go where only a few games have gone before. The third offering in the Starfleet Command series is nearly here, promising more tactical starship combat than most occupants of the Captain's chair could hope for. With a number of refinements and updates, SFCIII could help usher in the next generation of fans, and as the game is about to reach store shelves, we were able to spend considerable time with a late build of the game and see what to expect from the series' latest installment.

Really Big Ship For Really Big...Space?

No longer is the game set during the time period(s) of the crew of the original Star Trek TV show. You'll finally get to wage war with ships like Picard's barely broken-in Sovereign class flagship, the Enterprise-E. Players can also control ships run by the Klingons, the Romulans, and Borg. (There's no sign of newer races like the Bajorans, Ferengi, Cardassians, however.)

It had been a long time since I had looked at the old Starfleet Command II, and I was sure my skills at running a tight ship had surely deteriorated to an unacceptable level. So, I was pleasantly surprised by the quality of SFCIII's in-game tutorial. An affable Captain Picard (voiced by Patrick Stewart) walks you through the first four sections, dispensing the basic knowledge you'll need in order to have a fighting chance in the cold vacuum of space. Engineering, operating the helm (read: driving), power management and weapons usage are among the topics covered. Interestingly, after Picard does his bit, the last two lessons are presented by Romulan and Klingon commanders who will highlight the major differences in their ships' operations. Of course, they'll often want you to experience these differences by pounding on Federation ships.

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Comparing the nimbleness of these large vessels to a tiny fighter craft is not unlike comparing the turning rate of a high performance speedboat to that of the QEII. You don't fly these vessels with a joystick; you issue commands with your mouse and hope your crew helps you to victory, and it's the promised improvements to the controls that could mean the difference between a smooth and bumpy ride into the final frontier.

Starfleet Command III will boast an interface that is much, much more simplified when compared to the one in the first two titles. The more important controls and readouts take up a considerable amount of real estate of the left side of your monitor, yet the icons and schematics are clear enough to quickly give you plenty of info. Most of the icons look as if they were lifted directly from the Starfleet Battles board games (which this game is loosely based on) and many of them serve the same purposes. There are a few layers of icons and menus you will have to dig through, but for the most part, the layout makes enough sense to be much better than ever before.

Boldly Going …You Know Where

Unquestionably, the best new feature we experienced during our hands-on preview was the ability to fire off weapons with a single button click. Provided your armaments are charged and your target within range, a press of the "primary" or "heavy" buttons will cause your ship to shoot at an enemy. You can (and will eventually have to) manually select which weapons hardpoints to use, but the ship's computer helps in auto-targeting enemy ships.


Ship power management is handled with moving sliders, not unlike the old Tie Fighter games. Power is divided between shields, weapons and engines, and energy directed to one area is taken away from the other two. While this method may seem cumbersome, most battles aren't exactly lightning-fast tests of reflexes, so redirecting power to shields and handling your other responsibilities can be done without snapping your wrists. Reinforcing weakened shields is just a matter of clicking a ship schematic. However, you have a finite supply of repair materials per mission, so you must balance resources carefully when your ship is damaged.

There's also a slider for adjusting speed. Changing your heading is generally a matter of clicking the space surrounding your ship (in its own window) in the direction you wish to go. Using the mouse wheel to quickly select which potential targets/victims you want to attack also helps speed-up combat tremendously.

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Resources
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