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  Starfleet Command III Features
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General Information

  • Starfleet Command 3 has been in development for a little less than a year.
  • SFC3 has a planned release for the Holiday Season 2002.
  • The game takes place in the post-Voyager, pre-Nemesis, TNG universe.
  • The main "villain" of the story line campaigns will be the Romulan Empire, not the Borg.
  • Patrick Stewart will be doing voice-overs as Capt. Picard.
  • The game mode we will be shipping with are as follows:
    • Single Player Story Campaign Mode (Dynaverse 3 setting, with story missions and limited random encounter missions thrown in)
      • Each campaign is roughly 15 story missions long. (although the player may end up doing twice as many missions in a campaign due to random mission assignments)
      • The Klingon campaign is an exploration of honor, family and the price one pays for adhering to both of those.
      • The Romulan campaign is about intrigue, deception, plotting and subterfuge.
    • Single Player "Career" Campaign Mode (D3 setting, no story missions, where you can play as Romulan, Borg, Fed or Klingon in random missions until your eyes bleed)
      • A Borg campaign is available in this mode of campaign play.
    • Single Player Skirmish Mode (Instant-Action style skirmishes, including Free For All, Team Assault, Base Assault, Battlefest and Battlefest Lite) All games are you plus whatever combination of AI you choose.
    • Multi-Player Skirmish Mode (same as Single Player, just with the addition of humans)
    • Multi-Player Campaign Mode (Dynaverse 3)
  • Although there are only three playable campaigns, in skirmish, multiplayer and D3, there are four playable races:
    • Federation
    • Klingon
    • Romulan
    • Borg
  • The officers are back from SFC1:
    • They now have multiple skills.
    • They can now be injured, or die.
    • They can still increase their abilities over time, but the can also learn new skills.
    • They still effect the efficiency of your ships systems, such as weapons accuracy, damage control, etc.
  • Prestige is  the currency of the game. You can use it to buy new ships, purchase upgrades as well as drafting new officers at star bases.
  • The total number of playable ships appear to rank somewhere near 24, divided between the four playable races. The models in game are:
    • Federation:
      • Akira
      • Defiant
      • Galaxy
      • Intrepid
      • Nebula
      • Sovereign
      • Plus 3 more
    • Romulan:
      • Warbird
      • Plus 4 original designs
    • Klingon:
      • Negh'Var
      • K'T'Inga
      • Bird Of Prey
      • Vorcha
      • Fek`lhr from Armada
      • Possibly one or two others
    • Borg
      • Cube
      • Sphere
      • Diamond
      • Plus two originals
  • In addition to the above models, each race will have a shuttle, a few star base configurations and a freighter.
  • Non-playable ships include various ship docks and a neutral star base. Plus ships for the a yet unnamed non playable race that is being added, and:
    • Cardassian:
      • Galor
      • Kedon
    • Feringi
      • Marauder
    • Pirate
      • Light Cruiser
      • Frigate
    • Some environments are in 3D. For example:
      • Nebulas appear in patches of various sizes.
      • Asteroids can be above or below you.
  • Each key system has a control panel.
  • Some of the Weapons, Shields, sensors, repair, shuttle, transporters, tractor beams systems will have always on power, and will be available for use as long as they aren't destroyed. They will, however, have charge times and other limiters, so you don't see a ship spit out 20 or 30 shuttles in a second.
  • Repairs will be handled by repair crew.
    • Your engineering officer will have a repair capacity, that represents his or her ability to manage simultaneous repairs of systems. "In the show, when something goes down, a crewman usually jumps in and starts fixing things, but often the engineering officer is called in to either manage it or do it him or herself." So, their repair rating will make available repair crews, which can tackle repairs on your ship. If you've got two repair crews and you get smacked hard and lose three systems, you can repair two at a time. Once one gets done being repaired, it's available to take on the other system.
    • There may be a short pause between successful repairs of one system to the next.
    • Larger ships will have a larger default repair crew.
  • The Federation will have more than two dozen types of phasers, approximately six separate classes of heavy weapons, five shield strengths, around 3 transporter types, 3 or so warp core classes, 5 impulse engine classes, thrusters, a bunch of sensor classes and armor.
  • Planets will now have atmospheres.
  • You will not have identical level of control of all three of the ships in your fleet.
  • You are the captain of YOUR ship. You have control over YOUR ship.
  • You WILL, however, have other ships in your fleet, that you can control via a very intuitive menu system. They act like wingmen in an sense, and you can give them a very diverse range of orders.
  • There will be a number of hulls available to a race. The individual captains will be able to buy a fully functional ship, within each class, and then customize it to his liking.
  • Changes will be limited by a maximum mass number for each vessel type, so a frigate won't be able to hold 20 photons and 50 phasers.
  • Speed, acceleration, and turn rate will all be calculated by the size, mass engine quality and current damage level of your ship.
  • High Stress maneuvers are now calculated on the fly as well, taking mass, hull integrity and officer skill into account.
  • Starships can move backwards.
  • There is a warp button that will allow ship to warp within sector. In this mode of movement, Primary weapons are offline, as well as shields, until you slow back down to sub light speeds.
  • Warp power is separate for impulse "engines". Impulse engines now take a degree of power from the warp core to move your ship.
  • The Federation is said to have around 3 warp core classes, 5 impulse engine classes, and thrusters. No information is available about the other races at this time.
  • Power allocation consists of setting priority for
    • Primary Weapons
    • Heavy Weapons
    • Shields

Multiplayer Information;

  • The Dynaverse has been completely rebuilt from the ground up.
  • Players may now link up with other players and form "fleets". This will guarantee that players will be able to join a mission together.
  • Players now have "goals" assigned to them that may span mulitple missions instead of getting random missions. In example:
    • Link up with the convoy at Sector X and escort it to the Starbase in Sector Y.  You may get attacked several times along the way. 
    • Travel to Sector X to recieve your next mission.
  • Convoys are now an asset and it makes a difference whether or not it gets to its destination.
  • Map locations are now related to the missions
  • The Dynaverse still operates on a hex map.
  • Players now have the ability to select their target before they enter a mission, meaning players can select an enemy player to attack in the same sector, guaranteeing a player vs. player mission instead of player vs. AI.
  • Multiplayer has 5 different modes:
    • Free For All
    • Team Assault
    • Base Assault
    • Battlefest
    • Battlefest Lite

Weapons Information

  • Ships are broken up into different sections or groups of hardpoints.  Along with a total mass limit for the hull, each specific section also has an individual mass limit.  This means players can’t always fit the biggest, baddest version of a given thing on their ship, because it might exceed either the total or section mass limit.
  • Primary and Heavy/Special weapon hardpoints are not interchangeable. 
  • There are currently 41 weapons systems in the game, including weapons variants based on strengths and firing rates.   42, if you count the Borg tractor system that causes damage.
  • Weapon arcs are determined by the hardpoint they are placed on.
  • Quantum torpedoes are different from photon torpedoes in that they have a heavier warhead and are blue and white.
  • SFC features the ability to target specific subsystems on a ship.  This is all in addition to the standard Damage Allocation Chart that will be used to distribute damage.
  • Phasers are not the standard weapon for all races.  The Federation still has phasers.  The Klingon and Romulan primary weapon will be the disruptor, although each races version will operate differently.  The Borg primary weapon is the cutting beam.
  • Primary Weapons will come in varying degrees of power for all races and for some races, varying degrees of firing rates.
  • A button is now available to fire all Heavy Weapons, as well as Primary Weapons, in addition to the standard customizable weapons groupings.
  • Primary and Heavy Weapons may have multiple firing modes, but not all will have this option.
  • Ships will no longer have a large number of hardpoints.  Each weapon will now put out a higher volume of firepower, will be more “survivable”, and will degrade with damage taken as opposed to working like an “on/off” switch.
  • Overload and Proximity are still options for weapons.
  • Weapons will still require time to cool down, or reload after firing.
  • Despite the ability to customize a ship, limits will be put in place.  A frigate will not be able to mount 20 base mounted weapons.  Weapons type and number may be linked to ship class.
  • Weapons no longer use to-hit% increments in 16% chunks, but the to-hit% changes gradually over range, from max range to point-blank (which has now been increased to 2 or 4).
  • The repeating beeping sound when firing, or attempting to fire, weapons has been removed.
  • Ships no longer have the default ability to use mines.  They must purchase mine racks for their ship.
  • Hit and run raids are still in the game.
  • Fighters have been replaced with higher quality shuttles.
  • Torpedoes will have varying accuracies.  Range, speed and arcs will factor into accuracy, as well as the player's tactical officer, if he is good enough, he may be able to push the numbers in the player's direction.  This is the same for the Romulan Disruptor.
  • T-Bombs are out for the time being.
  • Some weapons classes availability may be based on rank, or may just be cost prohibitive.  They may also be locked out according to hull size, this is not finalized at this time.
  • The Federation  will have more than two dozen types of phasers and approximately six separate classes of heavy weapons.
  • Phasers will not have the converging ring graphic as in the Television TNG episodes. The ring will actually be simulated by multiple phaser hardpoints positioned in a circle with matching arcs.
  • There will be the standard photons, as well as quantum torpedoes and other special weapon torpedoes.
  • The Romulan Disruptor will fire in 3 bolts, instead of a single beam.  This is mainly to differentiate it from the other form of disruptor.  All the bolts either hit or miss.
  • There are Three types of Plasma.  The plasma now travels at a much faster rate, and doesn’t dissipate, and can miss.  It also does not strike for as much damage.
  • Klingon Disruptors will behave much like phasers.
  • ECM/ECCM is represented in the form of sensor upgrade packages that can be purchased for the player's ship.
  • ECM/ECCM will not be adjustable in mission, by attributing power to the system, the entire “shift” concept is said to be gone.
  • Ships will now be more, or less, difficult to hit based on size and speed.
  • Running at full speed will impair targeting ability.
  • The cloaking device is now an invisible cloak.  The drawback is that shields are down while cloaked, as well as when phasing in and out of cloak. 
  • Anti-cloaking technology is available.
  • A cloaked ship will know if the enemy is scanning for him, but will be unable to tell if the enemy has found him or not until the enemy ship opens fire.

Modification Information:

  • The user interface allows for added ships. When a ship is added, it will have a schematic of the custom model in the UI instead of a schematic of a stock ship. It will require the modeler to include a new bitmap file.
  • SFC 2 models will be compatible with SFC 3. Models will require editing to take full advantage of the new features such as dynamic level-of-detail modeling. the new damage texturing system, and the new hardpoint format.
  • In order to add a new hardpoint layout, modders will need to:
    • Supply bitmaps for Tactical and Ship Configuration areas
    • Suplly a text file describing the hardpoint locations
  • Bradley W. Schenck plans to release a modder guide before the game is released, but probably after the release of a demo.
  • Users can now add a hull with a particular mass and number of mounts for weapons and systems.  It will fall into a category of similar hulls (more or less like frigates, light cruisers, etc.)  The game will check to make sure that what the ship is balanced as far as mass and other characteristics.  The new hull will correspond to it’s model and that model can have a unique name and hull description text, which the modder composes
  • There are two text files in the model directory which contain the hull’s name, the description of the hull that’s displayed in Vessel Library and Ship Config, hard point locations (x,y coordinates on the .bmp) and some other information unique to the ship.
  • Model locations are stored in a file separate from the specfile, so that users can use custom models in multiplayer games without trouble.  Because there is some possibility that users could attempt to cheat through ship designs, there is a “reality-check” to ensure that a user ship is “legal”.
  • Hard points and damage points are still dummy objects in Max; their names are important, but haven’t changed.  What has changed is that particular hard point numbers must be either primary weapons or heavy weapons, and system hard point names may be new.
  • The new engine uses Dynamic levels of detail, so there’s just one model (not three)  Due to this, SFC1 and 2 models may need to be modified a bit before they are dropped in, as the new engine is more sensitive to modeling techniques and errors.

Average User Rating: 7.2
Number of Votes: 6


User Comments  
The following comments are owned by the user that posted them. SFC3 Files is not responsible for their content.

Total comments: 3 | Last comment: 06-27-2007 at 17:13

 #1 - Tight! - 12-19-2004 at 11:50
ZAXAQUAR
From: (Washington)
Joined: March 3rd, 2004
Posts: 123
i LOVE THE SOUND OF THIS GAME!!!Two Thumbs Up!
oh and i'v already ordered it and is coming soon i cant wait!!!!! i love this game! even though iv never played it well good job on the site the game rocks!

 #2 - 06-24-2007 at 07:55
Suraci
From: (Kolobrzeg)
Joined: January 24th, 2006
Posts: 218
And where are the Cardassians? In the final game they're gone! Aaargh!!!

 #3 - 06-27-2007 at 17:13
Greenvalv
From: (Waggaman, LA.)
Joined: April 26th, 2004
Posts: 942
They were cut at the last minute...



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