Starfleet Command III Features
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- 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
- 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
- Although there are only three
playable campaigns, in skirmish, multiplayer and D3, there are four playable
- The officers are back from SFC1:
- They now have multiple skills.
- They can now be injured, or
- 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,
- 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:
- Plus 3 more
- Plus 4 original designs
- Bird Of Prey
- Fek`lhr from Armada
- Possibly one or two others
- 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:
- Some environments are in 3D.
- Nebulas appear in patches of
- Asteroids can be above or
- Each key system has a control
- 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
- 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
- Planets will now have
- 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
- 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
- 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
- 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 Lite
- 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
- 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
- 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
- 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.
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|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
Joined: March 3rd, 2004
|i LOVE THE SOUND OF THIS GAME!!! |
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!
Joined: January 24th, 2006
|And where are the Cardassians? In the final game they're gone! |
From: (Waggaman, LA.)
Joined: April 26th, 2004
|They were cut at the last minute... |
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