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            | Starfleet Command III: Articles |   
         
        
        
   SFC:TNG (Taldren's Next 
          Game)  - By SFU Staff 
          Reporter Jefe March 25, 2002 Easter came a week early for Starfleet 
          Command (SFC) fans this year. Hearing that a great pronouncement 
          would be made, many gathered at the Forums temple and awaited the news. 
          Blues, whose name foreshadowed events to come, sounded the news, and 
          the Easter Egg that many had waited for was revealed. There was great 
          joy on seeing the name SFC had been spared the Roman fate of extinction, 
          and would live to be III. Then the huddled masses wanted to see what 
          was in the egg. A peek was offered. The mere sight of the new ambassador 
          of SFC drove many insane on the spot. Bloodletting poured out across 
          the Forum as Taldren was crucified that Friday. But hope is eternal 
          and there is little doubt, (even among the crucifiers), that like the 
          Phoenix, SFCIII will rise from the ashes of Fridays flames and become 
          a burning hot product again. But enough of the parables, and on to the 
          facts. 
         Taldren is a business, and 
          to remain a business they must make money to pay their employees and 
          hopefully grow. What they are good at is producing a nice tactical space 
          game, with a strategic element to it. Unfortunately, they have not yet 
          been able to significantly diversify their offerings and reduce their 
          dependence on this one product. They'd like to, but it hasn't happened. 
          In the meantime, their publisher, Interplay, who is in serious financial 
          trouble, effectively cancelled their contract with Taldren to do 3 other 
          games, forcing Taldren to find another way to make money to keep its 
          doors open. They approached Activision about a space sim for the TNG 
          era. At the time, Activision did not have rights to the TOS/TMP era, 
          or (oddly) the DS9 content, but can produce products based around the 
          TNG/Voyager series. (Who can do anything in the new Pre-TOS/Enterprise 
          era is unknown. But SFC isn't geared for that galactic environment. 
          It's ideal for the large galactic empires model shown in TOS and later 
          timelines.) Both Taldren and Activision knew that SFC had a strong fan 
          base, but it's appeal was more limited due to the complexities and depth 
          of the game. Many players unfamiliar with SFB details became frustrated 
          with all the things they had to account for to compete in the game. 
          Top that with the lingering memory of the December 2001 release problems, 
          the current programming complexities of SFC2, the fan base's SFC3 wish 
          lists, and the fragmented licensing situation, and it is clear that 
          Taldren's options were limited. While it is a subjective interpretation 
          of what happened, Taldren probably felt that to make a successful pitch 
          to Activision, they would need to sacrifice some depth of game for broader 
          accessibility to other players. The trick is to retain enough depth 
          to keep the majority of the older fan base, as well as build a larger, 
          stronger fan base. Friday's announcement of 
          SFC3 will hopefully be the worst day of SFC3's life. The peek we got 
          showed us that we lost the games original basis, Starfleet Battles (SFB). 
          The debate over how closely SFC needed to adhere to SFB's rules is over. 
          SFC is truly no longer SFB. Save your copies of SFC1, EAW, and OP. It 
          is extremely doubtful that SFB will be put into another computer game. 
          The main things we lost are: 
           Gorns (a canon race), 
            and the non-canon Hydrans, Lyrans, Mirak, ISC, and a multitude of 
            pirates, totaling 13 playable factions - all gone. Unique weapons like the 
            Expanding Sphere Generator (ESG), Fusion Beams, Hellbores, Maulers, 
            and the Plasmatic Pulsar Device (PPD) are gone.Possibly also gone are 
            any kind of Missles/Drones/AMD. I thought Plasma Torpedoes were gone, 
            but it seems they will return even though they are TOS.No more Fighters, Fast 
            Patrol ships, and presumably their Carriers as we have known them.The possibility of rounding 
            out the basic SFB expectations of including Tholians and Andromedans, 
            each with their unique weapons and capabilities.The SFB ruleset which 
            gave many people the ability to have an understanding of the game 
            that could never be fully explained in the SFC manuals. The individual racial 
            interfaces of the tactical screens. For SFC2, we gave up the all of 
            SFC1's nice race specific screens and interfaces except for the tactical 
            screens. For the lost screens we got a generic cross between Dune 
            and Myst/Riven types of screen interfaces. They weren't bad, but they 
            didn't have the nice Star Trek feel that SFC1 had. Now we are also 
            losing the individual tactical racial interfaces. Given how much less 
            Trek-like the music sounded in SFC2, the only thing left that reminds 
            us of Star Trek is the models. Can you say StarFire? If all of the 
            User Interfaces are reduced to generic displays, then any genre can 
            be interchanged with the game's mechanics easily. This may be the 
            intended reason for the design, so that modders could truly swap out 
            for a Babylon5 (or other) mod. This actually may also be considered 
            a plus. The Original Series (TOS) 
            and The Motion Picture 1-6 (TMP) timeline. Considering how many people 
            in their 30s and 40s play this game and are fond of that era, this 
            is a significant loss as well. We know so little of what 
          we are gaining yet, but here is what we do know:+ The Next Generation (TNG) timeline, though not some of the Deep Space 
          9 aspects. While Activision has acquired the rights to the full Star 
          Trek Universe (as far as we know), it was not early enough for Taldren 
          to be able to include those aspects. And regardless, the non-canon aspects 
          look as though they will not be returning.
 
           A Dynaverse3 which sounds 
            better than the D2, but we aren't sure of many details yet, but it 
            sounds like they are developing a more open universe. An ingame customizeable 
            ship building capability. From the sound of it, we will be able to 
            build any kind of ship class we had in previous SFCs, limited only 
            by the weapons and technology our race is allowed (or technically 
            capable) to use. It sounds similar to the loadout system of Pirate 
            ships in SFB. So, if you wanted minelayers, all you have to do now 
            is build one! Theoretically, we now have more ship classes than ever 
            before, as well as models for each and every one. Known configurable 
            systems include (Fed ship example) "more than two dozen types 
            of phasers, about 6 separate classes of heavy weapons, five shield 
            strengths, 3 or so transporter types, 3 or so warp core classes, 5 
            impulse engine classes, thrusters, a bunch of sensors classes, armor". Separate models file, 
            that will allow us to use whatever 3rd party models we like, and a 
            check so that cheats of ship design cannot occur. No more 7-8 model 
            limitations. Now you can have as many as you can get your hands on. 
            So you could bring back the TOS/TMP era ships easily (I will!). Truly invisible cloak. Also some sort of special 
            sensors to possibly detect cloaks and other things. Could these be 
            the new kind of working Scouts? The Officer Corps is 
            back, with more that they can do, if you can keep them from getting 
            killed. Sub-systems targeting. 
            "Take out their weapons array". Borg playable race added, 
            and non-playable Cardassians and Ferengi added, along with the unspecified 
            "Race of the Week". The weapons that exist 
            will have several varieties. From the sound of it, much more than 
            a Phaser 1,2,3, or 4. And of course there are 
            the "New & Improved" graphics.  What we are keeping is probably 
          more than we realize. The ideas that specific systems have a specific 
          number of damage points, and that systems (not specifically targeted) 
          take damage in a reasoned manner (the DAC) suggests that Taldren is 
          keeping critical elements of this sort of game. What will be interesting 
          to see is if the weapons variety can be improved from the TNG offerings. 
          It seems that on TNG, the Feds have Photons and Phasers, while everyone 
          else uses Disruptor Beams or Torpedoes. While I think that beam weapons 
          and fast moving torpedoes are essential, there is interest in slow moving 
          torpedoes, wave weapons, or any weapon that has unique characteristics 
          or unusual damage capability. The case can be made that both Star Trek 
          and ADB reused weapons across races too much. On the other hand, a beam 
          weapon by any other name is still a phaser. Weapons range is more evenly 
          broken down. As for the User Interface, taking it panel by panel, here is what we 
          know so far about the tactical operations:
   
          Navigation & Movement:Acceleration and turn ratios are dependent on your ship's loadout, 
            which you can redesign. It is assumed that Emergency Stop, Standard 
            Ahead, Standard Orbit, and Pursuit Course will continue to be implemented, 
            and HETs seem to have remained but are calculated differently Warp 
            and Impulse speeds are going to be considerably different. Warp speed 
            is not to be used casually, and does not seem to be the best combat 
            speed. And did I mention "Mr. Sulu! Reverse engines!". Ooops, 
            I forgot the generational thing, I meant Data . . . no Wesley.
 Engineering Repairs:Repairs are to be handled by a specific number of Damage Control Teams 
            (DCTs) instead of the "one-at-a-time" supply parts. Ships 
            will have various numbers of teams.
 Science Station:Probes, scanning, and self-destruct all sound like they will continue 
            to exist. Attack probes are unknown. Scanning abilities will be enhanced 
            by virtue of the fact that it is now special equipment you can load 
            on your ship. The enhancement can give you the ability to detect a 
            cloaked ship. What other things you can do with scanning, and how 
            it works is unknown.
 Marines Station:Captures and Hit & Runs will continue as before. So far, it looks 
            like there are no changes being made to this aspect of the game.
 Weapons Station:While we don't know if a specific interface will continue to exist 
            for this panel, the capabilities will continue. Grouping of weapons 
            will still be available. It is unknown if Point Defense is even needed. 
            All weapons for which Point Defense was needed seem to be gone. Mines 
            will continue to exist (and in various varieties), and checking the 
            number of mines left was about the only reason this panel was needed. 
            And that could be checked under the Transporter Panel also. So eliminating 
            this panel seems like one good way to streamline the User Interface.
 Communications Panel:Rarely used, except in single-player Campaign missions, this panel 
            might also be eliminated. But it is dependent on Taldren's plans, 
            and could turn into a more useful panel.
 Defense Station:Again, used for Point Defense, setting PD tractors, and launching 
            Wild Weasels which are gone. Most likely an eliminated panel.
 Mini-Map:Some sort of Mini-Map will continue to exist. How it might actually 
            be acessed is unknown. It seems like it would be better to separate 
            it from the other panels since it is useful to see while doing other 
            things.
 Fleet Controls:We have no idea of the changes planned for fleet controls. It is assumed 
            that we can still fly multiple ships, and so some sort of Fleet Controls 
            will be necessary, but this will need some detailing.
 Energy Panel:Energy usage will still be prioritized, though in a different manner 
            from SFC2. Instead of systems being assigned a priority level, which 
            could be equal, systems will be in a priority queue, thereby always 
            giving some systems priorities over others. Additionally, some systems 
            won't be listed anymore, because setting them did not affect energy 
            use anyway. Hopefully the sources of power (Main Power, Impulse Power, 
            Auxiliary Power, and Battery Power) will be able to be used more effectively.
 The Settings Panel:Since this adjusts game settings, this capability will continue to 
            exist, but how it exists or is accessed is not nearly as important 
            as access to the other panels.
 Shields Panel:Shields have been reduced from the 6 necessary for SFB's hex based 
            game to 4, which is inline with how Star Trek has always portrayed 
            shield generation. I think we can safely assume that reinforcement 
            capabilities will continue as they have otherwise.
 Sensor Panel:Used only for Electronic Counter Measures (ECM) and Electronic Counter-Counter 
            Measures (ECCM) which is gone, this panel is probably gone as well. 
            Ship size and speed will be the factors for any Attack/Defensive shifts 
            now. If a Sensor panel does continue to exist, it will be for different 
            purposes involving Sensors, such as detecting things. But those capabilities 
            might also be redundant with the Science Station's capabilities. Look 
            at it this way, there won't be a need to discuss Magic Photons anymore!
 Tractor Panel:There should still be a use for Tractors, but not necessarily rotating 
            the target. Tractor use may not be as useful as it was, since many 
            ships were tractored to prevent WW shuttle launches.
 Shuttle Bay:Shuttles will still exist, but alas, no real Fighters or Fast Patrol 
            ships. And from the sound of it, the shuttles will be the uber shuttles 
            of DS9 and Voyager. Forget getting a fleet of ships, can't we just 
            buy 3 Rio Grande types to hold off the Borg? From the sound of some 
            in Taldren, they aren't quite happy with the shuttle abilities yet, 
            so there may be changes here. We assume that they will still be able 
            to take orders assigned here.
 Shuttle Conversions:No more Wild Weasel decoys, no more missle Scatterpacks, no more Suicide 
            Shuttles with mines, and no more Assault Shuttles filled with Marines. 
            No specialty shuttle conversions at all anymore, so the Shuttle Conversion 
            Panel is gone.
 The Skirmishes area of SFC3 will probably similar to what we have now, 
          possibly adding terrain variations as an option (as was the case in 
          SFC1). However, the Dynaverse3 is undergoing another revolutionary change. 
          Details are sketchy, but players will be able to specifically head for 
          specific destinations, engage specific targets with specific allies. 
          Missions can persist over several battles as you may (for example) need 
          get to the correct place to do the mission. Convoys will need to go 
          all the way from their point of origin to their destination to complete 
          that mission. We do not know how D3 servers will be handled yet. It 
          would be nice if they were still operated by the playing community.
 As I did not want to bother the besieged at Taldren, I gathered this 
          information from several official sources, and posts. It looks as though 
          the masses have beat down Scott and Brad for now. There don't seem to 
          be any Taldren employees responding to the Forums flames right now. 
          Hopefully, my information is correct. Hopefully more information will 
          be forthcoming. Aside from the loss of the SFB basis, the largest item 
          that seems to have many people unhappy is the greatly reduced number 
          of playable races. Since the Cardassians and Ferengi are already in 
          the game as NP races, maybe Activision and Taldren could be persuaded 
          (nicely) to make them playable. Since the tactical interfaces are the 
          same for all races, and ship classes are created from loadouts, it seems 
          like they could be added with the least diffculty. The Breen and Dominion 
          might be added as an expansion pack later. Well, we can hope. It is 
          eternal you know. Happy Easter to all SFC fans and creators.
 
  
           
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