Star trek starfleet command 3 game download


















If you wish for your ship to turn to face a target, left click on that target and the ship will begin turning to face it. You can also use the arrow keys to turn your ship. Release the button when you have reached the desired end of the turn. The ship will continue turning until it reaches the end of the arc. The slider at the bottom of your in-game interface is used to set your speed.

The slider represents the fraction of your maximum speed you are traveling and the number to the left of the slider shows your speed. Drag the slider to your desired speed or click directly on the speed you want and the ship will begin accelerating to reach that speed. Pressing this button will cause your ship to jump to warp speed and travel very quickly across the map.

Warp has its disadvantages, however, as your go down while at warp and your beam weapons will not fire. You are also only able to travel in a straight line; no course corrections are possible at such high speeds.

Press the button once and your engines will charge for a brief moment before your ship is flung forward at warp speed. Pressing the button again will cause you to come out of warp speed.

Be aware that the ship come to a halt as soon as the button is pressed; it has a stopping distance in which the warp engines power down. So if you are warping to a planet, make sure you give yourself enough distance to stop, or you may find becoming a fireworks display in the atmosphere.

After exiting warp, your engines will require a cool down period before you are able to go to warp again. Warp is very useful for reaching mission objectives a long away, fleeing from battle to recharge your shields, or in short bursts during combat. Targeting is also used to scan ships and objects. To target a ship, station, or other object, right click on it. A box will appear around the target and if the Target Lock option is on the camera will center on the target.

Use subsystem targeting to weapons or engines, disabling them. These weapons charge much faster than. Heavy weapons consist of various weaponry. These weapons are slow to charge but do. If the icon to the left of either of these means those weapons are charging and cannot yet fire. To do this, simply click on the schematic of your ship in the lower left of the. After selecting a weapons group, you can assign that.

After doing this, pressing the corresponding number will automatically select your custom group of weapons. The names of currently selected weapons will appear in the lower left portion of the game window. When you have an enemy targeted, the name of the weapon will turn green when you can fire it at the target. Weapons in red are unable to fire, and weapons in yellow are ready but the target is not in their arc.

To fire all available selected weapons, you can click on Fire in the weapons display, or press the Z key. The icon for each of your weapons will appear as a dark green color when the weapon is idle. Once activated by going to Red Alert the weapons will begin to charge. The current charge of a weapon is indicated by the bright green bar which gradually fills as the weapon charges. Once the entire weapon icon is bright green, that weapon is ready to fire.

Firing the weapon depletes its charge, and you must wait for it to recharge before firing it again. Each of your weapons has a firing arc. That weapon can only fire when its target is within this arc. When a weapon is selected, its firing arc appears in its display box. This will replace your weapon icons with an overlay displaying the firing arc of each weapon. Shield knowledge is a must for staying alive in the world of SFC3. Every ship in the game, with the exception of Borg ships, is protected by four shields fore, aft, port, starboard.

These shields absorb attacks on the ship and have the ability to recharge after they have taken damage. Your shields activate automatically in Yellow or Red alert. The current strength of each of your shields is visible around your ship schematic in the interface, and is also visible around the ship itself in the game window.

This allows you to see which. You are also able to reinforce one of your shield facings at any time, as long as your shield is not fully depleted. To do this, simply click on the shield you wish to reinforce in your ship schematic. The currently reinforced shield is indicated on the schematic and in the game window by a white highlight.

Reinforcement causes energy to be diverted from the other three shields to the reinforced one, giving it a boost in strength.

This can come in very handy when one of your shields is weakening and you. Clicking this button will bring up the Communications menu, allowing you to access the following features:.

Fleet Commands: For select missions in SFC3, you will be assigned other ships to fight alongside you in your battle group. You do not have direct control over these ships, but you can communicate with their captains to give them orders. Hail: This button allows you to hail other ships in your area. Hailing ships is sometimes a required part of a mission.

Oftentimes, you will be hailed. When this occurs, their will be displayed in text form on the Comm menu. Mission Objectives: Clicking this button will bring up a list of your current mission objectives. These are the tasks you need to in order to successfully complete your current mission. Objectives will gray out as they are completed.

Objectives can be added as you go further into a mission, so this is a good place to check if you ever find yourself wondering where to go next. You can then cycle through these logs to review communications you may have missed. Some of the ships you will be flying in SFC3 are equipped with cloaking devices. This allows you to render your ship invisible to your opponents. Be aware that your shields will be down while you are visible to the enemy for a short period of time when engaging or disengaging your cloak, leaving you vulnerable to weapons fire.

Some enemies have advanced anti-cloaking sensor that can detect your ship while cloaked. If an enemy fires on you while you are cloaked, they have detected you. De-cloak immediately to raise your shields and fight back. Your starship is used for things other than combat. In certain missions, you will be required to scan objects or ships in order to gain information about them. If you are in scanning range, your Operations officer will give you the scan results. Your ship will inevitably take some damage during combat.

After your shields are knocked down, enemy weapons fire will strike your hull and sometimes damage your systems. If a weapon or system icon turns gray in your ship schematic, it has been knocked offline and requires repairs to used be again. To repair a system, click on its icon. Repairs will begin. The progress of the repairs can be seen on the left side of the menu.

Beneath the icon that displays the current system being repaired a progress bar will slowly fill until that system is fully repaired. You can only repair one system at a time. Clicking more than one will add them to the repair queue, and your repair teams will move. The following section will go much deeper into the workings of your ship and the many tactics to an experienced captain.

Each starship is equipped with a complement of marines. These troops can be beamed over to an enemy vessel once its shields are down, allowing you to attempt to capture the ship or sabotage its systems.

The controls for marine functions are located above the target display in the upper left corner of the interface. Your current number of marines is displayed in the upper right corner of the. Below it are icons representing the number of transporters your ship has and their current status. Select an enemy system by clicking on it in the target display. This system will then appear in the queue on the left hand side of the display.

By default, marines given hit and run targets will beam over as soon as they have the chance. Versuche es mit einer anderen Suchanfrage. Du kannst nach Spieltiteln, Entwicklern und Publishern suchen. Einloggen Konto erstellen Einloggen. Warum bei GOG. COM kaufen? Keine Aktivierung oder Internetverbindung zum Spielen erforderlich. Sicherheit und Zufriedenheit. Sometimes, the only way to restore peace is to wage war.

The alliance between the Klingons and the United Federation of Planets has never been stronger. Together, they begin construction of a starbase with the ability to detect cloaked ships in the neutral zone. The only things standing in their wa Details zum Produkt. The only things standing in their way: the Romulans. Play three sides of an epic conflict for control of the galaxy.

Although the challenges are many, the goal is one - command your starship to victory for your empire. Customize each ship's weapons, shields and combat systems to create thousands of ship variants.

Recruit crew members who improve your fleet by gaining experience and abilities. Play 4 exclusive levels as the Borg. While piloting the powerful Borg Cube, battle Klingon and Federations forces as you track down rogue Borg. Engage in large-scale, real-time, ship-to-ship combat. Your Ultimate Horizon Adventure awaits!

Explore the vibrant and ever-evolvi Search for:. If there are extra files such as updates, fixes, etc. Rate this torrent. Faces of Illusion: The Twin Phantoms. Draft Day Sports: Pro Basketball 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. Combat primarily revolves around the use of shields and positioning the ship during combat to take full advantage of them. Each ship has four shield arcs that are able to absorb damage before failing, recharging at a slight rate throughout the course of a battle. It's also possible to reinforce one particular arc. Not only does that individual segment become stronger, any damage that it suffers is spread out among the three other arcs.

A successful captain can ensure that the majority of the damage that he or she receives is dealt to the shield, rather than directly to the ship's hull. Offensively, position is also the key to victory; each weapon typically has a limited field of fire, meaning that a vessel has to remain mobile to take advantage of its full arsenal. Turning to bring additional weapons to the fore has to be balanced with protecting one's own weakened shields while targeting exactly that section of the enemy's.

Range is also an important consideration as the accuracy and damage potential of weapons tend to decrease with distance. Accuracy is also affected by the angular velocity between the two vessels at the moment of fire, a new addition to the series that, for the first time, takes full advantage of its presence on the computer platform. As ships increase in speed and become closer to one another, shearing off at disparate angles, the angular velocity increases, making shots all but impossible, allowing smaller ships to exploit hit and run tactics.

All of this makes for a tremendously intriguing game. There are many additional tactical options for players to attend to during the course of battle. Tractor breams can be used to lock onto enemy vessels, removing angular velocity for easy hits, or even be used to push a ship into an asteroid and destroy it. The opposing captain can use a similar beam to repel that of the first, breaking the connection before any harm is suffered.

Individual ship components can be targeted, not only with weapons, but also with away teams that can board an enemy if the facing shield is down. These boarding parties can even attempt to capture the craft. Shuttlecraft can be launched to pester the enemy with light weapons or draw enemy fire. Advanced movement techniques are also available. A high-energy turn can allow a ship to change orientation on a dime, although taking advantage of it too often can result in engine failure.

Craft can also engage their warp drives to move at high speeds, although this necessitates the dropping of shields, in a concession to game balance over franchise accuracy. However, energy is no longer a substantial consideration.

In previous games in the series, energy was distributed from a common pool. Not only did weapons and shields draw from it, but also moving, using tractor beams and advanced sensors tapped into the available supply. This factor overshadowed everything a player chose to do. 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, so as long as the ship has a warp core analogous to the amount of weapons and shields on board, no thought has to be given to energy. Only when the craft's engines are damaged beyond repair is any consideration necessary, but by then, victory is often out of reach.

Starfleet Command III features three campaigns that weave a single story, and as such, the menu screen suggests rather authoritatively that players approach them in chronological order. Taking place shortly after the return of Voyager from the Delta Quadrant and before the upcoming film entitled "Nemesis," the Federation and the Klingon Empire are constructing Unity Station together at the edge of the Neutral Zone bordering on Romulan territory.

Players will experience life as a captain on each side of the conflict, which takes place in the Dynaverse 3 setting. In simple terms, Dynaverse 3 is a reactive map, made out of hexagons, that's constantly populated with action and events.

This means randomly generated missions are created fairly intelligently, based on the sector in which an encounter takes place.

A captain might receive a distress call from a ship or convoy escort duty in friendly territory. On the other side, his or her role might be to attack a convoy of the enemy. Repeated victories in a hex might shift the balance of power, moving it from one faction to another. All of this builds prestige for a player, who can then use it to command ever-larger vessels.



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