Difference between revisions of "Starfleet Command (Game)"
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|}We are seizing the assets of the traitorous Manthar. We understand the system contains some dangerous asteroids, but I'm not worried about asteroids, Orions, or any other obstacles.</div> | |}We are seizing the assets of the traitorous Manthar. We understand the system contains some dangerous asteroids, but I'm not worried about asteroids, Orions, or any other obstacles.</div> | ||
− | ''King's Guard:''' The traitorous house of Manthar is falling, and it is your duty to push them into the abyss. | + | '''King's Guard:''' The traitorous house of Manthar is falling, and it is your duty to push them into the abyss. |
The Manthar have several weapons caches in the asteroid belt. Scan the major asteroids and find the location of every cache. If it is defended, destroy the defenses. If you find a base in the system, capture it. A marine transport is at your disposal. | The Manthar have several weapons caches in the asteroid belt. Scan the major asteroids and find the location of every cache. If it is defended, destroy the defenses. If you find a base in the system, capture it. A marine transport is at your disposal. |
Revision as of 11:51, 3 October 2021
Finally, a starship naval combat game worthy of the name Star Trek
Using data from the best-selling strategy board game, Star Fleet Battles, Starfleet Command puts you in the captain's chair for the most amazing real-time space combat experience ever created.
Pledge allegiance in the Klingon Empire, the United Federation of Planets, the Romulan Star Empire, the Hydran Kingdom, the Gorn Confederation or the Lyran Star Empire.
- Experience a 30-year campaign that takes you from Lieutenant Commander of a frigate to a Rear Admiral in control of a task force including Destroyers, Heavy Cruisers, and Dreadnoughts.
- Every good tactician knows there's a fine balance between speed and raw power. Choose from four classes of ships and over 50 3-D rendered hull designs.
- Command over 50 unique campaign missions generated by the Dynaverse engine, or reenact classic scenarios from the original series.
- Dozens of multifunctional display panels offer instant access to every critical system. Weapons, Shields, Sensors, Transporters, Marines, Mines, Engineering, Science, and Energy Management.
- Multiple tutorials and technicals will introduce the controls necessary for you to take command.
- Numerous multi-player options include "Pass the Tribble" and cooperative Starbase Assault with up to 6 players. Or go head-to-head via modem/serial cable, direct TCP/IP, IPX or Mplayer.
Starfleet Command is a true starship simulation
These are monstrous vessels, equipped with dozens of weapons and systems. Maneuver to keep your target within the arc of your weapons, but remember that these are massive ships and you will have to plan ahead. Use transporters, tractor beams, electronic warfare, marine boarding parties and sensors.
Between campaign missions...
Refit and repair your ships at Starbase. Recruit new officers or send your trainees back into the officer pool to earn additional prestige. Spacedock allows you to purchase additional shuttlecraft, marines, transporter bombs and more.
Command is a team effort.
Multiplayer supports up to 6 players via TCP/IP and IPX (Internet and LAN) or two players via modem or serial. Each player can control up to three ships. There are various multiplayer games and missions, both cooperative and competitive. Gang up on a computer controlled Starbase. Duke it out in a best two out of three. Or try your hand at a game of Tug of War.
The Dynaverse awaits.
The single-player dynamic campaign presents a fresh series of missions based on your performance and actions. A unique series of campaign missions for the Federation, Klingons, Romulans and Lyrans combine to tell the story of the missing Organians. There are over 100 missions that can be generated in thousands of different combinations. The galaxy is at war and you can make a difference.
Space is not completely empty.
Discover uncharted Nebulae, maneuver through dense asteroid fields and belts or battle at the fringe of a black hole. Flying close to a sun will test your shields and your ship. The different types of terrain require commanders to exercise additional caution and skill.
You are not alone.
In your missions, you may encounter Orion Pirates attempting to steal cargo or otherwise cause trouble. Freighter convoys require protection or plundering. Defensive satellites and battle stations orbit planets and moons. In the cold of space exist monsters of the most unusual kind.
Gold Edition
The Star Trek: Starfleet Command Gold Edition has 26 new missions, featuring three Federation missions, three Klingon missions, 10 Hydran missions, seven Gorn Missions, and three Romulan missions. Similar to the original Star Trek: Starfleet Command, the Gold Edition offers you the starring role as a captain in any one of six star empires. You start out with command of a frigate, then take on missions, such as Convoy Escort and Courier. Depending on your success with the missions, you gain prestige. With prestige comes rank, larger ships, multiple ships, and more experienced officers.
Missions
Federation
Errand of Curiosity
Our mission is to Deep Scan all the listening posts at the edge of the Organian system, and if we find anything wrong, to scan Organia itself.
Welcome to the Starfleet Special Task Force. We are very busy, so let's get down to business.
There has been an alarming increase in military activity across the quadrant in the last few months. The foundation for our recent peace has been the Organian Treaty, which was brokered by a race of advanced beings after hostilities between the Federation and the Klingons threatened to plunge the galaxy into war.
We have not heard from the Organians in weeks, and we want to talk with them. Your mission is to go to Organia, and scan our listening posts for any messages that they may have sent. If there are no messages, then proceed to Organia and discreetly scan the planet to see if anything's wrong. Try not to disturb the Organians unless it's absolutely necessary - they're very sensitive about contact.
Testing Ground
We are to tractor the SES toward the star until it is in position, then patrol the area until the mission is complete: destroying any hostile ships and capturing any curious ones.
Starfleet Special Task Force is conducting a small experiment, and we need your help.
The Subspace Equaliscopic System is a prototype device that can tap energy directly from a star and generate a dampening field that blocks subspace communications in a two parsec radius.
The SES is loaded into the unmanned science vessel Dukain. We need you to tractor the Dukain to the system and place it in orbit. When the Dukain has achieved orbit, you will scour the system for possible intruders. Eliminate them, let the Dukain send out its test signal, then bring it home.
Bordering on Insanity
Federation relations with an allied race are being threatened by mysterious attacks, allegedly by the Federation. Our mission is to scan a communications buoy and see if it might help us solve the mystery.
This is a delicate mission.
Starfleet Command is receiving reports of Federation ships attacking allies in the system. But no Federation ships are assigned to that sector, so we need you to investigate what's really happening.
You will head to the system. There's a communications relay there; scan it and get a copy of its log. The post is in neutral space, so try to be civil. Avoid a shooting war at all costs.
Dancing With Myself
In a bold gambit, we've been sent to capture our counterpart and deliver them to our allies as evidence of our innocence. I don't like being used as bait, but Starfleet feels that a larger force would scare away the Imperials.
Starfleet Command has some bad news.
Our allies are accusing you of some heinous crimes. We believe that your counterparts from the parallel universe are responsible. Our allies aren't buying the explanation - they want your head.
We believe that your counterpart can be found at an abandoned Orion base in the system. Your mission is to find that ship, capture it, deliver it to our allies, and clear your name as well as restore the reputation of the Federation.
A Nest of Spies
There's no rest for the wicked. We're going to pose as our extra-dimensional counterparts at a meeting. We hope to beam over an infiltration team, extract data on Imperial forces, and get out quietly.
We now have an opportunity to take the fight to the Imperials.
Our main problem in this skirmish has been the lack of reliable intelligence. This situation has now changed. Starfleet Command has just learned that the alternate universe version of your ship was supposed to meet with other Imperials at a captured Orion base.
You will take your ship to that meeting, pose as your counterpart, and send an infiltration team onto the station. Once the team has retrieved data from the Imperial computers, you will discreetly return to Federation space.
It's going to be a difficult mission. Make as little contact with the enemy as possible, and watch out for scanning devices.
Alliances
The son of the Imperial Supreme Commander, Will Decker, is having a secret meeting with our enemies. Our mission is to disrupt that meeting and show them that if they support the Imperials, they're backing the losing side.
Cryptographers at Starfleet Command Special Task Force have decoded information from the Imperial computers. Their leader is Supreme Commander Matthew Decker, the 'Mirror' counterpart of the great Starfleet hero, who, several years ago, sacrificed his life to save the Federation from an alien Planetkiller. I think it's safe to say Supreme Commander Decker is far less benevolent than 'ours'
Decker's son, Captain Will Decker, is being sent to a meeting with our enemies. He plans to make an alliance with them. This could be devastating to the Federation, so you need to break up that meeting. Destroy every Imperial ship, make them look weak, and destroy their credibility.
And if you could capture Captain Decker and his ship, we'd be really happy.
Does Anyone Know What Doomsday This Is?
We have a serious problem.
The Imperials have undertaken a special project. Since the Organians disappeared, we've noticed an increase in extra-dimensional phenomena such as dimensional rifts and wormholes. The Imperials have found a wormhole to a special place - a place outside the galaxy, a graveyard of Planetkillers. It appears they think they can activate some of them and use them as weapons against the Federation.
We barely managed to defeat one of them. I don't want to think what a dozen of them could do to us. Starfleet Command needs you to go through the wormhole and stop them. Use your Deep Scan to search the 'dead' Planetkillers. If they manage to bring any of them on-line, destroy them. The only reliable method of destroying a Planetkiller is to send a large vessel, such as a cruiser, into its maw. You may have to capture enemy ships to accomplish this.
Rift Raft
Our Special Task Force has located Decker's main base and we're about to launch an attack. However, the attack is actually a diversion from our main operation, and this is where you come in.
Decker's main base is located in dimensionally unstable space. If we can trigger a dimensional disruption in this star system, we can shift any ship that has traveled between dimensions back to its original universe.
To trigger a disruption, we're going to need to tap into an enormous power source - a star. We've rigged a freighter with a star tap; once it's achieved orbit, it will trigger the disruption. Unfortunately, there's a base on a planetoid near the star: when the Imperials detect your approach, they'll do everything they can to stop you. Your job is to keep the freighter alive until it triggers the disruption.
Armageddon Away
We're facing a desperate situation.
In spite of our recent success with the Imperials, Supreme Commander Decker has amassed a fleet of Planetkillers, and brought them through a wormhole into the heart of the Federation. They're on a direct course for Earth.
We assembled a task force led by the Enterprise, but they won't arrive in time. All we have are a few cruisers - and you. We've developed an experimental weapon to combat the Planetkillers, but it's untested. The Nova mines are a transporter weapon; you have to get to point blank range, transport them into the Planetkiller's maw, and detonate them.
You have two goals. First, save Earth from the Planetkillers. Second, get Decker. If he escapes, he'll try this again. We want him alive.
The fate of Earth and the Federation is in your hands.
Lands of the Lost
We finally have a lead in tracking down the missing Organians. A probe registered strange energy signatures around two planets, an energy signature that is identical to the Organians.
I know it's a long shot, but finding the Organians could solve a lot of the galaxy's problems. Go to the system, scan the planets, and bring back any findings to Starfleet Command. Also, if you find any unusual phenomena in that system, scan it too.
Settling the Skorr
The hunt for the lost Organians has hit an ominous dead end. The mysterious energy field you discovered has reappeared at the Skorr Homeworld.
The Skorr recently disavowed violence and disbanded their navy, leaving their planet defenseless. The energy field is increasing the radiation levels on the planet. We're sending freighters with anti-radiation drugs to the planet. When the freighters deliver the drugs, they'll take on cargo -- eggs from the Skorr hatcheries. And there's one other sensitive matter...
The Skorr religion venerates the Soul of A'larr, the Skorr messiah. The Skorr wants the Soul removed for safekeeping. The USS Sidorov has been assigned to accompany you. Its priority is to go to the planet, get the Soul and take it to a safe haven. Given Skorr fanaticism, we don't know what would happen if the Soul is lost. Protect the Sidorov at all costs and protect as many freighters as possible.
Damnation
We've made a disturbing discovery about that energy field you've recently encountered.
The Organians once mentioned that there were many beings in the universe like themselves. Some of these beings had gone mad over the eons and threatened the younger races, so the Organians and others like them imprisoned them in the Damnation black hole. An asylum for higher beings.
We believe the energy being you encountered is an escapee from the Organians' asylum. It's gathering energy sources, such as the Soul of A'lar and who knows what else, and has returned to the Damnation system in an attempt to free its brethren. It must be stopped.
Starfleet developed the Mandoss system to imprison higher class beings as a weapon of last resort, in the event that the Organians ever became a threat. It's been loaded into the unmanned freighter USS Contempt. You will go to the Damnation system and drive the Contempt into the energy field. Once it has been imprisoned, you will send the Contempt into the black hole, imprisoning the entity.
Gorn
A Sign of Things to Come
King's Guard: I am certain you've heard the reports of rioting on the Igorash system's outpost. Like most rumors, they are greatly exaggerated, but this is a season of weak tongues.
Nonetheless, the Igorash system is in need of medical supplies. Yours is the duty of delivering the supplies to the colony on Igorash I.
This region is being used as a poaching ground by the Orion. These jackals need to be removed from our space. Bloody your claws on them whenever possible.
Defenders of the Egg: This time, your's shall be an errand of mercy.
There has been an insurrection in the Igorash system, but it is over. Our duty now is to help those who have been loyal to our Loving Mistress. They need supplies from our healing stores. Our duty is to deliver them to Igorash I.
Take glory in your assignment, and know that the treacherous Orions have been seen in the area. The Orion are our greatest threat, a plague that must wiped clean.
Guardians Errant: I regret to inform you that we missed the fun in the Igorash system. Local authorities have managed to get the riots under control without our help.
Yes, I know, I'm surprised too...
We have agreed to deliver medical supplies to Igorash I. It's not much of an adventure, but our friends the Orions have been seen in the area, so this assignment might not be too boring.
Seize your chance for greatness, my friend.
Picking the Bones
King's Guard: The traitorous house of Manthar is falling, and it is your duty to push them into the abyss.
The Manthar have several weapons caches in the asteroid belt. Scan the major asteroids and find the location of every cache. If it is defended, destroy the defenses. If you find a base in the system, capture it. A marine transport is at your disposal.
Fly well, for the glory of our King.
Defenders of the Egg: The traitorous house of Manthar is being punished, and it is providing us with an opportunity to rearm ourselves.
We have discovered that the Manthar kept several weapons caches in the asteroid belt. We need those weapons for our own dwindling supplies. Scan the asteroids, find the caches, and destroy the defenses. If you find a major base, capture it. A marine transport is at your disposal.
And if any Orions cross your path, crush them with a smile. May the Mistress smile on your claws this day.
Guardians Errant: We've got an interesting assignment for you.
We've been mauling our favorite incompetent traitors, the Manthar, for quite awhile. The time has come to finish them. They've got a base and some weapons caches in the asteroid belt. Go there, scan the asteroids, find the caches, and take that base. You'll have a transport full of marines with you to make it easier.
There's a weapons shortage right now, so we could really use those caches. Have fun, but don't drop the egg on this one.
QUICKSILVER SOFTWARE, INC.
Lead Programmer
Marc Hertogh
Senior Technical Lead
Michael Donovan Mandap
Networking Programmer
Tung Mei "Rita" Liu
Interface Programmers
Stephen Roney, Tung Mei "Rita" Liu
Sound Programmer
Otmar Schlunk
Game Design
Marc Hertogh, Tom Hughes
Additional Design
Otmar Schlunk, Gary Graeper, William Fisher
SFB Consultant
Tom Hughes
Engine Programmers
George Shackelford, Rob Barris, Greg Marsters
Special Tools
Brian MacDonald
Technical Writer
Nancy Berman
Animated Quicksilver Logo
Rantz A. Hoseley
Quicksilver Web Site
Debra Hilton
Technical Consultant
David Steffen
Production Assistant
Sarah McKinley Oakes
Star Trek Consultant
Ralph Miller
Producer
Gary Graeper
President
William Fisher
INTERPLAY PRODUCTIONS
Lead Designer
Erik Bethke
Senior Designer
Chris Taylor
Art Director
Scott Bieser
Lead Artist
Adam Rote
AI Programming
Zachary Drummond
Scripting Engine
Dave Boulanger
Special Effects
Sean Dumas
Mission Scripting
Lance Watanabe
Campaign Mission Design
Scott Bennie
Senior Artist
David Potter
Artists
Michael Blumenthol, Tim Kuder, Marc Bergo, Kelly Wine, Mike McCarthy, "3", Mike Harris
3–D Ship Models
Perry Scalf, Regalado Christopher, Salazar Manuel, Arlene Somers
Press Manager
Heather McLaughlin
Marketing Manager
Debbie Howell
Traffic Manager
Paul Naftalis
Line Producer
Warren Schultz
Producer
Erik Bethke
Division Director
Brian Christian
Executive Producer
Trish Wright
CEO
Brian Fargo
INTERPLAY AUDIO
Lead Sound Designer
Adam Levenson
Sound Design
Tim Walston (EFX), Charles Deenen, Shannon Mills, Jeff Witchers (EFX)
Mastering by
Craig Duman
Voice Editing by
Stephen Miller
VO Direction/Supervision
Chris Borders
VO Talent
George Takei, Kevin Michael Richardson, Michael Bell, Wayne Grace
'Music by
Ron Jones Productions
Music Supervision
Sean Dumas, Rick Jackson
Audio Administrator
Gloria Soto
Re–Recording Mixer & Audio Director
Charles Deenen
Video Services
Dan Williams, Dave Cravens, Bill Stoudt
INTERPLAY QUALITY ASSURANCE
Admiral
Jeremy S. Barnes
Vice Admiral
Mikey "Ghibli" Motoda
Rear Admiral
Greg "Moose" Baumeister
Commodore
Monica Vallejo
Captain
David "Tiberius" Simon
Chief Steward
Dubs
Communications Officer
Larry "EQHura" Smith
Helmsman
Danny "Sancho" Martinez
Chief Medical Officer
Dr. Charlie "Bones" Gale
Science Officer
Gary "Home Brew" Tesdall
Weapons Officer
Rafael "Tribble Trainer" Lopez
Green Orion Animal Woman
Shanna Takayama
Chief Engineer
Darrel "I Don't Care" Jones
Lieutenants
Cory "Faerl" Nelson, Jeremy "RayZor" Ray, Doug "Thor" Finch
Lieutenants, Junior Grade
Ed Hyland, Rob "Sassypants" Giampa, Amy "Schlamma" Presnell
Ensigns
John "Psy" Kirkland, Kevin "Daulton" Osburn, Jay "Pancake" Nielsen, Asher "Tattoo" Luisi, John "Diablo" Palmero, Eric "Dev Button" Chung, Dan "The Humongous" Levin, Ed "Berserker" Kang, Ishmael "Ishtar" Quijano, Tony "Wardog" Piccoli, GJ "Mofs" Ramirez, Tim "Cthulhu" Anderson, Harold "Dragonball" Kim, Mark "Noodles" Holtzclaw, Amy Avery, Sean "Darkman" Johnson, Brad "Bushwhacker" Dutton
Cadets
John Parker, David Parkyn, Derek Gibbs, Josh Walters
MONDO MEDIA
Producer
Philo Northrup
Art Director
Mark Giambruno
Producer
Liz Stuart
Lead Artist
Richard Fong
Modeling, Mapping, Design
Leila Noorani
Modeling, Mapping
Johannes Huber
Mapping, Design
Cody Chancellor
Mapping
Luis Castro
Design
Johnny Harrup
Modeling, Mapping
Eric Ronay
PARAMOUNT PICTURES
Director, Interactive Product Development
Juliet Dutton
Manager, Interactive Product Development
Harry Lang
Box Cover Art Direction
Dan Curry
Box Cover Art
Brandon MacDougall
ADB, INC
Star Fleet Battles Game Design
Stephen V. Cole, PE
Star Fleet Battles Executive Developer
Steven P. Petrick
ADDITIONAL STAR FLEET BATTLES CREDITS
Lyran Creator
Jim Curtis
Hydran Creator
Andrew Robinson
MPLAYER.COM
Internet Gaming Consultant
Joshua “Jinxx” Morris
Mplayer Software Engineer
Edmond L. Meinfelder III
Content Engineer
Rich Rice
Service Engineer
Adam Schricker
SPECIAL THANKS TO
Beth Wershba – Editor, The SFC Beta Testers: Bradley Barr, Mark Mean, YnrohKeeg, Matt Reynolds, Geoff Conn, Brian Downer, Jim Pierce, Jason Bowman, Merlin, Chris Goff, Lee Contini, Russ Khater, Fletch, Bradley B Upson II, Bill Moore, Andrew Harding, Commodore Rook, John Kim, And to all the other beta testers and posters on the Starfleet Command forum
In memory of DeForest Kelley & Robert Berzins