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TREKCORE >
GAMING >
STARFLEET COMMAND > FAQ
GENERAL QUESTIONS
1. When was Star Trek Starfleet Command released?
2. What are Star Trek Starfleet Command's system requirements?
3. Who made this great game?
4. What's the latest version?
5. Is there a demo for Star Trek Starfleet Command?
6. What is the difference between SFC and SFC Gold?
7. Where are the cheat codes?
8. Can I edit/create my own scenarios?
9. How do I play online?
GAME QUESTIONS
1. I can't keep up with the pace of the game. Can I slow it down?
2. Am I limited to four weapon group presets?
3. Does the Hull Integrity meter measure how much "life" remains in my ship?
4. If the phaser capacitor control marker is set to the midway point, will it still charge to full power?
5. I can't tell if an enemy ship's plasma weapons are charging, because I can't get close enough without them firing on me.
6. How can I minimize my risk of taking damage?
7. My defensive systems are overwhelmed by the number of missiles inbound for my ship. What can I do?
8. How can I defeat a Weasel?
9. Should I fully counter an ECM or ECCM shift?
10. Is using a Repel beam the only way to defeat a tractor beam?
GENERAL QUESTIONS
ANSWERS
GAME QUESTIONS ANSWERS
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1. I can't keep up with the pace of the game. Can I slow it down?
The pace of the game may be changed; in single-player, games may be changed while in play by using the "[" and "]" keys. If you are new to the SFC universe or just prefer a more leisurely paced game, use the "[" key to slow down the passage of time in the game. If a game speed of 1 is still a little too fast, single-player games may be paused by using the Pause key on your keyboard to give you even more time to familiarize yourself with the controls. When it comes time to speed up the pace of the game, use the "]" key to pick up the pace. You cannot change the pace of the game during a muliplayer game. The host will choose what game speed you will play at during the setup of the game. |
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2. Am I limited to four weapon group presets?
Not exactly. Many people use one of the four available weapon group presets as an "all weapons" group. This is unnecessary, however, as an "all weapons" button is already built in. The "R" key which brings you to Red Alert status also selects all weapon systems, so if you're already at Red Alert then just think of the "R" key as the fifth weapon group, and save the other four for different groupings. |
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3. Does the Hull Integrity meter measure how much "life" remains in my ship?
The Hull Integrity meter does not truly measure the "life" remaining in your ship, rather it measures the BPV remaining in your ship. The BPV of a ship is a calculation of the ship's value in a battle; so there is a heavy weight placed on weapons, and to a lesser extent, energy producing systems. Keep in mind that a ship can become unstable and explode with systems still left in tact. Therefore, the meter may not ba at zero when a ship explodes. In addition, a large scale 'Alpha Strike' type attack is more likely to destroy a weakened ship than a Mizia attack. |
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4. If the phaser capacitor control marker is set to the midway point, will it still charge to full power?
The phaser capacitor control is often misunderstood. If the marker is set to the midway point of the capacitor, it will still charge to full power. However instead of taking one turn to completely charge, it would take two turns (assuming no phasers are fired) to reach full capacity. If the marker were set to 1/4 of the total, it would take four turns to fully charge the capacitor (again assuming no phasers were fired). This is a handy tool that can be used to free up energy from the power hungry phasers when not needed, for other uses such as ECM. |
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5. I can't tell if an enemy ship's plasma weapons are charging, because I can't get close enough without them firing on me.
Use a probe to check the status of the weapons. Just as the probe reaches the ship, and only for a second, your sensor display will show you the status of the target's weapon systems just as if you were close enough for your onboard sensors to show you that information. |
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6. How can I minimize my risk of taking damage?
Here are two ways to minimize your risk of taking damage:
- Remember to use the tactical MFD, which shows a schematic of the target ship and the status of its weapons. If you're within transporter range of the target, then you're close enough to see if it has weapons charged that will be in arc of your downed shield.
- If possible, try to execute the raid during a turn. If you time it just right, the shield that is lowered to transport the marines will not be the one facing the enemy when transport is complete.
- Finally, maximizing the damage done by your raids doesn’t
always equate to hitting one system at a time with all
available transporters. Rather than focus all your
marines on one system, it’s better in many situations to
distribute each wave of raids over many different systems.
Although you are less likely to completely destroy a given
weapon or system in this way, you will usually succeed in
partially damaging some of them. This presents the
enemy with a hard choice: spend precious repair parts on
partially damaged weapons all over the ship, or save the
spare parts and live with a lower overall combat
effectiveness. Either way, it’s an advantage for you.
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7. My defensive systems are overwhelmed by the number of missiles inbound for my ship. What can I do?
If you can place a mine between your ship and the path of the incoming missiles, the missiles will trigger the mine's proximity fuse as they pass through its detection area. The resulting detonation will destroy all missiles in the blast radius. |
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8. How can I defeat a Weasel?
Nothing ruins a plasma captain's day like a wild weasel. Launching those deadly plasma torpedoes only to see them trail off and impact harmlessly into a shuttle can be a frustrating experience. Fortunately, there are some tactics you can employ to defeat the weasel.
- A ship cannot deploy shuttles while its being tractored. You can use this to your advantage by closing to tractor range and "anchoring" the target before firing your torps. This has the additional benefit of keeping the target from outrunning the plasma and diffusing it, and is doubly effective if you turn your own ship so as to pull the target into the torpedoes.
- A ship can only have so many shuttles, so it's to your advantage to try to make the target waste the weasels as often as possible. One way to do this is by making use of pseudo torpedoes. The target can't really afford to guess whether a torpedo is real or not, so incoming pseudos may trick the enemy into launching a weasel. Another technique is to avoid launching all your torpedoes at once. If you alternate, firing one or two at a time, then you will still have the rest ready to go once the weasel is used up.
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9. Should I fully counter an ECM or ECCM shift?
Sometimes you don't have enough power to fully counter an ECM or ECCM shift. In fact, it's not always desirable to counter the enemy's EW levels point-for-point. Take for example this situation: you're facing an enemy ship which has four points of ECM, meaning that four points of energy are being expended to produce a 2-shift to fire through; bad odds for your weapons. By spending only one point of energy on ECCM you can drop that to a 1-shift. And by expending one more point on ECM, you present the enemy with the same 1-shift. The bottom line is that for 50% less power you have made the odds even. |
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10. Is using a Repel beam the only way to defeat a tractor beam?
Using a Repel beam isn't the only way to defeat a tractor beam. Conducting a successful Hit and Run raid focused on the enemy's tractor will also do the job. Similarly, if you are the one doing the tractoring, taking out the enemy's tractor system will prevent him from breaking your Hold beam with a Repel beam. |
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