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Star Trek The Neutral Zone 2: FAQ
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TREKCORE > GAMING > STAR TREK THE NEUTRAL ZONE 2 > FAQ

If you believe something should be added to this section, email gaming@trekcore.com

GENERAL QUESTIONS

1. Is the game freeware?
2. When was the game scheduled for release?
3. What languages would've been supported?
4. What single player campaigns would've been developed?
5. What types of multiplayer modes could've been played?
6. Could've single player modes been played?
7. Could've you played with bots in multiplayer as well?
8. Would've there been differences between ships?

9. Why was the game cancelled?

GAME QUESTIONS

1. How would've you operated the weapons?
2. What about mines?
3. How will the cloaking system work?
4. Will you be able to fire when cloaked?
5. How fast will ships go in warp?
6. How can you direct power?
7. How will you be able to repair your ship?
8. Will you be able to launch shuttles to defend your ship or scout the area?

break

GENERAL QUESTIONS ANSWERS

Question

1. Is the game freeware?
Since the programmer didn't succeed in finding a publisher for the game who could obtain a Star Trek license, the game would've been freeware. Naturally, if the programmer could've sold the game, it would've been even better, including a full 3D port, alot better graphics and cool effects, as well as many other things would've been even better since then the programmer could've devoted alot more time to the project.

   
Question 2. When was the game scheduled for release?
Supposed by the end of 2004, first quarter of 2005.
   
Question 3. What languages would've been supported?
It would've been also translated into Czech, Polish, Italian, Spanish, and German.
   
Question 4. What single player campaigns would've been developed?
Federation, Klingon, Cardassian, Romulan, Borg, Dominion and Maquis campaign. Also, when the game would've been released, everyone could've developed their own campaigns in the editor the programmer made and play them in the game, as well as shared them with the rest of the community.
   
Question 5. What types of multiplayer modes could've been played?
There would've been 8 multiplayer modes: Deathmatch, Team Deathmatch, Capture the Shuttle, Domination, Defend the Starbase, Survival, Racing and a game of Tag.
   
Question 6. Could've single player modes been played?
Yes.
   
Question 7. Could've you played with bots in multiplayer as well?
The whole relevance for the title was the fact that the players would've be making there own destiny (choices) in the Star Trek universe and people tend to be like changing winds when it comes to what they want. It would've been up to the characters in the game to live out the post Nemesis history of Star Trek.
   
Question 8. Would've there been differences between ships?
Yes. Unlike in “Star Trek: The Neutral Zone” ships would've varied in size, speed, weaponry etc.
   
Question 9. Why was the game cancelled?
This was posted by the game's creator Kreso on the official Neutral Zone 2 website:

I'm sad to inform you that "Star Trek: The Neutral Zone 2" project has been shut down.
I've hoped to get some free time to spend on the project, but unfortunately, all my efforts got routed to /dev/null (unix humour ;)

I started working on Star Trek: The Neutral Zone during my high school sophomore year as a test project to learn more about network programming which later evolved in what is known as TNZ v2.0.

TNZ2 started out in my high school junior year, after spending months drawing design schemes instead of payin attention in class ;) However, step by step, Cateia Games (a game development team which I am a part of) grew into a serious development team and we formed a Company, based in the city of Zagreb, Croatia. Since then we've released one major title (the Kings of the Dark Age) globally and one small on the local market and are now working hard on our latest project, World under Siege, a WW2 turn based strategy with some very inovative features. This project and many more that are planned for the future is the main reason I couldn't continue working on TNZ2.

At this project's end, I'd like to thank "Sandi Winter" for making an excelent web site for TNZ2, "Zeljko Nachinovich" for his great work on TNZ2's logo and ofcourse many people who've "spammed" tnz2's forum with great ideas and bug reports :)

I bid you all farewell, and I hope that someone will steal some of our ideas and make them into something playable. Live long and switch to Linux, everybody!

GAME QUESTIONS ANSWERS

Question 1. How would've you operated the weapons?
Your starship will be centered in the screen, and in order to fire phasers, pulse phasers or distruptors you have to point your mouse in the direction you want to fire and click! Of course you cannot shoot if you do not have any weapons that can fire in that selected area.
   
Question 2. What about mines?
Every ship will have a certain amount of mines when spawned, they can be collected on various locations on the map. When you lay a mine it will appear at the back of your ship and will be armed instantly. It is a good way to shake off pursuing enemy for a ship when collided with a mine will suffer damage and be pushed in the opposite direction thus loosing speed. Also any ship that collides with a mine when in warp will drop to impulse speed.
   
Question 3. How will the cloaking system work?
Every ship that has a cloaking device will be able to use it for a certain period of time eg. 3 minutes depending on the amount of reserve energy. This is so to prevent constant cloaking when playing in multiplayer. Once disengaged it will take some time before it can be used again.
   
Question 4. Will you be able to fire when cloaked?
Only if you have picked up a proper power-up but otherwise, no.
   
Question 5. How fast will ships go in warp?
Warp 1 will be twice as fast as full impulse speed of the fastest ship. If you want to go faster, you will have to direct more power to the engines. Off course, you cannot go faster then the maximum warp speed limit of your ship. That is, you can, however you risk structural failure that way.
   
Question 6. How can you direct power?
Directing power to various systems is a very important thing and so it has to be easily accessible, so the power display will be located at the lower-center of your screen and can be modified via keyboard or mouse. There are 4 systems you can route power to: Weapons, Engines, Shields and Sensors. When you have chosen a new energy configuration, it will take some time for the energy to be directed so you can’t use maximum shields and weapons in combat and then immediately switch power to engines and escape :). Also you have to keep in mind that if you want to go to warp, cloak your ship or use the tractor beam you have to leave enough reserve energy. The amount of energy needed for each of these systems will be displayed.
   
Question 7. How will you be able to repair your ship?
Once a subsystem or hull fragment has been damaged it will be placed in a repair queue where your engineers will repair them. You can reprioritize the queue at your discretion. The reprioritizing is designed to be easy accessible. That is especially useful in combat. Another way to repair your ship is to enter a dry dock. They will be placed near your starbase and at random positions on the map. Off course, entering a dry dock isn’t automated so you’ll have to navigate your ship inside. don’t wanna kill the fun :).
   
Question 8. Will you be able to launch shuttles to defend your ship or scout the area?
Yes. Heh, they can even be useful for countermeasures :))).


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