Cont'd
from Part Three
This confused scripted action
isn't a good sign. The
first game had some strangely scripted missions where it wasn't
always clear what was going on.
I've seen some other oddities, like Federation ships
pitted against Federation ships for no discernable reason, mutliple
ships with the exact same name, missions that never end, and
an alarming number of crashes to desktop.
I was also hoping SFC2 would provide some handy
way to get more information during tactical combat -- I'd like
to be able to tell which ships I can outrun or outmaneuver.
To do well, you have to know different ships' strengths
and weaknesses, but some important info still isn't available. There is a handy appendix that gives the general attributes
for each race's ship classes. You'll find this right after the
Top 25 Things to Remember, which includes redundant platitudes
like "#18: It is better to have lost a battle and learned
from it, then [sic] to have won a battle and learned nothing"
and "#23: Fight and lose (retreat from) a battle today,
so you can learn and win a battle another day". Kobyashi
Maru, here I come!
I'm looking forward to trying Dynaverse 2 when
it's finally up and running, but in the meantime, I'm pretty
disappointed with the single player campaigns. I have no interest
in wading through them in their current state. The tactical
game engine is still a superb combination of real time action
with the elegance of Starfleet Command's board game roots, but
this was a no-brainer after the first game. Starfleet Command
II needs something more to give players an incentive to play
and, more importantly, to care. Because right now I feel like
I'm just playing the first game with a slightly more annoying
campaign. Beam me out, Scotty.
Publisher: Interplay
Developer: Taldren
Genre: Strategy/RTS
Requirements: PIII/500 w/o accelerator, PII/350 w/accelerator,
64MB RAM, 550MB hard drive space
Expected street date: now
December 17, 2000