In Star Fleet I: The War Begins, the player
is a cadet fresh out of Starfleet Academy and has been assigned to
command the United Galactic Alliance Starship (U.G.A.S.) Republic, a
training ship in the Antares III region. The United Galactic Alliance is
currently at war with Krellan and Zaldron empires and it is the
player's mission to protect the region.
The graphics of the PC
version of game are represented by American Standard Code for
Information Interchange (ASCII) character codes. Everything from the
starship, the mainframe, to torpedoes are all in ASCII.
Missions
For the newly graduated cadet, missions (as explained in the mission
briefing) usually consist of destroying a small number of enemy ships
under a specified amount of time e.g. You must eliminate at least 24
enemy warships within 30 days. Higher ranks will demand more kills with
less time requirements. When the target is reached, the player may enter
a starbase and prompt to end the mission or continue and destroy more
ships to reap a higher mission rating, until the mission time runs out.
After
successfully completing a mission, the mission success is rated: number
of enemies destroyed, captured, starbases rescued, etc. The player will
then then be considered for commendation for a medal or even a
promotion.
The U.G.A.S.
The entirety of the game is represented by a sci-fi representation of
the starship's computer display. The main screen consists of commands,
the star chart, the tactical display (which consists of among others a
local map of the ships position as well as any entities in the area),
and shield control. Other sections/information of the starship maybe
accessed through the appropriate buttons on the bottom screen.
Navigation
may be conducted automatically or manually. Standard navigation via the
navigation computer is conducted by accessing the main computer and
setting out a course. Higher levels may result in random events during
navigation (such as ion storms, running into asteroids, or even enemy
ships).
Each map is randomly generated and also uncharted. Each
quadrant is represented by numbers, where each number refers to: stars,
starbases and number of enemy ships. The starship is also equipped with
long ranged sensors to view adjacent quadrants an well as short ranged
sensors to view the current surroundings. For even further exploration,
the starship also has probes to scan far-away quadrants.
Combat
Entities in a combat situation may consist of the following: the
player's starship., enemy Krellan warship (max 5 per quadrant), enemy
cloaked Zaldron warships (usually one per quadrant), and an allied
starbase. Combat initiates when the player's starship enters a hostile
quadrant (portrayed by a red number on the main map), usually patrolled
by a minimum of 1 Krellan warship. Red Alert is automatically set
(unless configured otherwise) resulting the rising of shields and direct
attack by enemy warships. Enemy warships are either Krellan starships
or the Zaldron cloaked warships, both capable of phaser weaponry. The
Krellans use multiple ships to overpower the player, while the Zaldron
use hit and run tactics while remaining cloaked (invisible on the both
map screens).
Combat commences by eliminating all hostiles in
the present quadrant (destroying them) or by capturing those ships (and
optionally delivering them to a starbase). The ship's main weapons
arsenal consists of a phasers, torpedoes, and mines. Torpedoes are
reserved for direct destruction of enemy vessels. Phasers are usually
reserved for the intent of disabling an enemy vessel for capturing
purposes. Mines are used to damage enemy warships that may prove too
maneuverable for phasers and torpedoes to hit.In some cases, a friendly
starbase may come under attack while the player is patrolling the
region. The player may opt to rescue the starbase before it is
destroyed.
Capturing enemy vessels may only be conducted when
the enemy warship is disabled (by phasers or other means). Space marines
then must board the adjacent disabled warship and automatic combat
occurs between the space marines and the enemy crew. If successful, the
enemy ship will be captured as well as some power reserves and enemy
prisoners. Be warned that enemy prisoners or enemy spies may board the
player's ship and damage the ships systems (indicated by an intruder
alert). The enemy ship(s) may then be towed to be transported to a
starbase.