General Game Info       Main Screen       Buttons       Phasers vs. Torpedos       Alerts       Rank and Awards      

General Info and starting the game

Star Command is a re-creation of an old game from the 80's on the Apple II called Star Fleet, which itself was based on even older Star Trek-inspired games on mainframes in the late 70s. If you're interested in information on the original game, just do a Google search on 'Star Fleet Krellan'.

In the game, you command a starship sent out to defend your <insert Federation-replacement name here> Alliance against the invading Kruton and Zinger empires. Krutons are basically Klingons, and Zingers are based on Romulans, names changed for trademark purposes. The Krutons make up most of your enemies. Zingers are encountered less frequently, but are more difficult to deal with, mostly because they have cloaking devices and can attack while cloaked. Your ship is equipped with phasers, torpedos, defensive shields, transporters, a tractor beam, probes, and various other devices.

When the game starts, you may choose a short, medium, or long duration. The longer the game, the more enemies in your region. This becomes more relevant in the higher-difficulty missions. After choosing the mission length, you are assigned to a particular region, which consists of an 8x8 grid of quadrants. Each quadrant in turn is made up of a 10x10 grid of sectors. Your mission briefing tells you that to complete your mission, you must destroy a certain number of enemies in a certain amount of time. It also tells you how many starbases are in your region. This number decreases as the mission difficulty increases. The location of the starbases are initially unknown for security reasons, since they are the primary target of the invading Krellan fleet.

Main screen

Main Screen The Main screen is where you will spend most of your time. It contains a display of your current quadrant and everything in it, important information on your ship status, a display indicating your ship’s shield status and strength, and an array of buttons to other ship functions.

You can move around your current quadrant by simply tapping on the sector you wish you move to. You will be asked to confirm if you wish to move there and presented with 'Go' and 'Cancel' buttons. This confirmation is to prevent unintended movement caused by accidentally tapping the screen.

The Quadrant and Sector labels indicate your current position. Duh.

Bearing indicates which direction your ship is facing, with 0 degrees facing right, and the degrees increasing in a counter-clockwise direction. 0 degrees is facing right, 90 degrees is facing up, 180 degrees is facing left, 270 degrees is facing down, etc. Understanding your bearing is crucial to your survival, as your shields are relative to your bearing.

Your shields are divided into 4 sections; forward (shield #1), left (shield #2), aft (shield #3), and right (shield #4). The shield display on the main screen displays the amount of power allocated to each shield, with shields 1 and 2 on the top row, and shields 3 and 4 on the bottom.

The Power display indicates the amount of power available for all other operations, after power has been allocated to the shields.

Torpedos indicates the number of torpedos remaining. Your ship can carry a total of 30 torpedos, although upon resupply at a starbase, they will only give you enough to replenish your stock to 20.

The Aliens line displays the number of enemy ships you’ve destroyed, and the total number required to complete your current mission.

The numbers and arrow at the top-right corner of the screen indicate how many days have elapsed. The arrow indicates if you’re current rate of destroying enemies is below, near, or above a rate necessary to complete the mission in the required time.

Buttons

There are 2 banks of buttons, but you can only see one at a time.  You can alternate between them by tapping the right-most button on the bottom row. This button will alternate labels between ‘2nd’ and ‘1st’.

Phasers vs. Torpedos

You have 2 main weapons at your disposal: Phasers and Torpedos. They each have their pros and cons.

Torpedos generally destroy their target upon impact. However, there is a chance that they will be deflected. This takes a significant amount of energy to do, so even if an enemy manages to deflect a torpedo, they will be left in a weakened state. The chance of a torpedo deflection depends on the distance to the target and the current energy of the target. Torpedos cannot be fired through obstacles such as stars, mines, and starbases. Torpedos only require 5 energy each to fire. Torpedos can only be fired at a fixed position. They cannot track a moving target, so if an enemy moves out of the sector that you targetted with the torpedo, it will miss unless another enemy has moved into the path of the torpedo.

Phasers require much more energy to fire, but can fire through or around obstacles such as stars, and can at times maintain their lock on an enemy ship that has moved. Phasers are the main method by which you will disable an enemy ship, to be boarded or tractored. The resulting hit on an enemy depends on the power allocated for the phaser shot AND the distance to the target. If the target moves after you have entered target information for the phaser, the resulting size of the hit will changed, depending on whether the target moved closer or farther. For example, if you're trying to disable an enemy and that enemy moves closer to you AND you maintain phaser lock, you may end up destroying that enemy instead of disabling them.

Alerts

Alerts may appear on the top row, next to the time and arrow indicator. A 'Z' indicates a Zinger is present in your quadrant. A 'B' indicates that a starbase is under attack. A 'I' indicates an intruder has been detected on board. An 'L' indicates that your primary life support is out and you are running on backup life support.

Rank and Awards

As you complete missions, you will rise in rank, if your mission rating is high enough. Your mission rating depends on several factors. The main factors are the number of enemies you completed and the number of days it took you to complete your mission. There are several additional factors that can affect your rating, and these are listed below. You need an average mission rating of 75% for the missions at your current rank before being promoted. The number of successfully completed missions required for promotion also increases with each rank. You only need to complete 1 successful mission for a Cadet, 2 for Lieutenant JG, etc. up to a max of 5 missions for Commander and each rank beyond that. If your ship is disabled or destroyed, your mission is unsuccessful.

There are 2 menu options which lead to screens that contain information on Service History and Standings toward Promotions. These screens also contain a list of Awards you have earned through completing missions with a high mission rating.

As you rise in rank, the game will get more challenging in a number of ways. With the first 4 promotions, new events and enemy actions will be introduced, and are listed below. After that, the frequency of these and other effects change to make the game more challenging.

Ensign - This is the rank you start the game at. There is no enemy ship movement, no zingers; just get used to the game interface.

Lieutenant JG - minimal enemy ship movement within same quadrant; increases every level beyond this.

Lieutenant - Zingers are introduced; the frequency of encountering one increases every level beyond this.

Lt. Commander - Intruders are introduced. Intruders can either sneak aboard while you're docked at a starbase, or they can be prisoners that have escaped. Intruders will sabotage your ship systems, and can be a significant threat to your ship if not dealt with.

Commander - Enemy ship begin to move between quadrants. They tend to move toward starbases and will begin to attack the starbase if there are enough of them in the quadrant.

The remaining ranks beyond Commander are Captain, Commodore, Rear Admiral, Vice Admiral, and Admiral.

Mission Rating modifiers

+3.0%  for each Krellan ship delivered to starbase

+0.08% for each prisoner delievered to starbase

+2.0% for destroying a Zinger

+8% for rescuing starbase from attack

-15% for failure to rescue starbase, starbase destroyed