Identifier JanesFleetCommand Identifier-ark ark:/13960/t4mm0s41g Ocr ABBYY FineReader 11.0 Pages 168 Ppi 300 Scanner Internet Archive Python library 0.9.1. The best place to get cheats, codes, cheat codes, walkthrough, guide, FAQ, unlockables, tricks, and secrets for PC. Jane's Fleet Command. Strategy Guide. Fleet Command strikes me a bit like a navalized version of TAW, but lacking the ability of first person command (still love that game, in spite of the nasty process of release in stages.) For those who haven't read the reviews, I'll begin with an overview, including some of the quirks of the game. All that I write applies to the patched version.
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JANES Fleet Command by Eric 'Snacko' Marlow The real-time naval strategy genre has gone some time without a new product. Jane's Fleet Command, developed by the naval gurus at Sonalysts, brings something new to the table for those of us who enjoy our military simulations on the high seas. Save all the archives because I think that this site is dead, unfortunately. I take all of snes, genesis, nes and I will go to continue, but i dont know if I will get.
Platforms: | PC |
Publisher: | Electronic Arts |
Developer: | Sonalysts |
Genres: | Strategy / Real-Time Tactics |
Release Date: | 1998 |
Game Modes: | Singleplayer / Multiplayer |
With Fleet Command, Jane’s moves away from the in-the-cockpit simulation genre, putting you instead in the position of Commander of the Fleet. The game gives you control of aircraft carriers, destroyers, cruisers, submarines, and all sorts of aircraft — a vast arsenal of ships and weapons are available for would-be Captains. Although not as realistic as Harpoon, it is more approachable, with a 3D engine and enough fine detail to please cerebral strategy gamers.
There are four excellent tutorials. Each one takes the player through essential steps to playing the game, and are some of the most thorough tutorials seen in a game of this sort. They are thorough enough to allow you to play the game with only a casual glance at the manual. Jane’s has included over 30 single missions and one campaign consisting of four interrelated scenarios. In the campaign, the first mission is highlighted in blue; the others are grayed out until you successfully complete the first mission. The Carrier Battle Group starts in the Indian Ocean where India is threatening to invade Sri Lanka.
If you survive with a high enough score, you continue to the Strait of Malacca where you face the Chinese and a small Russian fleet; the Taiwan Strait; and the final showdown at the Kuril Islands around Japan where you face a resurgent Red Fleet. After successfully completing each mission, your fleet will resupply, rearm, and be reinforced for the next scenario. As you are reinforced after each mission, losing ships does not seem to affect the next mission in the campaign.
The main game screen, where the action takes place, consists of four views. There is a 2D Map that takes up three-fourths of the screen. In this view you select a platform, issue orders, and follow the action. The view can also be switched with the 3D view. This view works well, making platform selections and issuing of orders easy to do. The 3D window shows a three-dimensional view of the selected platform (plane, ship, submarine, or base). Pressing F9, will switch the 2D Map and 3D Window, allowing you to get a bigger view of critical moments in the mission, such as planes taking off and landing, or following a missile to its target. This view is where all the action takes place in the game.
The game interface is easy to use. A platform is selected by clicking the left button of the mouse over an object. Clicking the right button of the mouse brings up a menu of commands for that platform. It is a simple matter to select and left click on a command. Multiple platforms can also be selected ala Command & Conquer by drawing a box around the craft you wish to select. A simple right click of the mouse then brings up the orders menu for the selected group. There are also a number of hotkeys that help speed up game play and mission orders.
Ships and planes will automatically launch countermeasures when under attack. However, ships will not automatically fire SAM missiles at enemy anti-ship missiles, instead waiting until the last second to fire their close-in weapon systems as the incoming missiles close on the ship. Only if you issue specific fire orders will SAMs be launched at a specific missile. Aircraft react the same way. Aircraft ordered to identify a target will identify it as hostile or neutral and return to patrol. However, if the target is hostile, the aircraft will turn and head for home without firing a shot.
In the real world when aircraft or ships are identified as hostile, friendly ships and planes will automatically fire on the enemy without waiting for orders. This lack of self-preservation is annoying but does not detract seriously from game play. Overall, Fleet Command is a good combination RTT and action game which is fun to play. Doulci activator full crack. It may not satisfy the hardcore war gamers, but will appeal to the “beer and pretzels” war and action-strategy gamers alike.
System Requirements: Pentium 133 MHz, 32 MB RAM, 230 MB HDD, Win95
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Jane's Fleet Command | |
---|---|
Developer(s) | Sonalysts Combat Simulations |
Publisher(s) | Electronic Arts |
Producer(s) | Kim Castro |
Designer(s) | Daniel Bowdler Terry Jones John Lackie Ray Walsh Jack Wayne |
Composer(s) | Curt Ramm |
Series | Jane's Combat Simulations |
Platform(s) | Microsoft Windows |
Release | May 15, 1999 |
Genre(s) | Real-time tactics |
Mode(s) | Single-player, Multiplayer |
Fleet Command, previously labelled as Jane's Fleet Command, is a real-time tactics naval warfare simulation computer game released in May 1999.[1] It was developed by Sonalysts Inc. and published by Electronic Arts (EA). The game licensed parts of Jane's Information Group's military information database, which was used as an in-game 'Jane's Library', reference material that the player could refer to while in-game. Jane's also licensed to EA the 'Jane's' name and the 'Jane's Combat Simulations' logo, and the game was marketed under the 'Jane's' name, much like the previous 'Jane's Fighters Anthology', also published by Electronic Arts.
- 4Game dynamics
Gameplay[edit]
In terms of gameplay, as a real-time tactics game it is a realistic military simulator and only involves resource management of weapons and the fuel of airborne aircraft. The scenario defines the units that a player has at the beginning of the scenario, and the player can never have more than what they started with until the scenario ends. Like other real-time tactics games, losses cannot be replaced, which emphasises the value of units and the judicious use of them (though some scenarios make it impossible to save a particular unit). The military realism is emphasised further by such means as using some authentic NTDS symbology on the 2D tactical planning map. Much of the game and mission events are presented in the form of full-motion video sequences.
Gameplay can be chosen from one of three different options. First is a series of preset missions that contain certain objectives. These missions contain specific goals that must be accomplished in order to be graded successfully. They vary in difficulty from one star to four with four stars being the most difficult. A second game play theme is to play one of four provided scenarios. These are generally 'wars' verses 'battles' that require the player to win each successive challenge before continuing. The last type of game play is using a feature called 'mission editing,' where a player can input their own configurations and force strength and objectives. Preset mission objectives and goals can be input into the editor and displayed to the player at various intervals throughout game play. Input objectives can be configured in such a way that they must be completed in predetermined orders for the overall mission to be successful. The programming skills necessary are quite basic and are a credit to the ingenuity of the software designers.
The 'mission editor' feature is simple to use and relatively uncommon in other game play software. The feature enables players to interface directly with the software and provide a relatively limitless amount of possible combat scenarios.
Setting[edit]
The game is set in the late 1990s. The game focused exclusively on contemporary units. Units that were in service when the game was released were featured, and units that were out of service or not yet in service were not featured. The game reflects that some of the world's military forces are more advanced than others.
Realism[edit]
The game is a naval combat strategic training simulator. It covers the full spectrum of modern naval operations, including submarine warfare, surface warfare, naval aviation, and electronic warfare. Air Force, Marine Corps and Army units are also modelled in the game, although the Army units are generally static. Although the initial release focused mainly on the U.S. Military, it did include a wide variety of forces from nations around the world including the U.K., India, Russia, China, and others. The actual forces under a player's command can include units from several nations (a multi-national force), or it may be limited to a selection of forces from just the one nation's military Arsenal.
The game includes both aircraft carriers and land-based air bases. It maintains a level of realism in that aircraft that are limited to land-based operations in real life are similarly limited to land-based operations in the game. This prevents the player from having heavy bombers (like the B-52) taking off or landing from aircraft carriers, something that never happens in the real world. Moreover, only aircraft that are actually assigned to a particular class of aircraft carrier in real life are available on in-game carriers. This concept of realism in units carries through to the weaponry, ordnance, speed, accuracy, radar coverage, level of detection, and survivability of all of the units and weapons in the game. One feature that was deliberately kept out of the game was nuclear weapons.
Game dynamics[edit]
In a single-player game, the player starts by selecting a stand-alone scenario or a campaign scenario. Campaign scenarios are linked in that if the player successfully completes a scenario in the campaign, this unlocks the next scenario in that campaign for play. However, the game is limited in that it can only ever have the one campaign available to the player at any one time. In fact, the original version of the game only included one campaign (since then, several replacement campaigns have been made by FC and NWP-FC enthusiasts). A stand-alone scenario is not linked to other scenarios like the campaign scenarios are, although they may be related in terms of setting, theater-of-war, combatants, alliances, fictitious or historical conflicts, etc.
Once the player is in the scenario, a 2-D representation of the forces available is presented. This display also shows a representation of the sensor (radar, visual, sonar, etc.) ranges that any of his units have. Individual units are shown in a 3D rendering. If the player has selected the EMCON option, none of his units start the game with active sensors on; only passive sensors will be engaged. This can be an effective strategy for keeping the player's ships undetected, but it also blinds their GCI and leaves them 'groping in the dark', so to speak. If the player has AWACS aircraft and/or fighter jets available, these are often the first units deployed.
Release[edit]
The game was released the first time in 1999 by EA. EA licensed also from Jane's the 'Jane's' name and the 'Jane's Combat Simulations' logo, and the game was marketed under the 'Jane's' name, much like the previous 'Jane's Fighters Anthology', also published by EA.
On October 26, 2006 Strategy First re-released Fleet Command as SCS-Fleet Command, without the 'Jane's' branding. It was released as part of a three-game retail package called Naval Combat Pack, which also included 688(I) Hunter/Killer and Sub Command and also includes a video CD A Century of Silent Service. The 2006 version of Fleet Command was also released on GameTap as of Thursday, March 20, 2008.
Reception[edit]
The United States Naval Academy had the game installed in computer labs and used it to introduce prospective students to the concepts of fleet level decision making during its Summer Seminar program.[citation needed]
The editors of PC Gamer US nominated Fleet Command for their 1999 'Best Wargame' award, which ultimately went to Close Combat III: The Russian Front. They called Fleet Command 'the perfect modern naval game for thousands of PWSHFOHTPH ('People Who Still Haven't Figured Out How to Play Harpoon').'[2]
Jane's Fleet Command Mods
Next Generation reviewed the PC version of the game, rating it four stars out of five, and stated that 'if the game turns slow and your ship is in no immediate danger, hook onto a Harpoon or Sidewinder and follow the streaking missile to its target. You'll get some satisfying kabooms.'[3]
See also[edit]
References[edit]
- ^Butts, Stephen (1999-06-15). 'Jane's Fleet Command'. www.ign.com. Retrieved 2019-06-19.
- ^Staff (March 2000). 'The Sixth Annual PC Gamer Awards'. PC Gamer US. 7 (3): 46, 47, 49, 50, 54–56, 60, 62.
- ^'Finals'. Next Generation. No. 56. Imagine Media. August 1999. p. 92.
External links[edit]
Jane's Fleet Command Manual Download
- Fleet Command at MobyGames