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Deck & Conn Review: A MicroProse Homage to Classic Star Trek

A turn-based space combat simulator inspired by a 1971 Star Trek game, Deck & Conn offers a chunky, deliberate experience that may be too lean for hardcore

A turn-based space combat simulator inspired by a 1971 Star Trek game, Deck & Conn offers a chunky, deliberate experience...

Deck & Conn is a turn-based space combat simulator from developer Elissa Black and publisher MicroProse. The game is a direct homage to Mike Mayfield's 1971 mainframe Star Trek title, focusing on patrols and tactical ship management within a deliberately opaque interface.

A Chunky, Deliberate Bridge Simulator

The game presents a bridge filled with riveted, khaki-green displays covered in military acronyms. According to the Rock Paper Shotgun review, players must decipher terms like CIWTS and learn to 'DECOIL' their FTL drives. The turn-based structure provides all the time needed to parse this complex symbology before engaging enemies. Navigation involves moving across a grid map using sublight engines, with Faster-Than-Light travel possible only from specific cross-hatched warp points.

Patrols unfold as a creeping cat-and-mouse game. Command sends hints about enemy movements via a desktop monitor in the captain's quarters, though some sensitive messages require consulting a codebook. Routine hails from friendly ships appear in a burst transmission window. The reviewer notes a significant tactical tip: FTL jumps drain battery power, so emerging from warp next to a hostile ship puts you at an immediate disadvantage.

Combat and Crew Management

Weapon systems in Deck & Conn fall into two broad categories. ASR turrets are standard ship-to-ship guns that deal damage quickly. Torpedoes hit harder and come in various tactical types but require an extensive preparation checklist. This includes locking onto the target, loading and charging the torpedo, and opening the launch chute. The slow process creates tense standoffs, where an enemy who starts their sequence earlier can gain a decisive advantage.

Crew management involves assigning officers with different experience levels to stations. These officers determine action speeds like repairs and work in rotating shifts. Players can call senior crew to stations by going to 'general quarters', but this action will eventually exhaust them. The reviewer from Rock Paper Shotgun states that, in the early game, crew management has not yet made a 'huge impact' on the experience.

Verdict: Worth Your Time and Machine?

The game cultivates a 'claustrophobic, obfuscatory intimacy' similar to Black's earlier title, Objects in Space. The spectacle is not space itself, represented by a 'smudgy postcard of stars,' but the hum and operation of your ship's systems. However, the review suggests the experience might be 'too threadbare and wonky' for players who deeply enjoy complex naval simulators. Combat is described as a deliberate simplification of Objects in Space, with manoeuvring having little apparent impact and no option to trick enemy sensors by manipulating your emissions profile.

Some interface elements are cited as frustrating, such as the apparent impossibility of canceling certain actions. The leanness may stem from its faithful recreation of a 1971 game design. An earlier PICO-8 prototype version exists, sparking the whimsical idea of a 'Cosy cockpit sim' with sequined acronyms. Deck & Conn is available for purchase now, offering a specific, nostalgic simulation experience that prioritizes deliberate pacing over modern complexity.

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