
As a result, they have an comprehensive array of endgame shield-based abilities, like the Shield Enhancer ability on the Aegis Class, the Engineering Team on the Nebula Class that restores a ship's health and subsystems, the Nebula's Point Defense System that zaps enemy torpedoes, and the Sovereign Class Corbomite Reflector that repells torpedoes back towards the sender. Federation Starfleet: Generalist, they have a wide variety of abilities but lean on the defensive side in the interest of keeping ships alive.A Commander Is You: Most of the time the sides have similar tech trees and vessel types with variations in each unit's stats and their abilities if they have them.

This is in the interest of allowing the player to have a Superweapon when playing as the Federation without needing to resort to weapons of mass destruction, as well as giving the Federation a superweapon that fits their overall code of conduct (not resorting to subspace weapons, and time stopping having other applications besides warfare.)

2-D Space: Played straight in the first game but this gets Downplayed in the sequel where you can move units and build stations above or below what the game calls the Zero-Grid, this does not allow you to build stations above or below each other.

Both games will soon be available at GOG.com if you'd like to play them.
