Hmmmmmm,The First Earth Romulan war was fought with missles...Cannon from TOS
Did you see that in a TOS episode? Will it sell enough games to make a profit after all the costs associated with putting the game out? If that were to be a small part of the game, in a selectable era, it might work. But if the entire game is based on a board game it probably won't ever see a store shelf Atleast not in this current market where the competition sells alot more action and options.
SFC *was* based on a board game. It simply extrapolated a turn based system into a fluid realtime system. The key to SFC's success was that it tapped into a well-established set of ship types, weapons, and races, all brought to life by a deeply involving, time-tested game that has been upheld and studied and extrapolated on by countless fans for nearly three decades. Sometimes it pays to stand on the shoulders of giants, instead of trying to be one yourself. Familiarity breeds affinity.
Star Trek interactive games need to really think about how they set themselves up against the competition. They are practically in a genre all their own, with a deep history propped up and perpetuated by fans for nearly four decades. It's not Star Wars. It's not The Matrix. It's not Chronicles of Riddick or Doom 3. Trying to turn Star Trek into an action game invariably causes it to fall flat on its face in the final analysis. It's not what we like Star Trek for. Star Trek has been successful when it has managed to satisfy our expectations on what we feel the Star Trek universe to be. The successful and appreciated espisodes are the ones that satisfy what we have already learned, but also supplant our understanding with a new twist; something that takes our Trek universe and expands it in new directions. The fans take over and extrapolate and explore all kinds of possibilities from the plot twists, and this process repeats itself.
Games like SFB represent just such fan extrapolation. It's taking what we understand and then adding deeper derivatives, elements behind the scenes, that potentially make the universe even more interesting and also help to explain concepts that are otherwise glossed over. These features allow us to explore and participate in the Star Trek universe on a deeper intellectual level than a television series can hope to cover, and yet it's that interest that perpetuates and uplifts the television series because it *involves* the fan base in that universe. They are now a part of that universe.
I think that is why fans express themselves loudly when they find the latest Star Trek television installments tromping all over what they have come to understand. They are also greatly disappointed when a Star Trek game title lacks depth, production values, or doesn't contain the elements that feel like a Star Trek experience. Trying to make a Trek game feel like Age of Empires or Wing Commander means it will feel just like that, not it's own unique experience. We have had 30 or so years of Star Trek marketing that can tell us a great deal about what has worked well with the consumer fan base and what has not. It's a voice that the licensors and licensees should be listening to and following up on. I would posit that it's not eye-candy that makes a successful Star Trek game, otherwise we wouldn't even be talking about SFB right now. It's a rich, developed universe played out in such a way that is exciting and intellectually satisfying. It's space drama at its best, backed up by a wealth of speculative science. It's our hope for the future of humanity writ large.