Of course the heart of Star Trek Timelines is fan service. This leaves you guessing who to send, do you send your best diplomat to the conference? Or hold them back until next stage, because they must skip around to recharge after a task. Before selecting a branch of a quest you are given some idea of the skills needed. You select three characters to take to the planet and then send them, one at a time, up against a preset gauntlet of branching challenges. Like the ship battles these rely greatly on preset numbers, only this time the focus is your crew's abilities. The other core element of Star Trek Timelines are the away missions. Easy, fun to watch, and quite tense when the difficulty ramps up and you must time using your powers more carefully. Combat takes place automatically, with your ships battling for position and your only interaction being to tap on character's images to activate their additional buffs: increased shields, power, or evasion. Most of your power is dictated by your ship, but it is bolstered by your captain and a selected crew member. Space battles are one of the main activities in Star Trek Timelines. For me this is particularly true when guiding an away team made up of Picard, Sulu, and Mayweather against the Klingon-Cardassian Alliance - a stunning blend of series and dimensions. Not that you pay much attention to the overarching plot, it’s the minutia that captures your attention.
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