▁a ▁continuous - play ▁structure , ▁a ▁fully ▁navig able ▁in - game ▁universe , ▁and ▁also ▁direct ▁control ▁over ▁multiple ▁ship ▁systems , ▁as ▁opposed ▁to ▁Star ▁Tre k : ▁Bridge ▁Commander , ▁in ▁which ▁only ▁non - player ▁characters ▁handle ▁the ▁bridge ▁duty ▁stations , ▁or ▁Star ▁Tre k : ▁Star f le et ▁Command , ▁in ▁which ▁play ▁is ▁not ▁continuous , ▁and ▁also ▁the ▁player ▁can ▁only ▁view ▁their ▁ship ▁from ▁the ▁exterior , ▁and ▁cannot ▁travel ▁beyond ▁the ▁immediate ▁area . ▁ ▁The ▁innov ative ▁ship ▁damage ▁system ▁remains ▁one ▁of ▁the ▁most ▁interactive ▁of ▁its ▁kind . ▁Star f le et ▁Academy ▁didn ' t ▁model ▁ship ▁damage ▁vis ually , ▁except ▁when ▁a ▁war p ▁nac elle ▁was ▁blow n ▁off . ▁The ▁later ▁Star ▁Tre k : ▁Bridge ▁Commander ▁uses ▁a ▁somewhat ▁similar ▁system , ▁but ▁it ▁is ▁not ▁as ▁re active ▁as ▁the ▁" g ins u " ▁system ▁present ▁in ▁K ling on ▁Academy . ▁F ew ▁other ▁space ▁titles ▁model ▁ship ▁damage ▁other ▁than ▁total ▁destruction . ▁K ling on ▁Academy ▁is ▁also ▁one ▁of ▁the ▁first ▁space ▁games ▁to ▁dep ict ▁and ▁use ▁interactive ▁stell ar ▁phen omena , ▁in ▁order ▁to ▁create ▁a ▁more ▁complicated ▁environment ▁than ▁simply ▁empty ▁space . ▁This ▁" space ▁terrain " ▁not ▁only ▁creates ▁unique ▁tact ical ▁and ▁strateg ic ▁opportun ities , ▁but ▁is ▁also ▁as ▁ha z ard ous ▁to ▁the ▁player ▁as ▁it ▁is ▁to ▁his ▁enemy . ▁ ▁Development ▁K ling