Some missions call for certain types of sensors or labs, but the systems screen doesn't tell users what they need to know about available equipment. It's not until you read a failed mission's postmortem that you're given specifics about what sensor is needed. This trial and error method is a harsh contrast to the famous television series and its preaching of logic and planning. This mission system has novel possibilities but its implementation is hardly what most gamers would consider entertaining. Players have little or no input, and the experience is akin to that of reading a radio transcript.
Some missions are interesting and even humorous, but only the first time.
Subsequent plays may have slightly different results, but once players figure out a ship configuration that works, there's little value in flying missions again except to make more money, and then it quickly becomes boring. Making a concession to this, Starship Creator Warp II offers a stealth mode of play where the game runs in the background while players work with other applications. It's pretty sad to run repeat missions in stealth mode just to build money while playing Solitaire in the foreground. Improvements and repairs to a vessel cost money and the only way to make more is via the missions. There's no limit on how many times players can attempt a mission, so finding a high paying mission their ships are capable of completing and running them repeatedly earns them the scenario pay multiple times.