Ups & Downs From Star Trek: Voyager - Across The Unknown
3. Down: Cycling
Want to build a new lab or upgrade the warp core?
You've got 20 cycles to do it!
Another hefty part of the game includes time-limited tasks as part of ship management. The thing is that a cycle only occurs when the ship is in motion, so players can't leave Voyager in orbit for a week while sickbay is upgraded or morale is boosted with an impromptu tea party in the mess hall. Motion provides temporal movement, so it becomes a fine balance between keeping resources available, keeping the crew happy and occupied and being aware of just how long everything is taking to happen.
It's a multiskilling paradise and one that might take a few warp core breaches and failed away missions to really tune in. Twenty cycles go in a flash, and suddenly the crew are annoyed that they didn't receive full replicator rations or that more crew quarters were built. Did you manage to get life support back on deck three? No? In which case, there won't be a bio laboratory yet or better crew quarters as requested. That's the crew morale shot, and some serious reparations are required to fix the deficit.
While it is possible to build it back up, circumstances can easily compound, and that lost set of quarters causes a chase on resources, which can cascade across the passage of time. Keep an eye on the clock and, again, be mindful of what choices you make and commitments taken, or B'Elanna might be getting a bit grumpy.