BSD 4_2 development
[unix-history] / usr / doc / trek
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33.sp 2
34. tr ||
35by
36.\}
37.el \{\
38. ps 24
39. vs 28p
40. ft B
41STAR
42
43TREK
44
45. ps
46. vs
47. ft
48. ft I
49by
50.f ft
51.\}
52
53Eric Allman
54University of California
55Berkeley
56.ce 0
57.bp
58.ce
59\*fINTRODUCTION\fR
60.pp
61Well, the federation is once again at war with the Klingon empire.
62It is up to you,
63as captain of the U.S.S. Enterprise,
64to wipe out the invasion fleet and save the Federation.
65.pp
66For the purposes of the game
67the galaxy is divided into 64 quadrants
68on an eight by eight grid,
69with quadrant 0,0 in the upper left hand corner.
70Each quadrant is divided into 100 sectors
71on a ten by ten grid.
72Each sector contains one object
73(e.g., the Enterprise, a Klingon, or a star).
74.pp
75Navigation is handled in degrees,
76with zero being straight up
77and ninty being to the right.
78Distances are measured in quadrants.
79One tenth quadrant is one sector.
80.pp
81The galaxy contains starbases,
82at which you can dock to refuel,
83repair damages, etc.
84The galaxy also contains stars.
85Stars usually have a knack for getting in your way,
86but they can be triggered into going nova
87by shooting a photon torpedo at one,
88thereby (hopefully) destroying any adjacent Klingons.
89This is not a good practice however,
90because you are penalized for destroying stars.
91Also, a star will sometimes go supernova,
92which obliterates an entire quadrant.
93You must never stop in a supernova quadrant,
94although you may "jump over" one.
95.pp
96Some starsystems
97have inhabited planets.
98Klingons can attack inhabited planets
99and enslave the populace,
100which they then put to work building more Klingon battle cruisers.
101.bp
102.ce
103\*fSTARTING UP THE GAME\fR
104.pp
105To request the game, issue the command
106.sp
107.ti +15
108.ft B
109/usr/games/trek
110.ft
111.sp
112from the shell.
113If a filename is stated,
114a log of the game is written onto that file.
115If omitted,
116the file is not written.
117If the
118``\fB\-a\fP'' flag is stated before the filename,
119thata file is appended to rather than created.
120.pp
121The game will ask you what length game
122you would like.
123Valid responses are "short", "medium", and "long".
124You may also type "restart",
125which restarts a previously saved game.
126Ideally,
127the length of the game does not affect the difficulty,
128but currently the shorter games tend to be harder than the longer ones.
129.pp
130You will then be prompted for the skill,
131to which you must respond
132"novice", "fair", "good", "expert",
133"commadore", or "impossible".
134You should start out with a novice
135and work up,
136but if you really want to see
137how fast you can be slaughtered,
138start out with an impossible game.
139.pp
140In general,
141throughout the game,
142if you forget what is appropriate
143the game will tell you what it expects
144if you just type in
145a question mark.
146.bp
147.ce
148\*fISSUING COMMANDS\fR
149.pp
150If the game expects you to enter a command,
151.hc ^
152it will say ^"Command:\ "
153and wait for your response.
154Most commands can be abbreviated.
155.pp
156At almost any time you can type more than one thing on a line.
157For example,
158to move straight up one quadrant,
159you can type
160.ti +12
161move 0 1
162.br
163or you could just type
164.ti +12
165move
166.br
167and the game would prompt you with
168.ti +12
169Course:
170.br
171to which you could type
172.ti +12
1730 1
174.br
175The "1" is the distance,
176which could be put on still another line.
177Also, the "move" command
178could have been abbreviated
179"mov", "mo", or just "m".
180.pp
181If you are partway through a command
182and you change your mind,
183you can usually type "-1"
184to cancel the command.
185.pp
186Klingons generally cannot hit you
187if you don't consume anything
188(e.g., time or energy),
189so some commands are considered "free".
190As soon as you consume anything though -- POW!
191.bp
192.de **
193.if \\n+l .**
194.as x *
195..
196.de bl
197.sp
198.ie t \fB\\$1\fR
199.el \{\
200. ne 3
201. nr l \\w'\\$1' -\\w'*'
202. ds x ****
203. **
204\\*x
205. br
206* \\$1 *
207. br
208\\*x
209.\}
210.sp
211.in +8
212.nf
213..
214.de FF
215.in -8
216.fi
217..
218.if !\n(.V .ta \w'Full Commands: '+1
219.if \n(.V .ta \w'Full Commands: 'u
220.ce
221\*fTHE COMMANDS\fR
222.bl "Short Range Scan"
223Mnemonic: srscan
224Shortest Appreviation: s
225Full Commands: srscan
226 srscan yes/no
227Consumes: nothing
228.FF
229.pp
230The short range scan
231gives you a picture
232of the quadrant you are in,
233and (if you say "yes")
234a status report
235which tells you
236a whole bunch
237of interesting stuff.
238You can get a status report alone
239by using the
240.ul
241status
242command.
243An example follows:
244.sp
245.in +4
246Short range sensor scan
247.TS
248le1 ce1 ce1 ce1 ce1 ce1 ce1 ce1 ce1 ce1 ce1 le3 l1 l.
249 0 1 2 3 4 5 6 7 8 9
2500 . . . . . . . * . * 0 stardate 3702.16
2511 . . E . . . . . . . 1 condition RED
2522 . . . . . . . . . * 2 position 0,3/1,2
2533 * . . . . # . . . . 3 warp\ factor 5.0
2544 . . . . . . . . . . 4 total\ energy 4376
2555 . . * . * . . . . . 5 torpedoes 9
2566 . . . @ . . \ . . . 6 shields down,\ 78%
2577 . . . . . . . . . . 7 Klingons\ left 3
2588 . . . K . . . . . . 8 time\ left 6.43
2599 . . . . . . * . . . 9 life\ support damaged,\ reserves\ =\ 2.4
260 0 1 2 3 4 5 6 7 8 9
261.TE
262Distressed Starsystem Marcus XII
263.sp
264.in +8
265.ti -8
266The cast of characters is as follows:
267.nf
268.ta \w'E 'u
269E the hero
270K the villain
271# the starbase
272* stars
273@ inhabited starsystem
274\&. empty space
275 a black hole
276.in -12
277.fi
278.ev
279.pp
280The name of the starsystem is listed underneath
281the short range scan.
282The word "distressed", if present,
283means that the starsystem
284is under attack.
285.pp
286Short range scans are absolutely free.
287They use no time, no energy,
288and they don't give the Klingons
289another chance to hit you.
290.bl "Status Report"
291Mnemonic: status
292Shortest Abbreviation: st
293Consumes: nothing
294.FF
295.pp
296This command gives you information
297about the current status
298of the game and your ship, as follows:
299.in +8
300.de qq
301.sp
302.ti -4
303..
304.qq
305Stardate -- The current stardate.
306.qq
307Condition -- as follows:
308.in +4
309.nf
310RED -- in battle
311YELLOW -- low on energy
312GREEN -- normal state
313DOCKED -- docked at starbase
314CLOAKED -- the cloaking device is activated
315.fi
316.in -4
317.qq
318Position -- Your current quadrant and sector.
319.qq
320Warp Factor -- The speed you will move at
321when you move under warp power
322(with the
323.ul
324move
325command).
326.qq
327Total Energy -- Your energy reserves.
328If they drop to zero,
329you die.
330Energy regenerates,
331but the higher the skill of the game,
332the slower it regenerates.
333.qq
334Torpedoes -- How many photon torpedoes you have left.
335.qq
336Shields -- Whether your shields are up or down,
337and how effective they are if up
338(what percentage of a hit they will absorb).
339.qq
340Klingons Left -- Guess.
341.qq
342Time Left -- How long the Federation can hold out
343if you sit on your fat ass and do nothing.
344If you kill Klingons quickly,
345this number goes up,
346otherwise,
347it goes down.
348If it hits zero,
349the Federation is conquered.
350.qq
351Life Support -- If "active", everything is fine.
352If "damaged", your reserves tell you
353how long you have
354to repair your life support
355or get to a starbase
356before you starve, suffocate,
357or something equally unpleasant.
358.qq
359Current Crew -- The number of crew members
360left.
361This figures does not include officers.
362.qq
363Brig Space -- The space left in your brig
364for Klingon captives.
365.qq
366Klingon Power -- The number of units
367needed to kill a Klingon.
368Remember, as Klingons fire at you
369they use up their own energy,
370so you probably need somewhat less
371than this.
372.qq
373Skill, Length -- The skill and length
374of the game you are playing.
375.in -8
376.pp
377Status information is absolutely free.
378.bl "Long Range Scan"
379Mnemonic: lrscan
380Shortest Abbreviation: l
381Consumes: nothing
382.FF
383.pp
384Long range scan gives you information about the
385eight quadrants
386that surround the quadrant
387you're in.
388A sample long range scan follows:
389.sp
390.ev 1
391.in +12
392Long range scan for quadrant 0,3
393.sp
394.ie t \{\
395.TS
396l1 c1 ce1 c1 ce1 c1 ce1 c0
397l1 l s s s s s s s0
398l1 c1 ce1 c1 ce1 c1 ce1 c0
399l1 l s s s s s s s0.
400 2 3 4
401 _
402 ! * ! * ! * !
403 _
404.T&
405l1 c1 re1 c1 re1 c1 re1 c0
406l1 l s s s s s s s0
407l1 c1 re1 c1 re1 c1 re1 c0
408l1 l s s s s s s s0.
4090 ! 108 ! 6 ! 19 !
410 _
4111 ! 9 ! /// ! 8 !
412 _
413.TE
414.\}
415.el \{\
416.nf
417 2 3 4
418 -------------------
419 ! * ! * ! * !
420 -------------------
4210 ! 108 ! 6 ! 19 !
422 -------------------
4231 ! 9 ! /// ! 8 !
424 -------------------
425.fi
426.\}
427.ev
428.pp
429The three digit numbers
430tell the number of objects
431in the quadrants.
432The units digit tells the number of stars,
433the tens digit the number of starbases,
434and the hundreds digit is the number of Klingons.
435"*" indicates the negative energy barrier
436at the edge of the galaxy,
437which you cannot enter.
438"///" means that that is a supernova quadrant
439and must not be entered.
440.bl "Damage Report"
441Mnemonic: damages
442Shortest Abbreviation: da
443Consumes: nothing
444.FF
445.pp
446A damage report tells you what devices are damaged
447and how long it will take to repair them.
448Repairs proceed faster
449when you are docked
450at a starbase.
451.bl "Set Warp Factor"
452Mnemonic: warp
453Shortest Abbreviation: w
454Full Command: warp factor
455Consumes: nothing
456.FF
457.pp
458The warp factor tells the speed of your starship
459when you move under warp power
460(with the
461.ul
462move
463command).
464The higher the warp factor,
465the faster you go,
466and the more energy you use.
467.pp
468The minimum warp factor is 1.0
469and the maximum is 10.0.
470At speeds above warp 6
471there is danger of the warp engines
472being damaged.
473The probability of this
474increases at higher warp speeds.
475Above warp 9.0 there is a chance of entering
476a time warp.
477.bl "Move Under Warp Power"
478Mnemonic: move
479Shortest Abbreviation: m
480Full Command: move course distance
481Consumes: time and energy
482.FF
483.pp
484This is the usual way of moving.
485The course is in degrees and the distance is in quadrants.
486To move one sector specify a distance of 0.1.
487.pp
488Time is consumed proportionately to
489the inverse of the warp factor squared,
490and directly to the distance.
491Energy is consumed as the warp factor cubed,
492and directly to the distance.
493If you move with your shields up
494it doubles the amount of energy consumed.
495.pp
496When you move in a quadrant containing Klingons,
497they get a chance to attack you.
498.pp
499The computer detects navigation errors.
500If the computer is out,
501you run the risk of running into things.
502.pp
503The course is determined by the
504Space Inertial Navigation System
505[SINS].
506As described in
507Star Fleet Technical Order TO:02:06:12,
508the SINS is calibrated,
509after which it becomes the base for navigation.
510If damaged,
511navigation becomes inaccurate.
512When it is fixed,
513Spock recalibrates it,
514however,
515it cannot be calibrated extremely accurately
516until you dock at starbase.
517.bl "Move Under Impulse Power"
518Mnemonic: impulse
519Shortest Abbreviation: i
520Full Command: impulse course distance
521Consumes: time and energy
522.FF
523.pp
524The impulse engines give you a chance to maneuver
525when your warp engines are damaged;
526however, they are incredibly slow
527(0.095 quadrants/stardate).
528They require 20 units of energy to engage,
529and ten units per sector to move.
530.pp
531The same comments about the computer and the SINS
532apply as above.
533.pp
534There is no penalty to move under impulse power
535with shields up.
536.bl "Deflector Shields"
537Mnemonic: shields
538Shortest Abbreviation: sh
539Full Command: shields up/down
540Consumes: energy
541.FF
542.pp
543Shields protect you from Klingon attack
544and nearby novas.
545As they protect you,
546they weaken.
547A shield which is 78% effective
548will absorb 78% of a hit
549and let 22% in to hurt you.
550.pp
551The Klingons have a chance to attack you
552every time you raise or lower shields.
553Shields do not rise and lower
554instantaneously,
555so the hit you receive
556will be computed with the shields
557at an intermediate effectiveness.
558.pp
559It takes energy to raise shields,
560but not to drop them.
561.bl "Cloaking Device"
562Mnemonic: cloak
563Shortest Abbreviation: cl
564Full Command: cloak up/down
565Consumes: energy
566.FF
567.pp
568When you are cloaked,
569Klingons cannot see you,
570and hence they do not fire at you.
571They are useful for entering
572a quadrant
573and selecting a good position,
574however,
575weapons cannot be fired through
576the cloak
577due to the huge energy drain
578that it requires.
579.pp
580The cloak up command
581only starts the cloaking process;
582Klingons will continue
583to fire at you
584until you do something
585which consumes time.
586.bl "Fire Phasers"
587Mnmemonic: phasers
588Shortest Abbreviation: p
589Full Commands: phasers automatic amount
590 phasers manual amt1 course1 spread1 ...
591Consumes: energy
592.FF
593.pp
594Phasers are energy weapons;
595the energy comes from your ship's reserves
596("total energy" on a srscan).
597It takes about 250 units of hits
598to kill a Klingon.
599Hits are cumulative as long as you stay
600in the quadrant.
601.pp
602Phasers become less effective
603the further from a Klingon you are.
604Adjacent Klingons receive about
60590% of what you fire,
606at five sectors about 60%,
607and at ten sectors about 35%.
608They have no effect outside of the quadrant.
609.pp
610Phasers cannot be fired while shields are up;
611to do so would fry you.
612They have no effect on starbases or stars.
613.pp
614In automatic mode
615the computer decides how to divide up the energy
616among the Klingons present;
617in manual mode you do that yourself.
618.pp
619In manual mode firing
620you specify a direction,
621amount (number of units to fire)
622and spread (0 -> 1.0)
623for each of the six phaser banks.
624A zero amount
625terminates the manual input.
626.bl "Fire Photon Torpedoes"
627Mnemonic: torpedo
628Shortest Abbreviation: t
629Full Command: torpedo course [yes/no] [burst angle]
630Consumes: torpedoes
631.FF
632.pp
633Torpedoes are projectile weapons -- there are no partial hits.
634You either hit your target or you don't.
635A hit on a Klingon destroys him.
636A hit on a starbase destroys that starbase
637(woops!).
638Hitting a star usually causes it to go nova,
639and occasionally supernova.
640.pp
641Photon torpedoes cannot be aimed precisely.
642They can be fired with shields up,
643but they get even more random
644as they pass through the shields.
645.pp
646Torpedoes may be fired in bursts of three.
647If this is desired,
648the burst angle is the angle
649between the three shots,
650which may vary from one to fifteen.
651The word "no"
652says that a burst is not wanted;
653the word "yes"
654(which may be omitted
655if stated on the same line as the course)
656says that a burst is wanted.
657.pp
658Photon torpedoes
659have no effect
660outside the quadrant.
661.bl "Onboard Computer Request"
662Mnemonic: computer
663Shortest Abbreviation: c
664Full Command: computer request; request;...
665Consumes: nothing
666.FF
667.pp
668The computer command gives you access to the facilities
669of the onboard computer,
670which allows you to do all sorts of fascinating stuff.
671Computer requests are:
672.in +8
673.qq
674score -- Shows your current score.
675.qq
676course quad/sect -- Computes the course and distance from whereever
677you are to the given location.
678If you type "course /x,y"
679you will be given the course
680to sector x,y in the current quadrant.
681.qq
682move quad/sect -- Identical to the course
683request,
684except that the move is executed.
685.qq
686chart -- prints a chart of the known galaxy,
687i.e.,
688everything that you have seen with a long range scan.
689The format is the same as on a long range scan,
690except that "..." means
691that you don't yet know what is there,
692and ".1." means that you know that a starbase
693exists, but you don't know anything else.
694"$$$" mans the quadrant
695that you are currently in.
696.qq
697trajectory -- prints the course and distance
698to all the Klingons in the quadrant.
699.qq
700warpcost dist warp_factor -- computes the cost in time and energy
701to move `dist' quadrants at warp `warp_factor'.
702.qq
703impcost dist -- same as warpcost for impulse engines.
704.qq
705pheff range -- tells how effective your phasers are
706at a given range.
707.qq
708distresslist -- gives a list of currently distressed
709starbases
710and starsystems.
711.in -8
712.pp
713More than one request may be stated
714on a line
715by seperating them
716with semicolons.
717.bl "Dock at Starbase"
718Mnemonic: dock
719Shortest Abbreviation: do
720Consumes: nothing
721.FF
722.pp
723You may dock at a starbase
724when you are in one of the eight
725adjacent sectors.
726.pp
727When you dock you are resupplied
728with energy, photon torpedoes, and life support reserves.
729Repairs are also done faster at starbase.
730Any prisoners you have taken
731are unloaded.
732You do not recieve points
733for taking prisoners
734until this time.
735.pp
736Starbases have their own deflector shields,
737so you are safe from attack while docked.
738.bl "Undock from Starbase"
739Mnemonic: undock
740Shortest Abbreviation: u
741Consumes: nothing
742.FF
743.pp
744This just allows you to leave starbase
745so that you may proceed on your way.
746.bl "Rest"
747Mnemonic: rest
748Shortest Abbreviation: r
749Full Command: rest time
750Consumes: time
751.FF
752.pp
753This command allows you to rest to repair damages.
754It is not advisable to rest while under attack.
755.bl "Call Starbase For Help"
756Mnemonic: help
757Shortest Abbreviation: help
758Consumes: nothing
759.FF
760.pp
761You may call starbase for help via your subspace radio.
762Starbase has long range transporter beams to get you.
763Problem is,
764they can't always rematerialize you.
765.pp
766You should avoid using this command unless absolutely necessary,
767for the above reason and because it counts heavily against you
768in the scoring.
769.bl "Capture Klingon"
770Mnemonic: capture
771Shortest Abbreviation: ca
772Consumes: time
773.FF
774.pp
775You may request that a Klingon surrender
776to you.
777If he accepts,
778you get to take captives
779(but only as many as your brig
780can hold).
781It is good if you do this,
782because you get points for captives.
783Also,
784if you ever get captured,
785you want to be sure that the Federation
786has prisoners to exchange for you.
787.pp
788You must go to a starbase
789to turn over your prisoners
790to Federation authorities.
791.bl "Visual Scan"
792Mnemonic: visual
793Shortest Abbreviation: v
794Full Command: visual course
795Consumes: time
796.FF
797.pp
798When your short range scanners are out,
799you can still see what is out "there"
800by doing a visual scan.
801Unfortunately,
802you can only see three sectors at one time,
803and it takes 0.005 stardates to perform.
804.pp
805The three sectors in the general direction
806of the course specified
807are examined
808and displayed.
809.bl "Abandon Ship"
810Mnemonic: abandon
811Shortest Abbreviation: abandon
812Consumes: nothing
813.FF
814.pp
815The officers escape the Enterprise in the shuttlecraft.
816If the transporter is working
817and there is an inhabitable starsystem
818in the area,
819the crew beams down,
820otherwise you leave them to die.
821You are given an old but still usable ship,
822the Faire Queene.
823.bl "Ram"
824Mnemonic: ram
825Shortest Abbreviation: ram
826Full Command: ram course distance
827Consumes: time and energy
828.FF
829.pp
830This command is identical to "move",
831except that the computer
832doesn't stop you
833from making navigation errors.
834.pp
835You get very nearly slaughtered
836if you ram anything.
837.bl "Self Destruct"
838Mnemonic: destruct
839Shortest Abbreviation: destruct
840Consumes: everything
841.FF
842.pp
843Your starship is self-destructed.
844Chances are you will destroy
845any Klingons
846(and stars,
847and starbases)
848left in your quadrant.
849.bl "Terminate the Game"
850Mnemonic: terminate
851Shortest Abbreviation: terminate
852Full Command: terminate yes/no
853.FF
854.pp
855Cancels the current game.
856No score is computed.
857If you answer yes,
858a new game will be started,
859otherwise trek exits.
860.bl "Call the Shell"
861Mnemonic: shell
862Shortest Abbreviation: shell
863.FF
864.pp
865Temporarily escapes to the shell.
866When you log out of the shell
867you will return to the game.
868.bp
869.ce
870\*fSCORING\fR
871.in +4
872.pp
873The scoring algorithm is rather complicated.
874Basically,
875you get points for each Klingon you kill,
876for your Klingon per stardate kill rate,
877and a bonus if you win the game.
878You lose
879points for the number of Klingons left
880in the galaxy
881at the end of the game,
882for getting killed,
883for each star, starbase, or inhabited starsystem
884you destroy,
885for calling for help,
886and for each casualty you incur.
887.pp
888You will be promoted
889if you play very well.
890You will never get a promotion if you
891call for help,
892abandon the Enterprise,
893get killed,
894destroy a starbase or inhabited starsystem,
895or destroy too many stars.
896.bp
897.ce 1
898\*fCOMMAND SUMMARY\fP
899.TS
900l l l.
901Command Requires Consumes
902
903\*fabandon\fR shuttlecraft, -
904 transporter
905\*fca\fRpture subspace radio time
906\*fcl\fRoak \*fu\fRp/\*fd\fRown cloaking device energy
907\*fc\fRomputer request; ... computer -
908\*fda\fRmages - -
909\*fdestruct\fR computer -
910\*fdo\fRck - -
911\*fhelp\fR subspace radio -
912\*fi\fRmpulse course distance impulse engines, time, energy
913 computer, SINS
914\*fl\fRrscan L.R. sensors -
915\*fm\fRove course distance warp engines, time, energy
916 computer, SINS
917\*fp\fRhasers \*fa\fRutomatic amount phasers, computer energy \*fp\fRhasers \*fm\fRanual
918\ \ amt1 course1 spread1 ... phasers energy
919\*ft\fRorpedo course [\*fy\fRes] angle/\*fn\fRo torpedo tubes torpedoes
920\*fram\fR course distance warp engines, time, energy
921 computer, SINS
922\*fr\fRest time - time
923\*fshell\fR - -
924\*fsh\fRields \*fu\fRp/\*fd\fRown shields energy
925\*fs\fRrscan [\*fy\fRes/\*fn\fRo] S.R. sensors -
926\*fst\fRatus - -
927\*fterminate\fR \*fy\fRes/\*fn\fRo - -
928\*fu\fRndock - -
929\*fv\fRisual course - time
930\*fw\fRarp warp_factor - -
931.TE