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1.\" Copyright (c) 1980 Regents of the University of California.
2.\" All rights reserved. The Berkeley software License Agreement
3.\" specifies the terms and conditions for redistribution.
4.\"
5.\" @(#)trek.me 4.1 (Berkeley) %G%
6.\"
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16' tl 'STAR TREK''%'
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39.sp 2
40. tr ||
41by
42.\}
43.el \{\
44. ps 24
45. vs 28p
46. ft B
47STAR
48
49TREK
50
51. ps
52. vs
53. ft
54. ft I
55by
56.f ft
57.\}
58
59Eric Allman
60University of California
61Berkeley
62.ce 0
63.bp
64.ce
65\*fINTRODUCTION\fR
66.pp
67Well, the federation is once again at war with the Klingon empire.
68It is up to you,
69as captain of the U.S.S. Enterprise,
70to wipe out the invasion fleet and save the Federation.
71.pp
72For the purposes of the game
73the galaxy is divided into 64 quadrants
74on an eight by eight grid,
75with quadrant 0,0 in the upper left hand corner.
76Each quadrant is divided into 100 sectors
77on a ten by ten grid.
78Each sector contains one object
79(e.g., the Enterprise, a Klingon, or a star).
80.pp
81Navigation is handled in degrees,
82with zero being straight up
83and ninty being to the right.
84Distances are measured in quadrants.
85One tenth quadrant is one sector.
86.pp
87The galaxy contains starbases,
88at which you can dock to refuel,
89repair damages, etc.
90The galaxy also contains stars.
91Stars usually have a knack for getting in your way,
92but they can be triggered into going nova
93by shooting a photon torpedo at one,
94thereby (hopefully) destroying any adjacent Klingons.
95This is not a good practice however,
96because you are penalized for destroying stars.
97Also, a star will sometimes go supernova,
98which obliterates an entire quadrant.
99You must never stop in a supernova quadrant,
100although you may "jump over" one.
101.pp
102Some starsystems
103have inhabited planets.
104Klingons can attack inhabited planets
105and enslave the populace,
106which they then put to work building more Klingon battle cruisers.
107.bp
108.ce
109\*fSTARTING UP THE GAME\fR
110.pp
111To request the game, issue the command
112.sp
113.ti +15
114.ft B
115/usr/games/trek
116.ft
117.sp
118from the shell.
119If a filename is stated,
120a log of the game is written onto that file.
121If omitted,
122the file is not written.
123If the
124``\fB\-a\fP'' flag is stated before the filename,
125thata file is appended to rather than created.
126.pp
127The game will ask you what length game
128you would like.
129Valid responses are "short", "medium", and "long".
130You may also type "restart",
131which restarts a previously saved game.
132Ideally,
133the length of the game does not affect the difficulty,
134but currently the shorter games tend to be harder than the longer ones.
135.pp
136You will then be prompted for the skill,
137to which you must respond
138"novice", "fair", "good", "expert",
139"commadore", or "impossible".
140You should start out with a novice
141and work up,
142but if you really want to see
143how fast you can be slaughtered,
144start out with an impossible game.
145.pp
146In general,
147throughout the game,
148if you forget what is appropriate
149the game will tell you what it expects
150if you just type in
151a question mark.
152.bp
153.ce
154\*fISSUING COMMANDS\fR
155.pp
156If the game expects you to enter a command,
157.hc ^
158it will say ^"Command:\ "
159and wait for your response.
160Most commands can be abbreviated.
161.pp
162At almost any time you can type more than one thing on a line.
163For example,
164to move straight up one quadrant,
165you can type
166.ti +12
167move 0 1
168.br
169or you could just type
170.ti +12
171move
172.br
173and the game would prompt you with
174.ti +12
175Course:
176.br
177to which you could type
178.ti +12
1790 1
180.br
181The "1" is the distance,
182which could be put on still another line.
183Also, the "move" command
184could have been abbreviated
185"mov", "mo", or just "m".
186.pp
187If you are partway through a command
188and you change your mind,
189you can usually type "-1"
190to cancel the command.
191.pp
192Klingons generally cannot hit you
193if you don't consume anything
194(e.g., time or energy),
195so some commands are considered "free".
196As soon as you consume anything though -- POW!
197.bp
198.de **
199.if \\n+l .**
200.as x *
201..
202.de bl
203.sp
204.ie t \fB\\$1\fR
205.el \{\
206. ne 3
207. nr l \\w'\\$1' -\\w'*'
208. ds x ****
209. **
210\\*x
211. br
212* \\$1 *
213. br
214\\*x
215.\}
216.sp
217.in +8
218.nf
219..
220.de FF
221.in -8
222.fi
223..
224.if !\n(.V .ta \w'Full Commands: '+1
225.if \n(.V .ta \w'Full Commands: 'u
226.ce
227\*fTHE COMMANDS\fR
228.bl "Short Range Scan"
229Mnemonic: srscan
230Shortest Appreviation: s
231Full Commands: srscan
232 srscan yes/no
233Consumes: nothing
234.FF
235.pp
236The short range scan
237gives you a picture
238of the quadrant you are in,
239and (if you say "yes")
240a status report
241which tells you
242a whole bunch
243of interesting stuff.
244You can get a status report alone
245by using the
246.ul
247status
248command.
249An example follows:
250.sp
251.in +4
252Short range sensor scan
253.TS
254le1 ce1 ce1 ce1 ce1 ce1 ce1 ce1 ce1 ce1 ce1 le3 l1 l.
255 0 1 2 3 4 5 6 7 8 9
2560 . . . . . . . * . * 0 stardate 3702.16
2571 . . E . . . . . . . 1 condition RED
2582 . . . . . . . . . * 2 position 0,3/1,2
2593 * . . . . # . . . . 3 warp\ factor 5.0
2604 . . . . . . . . . . 4 total\ energy 4376
2615 . . * . * . . . . . 5 torpedoes 9
2626 . . . @ . . \ . . . 6 shields down,\ 78%
2637 . . . . . . . . . . 7 Klingons\ left 3
2648 . . . K . . . . . . 8 time\ left 6.43
2659 . . . . . . * . . . 9 life\ support damaged,\ reserves\ =\ 2.4
266 0 1 2 3 4 5 6 7 8 9
267.TE
268Distressed Starsystem Marcus XII
269.sp
270.in +8
271.ti -8
272The cast of characters is as follows:
273.nf
274.ta \w'E 'u
275E the hero
276K the villain
277# the starbase
278* stars
279@ inhabited starsystem
280\&. empty space
281 a black hole
282.in -12
283.fi
284.ev
285.pp
286The name of the starsystem is listed underneath
287the short range scan.
288The word "distressed", if present,
289means that the starsystem
290is under attack.
291.pp
292Short range scans are absolutely free.
293They use no time, no energy,
294and they don't give the Klingons
295another chance to hit you.
296.bl "Status Report"
297Mnemonic: status
298Shortest Abbreviation: st
299Consumes: nothing
300.FF
301.pp
302This command gives you information
303about the current status
304of the game and your ship, as follows:
305.in +8
306.de qq
307.sp
308.ti -4
309..
310.qq
311Stardate -- The current stardate.
312.qq
313Condition -- as follows:
314.in +4
315.nf
316RED -- in battle
317YELLOW -- low on energy
318GREEN -- normal state
319DOCKED -- docked at starbase
320CLOAKED -- the cloaking device is activated
321.fi
322.in -4
323.qq
324Position -- Your current quadrant and sector.
325.qq
326Warp Factor -- The speed you will move at
327when you move under warp power
328(with the
329.ul
330move
331command).
332.qq
333Total Energy -- Your energy reserves.
334If they drop to zero,
335you die.
336Energy regenerates,
337but the higher the skill of the game,
338the slower it regenerates.
339.qq
340Torpedoes -- How many photon torpedoes you have left.
341.qq
342Shields -- Whether your shields are up or down,
343and how effective they are if up
344(what percentage of a hit they will absorb).
345.qq
346Klingons Left -- Guess.
347.qq
348Time Left -- How long the Federation can hold out
349if you sit on your fat ass and do nothing.
350If you kill Klingons quickly,
351this number goes up,
352otherwise,
353it goes down.
354If it hits zero,
355the Federation is conquered.
356.qq
357Life Support -- If "active", everything is fine.
358If "damaged", your reserves tell you
359how long you have
360to repair your life support
361or get to a starbase
362before you starve, suffocate,
363or something equally unpleasant.
364.qq
365Current Crew -- The number of crew members
366left.
367This figures does not include officers.
368.qq
369Brig Space -- The space left in your brig
370for Klingon captives.
371.qq
372Klingon Power -- The number of units
373needed to kill a Klingon.
374Remember, as Klingons fire at you
375they use up their own energy,
376so you probably need somewhat less
377than this.
378.qq
379Skill, Length -- The skill and length
380of the game you are playing.
381.in -8
382.pp
383Status information is absolutely free.
384.bl "Long Range Scan"
385Mnemonic: lrscan
386Shortest Abbreviation: l
387Consumes: nothing
388.FF
389.pp
390Long range scan gives you information about the
391eight quadrants
392that surround the quadrant
393you're in.
394A sample long range scan follows:
395.sp
396.ev 1
397.in +12
398Long range scan for quadrant 0,3
399.sp
400.ie t \{\
401.TS
402l1 c1 ce1 c1 ce1 c1 ce1 c0
403l1 l s s s s s s s0
404l1 c1 ce1 c1 ce1 c1 ce1 c0
405l1 l s s s s s s s0.
406 2 3 4
407 _
408 ! * ! * ! * !
409 _
410.T&
411l1 c1 re1 c1 re1 c1 re1 c0
412l1 l s s s s s s s0
413l1 c1 re1 c1 re1 c1 re1 c0
414l1 l s s s s s s s0.
4150 ! 108 ! 6 ! 19 !
416 _
4171 ! 9 ! /// ! 8 !
418 _
419.TE
420.\}
421.el \{\
422.nf
423 2 3 4
424 -------------------
425 ! * ! * ! * !
426 -------------------
4270 ! 108 ! 6 ! 19 !
428 -------------------
4291 ! 9 ! /// ! 8 !
430 -------------------
431.fi
432.\}
433.ev
434.pp
435The three digit numbers
436tell the number of objects
437in the quadrants.
438The units digit tells the number of stars,
439the tens digit the number of starbases,
440and the hundreds digit is the number of Klingons.
441"*" indicates the negative energy barrier
442at the edge of the galaxy,
443which you cannot enter.
444"///" means that that is a supernova quadrant
445and must not be entered.
446.bl "Damage Report"
447Mnemonic: damages
448Shortest Abbreviation: da
449Consumes: nothing
450.FF
451.pp
452A damage report tells you what devices are damaged
453and how long it will take to repair them.
454Repairs proceed faster
455when you are docked
456at a starbase.
457.bl "Set Warp Factor"
458Mnemonic: warp
459Shortest Abbreviation: w
460Full Command: warp factor
461Consumes: nothing
462.FF
463.pp
464The warp factor tells the speed of your starship
465when you move under warp power
466(with the
467.ul
468move
469command).
470The higher the warp factor,
471the faster you go,
472and the more energy you use.
473.pp
474The minimum warp factor is 1.0
475and the maximum is 10.0.
476At speeds above warp 6
477there is danger of the warp engines
478being damaged.
479The probability of this
480increases at higher warp speeds.
481Above warp 9.0 there is a chance of entering
482a time warp.
483.bl "Move Under Warp Power"
484Mnemonic: move
485Shortest Abbreviation: m
486Full Command: move course distance
487Consumes: time and energy
488.FF
489.pp
490This is the usual way of moving.
491The course is in degrees and the distance is in quadrants.
492To move one sector specify a distance of 0.1.
493.pp
494Time is consumed proportionately to
495the inverse of the warp factor squared,
496and directly to the distance.
497Energy is consumed as the warp factor cubed,
498and directly to the distance.
499If you move with your shields up
500it doubles the amount of energy consumed.
501.pp
502When you move in a quadrant containing Klingons,
503they get a chance to attack you.
504.pp
505The computer detects navigation errors.
506If the computer is out,
507you run the risk of running into things.
508.pp
509The course is determined by the
510Space Inertial Navigation System
511[SINS].
512As described in
513Star Fleet Technical Order TO:02:06:12,
514the SINS is calibrated,
515after which it becomes the base for navigation.
516If damaged,
517navigation becomes inaccurate.
518When it is fixed,
519Spock recalibrates it,
520however,
521it cannot be calibrated extremely accurately
522until you dock at starbase.
523.bl "Move Under Impulse Power"
524Mnemonic: impulse
525Shortest Abbreviation: i
526Full Command: impulse course distance
527Consumes: time and energy
528.FF
529.pp
530The impulse engines give you a chance to maneuver
531when your warp engines are damaged;
532however, they are incredibly slow
533(0.095 quadrants/stardate).
534They require 20 units of energy to engage,
535and ten units per sector to move.
536.pp
537The same comments about the computer and the SINS
538apply as above.
539.pp
540There is no penalty to move under impulse power
541with shields up.
542.bl "Deflector Shields"
543Mnemonic: shields
544Shortest Abbreviation: sh
545Full Command: shields up/down
546Consumes: energy
547.FF
548.pp
549Shields protect you from Klingon attack
550and nearby novas.
551As they protect you,
552they weaken.
553A shield which is 78% effective
554will absorb 78% of a hit
555and let 22% in to hurt you.
556.pp
557The Klingons have a chance to attack you
558every time you raise or lower shields.
559Shields do not rise and lower
560instantaneously,
561so the hit you receive
562will be computed with the shields
563at an intermediate effectiveness.
564.pp
565It takes energy to raise shields,
566but not to drop them.
567.bl "Cloaking Device"
568Mnemonic: cloak
569Shortest Abbreviation: cl
570Full Command: cloak up/down
571Consumes: energy
572.FF
573.pp
574When you are cloaked,
575Klingons cannot see you,
576and hence they do not fire at you.
577They are useful for entering
578a quadrant
579and selecting a good position,
580however,
581weapons cannot be fired through
582the cloak
583due to the huge energy drain
584that it requires.
585.pp
586The cloak up command
587only starts the cloaking process;
588Klingons will continue
589to fire at you
590until you do something
591which consumes time.
592.bl "Fire Phasers"
593Mnmemonic: phasers
594Shortest Abbreviation: p
595Full Commands: phasers automatic amount
596 phasers manual amt1 course1 spread1 ...
597Consumes: energy
598.FF
599.pp
600Phasers are energy weapons;
601the energy comes from your ship's reserves
602("total energy" on a srscan).
603It takes about 250 units of hits
604to kill a Klingon.
605Hits are cumulative as long as you stay
606in the quadrant.
607.pp
608Phasers become less effective
609the further from a Klingon you are.
610Adjacent Klingons receive about
61190% of what you fire,
612at five sectors about 60%,
613and at ten sectors about 35%.
614They have no effect outside of the quadrant.
615.pp
616Phasers cannot be fired while shields are up;
617to do so would fry you.
618They have no effect on starbases or stars.
619.pp
620In automatic mode
621the computer decides how to divide up the energy
622among the Klingons present;
623in manual mode you do that yourself.
624.pp
625In manual mode firing
626you specify a direction,
627amount (number of units to fire)
628and spread (0 -> 1.0)
629for each of the six phaser banks.
630A zero amount
631terminates the manual input.
632.bl "Fire Photon Torpedoes"
633Mnemonic: torpedo
634Shortest Abbreviation: t
635Full Command: torpedo course [yes/no] [burst angle]
636Consumes: torpedoes
637.FF
638.pp
639Torpedoes are projectile weapons -- there are no partial hits.
640You either hit your target or you don't.
641A hit on a Klingon destroys him.
642A hit on a starbase destroys that starbase
643(woops!).
644Hitting a star usually causes it to go nova,
645and occasionally supernova.
646.pp
647Photon torpedoes cannot be aimed precisely.
648They can be fired with shields up,
649but they get even more random
650as they pass through the shields.
651.pp
652Torpedoes may be fired in bursts of three.
653If this is desired,
654the burst angle is the angle
655between the three shots,
656which may vary from one to fifteen.
657The word "no"
658says that a burst is not wanted;
659the word "yes"
660(which may be omitted
661if stated on the same line as the course)
662says that a burst is wanted.
663.pp
664Photon torpedoes
665have no effect
666outside the quadrant.
667.bl "Onboard Computer Request"
668Mnemonic: computer
669Shortest Abbreviation: c
670Full Command: computer request; request;...
671Consumes: nothing
672.FF
673.pp
674The computer command gives you access to the facilities
675of the onboard computer,
676which allows you to do all sorts of fascinating stuff.
677Computer requests are:
678.in +8
679.qq
680score -- Shows your current score.
681.qq
682course quad/sect -- Computes the course and distance from whereever
683you are to the given location.
684If you type "course /x,y"
685you will be given the course
686to sector x,y in the current quadrant.
687.qq
688move quad/sect -- Identical to the course
689request,
690except that the move is executed.
691.qq
692chart -- prints a chart of the known galaxy,
693i.e.,
694everything that you have seen with a long range scan.
695The format is the same as on a long range scan,
696except that "..." means
697that you don't yet know what is there,
698and ".1." means that you know that a starbase
699exists, but you don't know anything else.
700"$$$" mans the quadrant
701that you are currently in.
702.qq
703trajectory -- prints the course and distance
704to all the Klingons in the quadrant.
705.qq
706warpcost dist warp_factor -- computes the cost in time and energy
707to move `dist' quadrants at warp `warp_factor'.
708.qq
709impcost dist -- same as warpcost for impulse engines.
710.qq
711pheff range -- tells how effective your phasers are
712at a given range.
713.qq
714distresslist -- gives a list of currently distressed
715starbases
716and starsystems.
717.in -8
718.pp
719More than one request may be stated
720on a line
721by seperating them
722with semicolons.
723.bl "Dock at Starbase"
724Mnemonic: dock
725Shortest Abbreviation: do
726Consumes: nothing
727.FF
728.pp
729You may dock at a starbase
730when you are in one of the eight
731adjacent sectors.
732.pp
733When you dock you are resupplied
734with energy, photon torpedoes, and life support reserves.
735Repairs are also done faster at starbase.
736Any prisoners you have taken
737are unloaded.
738You do not recieve points
739for taking prisoners
740until this time.
741.pp
742Starbases have their own deflector shields,
743so you are safe from attack while docked.
744.bl "Undock from Starbase"
745Mnemonic: undock
746Shortest Abbreviation: u
747Consumes: nothing
748.FF
749.pp
750This just allows you to leave starbase
751so that you may proceed on your way.
752.bl "Rest"
753Mnemonic: rest
754Shortest Abbreviation: r
755Full Command: rest time
756Consumes: time
757.FF
758.pp
759This command allows you to rest to repair damages.
760It is not advisable to rest while under attack.
761.bl "Call Starbase For Help"
762Mnemonic: help
763Shortest Abbreviation: help
764Consumes: nothing
765.FF
766.pp
767You may call starbase for help via your subspace radio.
768Starbase has long range transporter beams to get you.
769Problem is,
770they can't always rematerialize you.
771.pp
772You should avoid using this command unless absolutely necessary,
773for the above reason and because it counts heavily against you
774in the scoring.
775.bl "Capture Klingon"
776Mnemonic: capture
777Shortest Abbreviation: ca
778Consumes: time
779.FF
780.pp
781You may request that a Klingon surrender
782to you.
783If he accepts,
784you get to take captives
785(but only as many as your brig
786can hold).
787It is good if you do this,
788because you get points for captives.
789Also,
790if you ever get captured,
791you want to be sure that the Federation
792has prisoners to exchange for you.
793.pp
794You must go to a starbase
795to turn over your prisoners
796to Federation authorities.
797.bl "Visual Scan"
798Mnemonic: visual
799Shortest Abbreviation: v
800Full Command: visual course
801Consumes: time
802.FF
803.pp
804When your short range scanners are out,
805you can still see what is out "there"
806by doing a visual scan.
807Unfortunately,
808you can only see three sectors at one time,
809and it takes 0.005 stardates to perform.
810.pp
811The three sectors in the general direction
812of the course specified
813are examined
814and displayed.
815.bl "Abandon Ship"
816Mnemonic: abandon
817Shortest Abbreviation: abandon
818Consumes: nothing
819.FF
820.pp
821The officers escape the Enterprise in the shuttlecraft.
822If the transporter is working
823and there is an inhabitable starsystem
824in the area,
825the crew beams down,
826otherwise you leave them to die.
827You are given an old but still usable ship,
828the Faire Queene.
829.bl "Ram"
830Mnemonic: ram
831Shortest Abbreviation: ram
832Full Command: ram course distance
833Consumes: time and energy
834.FF
835.pp
836This command is identical to "move",
837except that the computer
838doesn't stop you
839from making navigation errors.
840.pp
841You get very nearly slaughtered
842if you ram anything.
843.bl "Self Destruct"
844Mnemonic: destruct
845Shortest Abbreviation: destruct
846Consumes: everything
847.FF
848.pp
849Your starship is self-destructed.
850Chances are you will destroy
851any Klingons
852(and stars,
853and starbases)
854left in your quadrant.
855.bl "Terminate the Game"
856Mnemonic: terminate
857Shortest Abbreviation: terminate
858Full Command: terminate yes/no
859.FF
860.pp
861Cancels the current game.
862No score is computed.
863If you answer yes,
864a new game will be started,
865otherwise trek exits.
866.bl "Call the Shell"
867Mnemonic: shell
868Shortest Abbreviation: shell
869.FF
870.pp
871Temporarily escapes to the shell.
872When you log out of the shell
873you will return to the game.
874.bp
875.ce
876\*fSCORING\fR
877.in +4
878.pp
879The scoring algorithm is rather complicated.
880Basically,
881you get points for each Klingon you kill,
882for your Klingon per stardate kill rate,
883and a bonus if you win the game.
884You lose
885points for the number of Klingons left
886in the galaxy
887at the end of the game,
888for getting killed,
889for each star, starbase, or inhabited starsystem
890you destroy,
891for calling for help,
892and for each casualty you incur.
893.pp
894You will be promoted
895if you play very well.
896You will never get a promotion if you
897call for help,
898abandon the Enterprise,
899get killed,
900destroy a starbase or inhabited starsystem,
901or destroy too many stars.
902.bp
903.ce 1
904\*fCOMMAND SUMMARY\fP
905.TS
906l l l.
907Command Requires Consumes
908
909\*fabandon\fR shuttlecraft, -
910 transporter
911\*fca\fRpture subspace radio time
912\*fcl\fRoak \*fu\fRp/\*fd\fRown cloaking device energy
913\*fc\fRomputer request; ... computer -
914\*fda\fRmages - -
915\*fdestruct\fR computer -
916\*fdo\fRck - -
917\*fhelp\fR subspace radio -
918\*fi\fRmpulse course distance impulse engines, time, energy
919 computer, SINS
920\*fl\fRrscan L.R. sensors -
921\*fm\fRove course distance warp engines, time, energy
922 computer, SINS
923\*fp\fRhasers \*fa\fRutomatic amount phasers, computer energy \*fp\fRhasers \*fm\fRanual
924\ \ amt1 course1 spread1 ... phasers energy
925\*ft\fRorpedo course [\*fy\fRes] angle/\*fn\fRo torpedo tubes torpedoes
926\*fram\fR course distance warp engines, time, energy
927 computer, SINS
928\*fr\fRest time - time
929\*fshell\fR - -
930\*fsh\fRields \*fu\fRp/\*fd\fRown shields energy
931\*fs\fRrscan [\*fy\fRes/\*fn\fRo] S.R. sensors -
932\*fst\fRatus - -
933\*fterminate\fR \*fy\fRes/\*fn\fRo - -
934\*fu\fRndock - -
935\*fv\fRisual course - time
936\*fw\fRarp warp_factor - -
937.TE