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1 | .\" Copyright (c) 1980, 1993 |
2 | .\" The Regents of the University of California. All rights reserved. | |
0a06196b | 3 | .\" |
934bce76 KB |
4 | .\" %sccs.include.redist.roff% |
5 | .\" | |
1b681a1c | 6 | .\" @(#)trek.me 8.1 (Berkeley) %G% |
0a06196b KM |
7 | .\" |
8 | .if n .na | |
9 | .de pp | |
10 | . sp 2 | |
11 | . ti +5 | |
12 | .. | |
13 | .ie t .ds f \fB | |
14 | .el .ds f \fI | |
15 | .de he | |
16 | ' sp | |
8c760af0 | 17 | ' tl 'Star Trek''USD:31-%' |
0a06196b KM |
18 | 'sp 3 |
19 | .. | |
8c760af0 KB |
20 | .oh 'Star Trek''USD:31-%' |
21 | .eh 'USD:31-%''Star Trek' | |
1c2bba70 KM |
22 | |
23 | \" .wh 0 he | |
0a06196b KM |
24 | .de fo |
25 | ' bp | |
26 | .. | |
27 | .wh -3 fo | |
28 | .sp 16 | |
29 | .ce 1000 | |
30 | .ie n \{\ | |
31 | . tr | | |
32 | |****||||*****||||||*||||||****| | |
33 | *||||||||||*|||||||*|*|||||*|||* | |
34 | |***|||||||*||||||*****||||****| | |
35 | ||||*||||||*||||||*|||*||||*||*| | |
36 | ****|||||||*||||||*|||*||||*|||* | |
37 | .sp 2 | |
38 | *****||||****|||||*****||||*|||* | |
39 | ||*||||||*|||*||||*||||||||*||*| | |
40 | ||*||||||****|||||***||||||***|| | |
41 | ||*||||||*||*|||||*||||||||*||*| | |
42 | ||*||||||*|||*||||*****||||*|||* | |
43 | .sp 2 | |
44 | . tr || | |
45 | by | |
46 | .\} | |
47 | .el \{\ | |
48 | . ps 24 | |
49 | . vs 28p | |
50 | . ft B | |
51 | STAR | |
52 | ||
53 | TREK | |
54 | ||
55 | . ps | |
56 | . vs | |
57 | . ft | |
58 | . ft I | |
59 | by | |
60 | .f ft | |
61 | .\} | |
62 | ||
63 | Eric Allman | |
64 | University of California | |
65 | Berkeley | |
66 | .ce 0 | |
1c2bba70 | 67 | \".bp |
0a06196b KM |
68 | .ce |
69 | \*fINTRODUCTION\fR | |
70 | .pp | |
71 | Well, the federation is once again at war with the Klingon empire. | |
72 | It is up to you, | |
73 | as captain of the U.S.S. Enterprise, | |
74 | to wipe out the invasion fleet and save the Federation. | |
75 | .pp | |
76 | For the purposes of the game | |
77 | the galaxy is divided into 64 quadrants | |
78 | on an eight by eight grid, | |
79 | with quadrant 0,0 in the upper left hand corner. | |
80 | Each quadrant is divided into 100 sectors | |
81 | on a ten by ten grid. | |
82 | Each sector contains one object | |
83 | (e.g., the Enterprise, a Klingon, or a star). | |
84 | .pp | |
85 | Navigation is handled in degrees, | |
86 | with zero being straight up | |
1c2bba70 | 87 | and ninety being to the right. |
0a06196b KM |
88 | Distances are measured in quadrants. |
89 | One tenth quadrant is one sector. | |
90 | .pp | |
91 | The galaxy contains starbases, | |
92 | at which you can dock to refuel, | |
93 | repair damages, etc. | |
94 | The galaxy also contains stars. | |
95 | Stars usually have a knack for getting in your way, | |
96 | but they can be triggered into going nova | |
97 | by shooting a photon torpedo at one, | |
98 | thereby (hopefully) destroying any adjacent Klingons. | |
99 | This is not a good practice however, | |
100 | because you are penalized for destroying stars. | |
101 | Also, a star will sometimes go supernova, | |
102 | which obliterates an entire quadrant. | |
103 | You must never stop in a supernova quadrant, | |
104 | although you may "jump over" one. | |
105 | .pp | |
106 | Some starsystems | |
107 | have inhabited planets. | |
108 | Klingons can attack inhabited planets | |
109 | and enslave the populace, | |
110 | which they then put to work building more Klingon battle cruisers. | |
1c2bba70 | 111 | \".bp |
0a06196b KM |
112 | .ce |
113 | \*fSTARTING UP THE GAME\fR | |
114 | .pp | |
115 | To request the game, issue the command | |
116 | .sp | |
117 | .ti +15 | |
118 | .ft B | |
119 | /usr/games/trek | |
120 | .ft | |
121 | .sp | |
122 | from the shell. | |
1c2bba70 | 123 | If a filename is supplied, |
0a06196b | 124 | a log of the game is written onto that file. |
1c2bba70 KM |
125 | (Otherwise, no |
126 | file is written.) | |
0a06196b KM |
127 | If the |
128 | ``\fB\-a\fP'' flag is stated before the filename, | |
1c2bba70 | 129 | the log of the game is appended to the file. |
0a06196b KM |
130 | .pp |
131 | The game will ask you what length game | |
132 | you would like. | |
133 | Valid responses are "short", "medium", and "long". | |
134 | You may also type "restart", | |
135 | which restarts a previously saved game. | |
136 | Ideally, | |
137 | the length of the game does not affect the difficulty, | |
138 | but currently the shorter games tend to be harder than the longer ones. | |
139 | .pp | |
140 | You will then be prompted for the skill, | |
141 | to which you must respond | |
142 | "novice", "fair", "good", "expert", | |
1c2bba70 | 143 | "commodore", or "impossible". |
0a06196b KM |
144 | You should start out with a novice |
145 | and work up, | |
146 | but if you really want to see | |
147 | how fast you can be slaughtered, | |
148 | start out with an impossible game. | |
149 | .pp | |
150 | In general, | |
151 | throughout the game, | |
152 | if you forget what is appropriate | |
153 | the game will tell you what it expects | |
154 | if you just type in | |
155 | a question mark. | |
1c2bba70 | 156 | \".bp |
0a06196b KM |
157 | .ce |
158 | \*fISSUING COMMANDS\fR | |
159 | .pp | |
160 | If the game expects you to enter a command, | |
161 | .hc ^ | |
162 | it will say ^"Command:\ " | |
163 | and wait for your response. | |
164 | Most commands can be abbreviated. | |
165 | .pp | |
166 | At almost any time you can type more than one thing on a line. | |
167 | For example, | |
168 | to move straight up one quadrant, | |
169 | you can type | |
170 | .ti +12 | |
171 | move 0 1 | |
172 | .br | |
173 | or you could just type | |
174 | .ti +12 | |
175 | move | |
176 | .br | |
177 | and the game would prompt you with | |
178 | .ti +12 | |
179 | Course: | |
180 | .br | |
181 | to which you could type | |
182 | .ti +12 | |
183 | 0 1 | |
184 | .br | |
185 | The "1" is the distance, | |
186 | which could be put on still another line. | |
187 | Also, the "move" command | |
188 | could have been abbreviated | |
189 | "mov", "mo", or just "m". | |
190 | .pp | |
191 | If you are partway through a command | |
192 | and you change your mind, | |
193 | you can usually type "-1" | |
194 | to cancel the command. | |
195 | .pp | |
196 | Klingons generally cannot hit you | |
197 | if you don't consume anything | |
198 | (e.g., time or energy), | |
199 | so some commands are considered "free". | |
200 | As soon as you consume anything though -- POW! | |
201 | .bp | |
202 | .de ** | |
203 | .if \\n+l .** | |
204 | .as x * | |
205 | .. | |
206 | .de bl | |
207 | .sp | |
208 | .ie t \fB\\$1\fR | |
209 | .el \{\ | |
210 | . ne 3 | |
211 | . nr l \\w'\\$1' -\\w'*' | |
212 | . ds x **** | |
213 | . ** | |
214 | \\*x | |
215 | . br | |
216 | * \\$1 * | |
217 | . br | |
218 | \\*x | |
219 | .\} | |
220 | .sp | |
221 | .in +8 | |
222 | .nf | |
223 | .. | |
224 | .de FF | |
225 | .in -8 | |
226 | .fi | |
227 | .. | |
228 | .if !\n(.V .ta \w'Full Commands: '+1 | |
229 | .if \n(.V .ta \w'Full Commands: 'u | |
230 | .ce | |
231 | \*fTHE COMMANDS\fR | |
232 | .bl "Short Range Scan" | |
233 | Mnemonic: srscan | |
1c2bba70 | 234 | Shortest Abbreviation: s |
0a06196b KM |
235 | Full Commands: srscan |
236 | srscan yes/no | |
237 | Consumes: nothing | |
238 | .FF | |
239 | .pp | |
240 | The short range scan | |
241 | gives you a picture | |
242 | of the quadrant you are in, | |
243 | and (if you say "yes") | |
244 | a status report | |
245 | which tells you | |
246 | a whole bunch | |
247 | of interesting stuff. | |
248 | You can get a status report alone | |
249 | by using the | |
250 | .ul | |
251 | status | |
252 | command. | |
253 | An example follows: | |
254 | .sp | |
255 | .in +4 | |
256 | Short range sensor scan | |
257 | .TS | |
258 | le1 ce1 ce1 ce1 ce1 ce1 ce1 ce1 ce1 ce1 ce1 le3 l1 l. | |
259 | 0 1 2 3 4 5 6 7 8 9 | |
260 | 0 . . . . . . . * . * 0 stardate 3702.16 | |
261 | 1 . . E . . . . . . . 1 condition RED | |
262 | 2 . . . . . . . . . * 2 position 0,3/1,2 | |
263 | 3 * . . . . # . . . . 3 warp\ factor 5.0 | |
264 | 4 . . . . . . . . . . 4 total\ energy 4376 | |
265 | 5 . . * . * . . . . . 5 torpedoes 9 | |
266 | 6 . . . @ . . \ . . . 6 shields down,\ 78% | |
267 | 7 . . . . . . . . . . 7 Klingons\ left 3 | |
268 | 8 . . . K . . . . . . 8 time\ left 6.43 | |
269 | 9 . . . . . . * . . . 9 life\ support damaged,\ reserves\ =\ 2.4 | |
270 | 0 1 2 3 4 5 6 7 8 9 | |
271 | .TE | |
272 | Distressed Starsystem Marcus XII | |
273 | .sp | |
274 | .in +8 | |
275 | .ti -8 | |
276 | The cast of characters is as follows: | |
277 | .nf | |
278 | .ta \w'E 'u | |
279 | E the hero | |
280 | K the villain | |
281 | # the starbase | |
282 | * stars | |
283 | @ inhabited starsystem | |
284 | \&. empty space | |
285 | a black hole | |
286 | .in -12 | |
287 | .fi | |
288 | .ev | |
289 | .pp | |
290 | The name of the starsystem is listed underneath | |
291 | the short range scan. | |
292 | The word "distressed", if present, | |
293 | means that the starsystem | |
294 | is under attack. | |
295 | .pp | |
296 | Short range scans are absolutely free. | |
297 | They use no time, no energy, | |
298 | and they don't give the Klingons | |
299 | another chance to hit you. | |
300 | .bl "Status Report" | |
301 | Mnemonic: status | |
302 | Shortest Abbreviation: st | |
303 | Consumes: nothing | |
304 | .FF | |
305 | .pp | |
306 | This command gives you information | |
307 | about the current status | |
308 | of the game and your ship, as follows: | |
309 | .in +8 | |
310 | .de qq | |
311 | .sp | |
312 | .ti -4 | |
313 | .. | |
314 | ||
315 | Stardate -- The current stardate. | |
316 | ||
317 | Condition -- as follows: | |
318 | .in +4 | |
319 | .nf | |
320 | RED -- in battle | |
321 | YELLOW -- low on energy | |
322 | GREEN -- normal state | |
323 | DOCKED -- docked at starbase | |
324 | CLOAKED -- the cloaking device is activated | |
325 | .fi | |
326 | .in -4 | |
327 | ||
328 | Position -- Your current quadrant and sector. | |
329 | ||
330 | Warp Factor -- The speed you will move at | |
331 | when you move under warp power | |
332 | (with the | |
333 | .ul | |
334 | move | |
335 | command). | |
336 | ||
337 | Total Energy -- Your energy reserves. | |
338 | If they drop to zero, | |
339 | you die. | |
340 | Energy regenerates, | |
341 | but the higher the skill of the game, | |
342 | the slower it regenerates. | |
343 | ||
344 | Torpedoes -- How many photon torpedoes you have left. | |
345 | ||
346 | Shields -- Whether your shields are up or down, | |
347 | and how effective they are if up | |
348 | (what percentage of a hit they will absorb). | |
349 | ||
350 | Klingons Left -- Guess. | |
351 | ||
352 | Time Left -- How long the Federation can hold out | |
353 | if you sit on your fat ass and do nothing. | |
354 | If you kill Klingons quickly, | |
355 | this number goes up, | |
356 | otherwise, | |
357 | it goes down. | |
358 | If it hits zero, | |
359 | the Federation is conquered. | |
360 | ||
361 | Life Support -- If "active", everything is fine. | |
362 | If "damaged", your reserves tell you | |
363 | how long you have | |
364 | to repair your life support | |
365 | or get to a starbase | |
366 | before you starve, suffocate, | |
367 | or something equally unpleasant. | |
368 | ||
369 | Current Crew -- The number of crew members | |
370 | left. | |
371 | This figures does not include officers. | |
372 | ||
373 | Brig Space -- The space left in your brig | |
374 | for Klingon captives. | |
375 | ||
376 | Klingon Power -- The number of units | |
377 | needed to kill a Klingon. | |
378 | Remember, as Klingons fire at you | |
379 | they use up their own energy, | |
380 | so you probably need somewhat less | |
381 | than this. | |
382 | ||
383 | Skill, Length -- The skill and length | |
384 | of the game you are playing. | |
385 | .in -8 | |
386 | .pp | |
387 | Status information is absolutely free. | |
388 | .bl "Long Range Scan" | |
389 | Mnemonic: lrscan | |
390 | Shortest Abbreviation: l | |
391 | Consumes: nothing | |
392 | .FF | |
393 | .pp | |
394 | Long range scan gives you information about the | |
395 | eight quadrants | |
396 | that surround the quadrant | |
397 | you're in. | |
398 | A sample long range scan follows: | |
399 | .sp | |
400 | .ev 1 | |
401 | .in +12 | |
402 | Long range scan for quadrant 0,3 | |
403 | .sp | |
404 | .ie t \{\ | |
405 | .TS | |
406 | l1 c1 ce1 c1 ce1 c1 ce1 c0 | |
407 | l1 l s s s s s s s0 | |
408 | l1 c1 ce1 c1 ce1 c1 ce1 c0 | |
409 | l1 l s s s s s s s0. | |
410 | 2 3 4 | |
411 | _ | |
412 | ! * ! * ! * ! | |
413 | _ | |
414 | .T& | |
415 | l1 c1 re1 c1 re1 c1 re1 c0 | |
416 | l1 l s s s s s s s0 | |
417 | l1 c1 re1 c1 re1 c1 re1 c0 | |
418 | l1 l s s s s s s s0. | |
419 | 0 ! 108 ! 6 ! 19 ! | |
420 | _ | |
421 | 1 ! 9 ! /// ! 8 ! | |
422 | _ | |
423 | .TE | |
424 | .\} | |
425 | .el \{\ | |
426 | .nf | |
427 | 2 3 4 | |
428 | ------------------- | |
429 | ! * ! * ! * ! | |
430 | ------------------- | |
431 | 0 ! 108 ! 6 ! 19 ! | |
432 | ------------------- | |
433 | 1 ! 9 ! /// ! 8 ! | |
434 | ------------------- | |
435 | .fi | |
436 | .\} | |
437 | .ev | |
438 | .pp | |
439 | The three digit numbers | |
440 | tell the number of objects | |
441 | in the quadrants. | |
442 | The units digit tells the number of stars, | |
443 | the tens digit the number of starbases, | |
444 | and the hundreds digit is the number of Klingons. | |
445 | "*" indicates the negative energy barrier | |
446 | at the edge of the galaxy, | |
447 | which you cannot enter. | |
448 | "///" means that that is a supernova quadrant | |
449 | and must not be entered. | |
450 | .bl "Damage Report" | |
451 | Mnemonic: damages | |
452 | Shortest Abbreviation: da | |
453 | Consumes: nothing | |
454 | .FF | |
455 | .pp | |
456 | A damage report tells you what devices are damaged | |
457 | and how long it will take to repair them. | |
458 | Repairs proceed faster | |
459 | when you are docked | |
460 | at a starbase. | |
461 | .bl "Set Warp Factor" | |
462 | Mnemonic: warp | |
463 | Shortest Abbreviation: w | |
464 | Full Command: warp factor | |
465 | Consumes: nothing | |
466 | .FF | |
467 | .pp | |
468 | The warp factor tells the speed of your starship | |
469 | when you move under warp power | |
470 | (with the | |
471 | .ul | |
472 | move | |
473 | command). | |
474 | The higher the warp factor, | |
475 | the faster you go, | |
476 | and the more energy you use. | |
477 | .pp | |
478 | The minimum warp factor is 1.0 | |
479 | and the maximum is 10.0. | |
480 | At speeds above warp 6 | |
481 | there is danger of the warp engines | |
482 | being damaged. | |
483 | The probability of this | |
484 | increases at higher warp speeds. | |
485 | Above warp 9.0 there is a chance of entering | |
486 | a time warp. | |
487 | .bl "Move Under Warp Power" | |
488 | Mnemonic: move | |
489 | Shortest Abbreviation: m | |
490 | Full Command: move course distance | |
491 | Consumes: time and energy | |
492 | .FF | |
493 | .pp | |
494 | This is the usual way of moving. | |
495 | The course is in degrees and the distance is in quadrants. | |
496 | To move one sector specify a distance of 0.1. | |
497 | .pp | |
498 | Time is consumed proportionately to | |
499 | the inverse of the warp factor squared, | |
500 | and directly to the distance. | |
501 | Energy is consumed as the warp factor cubed, | |
502 | and directly to the distance. | |
503 | If you move with your shields up | |
504 | it doubles the amount of energy consumed. | |
505 | .pp | |
506 | When you move in a quadrant containing Klingons, | |
507 | they get a chance to attack you. | |
508 | .pp | |
509 | The computer detects navigation errors. | |
510 | If the computer is out, | |
511 | you run the risk of running into things. | |
512 | .pp | |
513 | The course is determined by the | |
514 | Space Inertial Navigation System | |
515 | [SINS]. | |
516 | As described in | |
517 | Star Fleet Technical Order TO:02:06:12, | |
518 | the SINS is calibrated, | |
519 | after which it becomes the base for navigation. | |
520 | If damaged, | |
521 | navigation becomes inaccurate. | |
522 | When it is fixed, | |
523 | Spock recalibrates it, | |
524 | however, | |
525 | it cannot be calibrated extremely accurately | |
526 | until you dock at starbase. | |
527 | .bl "Move Under Impulse Power" | |
528 | Mnemonic: impulse | |
529 | Shortest Abbreviation: i | |
530 | Full Command: impulse course distance | |
531 | Consumes: time and energy | |
532 | .FF | |
533 | .pp | |
534 | The impulse engines give you a chance to maneuver | |
535 | when your warp engines are damaged; | |
536 | however, they are incredibly slow | |
537 | (0.095 quadrants/stardate). | |
538 | They require 20 units of energy to engage, | |
539 | and ten units per sector to move. | |
540 | .pp | |
541 | The same comments about the computer and the SINS | |
542 | apply as above. | |
543 | .pp | |
544 | There is no penalty to move under impulse power | |
545 | with shields up. | |
546 | .bl "Deflector Shields" | |
547 | Mnemonic: shields | |
548 | Shortest Abbreviation: sh | |
549 | Full Command: shields up/down | |
550 | Consumes: energy | |
551 | .FF | |
552 | .pp | |
553 | Shields protect you from Klingon attack | |
554 | and nearby novas. | |
555 | As they protect you, | |
556 | they weaken. | |
557 | A shield which is 78% effective | |
558 | will absorb 78% of a hit | |
559 | and let 22% in to hurt you. | |
560 | .pp | |
561 | The Klingons have a chance to attack you | |
562 | every time you raise or lower shields. | |
563 | Shields do not rise and lower | |
564 | instantaneously, | |
565 | so the hit you receive | |
566 | will be computed with the shields | |
567 | at an intermediate effectiveness. | |
568 | .pp | |
569 | It takes energy to raise shields, | |
570 | but not to drop them. | |
571 | .bl "Cloaking Device" | |
572 | Mnemonic: cloak | |
573 | Shortest Abbreviation: cl | |
574 | Full Command: cloak up/down | |
575 | Consumes: energy | |
576 | .FF | |
577 | .pp | |
578 | When you are cloaked, | |
579 | Klingons cannot see you, | |
580 | and hence they do not fire at you. | |
581 | They are useful for entering | |
582 | a quadrant | |
583 | and selecting a good position, | |
584 | however, | |
585 | weapons cannot be fired through | |
586 | the cloak | |
587 | due to the huge energy drain | |
588 | that it requires. | |
589 | .pp | |
590 | The cloak up command | |
591 | only starts the cloaking process; | |
592 | Klingons will continue | |
593 | to fire at you | |
594 | until you do something | |
595 | which consumes time. | |
596 | .bl "Fire Phasers" | |
1c2bba70 | 597 | Mnemonic: phasers |
0a06196b KM |
598 | Shortest Abbreviation: p |
599 | Full Commands: phasers automatic amount | |
600 | phasers manual amt1 course1 spread1 ... | |
601 | Consumes: energy | |
602 | .FF | |
603 | .pp | |
604 | Phasers are energy weapons; | |
605 | the energy comes from your ship's reserves | |
606 | ("total energy" on a srscan). | |
607 | It takes about 250 units of hits | |
608 | to kill a Klingon. | |
609 | Hits are cumulative as long as you stay | |
610 | in the quadrant. | |
611 | .pp | |
612 | Phasers become less effective | |
613 | the further from a Klingon you are. | |
614 | Adjacent Klingons receive about | |
615 | 90% of what you fire, | |
616 | at five sectors about 60%, | |
617 | and at ten sectors about 35%. | |
618 | They have no effect outside of the quadrant. | |
619 | .pp | |
620 | Phasers cannot be fired while shields are up; | |
621 | to do so would fry you. | |
622 | They have no effect on starbases or stars. | |
623 | .pp | |
624 | In automatic mode | |
625 | the computer decides how to divide up the energy | |
626 | among the Klingons present; | |
627 | in manual mode you do that yourself. | |
628 | .pp | |
629 | In manual mode firing | |
630 | you specify a direction, | |
631 | amount (number of units to fire) | |
632 | and spread (0 -> 1.0) | |
633 | for each of the six phaser banks. | |
634 | A zero amount | |
635 | terminates the manual input. | |
636 | .bl "Fire Photon Torpedoes" | |
637 | Mnemonic: torpedo | |
638 | Shortest Abbreviation: t | |
639 | Full Command: torpedo course [yes/no] [burst angle] | |
640 | Consumes: torpedoes | |
641 | .FF | |
642 | .pp | |
643 | Torpedoes are projectile weapons -- there are no partial hits. | |
644 | You either hit your target or you don't. | |
645 | A hit on a Klingon destroys him. | |
646 | A hit on a starbase destroys that starbase | |
647 | (woops!). | |
648 | Hitting a star usually causes it to go nova, | |
649 | and occasionally supernova. | |
650 | .pp | |
651 | Photon torpedoes cannot be aimed precisely. | |
652 | They can be fired with shields up, | |
653 | but they get even more random | |
654 | as they pass through the shields. | |
655 | .pp | |
656 | Torpedoes may be fired in bursts of three. | |
657 | If this is desired, | |
658 | the burst angle is the angle | |
659 | between the three shots, | |
660 | which may vary from one to fifteen. | |
661 | The word "no" | |
662 | says that a burst is not wanted; | |
663 | the word "yes" | |
664 | (which may be omitted | |
665 | if stated on the same line as the course) | |
666 | says that a burst is wanted. | |
667 | .pp | |
668 | Photon torpedoes | |
669 | have no effect | |
670 | outside the quadrant. | |
671 | .bl "Onboard Computer Request" | |
672 | Mnemonic: computer | |
673 | Shortest Abbreviation: c | |
674 | Full Command: computer request; request;... | |
675 | Consumes: nothing | |
676 | .FF | |
677 | .pp | |
678 | The computer command gives you access to the facilities | |
679 | of the onboard computer, | |
680 | which allows you to do all sorts of fascinating stuff. | |
681 | Computer requests are: | |
682 | .in +8 | |
683 | ||
684 | score -- Shows your current score. | |
685 | ||
1c2bba70 | 686 | course quad/sect -- Computes the course and distance from wherever |
0a06196b KM |
687 | you are to the given location. |
688 | If you type "course /x,y" | |
689 | you will be given the course | |
690 | to sector x,y in the current quadrant. | |
691 | ||
692 | move quad/sect -- Identical to the course | |
693 | request, | |
694 | except that the move is executed. | |
695 | ||
696 | chart -- prints a chart of the known galaxy, | |
697 | i.e., | |
698 | everything that you have seen with a long range scan. | |
699 | The format is the same as on a long range scan, | |
700 | except that "..." means | |
701 | that you don't yet know what is there, | |
702 | and ".1." means that you know that a starbase | |
703 | exists, but you don't know anything else. | |
704 | "$$$" mans the quadrant | |
705 | that you are currently in. | |
706 | ||
707 | trajectory -- prints the course and distance | |
708 | to all the Klingons in the quadrant. | |
709 | ||
710 | warpcost dist warp_factor -- computes the cost in time and energy | |
711 | to move `dist' quadrants at warp `warp_factor'. | |
712 | ||
713 | impcost dist -- same as warpcost for impulse engines. | |
714 | ||
715 | pheff range -- tells how effective your phasers are | |
716 | at a given range. | |
717 | ||
718 | distresslist -- gives a list of currently distressed | |
719 | starbases | |
720 | and starsystems. | |
721 | .in -8 | |
722 | .pp | |
723 | More than one request may be stated | |
724 | on a line | |
1c2bba70 | 725 | by separating them |
0a06196b KM |
726 | with semicolons. |
727 | .bl "Dock at Starbase" | |
728 | Mnemonic: dock | |
729 | Shortest Abbreviation: do | |
730 | Consumes: nothing | |
731 | .FF | |
732 | .pp | |
733 | You may dock at a starbase | |
734 | when you are in one of the eight | |
735 | adjacent sectors. | |
736 | .pp | |
737 | When you dock you are resupplied | |
738 | with energy, photon torpedoes, and life support reserves. | |
739 | Repairs are also done faster at starbase. | |
740 | Any prisoners you have taken | |
741 | are unloaded. | |
1c2bba70 | 742 | You do not receive points |
0a06196b KM |
743 | for taking prisoners |
744 | until this time. | |
745 | .pp | |
746 | Starbases have their own deflector shields, | |
747 | so you are safe from attack while docked. | |
748 | .bl "Undock from Starbase" | |
749 | Mnemonic: undock | |
750 | Shortest Abbreviation: u | |
751 | Consumes: nothing | |
752 | .FF | |
753 | .pp | |
754 | This just allows you to leave starbase | |
755 | so that you may proceed on your way. | |
756 | .bl "Rest" | |
757 | Mnemonic: rest | |
758 | Shortest Abbreviation: r | |
759 | Full Command: rest time | |
760 | Consumes: time | |
761 | .FF | |
762 | .pp | |
763 | This command allows you to rest to repair damages. | |
764 | It is not advisable to rest while under attack. | |
765 | .bl "Call Starbase For Help" | |
766 | Mnemonic: help | |
767 | Shortest Abbreviation: help | |
768 | Consumes: nothing | |
769 | .FF | |
770 | .pp | |
771 | You may call starbase for help via your subspace radio. | |
772 | Starbase has long range transporter beams to get you. | |
773 | Problem is, | |
774 | they can't always rematerialize you. | |
775 | .pp | |
776 | You should avoid using this command unless absolutely necessary, | |
777 | for the above reason and because it counts heavily against you | |
778 | in the scoring. | |
779 | .bl "Capture Klingon" | |
780 | Mnemonic: capture | |
781 | Shortest Abbreviation: ca | |
782 | Consumes: time | |
783 | .FF | |
784 | .pp | |
785 | You may request that a Klingon surrender | |
786 | to you. | |
787 | If he accepts, | |
788 | you get to take captives | |
789 | (but only as many as your brig | |
790 | can hold). | |
791 | It is good if you do this, | |
792 | because you get points for captives. | |
793 | Also, | |
794 | if you ever get captured, | |
795 | you want to be sure that the Federation | |
796 | has prisoners to exchange for you. | |
797 | .pp | |
798 | You must go to a starbase | |
799 | to turn over your prisoners | |
800 | to Federation authorities. | |
801 | .bl "Visual Scan" | |
802 | Mnemonic: visual | |
803 | Shortest Abbreviation: v | |
804 | Full Command: visual course | |
805 | Consumes: time | |
806 | .FF | |
807 | .pp | |
808 | When your short range scanners are out, | |
809 | you can still see what is out "there" | |
810 | by doing a visual scan. | |
811 | Unfortunately, | |
812 | you can only see three sectors at one time, | |
813 | and it takes 0.005 stardates to perform. | |
814 | .pp | |
815 | The three sectors in the general direction | |
816 | of the course specified | |
817 | are examined | |
818 | and displayed. | |
819 | .bl "Abandon Ship" | |
820 | Mnemonic: abandon | |
821 | Shortest Abbreviation: abandon | |
822 | Consumes: nothing | |
823 | .FF | |
824 | .pp | |
825 | The officers escape the Enterprise in the shuttlecraft. | |
826 | If the transporter is working | |
827 | and there is an inhabitable starsystem | |
828 | in the area, | |
829 | the crew beams down, | |
830 | otherwise you leave them to die. | |
831 | You are given an old but still usable ship, | |
832 | the Faire Queene. | |
833 | .bl "Ram" | |
834 | Mnemonic: ram | |
835 | Shortest Abbreviation: ram | |
836 | Full Command: ram course distance | |
837 | Consumes: time and energy | |
838 | .FF | |
839 | .pp | |
840 | This command is identical to "move", | |
841 | except that the computer | |
842 | doesn't stop you | |
843 | from making navigation errors. | |
844 | .pp | |
845 | You get very nearly slaughtered | |
846 | if you ram anything. | |
847 | .bl "Self Destruct" | |
848 | Mnemonic: destruct | |
849 | Shortest Abbreviation: destruct | |
850 | Consumes: everything | |
851 | .FF | |
852 | .pp | |
853 | Your starship is self-destructed. | |
854 | Chances are you will destroy | |
855 | any Klingons | |
856 | (and stars, | |
857 | and starbases) | |
858 | left in your quadrant. | |
859 | .bl "Terminate the Game" | |
860 | Mnemonic: terminate | |
861 | Shortest Abbreviation: terminate | |
862 | Full Command: terminate yes/no | |
863 | .FF | |
864 | .pp | |
865 | Cancels the current game. | |
866 | No score is computed. | |
867 | If you answer yes, | |
868 | a new game will be started, | |
869 | otherwise trek exits. | |
870 | .bl "Call the Shell" | |
871 | Mnemonic: shell | |
872 | Shortest Abbreviation: shell | |
873 | .FF | |
874 | .pp | |
875 | Temporarily escapes to the shell. | |
1c2bba70 | 876 | When you exit the shell |
0a06196b | 877 | you will return to the game. |
1c2bba70 | 878 | \".bp |
0a06196b KM |
879 | .ce |
880 | \*fSCORING\fR | |
881 | .in +4 | |
882 | .pp | |
883 | The scoring algorithm is rather complicated. | |
884 | Basically, | |
885 | you get points for each Klingon you kill, | |
886 | for your Klingon per stardate kill rate, | |
887 | and a bonus if you win the game. | |
888 | You lose | |
889 | points for the number of Klingons left | |
890 | in the galaxy | |
891 | at the end of the game, | |
892 | for getting killed, | |
893 | for each star, starbase, or inhabited starsystem | |
894 | you destroy, | |
895 | for calling for help, | |
896 | and for each casualty you incur. | |
897 | .pp | |
898 | You will be promoted | |
899 | if you play very well. | |
900 | You will never get a promotion if you | |
901 | call for help, | |
902 | abandon the Enterprise, | |
903 | get killed, | |
904 | destroy a starbase or inhabited starsystem, | |
905 | or destroy too many stars. | |
906 | .bp | |
907 | .ce 1 | |
908 | \*fCOMMAND SUMMARY\fP | |
909 | .TS | |
910 | l l l. | |
911 | Command Requires Consumes | |
912 | ||
913 | \*fabandon\fR shuttlecraft, - | |
914 | transporter | |
915 | \*fca\fRpture subspace radio time | |
916 | \*fcl\fRoak \*fu\fRp/\*fd\fRown cloaking device energy | |
917 | \*fc\fRomputer request; ... computer - | |
918 | \*fda\fRmages - - | |
919 | \*fdestruct\fR computer - | |
920 | \*fdo\fRck - - | |
921 | \*fhelp\fR subspace radio - | |
922 | \*fi\fRmpulse course distance impulse engines, time, energy | |
923 | computer, SINS | |
924 | \*fl\fRrscan L.R. sensors - | |
925 | \*fm\fRove course distance warp engines, time, energy | |
926 | computer, SINS | |
927 | \*fp\fRhasers \*fa\fRutomatic amount phasers, computer energy \*fp\fRhasers \*fm\fRanual | |
928 | \ \ amt1 course1 spread1 ... phasers energy | |
929 | \*ft\fRorpedo course [\*fy\fRes] angle/\*fn\fRo torpedo tubes torpedoes | |
930 | \*fram\fR course distance warp engines, time, energy | |
931 | computer, SINS | |
932 | \*fr\fRest time - time | |
933 | \*fshell\fR - - | |
934 | \*fsh\fRields \*fu\fRp/\*fd\fRown shields energy | |
935 | \*fs\fRrscan [\*fy\fRes/\*fn\fRo] S.R. sensors - | |
936 | \*fst\fRatus - - | |
937 | \*fterminate\fR \*fy\fRes/\*fn\fRo - - | |
938 | \*fu\fRndock - - | |
939 | \*fv\fRisual course - time | |
940 | \*fw\fRarp warp_factor - - | |
941 | .TE |