BSD 3 development
[unix-history] / usr / games / trekmanual.nr
CommitLineData
303d4e0e
BJ
1.br
2.po 10
3.if n \!.
4.sp 15
5.tr ^ \"
6.ce 88
7^****^^^^*****^^^^^^*^^^^^^****^
8*^^^^^^^^^^*^^^^^^^*^*^^^^^*^^^*
9^***^^^^^^^*^^^^^^*****^^^^****^
10^^^^*^^^^^^*^^^^^^*^^^*^^^^*^^*^
11****^^^^^^^*^^^^^^*^^^*^^^^*^^^*
12
13
14*****^^^^****^^^^^*****^^^^*^^^*
15^^*^^^^^^*^^^*^^^^*^^^^^^^^*^^*^
16^^*^^^^^^****^^^^^***^^^^^^***^^
17^^*^^^^^^*^^*^^^^^*^^^^^^^^*^^*^
18^^*^^^^^^*^^^*^^^^*****^^^^*^^^*
19
20
21by
22
23Eric Allman
24University of California
25Berkeley
26.ce 0
27.tr ^^
28.de HE
29'sp 4
30'tl 'STAR TREK''%'
31'sp 3
32..
33.de FO
34'bp
35..
36.wh 0 HE
37.wh -5 FO
38.de pp
39.sp
40.ti +4
41..
42.bp 1
43.ce
44INTRODUCTION
45.pp
46Well, the federation is once again at war with the Klingon empire.
47It is up to you,
48as captain of the U.S.S. Enterprise,
49to wipe out the invasion fleet and save the Federation.
50.pp
51For the purposes of the game
52the galaxy is divided into 64 quadrants
53on an eight by eight grid,
54with quadrant 0,0 in the upper left hand corner.
55Each quadrant is divided into 100 sectors
56on a ten by ten grid.
57Each sector contains one object
58(e.g., the Enterprise, a Klingon, or a star).
59.pp
60Navigation is handled in degrees,
61with zero being straight up
62and ninty being to the right.
63Distances are measured in quadrants.
64One tenth quadrant is one sector.
65.pp
66The galaxy contains starbases,
67at which you can dock to refuel,
68repair damages, etc.
69The galaxy also contains stars.
70Stars usually have a knack for getting in your way,
71but they can be triggered into going nova
72by shooting a photon torpedo at one,
73thereby (hopefully) destroying any adjacent Klingons.
74This is not a good practice however,
75because you are penalized for destroying stars.
76Also, a star will sometimes go supernova,
77which obliterates an entire quadrant.
78You must never stop in a supernova quadrant,
79although you may "jump over" one.
80.pp
81Some starsystems
82have inhabited planets.
83Klingons can attack inhabited planets
84and enslave the populace,
85which they then put to work building more Klingon battle cruisers.
86.bp
87.ce
88STARTING UP THE GAME
89.pp
90To request the game, issue the command
91.sp
92.ti +12
93/usr/games/trek
94.sp
95from the shell.
96If a filename is stated,
97a log of the game is written
98onto that file.
99If omitted,
100the file is not written.
101If the "-a" flag is stated before the filename,
102that file is appended to
103rather than created.
104.pp
105The game will ask you what length game
106you would like.
107Valid responses are "short", "medium", and "long".
108Ideally the length of the game does not
109affect the difficulty,
110but currently the shorter games
111tend to be harder than the longer ones.
112You may also type "restart",
113which restarts a previously saved game.
114.pp
115You will then be prompted for the skill,
116to which you must respond
117"novice", "fair", "good", "expert",
118"commadore", or "impossible".
119You should start out with a novice
120and work up,
121but if you really want to see how fast
122you can be slaughtered,
123start out with an impossible game.
124.pp
125In general,
126throughout the game,
127if you forget what is appropriate
128the game will tell you what it expects
129if you just type in
130a question mark.
131.pp
132To get a copy of these rules,
133execute the command
134.sp
135.ti +12
136nroff /usr/games/trekmanual.nr
137.sp
138.bp
139.ce
140ISSUING COMMANDS
141.pp
142If the game expects you to enter a command,
143.hc ^
144it will say ^"Command:\ "
145and wait for your response.
146Most commands can be abbreviated.
147.pp
148At almost any time you can type more than one thing on a line.
149For example,
150to move straight up one quadrant,
151you can type
152.ti +12
153move 0 1
154.br
155or you could just type
156.ti +12
157move
158.br
159and the game would prompt you with
160.ti +12
161Course:
162.br
163to which you could type
164.ti +12
1650 1
166.br
167The "1" is the distance,
168which could be put on still another line.
169Also, the "move" command
170could have been abbreviated
171"mov", "mo", or just "m".
172.pp
173If you are partway through a command
174and you change your mind,
175you can usually type "-1"
176to cancel the command.
177.pp
178Klingons generally cannot hit you
179if you don't consume anything
180(e.g., time or energy),
181so some commands are considered "free".
182As soon as you consume anything though -- POW!
183.bp
184.de **
185.if \\n+l .**
186.as x *
187..
188.de bl
189.nr l \\w'\\$1' -\\w'*'
190.ds x ****
191.**
192.sp 3
193.ne 3
194\\*x
195.br
196.if t *\h'\w'*'u'\fB\\$1\fP\h'\w'*'u'*
197.if n * \\$1 *
198.br
199\\*x
200.sp
201.in +8
202.nf
203..
204.de FF
205.in -8
206.fi
207..
208.if !\n(.V .ta \w'Full Commands: '+1
209.if \n(.V .ta \w'Full Commands: 'u
210.ce
211THE COMMANDS
212.bl "Short Range Scan"
213Mnemonic: srscan
214Shortest Appreviation: s
215Full Commands: srscan
216 srscan yes/no
217Consumes: nothing
218.FF
219.pp
220The short range scan
221gives you a picture
222of the quadrant you are in,
223and (if you say "yes")
224a status report
225which tells you
226a whole bunch
227of interesting stuff.
228You can get a status report alone
229by using the
230.ul
231status
232command.
233An example follows:
234.sp
235.nf
236.in +4
237Short range sensor scan
238 0 1 2 3 4 5 6 7 8 9
2390 . . . . . . . * . * 0 stardate 3702.16
2401 . . E . . . . . . . 1 condition RED
2412 . . . . . . . . . * 2 position 0,3/1,2
2423 * . . . . # . . . . 3 warp factor 5.0
2434 . . . . . . . . . . 4 total energy 4376
2445 . . * . * . . . . . 5 torpedoes 9
2456 . . . @ . . . . . 6 shields down, 78%
2467 . . . . . . . . . . 7 Klingons left 3
2478 . . . K . . . . . . 8 time left 6.43
2489 . . . . . . * . . . 9 life support damaged, reserves = 2.4
249 0 1 2 3 4 5 6 7 8 9
250Distressed Starsystem Marcus XII
251
252.in +8
253.ti -8
254The cast of characters is as follows:
255E the hero
256K the villain
257# the starbase
258* stars
259@ inhabited starsystem
260\&. empty space
261 a black hole
262.in -12
263.fi
264.pp
265The name of the starsystem is listed underneath
266the short range scan.
267The word "distressed", if present,
268means that the starsystem
269is under attack.
270.pp
271Short range scans are absolutely free.
272They use no time, no energy,
273and they don't give the Klingons
274another chance to hit you.
275.bl "Status Report"
276Mnemonic: status
277Shortest Abbreviation: st
278Consumes: nothing
279.FF
280.pp
281This command gives you information
282about the current status
283of the game and your ship, as follows:
284.in +8
285.de qq
286.sp
287.ti -4
288..
289.qq
290Stardate -- The current stardate.
291.qq
292Condition -- as follows:
293.in +4
294.nf
295RED -- in battle
296YELLOW -- low on energy
297GREEN -- normal state
298DOCKED -- docked at starbase
299CLOAKED -- the cloaking device is activated
300.fi
301.in -4
302.qq
303Position -- Your current quadrant and sector.
304.qq
305Warp Factor -- The speed you will move at
306when you move under warp power
307(with the
308.ul
309move
310command).
311.qq
312Total Energy -- Your energy reserves.
313If they drop to zero,
314you die.
315Energy regenerates,
316but the higher the skill of the game,
317the slower it regenerates.
318.qq
319Torpedoes -- How many photon torpedoes you have left.
320.qq
321Shields -- Whether your shields are up or down,
322and how effective they are if up
323(what percentage of a hit they will absorb).
324.qq
325Klingons Left -- Guess.
326.qq
327Time Left -- How long the Federation can hold out
328if you sit on your fat ass and do nothing.
329If you kill Klingons quickly,
330this number goes up,
331otherwise,
332it goes down.
333If it hits zero,
334the Federation is conquered.
335.qq
336Life Support -- If "active", everything is fine.
337If "damaged", your reserves tell you
338how long you have
339to repair your life support
340or get to a starbase
341before you starve, suffocate,
342or something equally unpleasant.
343.qq
344Current Crew -- The number of crew members
345left.
346This figures does not include officers.
347.qq
348Brig Space -- The space left in your brig
349for Klingon captives.
350.qq
351Klingon Power -- The number of units
352needed to kill a Klingon.
353Remember, as Klingons fire at you
354they use up their own energy,
355so you probably need somewhat less
356than this.
357.qq
358Skill, Length -- The skill and length
359of the game you are playing.
360.in -8
361.pp
362Status information is absolutely free.
363.bl "Long Range Scan"
364Mnemonic: lrscan
365Shortest Abbreviation: l
366Consumes: nothing
367.FF
368.pp
369Long range scan gives you information about the
370eight quadrants
371that surround the quadrant
372you're in.
373A sample long range scan follows:
374.sp
375.in +12
376.nf
377Long range scan for quadrant 0,3
378
379 2 3 4
380 -------------------
381 ! * ! * ! * !
382 -------------------
3830 ! 108 ! 6 ! 19 !
384 -------------------
3851 ! 9 ! /// ! 8 !
386 -------------------
387.sp
388.in -12
389.fi
390.pp
391The three digit numbers
392tell the number of objects
393in the quadrants.
394The units digit tells the number of stars,
395the tens digit the number of starbases,
396and the hundreds digit is the number of Klingons.
397"*" indicates the negative energy barrier
398at the edge of the galaxy,
399which you cannot enter.
400"///" means that that is a supernova quadrant
401and must not be entered.
402.bl "Damage Report"
403Mnemonic: damages
404Shortest Abbreviation: da
405Consumes: nothing
406.FF
407.pp
408A damage report tells you what devices are damaged
409and how long it will take to repair them.
410Repairs proceed faster
411when you are docked
412at a starbase.
413.bl "Set Warp Factor"
414Mnemonic: warp
415Shortest Abbreviation: w
416Full Command: warp factor
417Consumes: nothing
418.FF
419.pp
420The warp factor tells the speed of your starship
421when you move under warp power
422(with the
423.ul
424move
425command).
426The higher the warp factor,
427the faster you go,
428and the more energy you use.
429.pp
430The minimum warp factor is 1.0
431and the maximum is 10.0.
432At speeds above warp 6
433there is danger of the warp engines
434being damaged.
435The probability of this
436increases at higher warp speeds.
437Above warp 9.0 there is a chance of entering
438a time warp.
439.bl "Move Under Warp Power"
440Mnemonic: move
441Shortest Abbreviation: m
442Full Command: move course distance
443Consumes: time and energy
444.FF
445.pp
446This is the usual way of moving.
447The course is in degrees and the distance is in quadrants.
448To move one sector specify a distance of 0.1.
449.pp
450Time is consumed proportionately to
451the inverse of the warp factor squared,
452and directly to the distance.
453Energy is consumed as the warp factor cubed,
454and directly to the distance.
455If you move with your shields up
456it doubles the amount of energy consumed.
457.pp
458When you move in a quadrant containing Klingons,
459they get a chance to attack you.
460.pp
461The computer detects navigation errors.
462If the computer is out,
463you run the risk of running into things.
464.pp
465The course is determined by the
466Space Inertial Navigation System
467[SINS].
468As described in
469Star Fleet Technical Order TO:02:06:12,
470the SINS is calibrated,
471after which it becomes the base for navigation.
472If damaged,
473navigation becomes inaccurate.
474When it is fixed,
475Spock recalibrates it,
476however,
477it cannot be calibrated extremely accurately
478until you dock at starbase.
479.bl "Move Under Impulse Power"
480Mnemonic: impulse
481Shortest Abbreviation: i
482Full Command: impulse course distance
483Consumes: time and energy
484.FF
485.pp
486The impulse engines give you a chance to maneuver
487when your warp engines are damaged;
488however, they are incredibly slow
489(0.095 quadrants/stardate).
490They require 20 units of energy to engage,
491and ten units per sector to move.
492.pp
493The same comments about the computer and the SINS
494apply as above.
495.pp
496There is no penalty to move under impulse power
497with shields up.
498.bl "Deflector Shields"
499Mnemonic: shields
500Shortest Abbreviation: sh
501Full Command: shields up/down
502Consumes: energy
503.FF
504.pp
505Shields protect you from Klingon attack
506and nearby novas.
507As they protect you,
508they weaken.
509A shield which is 78% effective
510will absorb 78% of a hit
511and let 22% in to hurt you.
512.pp
513The Klingons have a chance to attack you
514every time you raise or lower shields.
515Shields do not rise and lower
516instantaneously,
517so the hit you receive
518will be computed with the shields
519at an intermediate effectiveness.
520.pp
521It takes energy to raise shields,
522but not to drop them.
523.bl "Cloaking Device"
524Mnemonic: cloak
525Shortest Abbreviation: cl
526Full Command: cloak up/down
527Consumes: energy
528.FF
529.pp
530When you are cloaked,
531Klingons cannot see you,
532and hence they do not fire at you.
533They are useful for entering
534a quadrant
535and selecting a good position,
536however,
537weapons cannot be fired through
538the cloak
539due to the huge energy drain
540that it requires.
541.pp
542The cloak up command
543only starts the cloaking process;
544Klingons will continue
545to fire at you
546until you do something
547which consumes time.
548.bl "Fire Phasers"
549Mnmemonic: phasers
550Shortest Abbreviation: p
551Full Commands: phasers automatic amount
552 phasers manual amt1 course1 spread1 ...
553Consumes: energy
554.FF
555.pp
556Phasers are energy weapons;
557the energy comes from your ship's reserves
558("total energy" on a srscan).
559It takes about 250 units of hits
560to kill a Klingon.
561Hits are cumulative as long as you stay
562in the quadrant.
563.pp
564Phasers become less effective
565the further from a Klingon you are.
566Adjacent Klingons receive about
56790% of what you fire,
568at five sectors about 60%,
569and at ten sectors about 35%.
570They have no effect outside of the quadrant.
571.pp
572Phasers cannot be fired while shields are up;
573to do so would fry you.
574They have no effect on starbases or stars.
575.pp
576In automatic mode
577the computer decides how to divide up the energy
578among the Klingons present;
579in manual mode you do that yourself.
580.pp
581In manual mode firing
582you specify a direction,
583amount (number of units to fire)
584and spread (0 -> 1.0)
585for each of the six phaser banks.
586A zero amount
587terminates the manual input.
588.bl "Fire Photon Torpedoes"
589Mnemonic: torpedo
590Shortest Abbreviation: t
591Full Command: torpedo course [yes/no] [burst angle]
592Consumes: torpedoes
593.FF
594.pp
595Torpedoes are projectile weapons -- there are no partial hits.
596You either hit your target or you don't.
597A hit on a Klingon destroys him.
598A hit on a starbase destroys that starbase
599(woops!).
600Hitting a star usually causes it to go nova,
601and occasionally supernova.
602.pp
603Photon torpedoes cannot be aimed precisely.
604They can be fired with shields up,
605but they get even more random
606as they pass through the shields.
607.pp
608Torpedoes may be fired in bursts of three.
609If this is desired,
610the burst angle is the angle
611between the three shots,
612which may vary from one to fifteen.
613The word "no"
614says that a burst is not wanted;
615the word "yes"
616(which may be omitted
617if stated on the same line as the course)
618says that a burst is wanted.
619.pp
620Photon torpedoes
621have no effect
622outside the quadrant.
623.bl "Onboard Computer Request"
624Mnemonic: computer
625Shortest Abbreviation: c
626Full Command: computer request; request;...
627Consumes: nothing
628.FF
629.pp
630The computer command gives you access to the facilities
631of the onboard computer,
632which allows you to do all sorts of fascinating stuff.
633Computer requests are:
634.in +8
635.qq
636score -- Shows your current score.
637.qq
638course quad/sect -- Computes the course and distance from whereever
639you are to the given location.
640If you type "course /x,y"
641you will be given the course
642to sector x,y in the current quadrant.
643.qq
644move quad/sect -- Identical to the course
645request,
646except that the move is executed.
647.qq
648chart -- prints a chart of the known galaxy,
649i.e.,
650everything that you have seen with a long range scan.
651The format is the same as on a long range scan,
652except that "..." means
653that you don't yet know what is there,
654and ".1." means that you know that a starbase
655exists, but you don't know anything else.
656"$$$" mans the quadrant
657that you are currently in.
658.qq
659trajectory -- prints the course and distance
660to all the Klingons in the quadrant.
661.qq
662warpcost dist warp_factor -- computes the cost in time and energy
663to move `dist' quadrants at warp `warp_factor'.
664.qq
665impcost dist -- same as warpcost for impulse engines.
666.qq
667pheff range -- tells how effective your phasers are
668at a given range.
669.qq
670distresslist -- gives a list of currently distressed
671starbases
672and starsystems.
673.in -8
674.pp
675More than one request may be stated
676on a line
677by seperating them
678with semicolons.
679.bl "Dock at Starbase"
680Mnemonic: dock
681Shortest Abbreviation: do
682Consumes: nothing
683.FF
684.pp
685You may dock at a starbase
686when you are in one of the eight
687adjacent sectors.
688.pp
689When you dock you are resupplied
690with energy, photon torpedoes, and life support reserves.
691Repairs are also done faster at starbase.
692Any prisoners you have taken
693are unloaded.
694You do not recieve points
695for taking prisoners
696until this time.
697.pp
698Starbases have their own deflector shields,
699so you are safe from attack while docked.
700.bl "Undock from Starbase"
701Mnemonic: undock
702Shortest Abbreviation: u
703Consumes: nothing
704.FF
705.pp
706This just allows you to leave starbase
707so that you may proceed on your way.
708.bl "Rest"
709Mnemonic: rest
710Shortest Abbreviation: r
711Full Command: rest time
712Consumes: time
713.FF
714.pp
715This command allows you to rest to repair damages.
716It is not advisable to rest while under attack.
717.bl "Call Starbase For Help"
718Mnemonic: help
719Shortest Abbreviation: help
720Consumes: nothing
721.FF
722.pp
723You may call starbase for help via your subspace radio.
724Starbase has long range transporter beams to get you.
725Problem is,
726they can't always rematerialize you.
727.pp
728You should avoid using this command unless absolutely necessary,
729for the above reason and because it counts heavily against you
730in the scoring.
731.bl "Capture Klingon"
732Mnemonic: capture
733Shortest Abbreviation: ca
734Consumes: time
735.FF
736.pp
737You may request that a Klingon surrender
738to you.
739If he accepts,
740you get to take captives
741(but only as many as your brig
742can hold).
743It is good if you do this,
744because you get points for captives.
745Also,
746if you ever get captured,
747you want to be sure that the Federation
748has prisoners to exchange for you.
749.pp
750You must go to a starbase
751to turn over your prisoners
752to Federation authorities.
753.bl "Visual Scan"
754Mnemonic: visual
755Shortest Abbreviation: v
756Full Command: visual course
757Consumes: time
758.FF
759.pp
760When your short range scanners are out,
761you can still see what is out "there"
762by doing a visual scan.
763Unfortunately,
764you can only see three sectors at one time,
765and it takes 0.005 stardates to perform.
766.pp
767The three sectors in the general direction
768of the course specified
769are examined
770and displayed.
771.bl "Abandon Ship"
772Mnemonic: abandon
773Shortest Abbreviation: abandon
774Consumes: nothing
775.FF
776.pp
777The officers escape the Enterprise in the shuttlecraft.
778If the transporter is working
779and there is an inhabitable starsystem
780in the area,
781the crew beams down,
782otherwise you leave them to die.
783You are given an old but still usable ship,
784the Faire Queene.
785.bl "Ram"
786Mnemonic: ram
787Shortest Abbreviation: ram
788Full Command: ram course distance
789Consumes: time and energy
790.FF
791.pp
792This command is identical to "move",
793except that the computer
794doesn't stop you
795from making navigation errors.
796.pp
797You get very nearly slaughtered
798if you ram anything.
799.bl "Self Destruct"
800Mnemonic: destruct
801Shortest Abbreviation: destruct
802Consumes: everything
803.FF
804.pp
805Your starship is self-destructed.
806Chances are you will destroy
807any Klingons
808(and stars,
809and starbases)
810left in your quadrant.
811.bl "Terminate the Game"
812Mnemonic: terminate
813Shortest Abbreviation: terminate
814Full Command: terminate yes/no
815.FF
816.pp
817Cancels the current game.
818No score is computed.
819If you answer yes,
820a new game will be started,
821otherwise trek exits.
822.bl "Call the Shell"
823Mnemonic: shell
824Shortest Abbreviation: shell
825.FF
826.pp
827Temporarily escapes to the shell.
828When you log out of the shell
829you will return to the game.
830.bp
831.ce
832SCORING
833.in +4
834.pp
835The scoring algorithm is rather complicated.
836Basically,
837you get points for each Klingon you kill,
838for your Klingon per stardate kill rate,
839and a bonus if you win the game.
840You lose
841points for the number of Klingons left
842in the galaxy
843at the end of the game,
844for getting killed,
845for each star, starbase, or inhabited starsystem
846you destroy,
847for calling for help,
848and for each casualty you incur.
849.pp
850You will be promoted
851if you play very well.
852You will never get a promotion if you
853call for help,
854abandon the Enterprise,
855get killed,
856destroy a starbase or inhabited starsystem,
857or destroy too many stars.
858.bp
859.ce
860REFERENCE PAGE
861.sp 2
862.ta 36 56
863.nf
864.ul
865Command Uses Consumes
866
867ABANDON shuttlecraft, -
868 transporter
869CApture subspace radio time
870CLoak Up/Down cloaking device energy
871Computer request; request;... computer -
872DAmages - -
873DESTRUCT computer -
874DOck - -
875HELP subspace radio -
876Impulse course distance impulse engines, time, energy
877 computer, SINS
878Lrscan L.R. sensors -
879Move course distance warp engines, time, energy
880 computer, SINS
881Phasers Automatic amount phasers, computer energy
882Phasers Manual amt1 course1 spread1 ... phasers energy
883Torpedo course [Yes] angle/No torpedo tubes torpedoes
884RAM course distance warp engines, time, energy
885 computer, SINS
886Rest time - time
887SHELL - -
888SHields Up/Down shields energy
889Srscan [Yes/No] S.R. sensors -
890STatus - -
891TERMINATE Yes/No - -
892Undock - -
893Visual course - time
894Warp warp_factor - -
895.fi