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