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897 lines
20 KiB
Plaintext
.\" $NetBSD: trekmanual.nr,v 1.3 2001/06/12 15:17:12 wiz Exp $
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.br
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.po 10
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.if n \!.
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.sp 15
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.tr ^ \"
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.ce 88
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^****^^^^*****^^^^^^*^^^^^^****^
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*^^^^^^^^^^*^^^^^^^*^*^^^^^*^^^*
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^***^^^^^^^*^^^^^^*****^^^^****^
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^^^^*^^^^^^*^^^^^^*^^^*^^^^*^^*^
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****^^^^^^^*^^^^^^*^^^*^^^^*^^^*
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*****^^^^****^^^^^*****^^^^*^^^*
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^^*^^^^^^*^^^*^^^^*^^^^^^^^*^^*^
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^^*^^^^^^****^^^^^***^^^^^^***^^
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^^*^^^^^^*^^*^^^^^*^^^^^^^^*^^*^
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^^*^^^^^^*^^^*^^^^*****^^^^*^^^*
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by
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Eric Allman
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University of California
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Berkeley
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.ce 0
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.tr ^^
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.de HE
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'sp 4
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'tl 'STAR TREK''%'
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'sp 3
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..
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.de FO
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'bp
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..
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.wh 0 HE
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.wh -5 FO
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.de pp
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.sp
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.ti +4
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..
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.bp 1
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.ce
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INTRODUCTION
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.pp
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Well, the federation is once again at war with the Klingon empire.
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It is up to you,
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as captain of the U.S.S. Enterprise,
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to wipe out the invasion fleet and save the Federation.
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.pp
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For the purposes of the game
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the galaxy is divided into 64 quadrants
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on an eight by eight grid,
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with quadrant 0,0 in the upper left hand corner.
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Each quadrant is divided into 100 sectors
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on a ten by ten grid.
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Each sector contains one object
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(e.g., the Enterprise, a Klingon, or a star).
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.pp
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Navigation is handled in degrees,
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with zero being straight up
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and ninty being to the right.
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Distances are measured in quadrants.
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One tenth quadrant is one sector.
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.pp
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The galaxy contains starbases,
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at which you can dock to refuel,
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repair damages, etc.
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The galaxy also contains stars.
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Stars usually have a knack for getting in your way,
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but they can be triggered into going nova
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by shooting a photon torpedo at one,
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thereby (hopefully) destroying any adjacent Klingons.
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This is not a good practice however,
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because you are penalized for destroying stars.
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Also, a star will sometimes go supernova,
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which obliterates an entire quadrant.
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You must never stop in a supernova quadrant,
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although you may "jump over" one.
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.pp
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Some starsystems
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have inhabited planets.
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Klingons can attack inhabited planets
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and enslave the populace,
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which they then put to work building more Klingon battle cruisers.
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.bp
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.ce
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STARTING UP THE GAME
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.pp
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To request the game, issue the command
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.sp
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.ti +12
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/usr/games/trek
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.sp
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from the shell.
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If a filename is stated,
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a log of the game is written
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onto that file.
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If omitted,
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the file is not written.
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If the "-a" flag is stated before the filename,
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that file is appended to
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rather than created.
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.pp
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The game will ask you what length game
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you would like.
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Valid responses are "short", "medium", and "long".
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Ideally the length of the game does not
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affect the difficulty,
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but currently the shorter games
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tend to be harder than the longer ones.
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You may also type "restart",
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which restarts a previously saved game.
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.pp
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You will then be prompted for the skill,
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to which you must respond
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"novice", "fair", "good", "expert",
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"commadore", or "impossible".
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You should start out with a novice
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and work up,
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but if you really want to see how fast
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you can be slaughtered,
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start out with an impossible game.
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.pp
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In general,
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throughout the game,
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if you forget what is appropriate
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the game will tell you what it expects
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if you just type in
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a question mark.
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.pp
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To get a copy of these rules,
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execute the command
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.sp
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.ti +12
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nroff /usr/games/trekmanual.nr
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.sp
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.bp
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.ce
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ISSUING COMMANDS
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.pp
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If the game expects you to enter a command,
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.hc ^
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it will say ^"Command:\ "
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and wait for your response.
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Most commands can be abbreviated.
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.pp
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At almost any time you can type more than one thing on a line.
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For example,
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to move straight up one quadrant,
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you can type
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.ti +12
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move 0 1
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.br
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or you could just type
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.ti +12
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move
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.br
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and the game would prompt you with
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.ti +12
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Course:
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.br
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to which you could type
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.ti +12
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0 1
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.br
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The "1" is the distance,
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which could be put on still another line.
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Also, the "move" command
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could have been abbreviated
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"mov", "mo", or just "m".
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.pp
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If you are partway through a command
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and you change your mind,
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you can usually type "-1"
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to cancel the command.
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.pp
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Klingons generally cannot hit you
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if you don't consume anything
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(e.g., time or energy),
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so some commands are considered "free".
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As soon as you consume anything though -- POW!
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.bp
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.de **
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.if \\n+l .**
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.as x *
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..
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.de bl
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.nr l \\w'\\$1' -\\w'*'
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.ds x ****
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.**
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.sp 3
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.ne 3
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\\*x
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.br
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.if t *\h'\w'*'u'\fB\\$1\fP\h'\w'*'u'*
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.if n * \\$1 *
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.br
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\\*x
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.sp
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.in +8
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.nf
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..
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.de FF
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.in -8
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.fi
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..
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.if !\n(.V .ta \w'Full Commands: '+1
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.if \n(.V .ta \w'Full Commands: 'u
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.ce
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THE COMMANDS
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.bl "Short Range Scan"
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Mnemonic: srscan
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Shortest Appreviation: s
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Full Commands: srscan
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srscan yes/no
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Consumes: nothing
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.FF
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.pp
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The short range scan
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gives you a picture
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of the quadrant you are in,
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and (if you say "yes")
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a status report
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which tells you
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a whole bunch
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of interesting stuff.
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You can get a status report alone
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by using the
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.ul
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status
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command.
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An example follows:
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.sp
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.nf
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.in +4
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Short range sensor scan
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0 1 2 3 4 5 6 7 8 9
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0 . . . . . . . * . * 0 stardate 3702.16
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1 . . E . . . . . . . 1 condition RED
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2 . . . . . . . . . * 2 position 0,3/1,2
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3 * . . . . # . . . . 3 warp factor 5.0
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4 . . . . . . . . . . 4 total energy 4376
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5 . . * . * . . . . . 5 torpedoes 9
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6 . . . @ . . . . . 6 shields down, 78%
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7 . . . . . . . . . . 7 Klingons left 3
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8 . . . K . . . . . . 8 time left 6.43
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9 . . . . . . * . . . 9 life support damaged, reserves = 2.4
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0 1 2 3 4 5 6 7 8 9
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Distressed Starsystem Marcus XII
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.in +8
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.ti -8
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The cast of characters is as follows:
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E the hero
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K the villain
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# the starbase
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* stars
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@ inhabited starsystem
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\&. empty space
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a black hole
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.in -12
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.fi
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.pp
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The name of the starsystem is listed underneath
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the short range scan.
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The word "distressed", if present,
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means that the starsystem
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is under attack.
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.pp
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Short range scans are absolutely free.
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They use no time, no energy,
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and they don't give the Klingons
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another chance to hit you.
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.bl "Status Report"
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Mnemonic: status
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Shortest Abbreviation: st
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Consumes: nothing
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.FF
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.pp
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This command gives you information
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about the current status
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of the game and your ship, as follows:
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.in +8
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.de qq
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.sp
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.ti -4
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..
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.qq
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Stardate -- The current stardate.
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.qq
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Condition -- as follows:
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.in +4
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.nf
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RED -- in battle
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YELLOW -- low on energy
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GREEN -- normal state
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DOCKED -- docked at starbase
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CLOAKED -- the cloaking device is activated
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.fi
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.in -4
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.qq
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Position -- Your current quadrant and sector.
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.qq
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Warp Factor -- The speed you will move at
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when you move under warp power
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(with the
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.ul
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move
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command).
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.qq
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Total Energy -- Your energy reserves.
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If they drop to zero,
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you die.
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Energy regenerates,
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but the higher the skill of the game,
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the slower it regenerates.
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.qq
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Torpedoes -- How many photon torpedoes you have left.
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.qq
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Shields -- Whether your shields are up or down,
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and how effective they are if up
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(what percentage of a hit they will absorb).
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.qq
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Klingons Left -- Guess.
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.qq
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Time Left -- How long the Federation can hold out
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if you sit on your fat ass and do nothing.
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If you kill Klingons quickly,
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this number goes up,
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otherwise,
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it goes down.
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If it hits zero,
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the Federation is conquered.
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.qq
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Life Support -- If "active", everything is fine.
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If "damaged", your reserves tell you
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how long you have
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to repair your life support
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or get to a starbase
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before you starve, suffocate,
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or something equally unpleasant.
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.qq
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Current Crew -- The number of crew members
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left.
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This figures does not include officers.
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.qq
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Brig Space -- The space left in your brig
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for Klingon captives.
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.qq
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Klingon Power -- The number of units
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needed to kill a Klingon.
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Remember, as Klingons fire at you
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they use up their own energy,
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so you probably need somewhat less
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than this.
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.qq
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Skill, Length -- The skill and length
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of the game you are playing.
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.in -8
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.pp
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Status information is absolutely free.
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.bl "Long Range Scan"
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Mnemonic: lrscan
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Shortest Abbreviation: l
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Consumes: nothing
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.FF
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.pp
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Long range scan gives you information about the
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eight quadrants
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that surround the quadrant
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you're in.
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A sample long range scan follows:
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.sp
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.in +12
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.nf
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Long range scan for quadrant 0,3
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2 3 4
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-------------------
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! * ! * ! * !
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-------------------
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0 ! 108 ! 6 ! 19 !
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-------------------
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1 ! 9 ! /// ! 8 !
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-------------------
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.sp
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.in -12
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.fi
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.pp
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The three digit numbers
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tell the number of objects
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in the quadrants.
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The units digit tells the number of stars,
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the tens digit the number of starbases,
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and the hundreds digit is the number of Klingons.
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"*" indicates the negative energy barrier
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at the edge of the galaxy,
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which you cannot enter.
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"///" means that that is a supernova quadrant
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and must not be entered.
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.bl "Damage Report"
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Mnemonic: damages
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Shortest Abbreviation: da
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Consumes: nothing
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.FF
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.pp
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A damage report tells you what devices are damaged
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and how long it will take to repair them.
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Repairs proceed faster
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when you are docked
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at a starbase.
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.bl "Set Warp Factor"
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Mnemonic: warp
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Shortest Abbreviation: w
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Full Command: warp factor
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Consumes: nothing
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.FF
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.pp
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The warp factor tells the speed of your starship
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when you move under warp power
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(with the
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.ul
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move
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command).
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The higher the warp factor,
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the faster you go,
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and the more energy you use.
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.pp
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The minimum warp factor is 1.0
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and the maximum is 10.0.
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At speeds above warp 6
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there is danger of the warp engines
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being damaged.
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The probability of this
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increases at higher warp speeds.
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Above warp 9.0 there is a chance of entering
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a time warp.
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.bl "Move Under Warp Power"
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Mnemonic: move
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Shortest Abbreviation: m
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Full Command: move course distance
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Consumes: time and energy
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.FF
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.pp
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This is the usual way of moving.
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The course is in degrees and the distance is in quadrants.
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To move one sector specify a distance of 0.1.
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.pp
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Time is consumed proportionately to
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the inverse of the warp factor squared,
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and directly to the distance.
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Energy is consumed as the warp factor cubed,
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and directly to the distance.
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If you move with your shields up
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it doubles the amount of energy consumed.
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.pp
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When you move in a quadrant containing Klingons,
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they get a chance to attack you.
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.pp
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The computer detects navigation errors.
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If the computer is out,
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you run the risk of running into things.
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.pp
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The course is determined by the
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Space Inertial Navigation System
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[SINS].
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As described in
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Star Fleet Technical Order TO:02:06:12,
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the SINS is calibrated,
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after which it becomes the base for navigation.
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If damaged,
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navigation becomes inaccurate.
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When it is fixed,
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Spock recalibrates it,
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however,
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it cannot be calibrated extremely accurately
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until you dock at starbase.
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.bl "Move Under Impulse Power"
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Mnemonic: impulse
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Shortest Abbreviation: i
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Full Command: impulse course distance
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Consumes: time and energy
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.FF
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.pp
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The impulse engines give you a chance to maneuver
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when your warp engines are damaged;
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however, they are incredibly slow
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(0.095 quadrants/stardate).
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They require 20 units of energy to engage,
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and ten units per sector to move.
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.pp
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The same comments about the computer and the SINS
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apply as above.
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.pp
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There is no penalty to move under impulse power
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with shields up.
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.bl "Deflector Shields"
|
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Mnemonic: shields
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Shortest Abbreviation: sh
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Full Command: shields up/down
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Consumes: energy
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.FF
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.pp
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Shields protect you from Klingon attack
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and nearby novas.
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As they protect you,
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they weaken.
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A shield which is 78% effective
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will absorb 78% of a hit
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and let 22% in to hurt you.
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.pp
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The Klingons have a chance to attack you
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every time you raise or lower shields.
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Shields do not rise and lower
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instantaneously,
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so the hit you receive
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will be computed with the shields
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at an intermediate effectiveness.
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.pp
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It takes energy to raise shields,
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but not to drop them.
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.bl "Cloaking Device"
|
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Mnemonic: cloak
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|
Shortest Abbreviation: cl
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Full Command: cloak up/down
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Consumes: energy
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.FF
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.pp
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When you are cloaked,
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Klingons cannot see you,
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and hence they do not fire at you.
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They are useful for entering
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a quadrant
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and selecting a good position,
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however,
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weapons cannot be fired through
|
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the cloak
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due to the huge energy drain
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that it requires.
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.pp
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The cloak up command
|
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only starts the cloaking process;
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Klingons will continue
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to fire at you
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until you do something
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which consumes time.
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|
.bl "Fire Phasers"
|
|
Mnmemonic: phasers
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|
Shortest Abbreviation: p
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Full Commands: phasers automatic amount
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phasers manual amt1 course1 spread1 ...
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Consumes: energy
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.FF
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.pp
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Phasers are energy weapons;
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the energy comes from your ship's reserves
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("total energy" on a srscan).
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It takes about 250 units of hits
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to kill a Klingon.
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Hits are cumulative as long as you stay
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in the quadrant.
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.pp
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Phasers become less effective
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the further from a Klingon you are.
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Adjacent Klingons receive about
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90% of what you fire,
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at five sectors about 60%,
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and at ten sectors about 35%.
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They have no effect outside of the quadrant.
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.pp
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Phasers cannot be fired while shields are up;
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to do so would fry you.
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They have no effect on starbases or stars.
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.pp
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In automatic mode
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the computer decides how to divide up the energy
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among the Klingons present;
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in manual mode you do that yourself.
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.pp
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In manual mode firing
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you specify a direction,
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amount (number of units to fire)
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and spread (0 -> 1.0)
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for each of the six phaser banks.
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A zero amount
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terminates the manual input.
|
|
.bl "Fire Photon Torpedoes"
|
|
Mnemonic: torpedo
|
|
Shortest Abbreviation: t
|
|
Full Command: torpedo course [yes/no] [burst angle]
|
|
Consumes: torpedoes
|
|
.FF
|
|
.pp
|
|
Torpedoes are projectile weapons -- there are no partial hits.
|
|
You either hit your target or you don't.
|
|
A hit on a Klingon destroys him.
|
|
A hit on a starbase destroys that starbase
|
|
(woops!).
|
|
Hitting a star usually causes it to go nova,
|
|
and occasionally supernova.
|
|
.pp
|
|
Photon torpedoes cannot be aimed precisely.
|
|
They can be fired with shields up,
|
|
but they get even more random
|
|
as they pass through the shields.
|
|
.pp
|
|
Torpedoes may be fired in bursts of three.
|
|
If this is desired,
|
|
the burst angle is the angle
|
|
between the three shots,
|
|
which may vary from one to fifteen.
|
|
The word "no"
|
|
says that a burst is not wanted;
|
|
the word "yes"
|
|
(which may be omitted
|
|
if stated on the same line as the course)
|
|
says that a burst is wanted.
|
|
.pp
|
|
Photon torpedoes
|
|
have no effect
|
|
outside the quadrant.
|
|
.bl "Onboard Computer Request"
|
|
Mnemonic: computer
|
|
Shortest Abbreviation: c
|
|
Full Command: computer request; request;...
|
|
Consumes: nothing
|
|
.FF
|
|
.pp
|
|
The computer command gives you access to the facilities
|
|
of the onboard computer,
|
|
which allows you to do all sorts of fascinating stuff.
|
|
Computer requests are:
|
|
.in +8
|
|
.qq
|
|
score -- Shows your current score.
|
|
.qq
|
|
course quad/sect -- Computes the course and distance from whereever
|
|
you are to the given location.
|
|
If you type "course /x,y"
|
|
you will be given the course
|
|
to sector x,y in the current quadrant.
|
|
.qq
|
|
move quad/sect -- Identical to the course
|
|
request,
|
|
except that the move is executed.
|
|
.qq
|
|
chart -- prints a chart of the known galaxy,
|
|
i.e.,
|
|
everything that you have seen with a long range scan.
|
|
The format is the same as on a long range scan,
|
|
except that "..." means
|
|
that you don't yet know what is there,
|
|
and ".1." means that you know that a starbase
|
|
exists, but you don't know anything else.
|
|
"$$$" mans the quadrant
|
|
that you are currently in.
|
|
.qq
|
|
trajectory -- prints the course and distance
|
|
to all the Klingons in the quadrant.
|
|
.qq
|
|
warpcost dist warp_factor -- computes the cost in time and energy
|
|
to move `dist' quadrants at warp `warp_factor'.
|
|
.qq
|
|
impcost dist -- same as warpcost for impulse engines.
|
|
.qq
|
|
pheff range -- tells how effective your phasers are
|
|
at a given range.
|
|
.qq
|
|
distresslist -- gives a list of currently distressed
|
|
starbases
|
|
and starsystems.
|
|
.in -8
|
|
.pp
|
|
More than one request may be stated
|
|
on a line
|
|
by seperating them
|
|
with semicolons.
|
|
.bl "Dock at Starbase"
|
|
Mnemonic: dock
|
|
Shortest Abbreviation: do
|
|
Consumes: nothing
|
|
.FF
|
|
.pp
|
|
You may dock at a starbase
|
|
when you are in one of the eight
|
|
adjacent sectors.
|
|
.pp
|
|
When you dock you are resupplied
|
|
with energy, photon torpedoes, and life support reserves.
|
|
Repairs are also done faster at starbase.
|
|
Any prisoners you have taken
|
|
are unloaded.
|
|
You do not receive points
|
|
for taking prisoners
|
|
until this time.
|
|
.pp
|
|
Starbases have their own deflector shields,
|
|
so you are safe from attack while docked.
|
|
.bl "Undock from Starbase"
|
|
Mnemonic: undock
|
|
Shortest Abbreviation: u
|
|
Consumes: nothing
|
|
.FF
|
|
.pp
|
|
This just allows you to leave starbase
|
|
so that you may proceed on your way.
|
|
.bl "Rest"
|
|
Mnemonic: rest
|
|
Shortest Abbreviation: r
|
|
Full Command: rest time
|
|
Consumes: time
|
|
.FF
|
|
.pp
|
|
This command allows you to rest to repair damages.
|
|
It is not advisable to rest while under attack.
|
|
.bl "Call Starbase For Help"
|
|
Mnemonic: help
|
|
Shortest Abbreviation: help
|
|
Consumes: nothing
|
|
.FF
|
|
.pp
|
|
You may call starbase for help via your subspace radio.
|
|
Starbase has long range transporter beams to get you.
|
|
Problem is,
|
|
they can't always rematerialize you.
|
|
.pp
|
|
You should avoid using this command unless absolutely necessary,
|
|
for the above reason and because it counts heavily against you
|
|
in the scoring.
|
|
.bl "Capture Klingon"
|
|
Mnemonic: capture
|
|
Shortest Abbreviation: ca
|
|
Consumes: time
|
|
.FF
|
|
.pp
|
|
You may request that a Klingon surrender
|
|
to you.
|
|
If he accepts,
|
|
you get to take captives
|
|
(but only as many as your brig
|
|
can hold).
|
|
It is good if you do this,
|
|
because you get points for captives.
|
|
Also,
|
|
if you ever get captured,
|
|
you want to be sure that the Federation
|
|
has prisoners to exchange for you.
|
|
.pp
|
|
You must go to a starbase
|
|
to turn over your prisoners
|
|
to Federation authorities.
|
|
.bl "Visual Scan"
|
|
Mnemonic: visual
|
|
Shortest Abbreviation: v
|
|
Full Command: visual course
|
|
Consumes: time
|
|
.FF
|
|
.pp
|
|
When your short range scanners are out,
|
|
you can still see what is out "there"
|
|
by doing a visual scan.
|
|
Unfortunately,
|
|
you can only see three sectors at one time,
|
|
and it takes 0.005 stardates to perform.
|
|
.pp
|
|
The three sectors in the general direction
|
|
of the course specified
|
|
are examined
|
|
and displayed.
|
|
.bl "Abandon Ship"
|
|
Mnemonic: abandon
|
|
Shortest Abbreviation: abandon
|
|
Consumes: nothing
|
|
.FF
|
|
.pp
|
|
The officers escape the Enterprise in the shuttlecraft.
|
|
If the transporter is working
|
|
and there is an inhabitable starsystem
|
|
in the area,
|
|
the crew beams down,
|
|
otherwise you leave them to die.
|
|
You are given an old but still usable ship,
|
|
the Faire Queene.
|
|
.bl "Ram"
|
|
Mnemonic: ram
|
|
Shortest Abbreviation: ram
|
|
Full Command: ram course distance
|
|
Consumes: time and energy
|
|
.FF
|
|
.pp
|
|
This command is identical to "move",
|
|
except that the computer
|
|
doesn't stop you
|
|
from making navigation errors.
|
|
.pp
|
|
You get very nearly slaughtered
|
|
if you ram anything.
|
|
.bl "Self Destruct"
|
|
Mnemonic: destruct
|
|
Shortest Abbreviation: destruct
|
|
Consumes: everything
|
|
.FF
|
|
.pp
|
|
Your starship is self-destructed.
|
|
Chances are you will destroy
|
|
any Klingons
|
|
(and stars,
|
|
and starbases)
|
|
left in your quadrant.
|
|
.bl "Terminate the Game"
|
|
Mnemonic: terminate
|
|
Shortest Abbreviation: terminate
|
|
Full Command: terminate yes/no
|
|
.FF
|
|
.pp
|
|
Cancels the current game.
|
|
No score is computed.
|
|
If you answer yes,
|
|
a new game will be started,
|
|
otherwise trek exits.
|
|
.bl "Call the Shell"
|
|
Mnemonic: shell
|
|
Shortest Abbreviation: shell
|
|
.FF
|
|
.pp
|
|
Temporarily escapes to the shell.
|
|
When you log out of the shell
|
|
you will return to the game.
|
|
.bp
|
|
.ce
|
|
SCORING
|
|
.in +4
|
|
.pp
|
|
The scoring algorithm is rather complicated.
|
|
Basically,
|
|
you get points for each Klingon you kill,
|
|
for your Klingon per stardate kill rate,
|
|
and a bonus if you win the game.
|
|
You lose
|
|
points for the number of Klingons left
|
|
in the galaxy
|
|
at the end of the game,
|
|
for getting killed,
|
|
for each star, starbase, or inhabited starsystem
|
|
you destroy,
|
|
for calling for help,
|
|
and for each casualty you incur.
|
|
.pp
|
|
You will be promoted
|
|
if you play very well.
|
|
You will never get a promotion if you
|
|
call for help,
|
|
abandon the Enterprise,
|
|
get killed,
|
|
destroy a starbase or inhabited starsystem,
|
|
or destroy too many stars.
|
|
.bp
|
|
.ce
|
|
REFERENCE PAGE
|
|
.sp 2
|
|
.ta 36 56
|
|
.nf
|
|
.ul
|
|
Command Uses Consumes
|
|
|
|
ABANDON shuttlecraft, -
|
|
transporter
|
|
CApture subspace radio time
|
|
CLoak Up/Down cloaking device energy
|
|
Computer request; request;... computer -
|
|
DAmages - -
|
|
DESTRUCT computer -
|
|
DOck - -
|
|
HELP subspace radio -
|
|
Impulse course distance impulse engines, time, energy
|
|
computer, SINS
|
|
Lrscan L.R. sensors -
|
|
Move course distance warp engines, time, energy
|
|
computer, SINS
|
|
Phasers Automatic amount phasers, computer energy
|
|
Phasers Manual amt1 course1 spread1 ... phasers energy
|
|
Torpedo course [Yes] angle/No torpedo tubes torpedoes
|
|
RAM course distance warp engines, time, energy
|
|
computer, SINS
|
|
Rest time - time
|
|
SHELL - -
|
|
SHields Up/Down shields energy
|
|
Srscan [Yes/No] S.R. sensors -
|
|
STatus - -
|
|
TERMINATE Yes/No - -
|
|
Undock - -
|
|
Visual course - time
|
|
Warp warp_factor - -
|
|
.fi
|