Annotation of 43BSD/games/trek/DOC/trekmanual.nr, revision 1.1.1.1

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                     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: .qq
                    290: Stardate -- The current stardate.
                    291: .qq
                    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: .qq
                    303: Position -- Your current quadrant and sector.
                    304: .qq
                    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: .qq
                    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: .qq
                    319: Torpedoes -- How many photon torpedoes you have left.
                    320: .qq
                    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: .qq
                    325: Klingons Left -- Guess.
                    326: .qq
                    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: .qq
                    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: .qq
                    344: Current Crew -- The number of crew members
                    345: left.
                    346: This figures does not include officers.
                    347: .qq
                    348: Brig Space -- The space left in your brig
                    349: for Klingon captives.
                    350: .qq
                    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: .qq
                    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: .qq
                    636: score -- Shows your current score.
                    637: .qq
                    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: .qq
                    644: move quad/sect -- Identical to the course
                    645: request,
                    646: except that the move is executed.
                    647: .qq
                    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: .qq
                    659: trajectory -- prints the course and distance
                    660: to all the Klingons in the quadrant.
                    661: .qq
                    662: warpcost dist warp_factor -- computes the cost in time and energy
                    663: to move `dist' quadrants at warp `warp_factor'.
                    664: .qq
                    665: impcost dist -- same as warpcost for impulse engines.
                    666: .qq
                    667: pheff range -- tells how effective your phasers are
                    668: at a given range.
                    669: .qq
                    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

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