Annotation of 43BSDReno/games/warp/warp.doc, revision 1.1.1.1

1.1       root        1: Warp is a real-time space war game.  This means that the enemies will keep
                      2: playing even when you sit still.  Another peculiarity is that things which
                      3: blow up can damage other things around them.  Universes above a critical
                      4: density may chain react.
                      5: 
                      6: The game starts at difficulty 1, and gets more difficult with each
                      7: succeeding wave, up to difficulty 99.  You're not likely to get that far.
                      8: (Invoking warp with a -b switch causes the difficulty to increase more
                      9: slowly, but games count only a tenth as much.)  The game starts with
                     10: 5 Enterprises and 3 Bases, and you get more for surviving long enough.
                     11: The game is over when you run out of Enterprises and Bases.
                     12: 
                     13: The object of the game is to get as many points as possible.  This is done
                     14: by destroying as many enemies as possible.  This is not a trivial task.
                     15: Each wave starts with one Enterprise and one Base, and continues until
                     16: either both the Enterprise and Base are destroyed, or all the enemies
                     17: (including any homing torpedoes) are destroyed.  It is possible to abort a
                     18: wave, but you will be penalized for it.  The game may be saved between waves.
                     19: 
                     20: A -x switch causes any saved game to be ignored, and causes the new game
                     21: not to be saveable.  Hence it is possible to run test games without
                     22: invalidating a currently saved game.
                     23: 
                     24: The game is played in a 23 x 40 double wrap-around universe.  Everybody
                     25: (both you and the enemies) gets the chance to move once every second,
                     26: unless a -l (low-speed) switch was given or you are under 2400 baud, in
                     27: which case it's every two seconds.  The following symbols are displayed:
                     28: 
                     29:                                FRIENDS
                     30: E      Enterprise with shields         e       Enterprise without shields
                     31: C      Cloaked E with shields          c       Cloaked E without shields
                     32: B      Base with shields               b       Base without shields
                     33: +      Friendly torpedo                M       Harry Mudd
                     34: 
                     35:                                ENEMIES
                     36: K      Klingon                         G       Gorn
                     37: R      Romulan                         A       Apollo
                     38:        Romulan with cloaking device!   &       Space Amoeba Nucleus
                     39: T      Tholian                         >,<     Planet crusher
                     40: x,X    Hostile torpedo                 o,O     Homing torpedo
                     41: P      Pirate                          M       Harry Mudd
                     42: 
                     43:                            MISCELLANEOUS
                     44: *      Star                            @       Inhabited star
                     45: |,-,/,\        Web                             ~       Protoplasm
                     46: other  Friendly Freighter, for now...
                     47: 
                     48: The following keys control the DIRECTION of your various actions:
                     49: 
                     50:        h or 4          left
                     51:        j or 2          down
                     52:        k or 8          up
                     53:        l or 6          right
                     54:        b or 1          down and left
                     55:        n or 3          down and right
                     56:        y or 7          up and left
                     57:        u or 9          up and right
                     58: 
                     59: (You will note that the letters are the same as other visual games, and the
                     60: numbers are for use with a keypad.)  By themselves, these keys move either
                     61: the Enterprise or the Base, whichever is the current vessel.  When shifted,
                     62: they fire photon torpedoes in the specified direction from the current
                     63: vessel.  When used with either the CTRL key or the FUNCT key, phasers
                     64: (turbo-lasers for the Base) are fired in the specified direction.  (CTRL
                     65: won't work with numbers, and FUNCT probably doesn't exist on non-TVI
                     66: terminals.)  When preceded by an 'a', an attractor beam is fired in the
                     67: specified direction, and when preceded by an 'r', a repulsor beam is fired.
                     68: 
                     69: These keys have special functions:
                     70: 
                     71:        del or %        fire photon torpedoes in every (reasonable) direction
                     72:        s               stop all friendly torpedoes
                     73:        S or 0          stop the Enterprise when in warp mode
                     74:        d               destruct all friendly torpedoes (quite useful)
                     75:        D               destruct the current vessel (commit suicide)
                     76:        i/w             switch to Enterprise and put into impulse/warp mode
                     77:        c/v             switch to Enterprise and put into cloaking/visible mode
                     78:        p               switch to Base (not very mnemonic, but 'b' is taken)
                     79:        o               switch from Enterprise to Base, or vice versa
                     80:        z               zap explosions (multiple zaps extend further) (E only)
                     81: 
                     82:        ^R              refresh the screen
                     83:        ^Z              suspend the game (on a bsd system)
                     84:        q               asks if you want to exit this wave (will not work
                     85:                            within 10 cycles of previous q command)
                     86:        Q               exit this game (not wave)
                     87:        ?               display a summary of these commands
                     88: 
                     89: There may be additional commands listed in your terminal's keymap file.
                     90: Unrecognized keystrokes are ignored.  IF YOU FORGET ALL THE OTHER COMMANDS,
                     91: REMEMBER "?", which gives you help.
                     92: 
                     93: Commands for moving the Enterprise may operate in one of two ways.  If it
                     94: is in impulse mode, movement commands affect the position of the ship;
                     95: if it is in warp mode, movement commands affect the velocity instead.
                     96: The Base always moves in impulse mode.  Since multiple commands may be
                     97: entered in one turn (if you can type fast enough), it is possible to jump
                     98: over things even in impulse mode.  In a crowded universe this may be the
                     99: only way to go.
                    100: 
                    101: (Actually, motion commands always change the velocity--the actual motion
                    102: does not occur until the next turn.  Impulse mode simply causes the
                    103: velocity to be zeroed out at the end of every turn.  Phaser commands, on
                    104: the other hand, are executed immediately.  If you want to move and fire a
                    105: phaser, you must wait for the motion to actually occur before typing the
                    106: phaser command, or the phaser fires from your old position.  This is a
                    107: feature, not a bug, and is intended to reflect reality.  Really.)
                    108: 
                    109: If multiple torpedo launching commands are given in a turn, a single torpedo
                    110: is launched with extra velocity.  You can thus launch photon torpedoes over
                    111: objects in the way, and get them where you want them quickly.  This feature
                    112: works well with the destruct button.  Variations on this may be useful
                    113: against the Space Amoeba.
                    114: 
                    115: NOTE:  Phasers destroy the target by blasting the projected next location of
                    116: the object hit.  This means that if the object hit, be it Klingon, Romulan or
                    117: Enterprise, changes velocity in the same turn, it can elude the effect of
                    118: the phaser!  (Note that this also means that if you phaser a Klingon or
                    119: torpedo that is about to ram you, you will be phasered as well as he/she/it.
                    120: This can be embarrassing, not to mention deadly.)  Smart players move
                    121: immediately upon phasering something at short range, or whenever they
                    122: think they might get phasered (in other words, most of the time).
                    123: 
                    124: Objects with larger mass can bounce objects with smaller mass out of the way.
                    125: In a crowded universe the bouncee can bounce quite a way before finding an
                    126: empty place to land.  If you let the Tholians fill up the universe with web,
                    127: so that there is no place to bounce to, the Tholians win that wave.
                    128: 
                    129: The status line across the top gives the current mode, the number of
                    130: points accumulated this wave, the Enterprise's energy and torpedoes, the
                    131: Base's energy and torpedoes, the number of stars, the number of enemies,
                    132: and the stardate.  You will note that nice things happen to your energy levels
                    133: when you put the Enterprise next to the Base, or the Base next to some stars.
                    134: Bad things happen inside an Amoeba.
                    135: 
                    136: An object is destroyed when its energy goes negative, either from a direct
                    137: hit, or from the blast of the previous turn's explosions.  Enemies and
                    138: stars start with random amounts of energy.  High energy enemies can go warp
                    139: 2.  A Romulan with sufficient energy maintains a cloaking device.  Tholians
                    140: spin web, Gorns shoot homing torpedoes, and the Planet Crusher munches
                    141: anything in its way, even Apollo.  Apollo won't let you go unless you kill
                    142: him, but he loves you very much and beefs up your shields considerably.
                    143: Both Apollo and the Planet Crusher recharge themselves, so you must hit
                    144: them hard in a single turn to do them in. (Yes, the Planet Crusher must be
                    145: shot in the mouth--he can only die of gluttony--and he blasts out of his
                    146: mouth when he dies.)  Tholian web may be crossed only by coasting across it
                    147: in warp mode, or by blasting it (but web blasts extend twice as far as
                    148: normal blasts, so keep your distance).  The Space Amoeba sucks energy and
                    149: grows, and you must destroy the nucleus.  Somehow.  There are at least four
                    150: ways.  Phasers won't work on the big ones.
                    151: 
                    152: Pirates turn inhabited star systems into uninhabited ones.  Even Friendly
                    153: Freighters will take potshots at you if you get them mad enough.
                    154: 
                    155: Note that because of the size of the Base's turbo-lasers (the Base does not
                    156: have phasers) they cannot shoot anything next to the Base.  (This is why the
                    157: Death Star died!)  In part, this is to protect the Enterprise.  It also lets
                    158: you shoot over one adjacent star.  The Enterprise's phasers will shoot over
                    159: a arbitrary number of adjacent, contiguous stars, including inhabited ones.
                    160: Phasers die away with distance, so don't expect them to kill everything with
                    161: one blow.
                    162: 
                    163: While the Enterprise's shields are up (when it is displayed as "E" rather
                    164: than "e"), hits on it count only a fifth as much (or even less if you are
                    165: moving in warp mode).  The shields are automatically maintained as long as
                    166: there are more than 500 units of energy for the Enterprise.  The Base also
                    167: has shields, which stay up as long as it has at least 1000 units of energy.
                    168: 
                    169: Aside from losing energy, the Enterprise can also take damage, either random
                    170: damage from getting blasted, or specific damage when a system is in use
                    171: and breaks down under the load.  In place of the score you will see the
                    172: Estimated Time to Repair.  Sometimes docking helps to get things fixed faster.
                    173: If you lose both your warp and impulse engines, try the tractors.  The
                    174: Base doesn't take damage because it has much more redundancy than the
                    175: Enterprise.
                    176: 
                    177: You get points for destroying enemies and hostile torpedoes.  At the end of
                    178: a wave, you also get bonus points for saving stars, saving the Enterprise
                    179: and Base, and for having an efficiency rating higher that 0.8.  You get
                    180: NEGATIVE bonus points for letting friendly life forms get blown up, and for
                    181: giving up.  Bonuses tend to be scaled by the ratio of the number of points
                    182: you got over the number of points you could have got.  If you think you are
                    183: done with a wave, but it won't quit, there may be homing torpedoes that you
                    184: haven't destroyed--you must make the universe safe for posterity, you know.
                    185: 
                    186: When you have used up your Enterprises and Bases (or quit), your score will
                    187: be posted to the scoreboard.  You may see the scoreboard outside of the game
                    188: simply by giving the command "warp -s".
                    189: 
                    190: If you get bored, you can always play with some of the undocumented switches
                    191: that are used to test warp.  Such funny games go on their own scoreboard.
                    192: For kicks try "warp -x -d50 -C -\& -G -T -E400 -S5" and then go hide.  Quick.
                    193: 

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