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1.1 root 1: .\" Copyright (c) 1980 Regents of the University of California.
2: .\" All rights reserved. The Berkeley software License Agreement
3: .\" specifies the terms and conditions for redistribution.
4: .\"
5: .\" @(#)trek 6.1 (Berkeley) 4/24/86
6: .\"
7: .if n .na
8: .de pp
9: . sp 2
10: . ti +5
11: ..
12: .ie t .ds f \fB
13: .el .ds f \fI
14: .de he
15: ' sp
16: ' tl 'Star Trek''USD:34-%'
17: 'sp 3
18: ..
19: .oh 'Star Trek''USD:34-%'
20: .eh 'USD:34-%''Star Trek'
21:
22: \" .wh 0 he
23: .de fo
24: ' bp
25: ..
26: .wh -3 fo
27: .sp 16
28: .ce 1000
29: .ie n \{\
30: . tr |
31: |****||||*****||||||*||||||****|
32: *||||||||||*|||||||*|*|||||*|||*
33: |***|||||||*||||||*****||||****|
34: ||||*||||||*||||||*|||*||||*||*|
35: ****|||||||*||||||*|||*||||*|||*
36: .sp 2
37: *****||||****|||||*****||||*|||*
38: ||*||||||*|||*||||*||||||||*||*|
39: ||*||||||****|||||***||||||***||
40: ||*||||||*||*|||||*||||||||*||*|
41: ||*||||||*|||*||||*****||||*|||*
42: .sp 2
43: . tr ||
44: by
45: .\}
46: .el \{\
47: . ps 24
48: . vs 28p
49: . ft B
50: STAR
51:
52: TREK
53:
54: . ps
55: . vs
56: . ft
57: . ft I
58: by
59: .f ft
60: .\}
61:
62: Eric Allman
63: University of California
64: Berkeley
65: .ce 0
66: \".bp
67: .ce
68: \*fINTRODUCTION\fR
69: .pp
70: Well, the federation is once again at war with the Klingon empire.
71: It is up to you,
72: as captain of the U.S.S. Enterprise,
73: to wipe out the invasion fleet and save the Federation.
74: .pp
75: For the purposes of the game
76: the galaxy is divided into 64 quadrants
77: on an eight by eight grid,
78: with quadrant 0,0 in the upper left hand corner.
79: Each quadrant is divided into 100 sectors
80: on a ten by ten grid.
81: Each sector contains one object
82: (e.g., the Enterprise, a Klingon, or a star).
83: .pp
84: Navigation is handled in degrees,
85: with zero being straight up
86: and ninety being to the right.
87: Distances are measured in quadrants.
88: One tenth quadrant is one sector.
89: .pp
90: The galaxy contains starbases,
91: at which you can dock to refuel,
92: repair damages, etc.
93: The galaxy also contains stars.
94: Stars usually have a knack for getting in your way,
95: but they can be triggered into going nova
96: by shooting a photon torpedo at one,
97: thereby (hopefully) destroying any adjacent Klingons.
98: This is not a good practice however,
99: because you are penalized for destroying stars.
100: Also, a star will sometimes go supernova,
101: which obliterates an entire quadrant.
102: You must never stop in a supernova quadrant,
103: although you may "jump over" one.
104: .pp
105: Some starsystems
106: have inhabited planets.
107: Klingons can attack inhabited planets
108: and enslave the populace,
109: which they then put to work building more Klingon battle cruisers.
110: \".bp
111: .ce
112: \*fSTARTING UP THE GAME\fR
113: .pp
114: To request the game, issue the command
115: .sp
116: .ti +15
117: .ft B
118: /usr/games/trek
119: .ft
120: .sp
121: from the shell.
122: If a filename is supplied,
123: a log of the game is written onto that file.
124: (Otherwise, no
125: file is written.)
126: If the
127: ``\fB\-a\fP'' flag is stated before the filename,
128: the log of the game is appended to the file.
129: .pp
130: The game will ask you what length game
131: you would like.
132: Valid responses are "short", "medium", and "long".
133: You may also type "restart",
134: which restarts a previously saved game.
135: Ideally,
136: the length of the game does not affect the difficulty,
137: but currently the shorter games tend to be harder than the longer ones.
138: .pp
139: You will then be prompted for the skill,
140: to which you must respond
141: "novice", "fair", "good", "expert",
142: "commodore", or "impossible".
143: You should start out with a novice
144: and work up,
145: but if you really want to see
146: how fast you can be slaughtered,
147: start out with an impossible game.
148: .pp
149: In general,
150: throughout the game,
151: if you forget what is appropriate
152: the game will tell you what it expects
153: if you just type in
154: a question mark.
155: \".bp
156: .ce
157: \*fISSUING COMMANDS\fR
158: .pp
159: If the game expects you to enter a command,
160: .hc ^
161: it will say ^"Command:\ "
162: and wait for your response.
163: Most commands can be abbreviated.
164: .pp
165: At almost any time you can type more than one thing on a line.
166: For example,
167: to move straight up one quadrant,
168: you can type
169: .ti +12
170: move 0 1
171: .br
172: or you could just type
173: .ti +12
174: move
175: .br
176: and the game would prompt you with
177: .ti +12
178: Course:
179: .br
180: to which you could type
181: .ti +12
182: 0 1
183: .br
184: The "1" is the distance,
185: which could be put on still another line.
186: Also, the "move" command
187: could have been abbreviated
188: "mov", "mo", or just "m".
189: .pp
190: If you are partway through a command
191: and you change your mind,
192: you can usually type "-1"
193: to cancel the command.
194: .pp
195: Klingons generally cannot hit you
196: if you don't consume anything
197: (e.g., time or energy),
198: so some commands are considered "free".
199: As soon as you consume anything though -- POW!
200: .bp
201: .de **
202: .if \\n+l .**
203: .as x *
204: ..
205: .de bl
206: .sp
207: .ie t \fB\\$1\fR
208: .el \{\
209: . ne 3
210: . nr l \\w'\\$1' -\\w'*'
211: . ds x ****
212: . **
213: \\*x
214: . br
215: * \\$1 *
216: . br
217: \\*x
218: .\}
219: .sp
220: .in +8
221: .nf
222: ..
223: .de FF
224: .in -8
225: .fi
226: ..
227: .if !\n(.V .ta \w'Full Commands: '+1
228: .if \n(.V .ta \w'Full Commands: 'u
229: .ce
230: \*fTHE COMMANDS\fR
231: .bl "Short Range Scan"
232: Mnemonic: srscan
233: Shortest Abbreviation: s
234: Full Commands: srscan
235: srscan yes/no
236: Consumes: nothing
237: .FF
238: .pp
239: The short range scan
240: gives you a picture
241: of the quadrant you are in,
242: and (if you say "yes")
243: a status report
244: which tells you
245: a whole bunch
246: of interesting stuff.
247: You can get a status report alone
248: by using the
249: .ul
250: status
251: command.
252: An example follows:
253: .sp
254: .in +4
255: Short range sensor scan
256: .TS
257: le1 ce1 ce1 ce1 ce1 ce1 ce1 ce1 ce1 ce1 ce1 le3 l1 l.
258: 0 1 2 3 4 5 6 7 8 9
259: 0 . . . . . . . * . * 0 stardate 3702.16
260: 1 . . E . . . . . . . 1 condition RED
261: 2 . . . . . . . . . * 2 position 0,3/1,2
262: 3 * . . . . # . . . . 3 warp\ factor 5.0
263: 4 . . . . . . . . . . 4 total\ energy 4376
264: 5 . . * . * . . . . . 5 torpedoes 9
265: 6 . . . @ . . \ . . . 6 shields down,\ 78%
266: 7 . . . . . . . . . . 7 Klingons\ left 3
267: 8 . . . K . . . . . . 8 time\ left 6.43
268: 9 . . . . . . * . . . 9 life\ support damaged,\ reserves\ =\ 2.4
269: 0 1 2 3 4 5 6 7 8 9
270: .TE
271: Distressed Starsystem Marcus XII
272: .sp
273: .in +8
274: .ti -8
275: The cast of characters is as follows:
276: .nf
277: .ta \w'E 'u
278: E the hero
279: K the villain
280: # the starbase
281: * stars
282: @ inhabited starsystem
283: \&. empty space
284: a black hole
285: .in -12
286: .fi
287: .ev
288: .pp
289: The name of the starsystem is listed underneath
290: the short range scan.
291: The word "distressed", if present,
292: means that the starsystem
293: is under attack.
294: .pp
295: Short range scans are absolutely free.
296: They use no time, no energy,
297: and they don't give the Klingons
298: another chance to hit you.
299: .bl "Status Report"
300: Mnemonic: status
301: Shortest Abbreviation: st
302: Consumes: nothing
303: .FF
304: .pp
305: This command gives you information
306: about the current status
307: of the game and your ship, as follows:
308: .in +8
309: .de qq
310: .sp
311: .ti -4
312: ..
313: .qq
314: Stardate -- The current stardate.
315: .qq
316: Condition -- as follows:
317: .in +4
318: .nf
319: RED -- in battle
320: YELLOW -- low on energy
321: GREEN -- normal state
322: DOCKED -- docked at starbase
323: CLOAKED -- the cloaking device is activated
324: .fi
325: .in -4
326: .qq
327: Position -- Your current quadrant and sector.
328: .qq
329: Warp Factor -- The speed you will move at
330: when you move under warp power
331: (with the
332: .ul
333: move
334: command).
335: .qq
336: Total Energy -- Your energy reserves.
337: If they drop to zero,
338: you die.
339: Energy regenerates,
340: but the higher the skill of the game,
341: the slower it regenerates.
342: .qq
343: Torpedoes -- How many photon torpedoes you have left.
344: .qq
345: Shields -- Whether your shields are up or down,
346: and how effective they are if up
347: (what percentage of a hit they will absorb).
348: .qq
349: Klingons Left -- Guess.
350: .qq
351: Time Left -- How long the Federation can hold out
352: if you sit on your fat ass and do nothing.
353: If you kill Klingons quickly,
354: this number goes up,
355: otherwise,
356: it goes down.
357: If it hits zero,
358: the Federation is conquered.
359: .qq
360: Life Support -- If "active", everything is fine.
361: If "damaged", your reserves tell you
362: how long you have
363: to repair your life support
364: or get to a starbase
365: before you starve, suffocate,
366: or something equally unpleasant.
367: .qq
368: Current Crew -- The number of crew members
369: left.
370: This figures does not include officers.
371: .qq
372: Brig Space -- The space left in your brig
373: for Klingon captives.
374: .qq
375: Klingon Power -- The number of units
376: needed to kill a Klingon.
377: Remember, as Klingons fire at you
378: they use up their own energy,
379: so you probably need somewhat less
380: than this.
381: .qq
382: Skill, Length -- The skill and length
383: of the game you are playing.
384: .in -8
385: .pp
386: Status information is absolutely free.
387: .bl "Long Range Scan"
388: Mnemonic: lrscan
389: Shortest Abbreviation: l
390: Consumes: nothing
391: .FF
392: .pp
393: Long range scan gives you information about the
394: eight quadrants
395: that surround the quadrant
396: you're in.
397: A sample long range scan follows:
398: .sp
399: .ev 1
400: .in +12
401: Long range scan for quadrant 0,3
402: .sp
403: .ie t \{\
404: .TS
405: l1 c1 ce1 c1 ce1 c1 ce1 c0
406: l1 l s s s s s s s0
407: l1 c1 ce1 c1 ce1 c1 ce1 c0
408: l1 l s s s s s s s0.
409: 2 3 4
410: _
411: ! * ! * ! * !
412: _
413: .T&
414: l1 c1 re1 c1 re1 c1 re1 c0
415: l1 l s s s s s s s0
416: l1 c1 re1 c1 re1 c1 re1 c0
417: l1 l s s s s s s s0.
418: 0 ! 108 ! 6 ! 19 !
419: _
420: 1 ! 9 ! /// ! 8 !
421: _
422: .TE
423: .\}
424: .el \{\
425: .nf
426: 2 3 4
427: -------------------
428: ! * ! * ! * !
429: -------------------
430: 0 ! 108 ! 6 ! 19 !
431: -------------------
432: 1 ! 9 ! /// ! 8 !
433: -------------------
434: .fi
435: .\}
436: .ev
437: .pp
438: The three digit numbers
439: tell the number of objects
440: in the quadrants.
441: The units digit tells the number of stars,
442: the tens digit the number of starbases,
443: and the hundreds digit is the number of Klingons.
444: "*" indicates the negative energy barrier
445: at the edge of the galaxy,
446: which you cannot enter.
447: "///" means that that is a supernova quadrant
448: and must not be entered.
449: .bl "Damage Report"
450: Mnemonic: damages
451: Shortest Abbreviation: da
452: Consumes: nothing
453: .FF
454: .pp
455: A damage report tells you what devices are damaged
456: and how long it will take to repair them.
457: Repairs proceed faster
458: when you are docked
459: at a starbase.
460: .bl "Set Warp Factor"
461: Mnemonic: warp
462: Shortest Abbreviation: w
463: Full Command: warp factor
464: Consumes: nothing
465: .FF
466: .pp
467: The warp factor tells the speed of your starship
468: when you move under warp power
469: (with the
470: .ul
471: move
472: command).
473: The higher the warp factor,
474: the faster you go,
475: and the more energy you use.
476: .pp
477: The minimum warp factor is 1.0
478: and the maximum is 10.0.
479: At speeds above warp 6
480: there is danger of the warp engines
481: being damaged.
482: The probability of this
483: increases at higher warp speeds.
484: Above warp 9.0 there is a chance of entering
485: a time warp.
486: .bl "Move Under Warp Power"
487: Mnemonic: move
488: Shortest Abbreviation: m
489: Full Command: move course distance
490: Consumes: time and energy
491: .FF
492: .pp
493: This is the usual way of moving.
494: The course is in degrees and the distance is in quadrants.
495: To move one sector specify a distance of 0.1.
496: .pp
497: Time is consumed proportionately to
498: the inverse of the warp factor squared,
499: and directly to the distance.
500: Energy is consumed as the warp factor cubed,
501: and directly to the distance.
502: If you move with your shields up
503: it doubles the amount of energy consumed.
504: .pp
505: When you move in a quadrant containing Klingons,
506: they get a chance to attack you.
507: .pp
508: The computer detects navigation errors.
509: If the computer is out,
510: you run the risk of running into things.
511: .pp
512: The course is determined by the
513: Space Inertial Navigation System
514: [SINS].
515: As described in
516: Star Fleet Technical Order TO:02:06:12,
517: the SINS is calibrated,
518: after which it becomes the base for navigation.
519: If damaged,
520: navigation becomes inaccurate.
521: When it is fixed,
522: Spock recalibrates it,
523: however,
524: it cannot be calibrated extremely accurately
525: until you dock at starbase.
526: .bl "Move Under Impulse Power"
527: Mnemonic: impulse
528: Shortest Abbreviation: i
529: Full Command: impulse course distance
530: Consumes: time and energy
531: .FF
532: .pp
533: The impulse engines give you a chance to maneuver
534: when your warp engines are damaged;
535: however, they are incredibly slow
536: (0.095 quadrants/stardate).
537: They require 20 units of energy to engage,
538: and ten units per sector to move.
539: .pp
540: The same comments about the computer and the SINS
541: apply as above.
542: .pp
543: There is no penalty to move under impulse power
544: with shields up.
545: .bl "Deflector Shields"
546: Mnemonic: shields
547: Shortest Abbreviation: sh
548: Full Command: shields up/down
549: Consumes: energy
550: .FF
551: .pp
552: Shields protect you from Klingon attack
553: and nearby novas.
554: As they protect you,
555: they weaken.
556: A shield which is 78% effective
557: will absorb 78% of a hit
558: and let 22% in to hurt you.
559: .pp
560: The Klingons have a chance to attack you
561: every time you raise or lower shields.
562: Shields do not rise and lower
563: instantaneously,
564: so the hit you receive
565: will be computed with the shields
566: at an intermediate effectiveness.
567: .pp
568: It takes energy to raise shields,
569: but not to drop them.
570: .bl "Cloaking Device"
571: Mnemonic: cloak
572: Shortest Abbreviation: cl
573: Full Command: cloak up/down
574: Consumes: energy
575: .FF
576: .pp
577: When you are cloaked,
578: Klingons cannot see you,
579: and hence they do not fire at you.
580: They are useful for entering
581: a quadrant
582: and selecting a good position,
583: however,
584: weapons cannot be fired through
585: the cloak
586: due to the huge energy drain
587: that it requires.
588: .pp
589: The cloak up command
590: only starts the cloaking process;
591: Klingons will continue
592: to fire at you
593: until you do something
594: which consumes time.
595: .bl "Fire Phasers"
596: Mnemonic: phasers
597: Shortest Abbreviation: p
598: Full Commands: phasers automatic amount
599: phasers manual amt1 course1 spread1 ...
600: Consumes: energy
601: .FF
602: .pp
603: Phasers are energy weapons;
604: the energy comes from your ship's reserves
605: ("total energy" on a srscan).
606: It takes about 250 units of hits
607: to kill a Klingon.
608: Hits are cumulative as long as you stay
609: in the quadrant.
610: .pp
611: Phasers become less effective
612: the further from a Klingon you are.
613: Adjacent Klingons receive about
614: 90% of what you fire,
615: at five sectors about 60%,
616: and at ten sectors about 35%.
617: They have no effect outside of the quadrant.
618: .pp
619: Phasers cannot be fired while shields are up;
620: to do so would fry you.
621: They have no effect on starbases or stars.
622: .pp
623: In automatic mode
624: the computer decides how to divide up the energy
625: among the Klingons present;
626: in manual mode you do that yourself.
627: .pp
628: In manual mode firing
629: you specify a direction,
630: amount (number of units to fire)
631: and spread (0 -> 1.0)
632: for each of the six phaser banks.
633: A zero amount
634: terminates the manual input.
635: .bl "Fire Photon Torpedoes"
636: Mnemonic: torpedo
637: Shortest Abbreviation: t
638: Full Command: torpedo course [yes/no] [burst angle]
639: Consumes: torpedoes
640: .FF
641: .pp
642: Torpedoes are projectile weapons -- there are no partial hits.
643: You either hit your target or you don't.
644: A hit on a Klingon destroys him.
645: A hit on a starbase destroys that starbase
646: (woops!).
647: Hitting a star usually causes it to go nova,
648: and occasionally supernova.
649: .pp
650: Photon torpedoes cannot be aimed precisely.
651: They can be fired with shields up,
652: but they get even more random
653: as they pass through the shields.
654: .pp
655: Torpedoes may be fired in bursts of three.
656: If this is desired,
657: the burst angle is the angle
658: between the three shots,
659: which may vary from one to fifteen.
660: The word "no"
661: says that a burst is not wanted;
662: the word "yes"
663: (which may be omitted
664: if stated on the same line as the course)
665: says that a burst is wanted.
666: .pp
667: Photon torpedoes
668: have no effect
669: outside the quadrant.
670: .bl "Onboard Computer Request"
671: Mnemonic: computer
672: Shortest Abbreviation: c
673: Full Command: computer request; request;...
674: Consumes: nothing
675: .FF
676: .pp
677: The computer command gives you access to the facilities
678: of the onboard computer,
679: which allows you to do all sorts of fascinating stuff.
680: Computer requests are:
681: .in +8
682: .qq
683: score -- Shows your current score.
684: .qq
685: course quad/sect -- Computes the course and distance from wherever
686: you are to the given location.
687: If you type "course /x,y"
688: you will be given the course
689: to sector x,y in the current quadrant.
690: .qq
691: move quad/sect -- Identical to the course
692: request,
693: except that the move is executed.
694: .qq
695: chart -- prints a chart of the known galaxy,
696: i.e.,
697: everything that you have seen with a long range scan.
698: The format is the same as on a long range scan,
699: except that "..." means
700: that you don't yet know what is there,
701: and ".1." means that you know that a starbase
702: exists, but you don't know anything else.
703: "$$$" mans the quadrant
704: that you are currently in.
705: .qq
706: trajectory -- prints the course and distance
707: to all the Klingons in the quadrant.
708: .qq
709: warpcost dist warp_factor -- computes the cost in time and energy
710: to move `dist' quadrants at warp `warp_factor'.
711: .qq
712: impcost dist -- same as warpcost for impulse engines.
713: .qq
714: pheff range -- tells how effective your phasers are
715: at a given range.
716: .qq
717: distresslist -- gives a list of currently distressed
718: starbases
719: and starsystems.
720: .in -8
721: .pp
722: More than one request may be stated
723: on a line
724: by separating them
725: with semicolons.
726: .bl "Dock at Starbase"
727: Mnemonic: dock
728: Shortest Abbreviation: do
729: Consumes: nothing
730: .FF
731: .pp
732: You may dock at a starbase
733: when you are in one of the eight
734: adjacent sectors.
735: .pp
736: When you dock you are resupplied
737: with energy, photon torpedoes, and life support reserves.
738: Repairs are also done faster at starbase.
739: Any prisoners you have taken
740: are unloaded.
741: You do not receive points
742: for taking prisoners
743: until this time.
744: .pp
745: Starbases have their own deflector shields,
746: so you are safe from attack while docked.
747: .bl "Undock from Starbase"
748: Mnemonic: undock
749: Shortest Abbreviation: u
750: Consumes: nothing
751: .FF
752: .pp
753: This just allows you to leave starbase
754: so that you may proceed on your way.
755: .bl "Rest"
756: Mnemonic: rest
757: Shortest Abbreviation: r
758: Full Command: rest time
759: Consumes: time
760: .FF
761: .pp
762: This command allows you to rest to repair damages.
763: It is not advisable to rest while under attack.
764: .bl "Call Starbase For Help"
765: Mnemonic: help
766: Shortest Abbreviation: help
767: Consumes: nothing
768: .FF
769: .pp
770: You may call starbase for help via your subspace radio.
771: Starbase has long range transporter beams to get you.
772: Problem is,
773: they can't always rematerialize you.
774: .pp
775: You should avoid using this command unless absolutely necessary,
776: for the above reason and because it counts heavily against you
777: in the scoring.
778: .bl "Capture Klingon"
779: Mnemonic: capture
780: Shortest Abbreviation: ca
781: Consumes: time
782: .FF
783: .pp
784: You may request that a Klingon surrender
785: to you.
786: If he accepts,
787: you get to take captives
788: (but only as many as your brig
789: can hold).
790: It is good if you do this,
791: because you get points for captives.
792: Also,
793: if you ever get captured,
794: you want to be sure that the Federation
795: has prisoners to exchange for you.
796: .pp
797: You must go to a starbase
798: to turn over your prisoners
799: to Federation authorities.
800: .bl "Visual Scan"
801: Mnemonic: visual
802: Shortest Abbreviation: v
803: Full Command: visual course
804: Consumes: time
805: .FF
806: .pp
807: When your short range scanners are out,
808: you can still see what is out "there"
809: by doing a visual scan.
810: Unfortunately,
811: you can only see three sectors at one time,
812: and it takes 0.005 stardates to perform.
813: .pp
814: The three sectors in the general direction
815: of the course specified
816: are examined
817: and displayed.
818: .bl "Abandon Ship"
819: Mnemonic: abandon
820: Shortest Abbreviation: abandon
821: Consumes: nothing
822: .FF
823: .pp
824: The officers escape the Enterprise in the shuttlecraft.
825: If the transporter is working
826: and there is an inhabitable starsystem
827: in the area,
828: the crew beams down,
829: otherwise you leave them to die.
830: You are given an old but still usable ship,
831: the Faire Queene.
832: .bl "Ram"
833: Mnemonic: ram
834: Shortest Abbreviation: ram
835: Full Command: ram course distance
836: Consumes: time and energy
837: .FF
838: .pp
839: This command is identical to "move",
840: except that the computer
841: doesn't stop you
842: from making navigation errors.
843: .pp
844: You get very nearly slaughtered
845: if you ram anything.
846: .bl "Self Destruct"
847: Mnemonic: destruct
848: Shortest Abbreviation: destruct
849: Consumes: everything
850: .FF
851: .pp
852: Your starship is self-destructed.
853: Chances are you will destroy
854: any Klingons
855: (and stars,
856: and starbases)
857: left in your quadrant.
858: .bl "Terminate the Game"
859: Mnemonic: terminate
860: Shortest Abbreviation: terminate
861: Full Command: terminate yes/no
862: .FF
863: .pp
864: Cancels the current game.
865: No score is computed.
866: If you answer yes,
867: a new game will be started,
868: otherwise trek exits.
869: .bl "Call the Shell"
870: Mnemonic: shell
871: Shortest Abbreviation: shell
872: .FF
873: .pp
874: Temporarily escapes to the shell.
875: When you exit the shell
876: you will return to the game.
877: \".bp
878: .ce
879: \*fSCORING\fR
880: .in +4
881: .pp
882: The scoring algorithm is rather complicated.
883: Basically,
884: you get points for each Klingon you kill,
885: for your Klingon per stardate kill rate,
886: and a bonus if you win the game.
887: You lose
888: points for the number of Klingons left
889: in the galaxy
890: at the end of the game,
891: for getting killed,
892: for each star, starbase, or inhabited starsystem
893: you destroy,
894: for calling for help,
895: and for each casualty you incur.
896: .pp
897: You will be promoted
898: if you play very well.
899: You will never get a promotion if you
900: call for help,
901: abandon the Enterprise,
902: get killed,
903: destroy a starbase or inhabited starsystem,
904: or destroy too many stars.
905: .bp
906: .ce 1
907: \*fCOMMAND SUMMARY\fP
908: .TS
909: l l l.
910: Command Requires Consumes
911:
912: \*fabandon\fR shuttlecraft, -
913: transporter
914: \*fca\fRpture subspace radio time
915: \*fcl\fRoak \*fu\fRp/\*fd\fRown cloaking device energy
916: \*fc\fRomputer request; ... computer -
917: \*fda\fRmages - -
918: \*fdestruct\fR computer -
919: \*fdo\fRck - -
920: \*fhelp\fR subspace radio -
921: \*fi\fRmpulse course distance impulse engines, time, energy
922: computer, SINS
923: \*fl\fRrscan L.R. sensors -
924: \*fm\fRove course distance warp engines, time, energy
925: computer, SINS
926: \*fp\fRhasers \*fa\fRutomatic amount phasers, computer energy \*fp\fRhasers \*fm\fRanual
927: \ \ amt1 course1 spread1 ... phasers energy
928: \*ft\fRorpedo course [\*fy\fRes] angle/\*fn\fRo torpedo tubes torpedoes
929: \*fram\fR course distance warp engines, time, energy
930: computer, SINS
931: \*fr\fRest time - time
932: \*fshell\fR - -
933: \*fsh\fRields \*fu\fRp/\*fd\fRown shields energy
934: \*fs\fRrscan [\*fy\fRes/\*fn\fRo] S.R. sensors -
935: \*fst\fRatus - -
936: \*fterminate\fR \*fy\fRes/\*fn\fRo - -
937: \*fu\fRndock - -
938: \*fv\fRisual course - time
939: \*fw\fRarp warp_factor - -
940: .TE
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