Annotation of researchv10no/games/trek/trek.man.6, revision 1.1.1.1

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                     18: 
                     19: 
                     20: by
                     21: 
                     22: Eric Allman
                     23: University of California
                     24: Berkeley
                     25: .sp 4
                     26: Preliminary Version
                     27: .ce 0
                     28: .tr ^^
                     29: .de HE
                     30: 'sp 4
                     31: 'tl 'STAR TREK''%'
                     32: 'sp 3
                     33: ..
                     34: .de FO
                     35: 'bp
                     36: ..
                     37: .wh 0 HE
                     38: .wh -5 FO
                     39: .de pp
                     40: .sp
                     41: .ti +4
                     42: ..
                     43: .bp 1
                     44: .ce
                     45: INTRODUCTION
                     46: .pp
                     47: Well, the federation is once again at war with the Klingon empire.
                     48: It is up to you,
                     49: as captain of the U.S.S. Enterprise,
                     50: to wipe out the invasion fleet and save the Federation.
                     51: .pp
                     52: For the purposes of the game
                     53: the galaxy is divided into 64 quadrants
                     54: on an eight by eight grid,
                     55: with quadrant 0,0 in the upper left hand corner.
                     56: Each quadrant is divided into 100 sectors
                     57: on a ten by ten grid.
                     58: Each sector contains one object
                     59: (e.g., the Enterprise, a Klingon, or a star).
                     60: .pp
                     61: Navigation is handled in degrees,
                     62: with zero being straight up
                     63: and ninty being to the right.
                     64: Distances are measured in quadrants.
                     65: One tenth quadrant is one sector.
                     66: .pp
                     67: The galaxy contains starbases,
                     68: at which you can dock to refuel,
                     69: repair damages, etc.
                     70: The galaxy also contains stars.
                     71: Stars usually have a knack for getting in your way,
                     72: but they can be triggered into going nova
                     73: by shooting a photon torpedo at one,
                     74: thereby (hopefully) destroying any adjacent Klingons.
                     75: This is not a good practice however,
                     76: because you are penalized for destroying stars.
                     77: Also, a star will sometimes go supernova,
                     78: which obliterates an entire quadrant.
                     79: You must never stop in a supernova quadrant,
                     80: although you may "jump over" one.
                     81: .pp
                     82: Some starsystems
                     83: have inhabited planets.
                     84: Klingons can attack inhabited planets
                     85: and enslave the populace,
                     86: which they then put to work building more Klingon battle cruisers.
                     87: .bp
                     88: .ce
                     89: STARTING UP THE GAME
                     90: .pp
                     91: To request the game, issue the command
                     92: .sp
                     93: .ti +12
                     94: /usr/games/trek
                     95: .sp
                     96: from the shell.
                     97: If a filename is stated,
                     98: a log of the game is written
                     99: onto that file.
                    100: If omitted,
                    101: the file is not written.
                    102: If the "-a" flag is stated before the filename,
                    103: that file is appended to
                    104: rather than created.
                    105: .pp
                    106: The game will ask you what length game
                    107: you would like.
                    108: Valid responses are "short", "medium", and "long".
                    109: Ideally the length of the game does not
                    110: affect the difficulty,
                    111: but currently the shorter games
                    112: tend to be harder than the longer ones.
                    113: .pp
                    114: You will then be prompted for the skill,
                    115: to which you must respond
                    116: "novice", "fair", "good", or "expert".
                    117: You should start out with a novice
                    118: and work up,
                    119: but if you really want to see how fast
                    120: you can be slaughtered,
                    121: start out with an expert game.
                    122: .pp
                    123: In general,
                    124: throughout the game,
                    125: if you forget what is appropriate
                    126: type ? and a list of valid responses will be typed.
                    127: .pp
                    128: To get a copy of these rules,
                    129: execute the command
                    130: .sp
                    131: .ti +12
                    132: nroff -h /usr/games/trek.inst
                    133: .sp
                    134: .bp
                    135: .ce
                    136: ISSUING COMMANDS
                    137: .pp
                    138: If the game expects you to enter a command,
                    139: .hc ^
                    140: it will say ^"Command:\ "
                    141: and wait for your response.
                    142: Most commands can be abbreviated.
                    143: .pp
                    144: At almost any time you can type more than one thing on a line.
                    145: For example,
                    146: to move straight up one quadrant,
                    147: you ccn typ%
                    148: .ti +12
                    149: move 0 1
                    150: .br
                    151: or you could just type
                    152: .ti +12
                    153: move
                    154: .br
                    155: and the game would prompt you with
                    156: .ti +12
                    157: Course:
                    158: .br
                    159: to which you could type
                    160: .ti +12
                    161: 0 1
                    162: .br
                    163: The "1" is the distance,
                    164: which could be put on still another line.
                    165: Also, the "move" command
                    166: could have been abbreviated
                    167: "mov", "mo", or just "m".
                    168: .pp
                    169: If you are partway through a command
                    170: and you change your mind,
                    171: an interrupt
                    172: will cancel the command.
                    173: .pp
                    174: Klingons generally cannot hit you
                    175: if you don't consume anything
                    176: (e.g., time or energy),
                    177: so some commands are considered "free".
                    178: As soon as you consume anything though -- POW!
                    179: .bp
                    180: .de **
                    181: .if \\n+l .**
                    182: .as x *
                    183: ..
                    184: .de bl
                    185: .nr l \\w'\\$1'/\\w'*' -1
                    186: .ds x ****
                    187: .**
                    188: .sp 3
                    189: .ne 3
                    190: \\*x
                    191: .br
                    192: * \\$1 *
                    193: .br
                    194: \\*x
                    195: .sp
                    196: .in +8
                    197: .nf
                    198: ..
                    199: .de FF
                    200: .in -8
                    201: .fi
                    202: ..
                    203: .ta 16
                    204: .ce
                    205: THE COMMANDS
                    206: .bl "Short Range Scan"
                    207: Mnemonic: srscan
                    208: Shortest Appreviation: s
                    209: Full Commands: srscan
                    210:        srscan yes/no
                    211: Consumes: nothing
                    212: .FF
                    213: .pp
                    214: The short range scan
                    215: gives you a picture
                    216: of the quadrant you are in,
                    217: and (if you say "yes")
                    218: a status report
                    219: which tells you
                    220: a whole bunch
                    221: of interesting stuff.
                    222: You can get a status report alone
                    223: by using the
                    224: .ul
                    225: status
                    226: command.
                    227: An example follows:
                    228: .sp
                    229: .nf
                    230: .in +4
                    231:   0 1 2 3 4 5 6 7 8 9  S.R. sensor scan for quadrant 0,3
                    232: 0 . . . . . . . * . * 0   stardate      3702.16
                    233: 1 . . E . . . . . . . 1   condition     RED
                    234: 2 . . . . . . . . . * 2   position      0,3/1,2
                    235: 3 * . . . . # . . . . 3   warp factor   5.0
                    236: 4 . . . . . . . . . . 4   total energy  4376
                    237: 5 . . * . * . . . . . 5   torpedoes     9
                    238: 6 . . . @ . . . . . . 6   shields       down, 78%
                    239: 7 . . . . . . . . . . 7   Klingons left 3
                    240: 8 . . . K . . . . . . 8   time left     6.43
                    241: 9 . . . . . . * . . . 9   life support  damaged, reserves = 2.4
                    242:   0 1 2 3 4 5 6 7 8 9 
                    243: Distressed Starsystem Marcus XII
                    244: 
                    245: .in +8
                    246: .ti -8
                    247: The cast of characters is as follows:
                    248: E  the hero
                    249: K  the villain
                    250: #  the starbase
                    251: *  stars
                    252: @  inhabited starsystem
                    253: \&.  empty space
                    254: .in -12
                    255: .fi
                    256: .pp
                    257: The name of the starsystem is listed underneath
                    258: the short range scan.
                    259: The word "distressed", if present,
                    260: means that the starsystem
                    261: is under attack.
                    262: .pp
                    263: Short range scans are absolutely free.
                    264: They use no time, no energy,
                    265: and they don't give the Klingons
                    266: another chance to hit you.
                    267: .bl "Status Report"
                    268: Mnemonic: status
                    269: Shortest Abbreviation: st
                    270: Consumes: nothing
                    271: .FF
                    272: .pp
                    273: This command gives you information
                    274: about the current status
                    275: of the game and your ship, as follows:
                    276: .in +8
                    277: .de qq
                    278: .sp
                    279: .ti -4
                    280: ..
                    281: .qq
                    282: Stardate -- The current stardate.
                    283: .qq
                    284: Condition -- as follows:
                    285: .in +4
                    286: .nf
                    287: RED -- in battle
                    288: YELLOW -- low on energy
                    289: GREEN -- normal state
                    290: DOCKED -- docked at starbase
                    291: CLOAKED -- the cloaking device is activated
                    292: .fi
                    293: .in -4
                    294: .qq
                    295: Position -- Your current quadrant and sector.
                    296: .qq
                    297: Warp Factor -- The speed you will move at
                    298: when you move under warp power
                    299: (with the
                    300: .ul
                    301: move
                    302: command).
                    303: .qq
                    304: Total Energy -- Your energy reserves.
                    305: If they drop to zero,
                    306: you die.
                    307: Energy regenerates,
                    308: but the higher the skill of the game,
                    309: the slower it regenerates.
                    310: .qq
                    311: Torpedoes -- How many photon torpedoes you have left.
                    312: .qq
                    313: Shields -- Whether your shields are up or down,
                    314: and how effective they are if up
                    315: (what percentage of a hit they will absorb).
                    316: .qq
                    317: Klingons Left -- Guess.
                    318: .qq
                    319: Time Left -- How long the Federation can hold out
                    320: if you sit on your fat ass and do nothing.
                    321: If you kill Klingons quickly,
                    322: this number goes up,
                    323: otherwise,
                    324: it goes down.
                    325: If it hits zero,
                    326: the Federation is conquered.
                    327: .qq
                    328: Life Support -- If "active", everything is fine.
                    329: If "damaged", your reserves tell you
                    330: how long you have
                    331: to repair your life support
                    332: or get to a starbase
                    333: before you starve, suffocate,
                    334: or something equally unpleasant.
                    335: .qq
                    336: Current Crew -- The number of crew members
                    337: left.
                    338: This figures does not include officers.
                    339: .qq
                    340: Brig Space -- The space left in your brig
                    341: for Klingon captives.
                    342: .in -8
                    343: .pp
                    344: Status information is absolutely free.
                    345: .bl "Long Range Scan"
                    346: Mnemonic: lrscan
                    347: Shortest Abbreviation: l
                    348: Consumes: nothing
                    349: .FF
                    350: .pp
                    351: Long range scan gives you information about the
                    352: eight quadrants
                    353: that surround the quadrant
                    354: you're in.
                    355: A sample long range scan follows:
                    356: .sp
                    357: .in +12
                    358: .nf
                    359:    -2- -3- -4- Long range scan for quadrant 0,3
                    360:     *   *   *
                    361: 0  108  E6  19
                    362: 1    9 ///   8
                    363: .sp
                    364: .in -12
                    365: .fi
                    366: .pp
                    367: The three digit numbers
                    368: tell the number of objects
                    369: in the quadrants.
                    370: The units digit tells the number of stars,
                    371: the tens digit the number of starbases,
                    372: and the hundreds digit is the number of Klingons.
                    373: "*" indicates the negative energy barrier
                    374: at the edge of the galaxy,
                    375: which you cannot enter.
                    376: "///" means that that is a supernova quadrant
                    377: and must not be entered.
                    378: .bl "Damage Report"
                    379: Mnemonic: damages
                    380: Shortest Abbreviation: da
                    381: Consumes: nothing
                    382: .FF
                    383: .pp
                    384: A damage report tells you what devices are damaged
                    385: and how long it will take to repair them.
                    386: Repairs proceed faster
                    387: when you are docked
                    388: at a starbase.
                    389: .bl "Set Warp Factor"
                    390: Mnemonic: warp
                    391: Shortest Abbreviation: w
                    392: Full Command: warp factor
                    393: Consumes: nothing
                    394: .FF
                    395: .pp
                    396: The warp factor tells the speed of your starship
                    397: when you move under warp power
                    398: (with the
                    399: .ul
                    400: move
                    401: command).
                    402: The higher the warp factor,
                    403: the faster you go,
                    404: and the more energy you use.
                    405: .pp
                    406: The minimum warp factor is 1.0
                    407: and the maximum is 10.0.
                    408: At speeds above warp 6
                    409: there is danger of the warp engines
                    410: being damaged.
                    411: The probability of this
                    412: increases at higher warp speeds.
                    413: Above warp 9.0 there is a chance of entering
                    414: a time warp.
                    415: .bl "Move Under Warp Power"
                    416: Mnemonic: move
                    417: Shortest Abbreviation: m
                    418: Full Command: move course distance
                    419: Consumes: time and energy
                    420: .FF
                    421: .pp
                    422: This is the usual way of moving.
                    423: The course is in degrees and the distance is in quadrants.
                    424: To move one sector specify a distance of 0.1.
                    425: .pp
                    426: Time is consumed proportionately to
                    427: the inverse of the warp factor squared,
                    428: and directly to the distance.
                    429: Energy is consumed as the warp factor cubed,
                    430: and directly to the distance.
                    431: If you move with your shields up
                    432: it doubles the amount of energy consumed.
                    433: .pp
                    434: When you move in a quadrant containing Klingons,
                    435: they get a chance to attack you.
                    436: .pp
                    437: The computer detects navigation errors.
                    438: If the computer is out,
                    439: you run the risk of running into things.
                    440: .pp
                    441: The course is determined by the
                    442: Space Inertial Navigation System
                    443: [SINS].
                    444: As described in
                    445: Star Fleet Technical Order TO:02:06:12,
                    446: the SINS is calibrated,
                    447: after which it becomes the base for navigation.
                    448: If damaged,
                    449: navigation becomes inaccurate.
                    450: When it is fixed,
                    451: Spock recalibrates it,
                    452: however,
                    453: it cannot be calibrated extremely accurately
                    454: until you dock at starbase.
                    455: .bl "Move Under Impulse Power"
                    456: Mnemonic: impulse
                    457: Shortest Abbreviation: i
                    458: Full Command: impulse course distance
                    459: Consumes: time and energy
                    460: .FF
                    461: .pp
                    462: The impulse engines give you a chance to maneuver
                    463: when your warp engines are damaged;
                    464: however, they are incredibly slow
                    465: (0.095 quadrants/stardate).
                    466: They require 20 units of energy to engage,
                    467: and ten units per sector to move.
                    468: .pp
                    469: The same comments about the computer and the SINS
                    470: apply as above.
                    471: .pp
                    472: There is no penalty to move under impulse power
                    473: with shields up.
                    474: .bl "Deflector Shields"
                    475: Mnemonic: shields
                    476: Shortest Abbreviation: sh
                    477: Full Command: shields up/down
                    478: Consumes: energy
                    479: .FF
                    480: .pp
                    481: Shields protect you from Klingon attack
                    482: and nearby novas.
                    483: As they protect you,
                    484: they weaken.
                    485: A shield which is 78% effective
                    486: will absorb 78% of a hit
                    487: and let 22% in to hurt you.
                    488: .pp
                    489: The Klingons have a chance to attack you
                    490: every time you raise or lower shields.
                    491: Shields do not rise and lower
                    492: instantaneously,
                    493: so the hit you receive
                    494: will be computed with the shields
                    495: at an intermediate effectiveness.
                    496: .pp
                    497: It takes energy to raise shields,
                    498: but not to drop them.
                    499: .bl "Cloaking Device"
                    500: Mnemonic: cloak
                    501: Shortest Abbreviation: cl
                    502: Full Command: cloak up/down
                    503: Consumes: energy
                    504: .FF
                    505: .pp
                    506: When you are cloaked,
                    507: Klingons cannot see you,
                    508: and hence they do not fire at you.
                    509: They are useful for entering
                    510: a quadrant
                    511: and selecting a good position,
                    512: however,
                    513: weapons cannot be fired through
                    514: the cloak
                    515: due to the huge energy drain
                    516: that it requires.
                    517: .pp
                    518: The cloak up command
                    519: only starts the cloaking process;
                    520: Klingons will continue
                    521: to fire at you
                    522: until you do something
                    523: which consumes time.
                    524: .bl "Fire Phasers"
                    525: Mnmemonic: phasers
                    526: Shortest Abbreviation: p
                    527: Full Commands: phasers automatic amount
                    528:        phasers manual amt1 amt2 ... amtn
                    529: Consumes: energy
                    530: .FF
                    531: .pp
                    532: Phasers are energy weapons;
                    533: the energy comes from your ship's reserves
                    534: ("total energy" on a srscan).
                    535: It takes about 250 units of hits
                    536: to kill a Klingon.
                    537: Hits are cumulative as long as you stay
                    538: in the quadrant.
                    539: .pp
                    540: Phasers become less effective
                    541: the further from a Klingon you are.
                    542: Adjacent Klingons receive about
                    543: 90% of what you fire,
                    544: at five sectors about 60%,
                    545: and at ten sectors about 35%.
                    546: They have no effect outside of the quadrant.
                    547: .pp
                    548: Phasers cannot be fired while shields are up;
                    549: to do so would fry you.
                    550: They have no effect on starbases or stars.
                    551: .pp
                    552: In automatic mode
                    553: the computer decides how to divide up the energy
                    554: among the Klingons present;
                    555: in manual mode you do that yourself,
                    556: specifying nearest Klingon first.
                    557: .bl "Fire Photon Torpedoes"
                    558: Mnemonic: torpedo
                    559: Shortest Abbreviation: t
                    560: Full Command: torpedo course [yes/no] [burst angle]
                    561: Consumes: torpedoes
                    562: .FF
                    563: .pp
                    564: Torpedoes are projectile weapons -- there are no partial hits.
                    565: You either hit your target or you don't.
                    566: A hit on a Klingon destroys him.
                    567: A hit on a starbase destroys that starbase
                    568: (woops!).
                    569: Hitting a star usually causes it to go nova,
                    570: and occasionally supernova.
                    571: .pp
                    572: Photon torpedoes cannot be aimed precisely.
                    573: They can be fired with shields up,
                    574: but they get even more random
                    575: as they pass through the shields.
                    576: .pp
                    577: Torpedoes may be fired in bursts of three.
                    578: If this is desired,
                    579: the burst angle is the angle
                    580: between the three shots,
                    581: which may vary from one to fifteen.
                    582: The word "no"
                    583: says that a burst is not wanted;
                    584: the word "yes"
                    585: (which may be omitted
                    586: if stated on the same line as the burst angle)
                    587: says that a burst is wanted.
                    588: .pp
                    589: Photon torpedoes
                    590: have no effect
                    591: outside the quadrant.
                    592: .bl "Onboard Computer Request"
                    593: Mnemonic: computer
                    594: Shortest Abbreviation: c
                    595: Full Command: computer request; request;...
                    596: Consumes: nothing
                    597: .FF
                    598: .pp
                    599: The computer command gives you access to the facilities
                    600: of the onboard computer,
                    601: which allows you to do all sorts of fascinating stuff.
                    602: Computer requests are:
                    603: .in +8
                    604: .qq
                    605: score -- Shows your current score.
                    606: .qq
                    607: course [quad] [/] sect -- Computes the course and distance from whereever
                    608: you are to the given location.
                    609: The quadrant may be omitted if / is present; in this
                    610: case the current quadrant is assumed.
                    611: .qq
                    612: record -- prints the computer record of the known galaxy,
                    613: i.e.,
                    614: everything that you have seen with a long range scan.
                    615: The format is the same as on a long range scan,
                    616: except that "..." means
                    617: that you don't yet know what is there,
                    618: and ".#." means that you know that a starbase
                    619: exists, but you don't know anything else.
                    620: .qq
                    621: trajectory -- prints the course and distance
                    622: to all the Klingons in the quadrant.
                    623: .qq
                    624: warpcost dist warp_factor -- computes the cost in time and energy
                    625: to move `dist' quadrants at warp `warp_factor'.
                    626: .qq
                    627: impcost dist -- same as warpcost for impulse engines.
                    628: .qq
                    629: pheff range -- tells how effective your phasers are
                    630: at a given range.
                    631: .qq
                    632: distresslist -- gives a list of currently distressed
                    633: starbases
                    634: and starsystems.
                    635: .in -8
                    636: .pp
                    637: More than one request may be stated
                    638: on a line
                    639: by seperating them
                    640: with semicolons.
                    641: .bl "Dock at Starbase"
                    642: Mnemonic: dock
                    643: Shortest Abbreviation: do
                    644: Consumes: nothing
                    645: .FF
                    646: .pp
                    647: You may dock at a starbase
                    648: when you are in one of the eight
                    649: adjacent sectors.
                    650: Your shields must be down to dock.
                    651: .pp
                    652: When you dock you are resupplied
                    653: with energy, photon torpedoes, and life support reserves.
                    654: Repairs are also done faster at starbase.
                    655: .pp
                    656: Starbases have their own deflector shields,
                    657: so you are safe from attack while docked.
                    658: .bl "Undock from Starbase"
                    659: Mnemonic: undock
                    660: Shortest Abbreviation: u
                    661: Consumes: nothing
                    662: .FF
                    663: .pp
                    664: This just allows you to leave starbase
                    665: so that you may proceed on your way.
                    666: .bl "Rest"
                    667: Mnemonic: rest
                    668: Shortest Abbreviation: r
                    669: Full Command: rest time
                    670: Consumes: time
                    671: .FF
                    672: .pp
                    673: This command allows you to rest to repair damages.
                    674: It is not advisable to rest while under attack.
                    675: .bl "Call Starbase For Help"
                    676: Mnemonic: help
                    677: Shortest Abbreviation: help
                    678: Consumes: nothing
                    679: .FF
                    680: .pp
                    681: You may call starbase for help via your subspace radio.
                    682: Starbase has long range transporter beams to get you.
                    683: Problem is,
                    684: they can't always rematerialize you.
                    685: .pp
                    686: You should avoid using this command unless absolutely necessary,
                    687: for the above reason and because it counts heavily against you
                    688: in the scoring.
                    689: .bl "Visual Scan"
                    690: Mnemonic: visual
                    691: Shortest Abbreviation: v
                    692: Full Command: visual course
                    693: Consumes: time
                    694: .FF
                    695: .pp
                    696: When your short range scanners are out,
                    697: you can still see what is out "there"
                    698: by doing a visual scan.
                    699: Unfortunately,
                    700: you can only see three sectors at one time,
                    701: and it takes 0.005 stardates to perform.
                    702: .pp
                    703: The three sectors in the general direction
                    704: of the course specified
                    705: are examined
                    706: and displayed.
                    707: .bl "Abandon Ship"
                    708: Mnemonic: abandon
                    709: Shortest Abbreviation: abandon
                    710: Consumes: nothing
                    711: .FF
                    712: .pp
                    713: The officers escape the Enterprise in the shuttlecraft.
                    714: If the transporter is working
                    715: and there is an inhabitable starsystem
                    716: in the area,
                    717: the crew beams down,
                    718: otherwise you leave them to die.
                    719: You are given an old but still usable ship,
                    720: the Faire Queene.
                    721: .bl "Terminate the Game"
                    722: Mnemonic: quit
                    723: Shortest Abbreviation: quit
                    724: Full Command: quit
                    725: .FF
                    726: .pp
                    727: Cancels the current game.
                    728: No score is computed.
                    729: If you answer yes,
                    730: a new game will be started,
                    731: otherwise trek exits.
                    732: .bl "Call the Shell"
                    733: Mnemonic: !
                    734: Shortest Abbreviation: !
                    735: .FF
                    736: .pp
                    737: Temporarily escapes to the shell.
                    738: When you log out of the shell
                    739: you will return to the game.
                    740: .bp
                    741: .ce
                    742: SCORING
                    743: .in +4
                    744: .pp
                    745: The scoring algorithm is rather complicated.
                    746: Basically,
                    747: you get points for each Klingon you kill,
                    748: for your Klingon per stardate kill rate,
                    749: and a bonus if you win the game.
                    750: You lose
                    751: points for the number of Klingons left
                    752: in the galaxy
                    753: at the end of the game,
                    754: for getting killed,
                    755: for each star, starbase, or inhabited starsystem
                    756: you destroy,
                    757: for calling for help,
                    758: and for each casualty you incur.
                    759: .pp
                    760: You will be promoted
                    761: if you play very well.
                    762: You will never get a promotion if you
                    763: call for help,
                    764: abandon the Enterprise,
                    765: get killed,
                    766: destroy a starbase or inhabited starsystem,
                    767: or destroy too many stars.
                    768: .bp
                    769: .ce
                    770: REFERENCE PAGE
                    771: .sp 2
                    772: .ta 36 56
                    773: .nf
                    774: .ul
                    775: Command        Uses    Consumes
                    776: 
                    777: ABANDON        shuttlecraft,   -
                    778:          transporter
                    779: CLoak Up/Down  cloaking device energy
                    780: Computer request; request;...  computer        -
                    781: DAmages        -       -
                    782: DESTRUCT       computer        -
                    783: DOck   -       -
                    784: HELP   subspace radio  -
                    785: Impulse course distance        impulse engines,        time, energy
                    786:         computer, SINS
                    787: Lrscan L.R. sensors    -
                    788: Move course distance   warp engines,   time, energy
                    789:          computer, SINS
                    790: Phasers Automatic amount       phasers, computer       energy
                    791: Phasers Manual amt1 amt2... amtn       phasers energy
                    792: Torpedo course [Yes] angle/No  torpedo tubes   torpedoes
                    793: Rest time      -       time
                    794: SHELL  -       -
                    795: SHields Up/Down        shields energy
                    796: Srscan [Yes/No]        S.R. sensors    -
                    797: STatus -       -
                    798: QUIT Yes/No    -       -
                    799: Undock -       -
                    800: Visual course  -       time
                    801: Warp warp_factor       -       -
                    802: .fi

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