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843 lines
33 KiB
Plaintext
843 lines
33 KiB
Plaintext
DECWAR Version 1.2
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DECWAR is a space battle game designed to be played by from 1 to
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16 people. Each person plays on a separate terminal, and enters the
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game by typing
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R GAM:DECWAR
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Players are free to enter and leave the game as desired, since each
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has his own job and therefore won't interfere with the other players
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(the jobs interact through a shareable high segment).
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The first person to run the game will select the startup options.
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The current startup options are:
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1. Regular or Tournament game. A regular game will randomly
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initialize the galaxy. A tournament game will prompt for a
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startup code. Each tournament game played with the same code
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will have the same initial galaxy setup.
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2. Include Romulans. Romulans are nasty beasts that beginners
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are better off without. However, if you're the only person
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playing, the Romulan would be your only competition.
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3. Include black holes. Black holes are annoying, since if you
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run into one, you're dead. They're especially dangerous for
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those who don't look before they leap.
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Each player gets to select the ship he wants to control from a
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list of remaining ships on his side. There are initially 8 ships on
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each side:
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Federation ships Empire ships
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Enterprise Buzzard
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Intrepid Cobra
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Lexington Falcon
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Nimitz Hawk
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Savannah Jackal
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Trenton Python
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Vulcan Raven
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Yorktown Wolf
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There are two primary opposing forces in the galaxy -- Humans
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(Federation) and Klingons (Empire). The first person to run the game
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gets a Federation ship, the next player to enter gets an Empire ship,
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the next gets a Federation ship, etc., so that the sides are as evenly
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divided as possible. The object is to destroy all enemy bases and
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ships, and capture all enemy planets, before he does the same to you.
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Due to continuous espionage activities, present front-line ships
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of the Federation and the Klingon Empire are identical in strength and
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weaponry. These ships can move from sector to sector using either
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warp engines or impulse power, can attack enemy installations and
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ships using either photon torpedoes or phasers, and can defend
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themselves against such attack using their deflector shields. All
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ships also possess sub-space radios which keep them in touch with
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friendly starbases as well as other ships.
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The various devices of a ship are subject to damage. This damage
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may be due to enemy attack or to over use. These damages, unlike
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total ship damage, may be repaired while underway. If any device
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possesses 300 or more units of damage, it is inoperative until this
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situation is remedied. A ship possesses the following devices:
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1. Warp Engines -- These engines are the normal mode of travel
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for starships. The maximum allowable speed is warp factor 6,
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with warp's 5 and 6 risking potential damage to these
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engines.
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2. Impulse Engines -- These engines are basically for emergency
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use while the warp engines are critically damaged. Impulse
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engines move the ship at warp factor 1.
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3. Photon Torpedo Tubes -- Used to fire photon torpedoes. If
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these tubes are damaged, the accuracy of torpedo bursts is
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impaired. The maximum torpedo range is 10 sectors.
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4. Phaser Banks -- Each ship possesses two phaser banks, with a
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single phaser control. Damage to this phaser control or to
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the ship's computer reduces the strength of the phaser hit.
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5. Deflector Shields -- The deflector shields of a ship protect
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it from damage from phaser and photon torpedo hits. The
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percent shield strength indicates the percent of the incoming
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hit which will be nullified. In addition, strong deflector
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shields may deflect photon torpedoes with little or no
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damage. NOTE: If a ship's shields are up, the amount of
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energy expended during movement is doubled.
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6. Ship Computer -- The ship's computer is used for computed
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firing, computation during ship movement, and for phaser
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control. If the computer is inoperative, navigation during
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warp and impulse movement becomes inexact.
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7. Life Support -- If the life support units of a starship are
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inoperative, the ship must either repair this damage or dock
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within 5 stardates. If this is not accomplished, the crew
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will die.
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8. Sub-Space Radio -- The sub-space radio is used to communicate
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with other ships, of either side. Bases under attack also
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use the sub-space radio to call for help and notify their
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team's ships of their destruction.
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9. Tractor Beam -- The ship's tractor beam is used primarily to
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tow damaged friendly ships away from danger. The beam can
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not be used unless both ships have lowered their shields.
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In addition to the individual devices discussed above, a newly
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commissioned ship (or a fully repaired and rearmed older ship)
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possesses the following attributes:
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1. 5000 units of ship energy. This energy is used during
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movement as well as phaser firing. If this quantity ever
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reaches zero (0), the ship is dead. A ship possessing 1000
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units of ship energy or less automatically goes to yellow
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alert, and a warning bell sounds after every move.
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2. 2500 units of shield energy. This energy is stored in the
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ship's shields (whether up or down), and is separate from the
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ship energy. However, energy may be transferred between
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these two energy reserves as needed.
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3. Zero (0) units of ship damage. During battle, a ship
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collects hits from enemy installations and ships. If these
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accumulated hits ever reach 2500 units of damage or greater,
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the ship is destroyed. Ship damage may be reduced only by
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docking.
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The galaxy is arranged in a grid of 75 by 75 sectors. Players
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can move freely throughout the galaxy in search for enemies, which
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come in one of several categories:
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1. Romulan. This is the most dangerous thing to come up
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against, and fortunately there is a maximum of 1 Romulan in
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the game at any given time. The Romulan moves around
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concealed by his cloaking device until he comes across a
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suitable target (Federation or Empire ship or base) which he
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immediately proceeds to attack. An infinite supply of
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torpedoes and energy make him a formidable foe. If you kill
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one, another will eventually appear somewhere in the galaxy.
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2. Enemy ship. This is the second most dangerous thing to come
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across, since all enemy ships are backed by human
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intelligence. All ships are created equal, and so the
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outcome of a clash between two ships is usually due to skill
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on its captain's part, although some other factors do come
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into play.
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3. Enemy base. These aren't dangerous unless you come within
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range (4 sectors) since they are immobile. Destroying a base
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is useful primarily because it removes it from use by your
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enemy (bases are used as supply stations and as a refuge in
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times of stress). A damaged starbase will slowly build
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itself back to full strength if it is not completely
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destroyed.
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4. Enemy planet. These are just like enemy bases, except that
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they're weaker (how MUCH weaker depends on how many
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fortifications the enemy has built on them). They're firing
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range is only two sectors, and they can re-supply the enemy
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less rapidly than can a base.
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5. Neutral planet. While these aren't strictly classified as
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enemies, they will take pot shots at you (they're range is
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also 2 sectors), so be wary of them.
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When playing the game, all commands may be abbreviated to 2
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characters, and some may be abbreviated to 1 character (you may use
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the shortest unambiguous abbreviation, which is usually 2 characters).
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For a list of the possible commands type HELP, and for a description
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of an individual command type HELP command. The help on individual
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commands will be read from this help file (that's what the periods in
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column 1 are for in the long description of each command). The legal
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commands are:
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1. BASES -- List the position and status of friendly bases, or
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the status of known enemy bases.
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2. BUILD -- Develop installations on a planet, and eventually
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build it into a base. The planet must first be captured.
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3. CAPTURE -- Win a neutral or enemy planet over to your side.
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4. DAMAGES -- List damaged devices and their current status.
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5. DEFINE -- Give a name to a group of ships to send messages
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to.
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6. DOCK -- Dock at an adjacent base or planet. This increases
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your energy, replenishes your torpedoes, repairs your ship a
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little, and reduces your ship damage.
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7. ENERGY -- Transfer energy between two ships.
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8. GRIPE -- Record bugs, comments, suggestions, etc. in a file
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that is periodically reviewed by people responsible for the
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upkeep of the game.
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9. HELP -- List or describe possible commands.
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10. IMPULSE -- Move under impulse engines.
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11. MOVE -- Move using warp engines.
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12. NEWS -- Tells about any new features or enhancements.
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13. PHASERS -- Fire phasers at a target.
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14. PLANETS -- List various information about known planets.
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15. POINTS -- List your score breakdown so far.
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16. RADIO -- Turn ship's sub-space radio on or off.
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17. REPAIR -- Repair your damaged devices a little.
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18. SCAN -- Display the galaxy with the default range set to
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maximum (10 sectors in each direction from your ship).
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19. SEND -- Send messages to other ships using the sub-space
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radio.
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20. SHIELDS -- Transfer energy to or from your shields, or raise
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or lower your shields.
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21. SRSCAN -- Display the galaxy with a default range of 7
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sectors (1 greater than the maximum warp factor).
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22. STATUS -- List your ship's current status and supply levels.
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23. TARGETS -- List targets (enemies within range) and their
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current locations.
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24. TERMINATE -- Get out of the game.
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25. TIME -- Provides information on run time and elapsed time.
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26. TORPEDOES -- Fire photon torpedoes.
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27. TRACTOR -- Use tractor beam to tow friendly ships.
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28. USERS -- List the names and other information known about the
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players currently in the game.
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.PAUSES
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Commands that take real time
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Many of the commands are designed to take a certain amount of real
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time. This is done to help equalize the game when there are different
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speed terminals and different speed typists in the game. Some
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commands take a constant amount of time, and some are based on the
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speed of the slowest terminal in the game.
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BUILD 5 to 7 seconds
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CAPTURE 5 seconds
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DOCK 2 to 4 seconds
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IMPULSE 2 to 4 seconds
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MOVE 2 to 4 seconds
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REPAIR 4 seconds
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You have 2 phaser banks, each of which must be cooled off after it's
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fired before it can be used again. Each phaser bank takes 3 to 6
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seconds plus the amount of phaser damage / 100 to cool off. For
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instance, if there was a 300 baud terminal in the game, and your
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phasers had 200 units of damage, each of your phaser banks would take
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6 + 2 = 8 seconds to cool off after being fired. Therefore, you could
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fire once every 4 seconds, or twice every 8 seconds.
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After each burst of torpedoes the tubes must be reloaded before being
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used again. It takes 2 to 4 seconds plus the amount of torpedo tube
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damage / 100 to load a torpedo. For instance, if there was a 300 baud
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terminal in the game, your torpedoes had 200 units of damage, and you
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had just fired 3 torpedoes, it would take 4 * 3 + 2 = 14 seconds
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before you could fire torpedoes again.
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Because of the huge amount of time taken for scans on slow terminals,
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SCAN and SRSCAN also have pauses. If there are only fast terminals
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playing, there is no pause, but if there is a slower terminal in the
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game, the number of seconds paused is 0.04 * area scanned.
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.
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.ESCAPE
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Use of the ESCAPE (ALTMODE) key
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A lone altmode entered in response to the COMMAND prompt will execute
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the previously entered command. This is useful when building a planet
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into a base, when docking, repairing, firing torpedoes, etc.
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.
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.CTL-C
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Use of ^C
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If you're in command input wait (DECWAR is waiting for you to type a
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command), typing ^C will output a series of bells and leave you in
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command input wait state. A second ^C will then abort the game and
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return you to monitor mode. When you abort the game in this manner,
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your ship is returned to the pool of available ships. You will be
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able to continue unless someone has taken over your ship or someone
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has moved into the spot you occupied.
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If you're not in a command input wait state when you type ^C, any
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stacked commands (commands that you typed in ahead of time that
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haven't been executed yet) will be aborted, and a series of bells will
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be output. After you hear the bells, ^C will act as above (it will
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take you out of the game).
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.
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.CTL-T
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Use of ^T
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The name of game changes during different stages. During startup, it
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will be DECWAR. When waiting for input, it will be DECWTI. When
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executing a command, it will be DECWRN. When sleeping after a command
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that takes time (MOVE, CAPTURE, BUILD, etc.) it will be DECWSL. You
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can tell what state the game is in by typing ^T and looking at the
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program name displayed. This is useful when you're not sure if it's
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waiting for a command yet or still executing a series of commands you
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typed in ahead of time.
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.
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.BASES
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BASE information
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Syntax: BAses, or BAses n1 n2, or BAses Nearest
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This command is used to provide the location and shield strength of
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all the bases on your side, or just of one base on either side (the
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location of an enemy base must already be known). Also, the NEAREST
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switch will give the location of the nearest friendly base.
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Examples:
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BA Gives location and shield strength of ALL functional
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bases on your side
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BA 32 14 Gives shield strength of base at sector 32 - 14
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BA n Gives location of nearest friendly base
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.
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.BUILD
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BUILDing a starbase
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Syntax: BUild <a,r> n1 n2
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To fortify a captured planet. Captured planets may be fortified
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against recapture (and/or destruction) by the enemy using this
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command, up to a maximum of four builds per planet. In addition, as
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your team's starbases are destroyed by enemy action, a fifth build
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will complete the construction of a NEW starbase on the planet
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specified. Only ten starbases per team may be functional at any one
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time. The planet's location may be given in Absolute or Relative
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coordinates.
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Examples:
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BU 32 12 Build the planet at sector 32 - 12
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BU a 32 12 Equivalent to "BU 32 12"
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BU r 1 1 Build the planet at sector 32 - 12, if your present
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location is 31 - 11
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.
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.CAPTURE
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CAPTURing planets
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Syntax: CApture <a,r> n1 n2
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Capture of neutral or enemy planets. At the start of the game all
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planets are neutral (they fire at everyone!). Once captured by either
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side, they fire only at enemy ships, and can be DOCKed at to refuel
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and rearm, just like a base. Enemy planets may also be captured, and
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recaptured any number of times. The planet's location may be given in
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Absolute or Relative coordinates.
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Examples:
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CA 12 32 Capture planet at sector 12 - 32
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CA a 12 32 Equivalent to "CA 12 32"
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CA r 1 1 Capture planet at sector 12 - 32, if your ship's
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present location is 11 - 31
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.
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.DAMAGES
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DAMAGE report
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Syntax: DAmages <device names>
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Reports on the damaged devices of your ship, listing the device name
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and the current amount of damage. The condition of all or just
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selected devices may be examined. Total SHIP damage is NOT reported.
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Examples:
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DA Lists all damaged devices and their current damages
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DA sh t Lists damages for SHields and Torpedos (Photon tubes)
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DA ph ra c Lists damages for PHasers, sub-space RAdio, and
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Computer
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.
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.DEFINE
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DEFINition of SEND groups
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Syntax: DEfine <group name> <ship names>
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This command is used to assign groups of ships to a specific name,
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thus simplifying the sending of messages to multiple players. All
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players begin the game with certain standard group names defined, as
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described in the SEND help file. Groups may be redefined or
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eliminated as desired. Group names will be truncated to five (5)
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characters.
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Examples:
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DE fools i e l SEND FOOLS now equivalent to SEND I E L.
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DE fools Eliminates FOOLS as a valid group name.
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.
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.DOCK
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DOCKing at bases or planets
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Syntax: DOck <ST <device name(s)> >
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To refuel, repair, and rearm your ship by DOCKing. If you are within
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one sector of a base or captured planet, you can DOCK, thereby adding
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to your ship and shield energy supplies, increasing your photon
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torpedo reserves, and reducing your SHIP damage. Also, repairs to
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devices are accelerated while you are docked. If you have NO damages
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and are completely refueled and rearmed, DOCKing will have no affect
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on your ship, and will in effect be a wasted move. No coordinates are
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needed, the ship's computer will determine whether you are adjacent to
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a base. A STATUS command string may be appended to a DOCK order.
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Examples:
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DO Dock, no status report
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DO st Dock, show ship's status AFTER docking
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DO st sh t Dock, show ship's shield strength and number of
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torpedos on board AFTER docking
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.
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.ENERGY
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ship-to-ship ENERGY transfer
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Syntax: Energy ship name units of energy to transfer
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Allows a ship to transfer energy to another ship of the same team.
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The two ships must be located in adjacent sectors. Ten percent of the
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energy transferred will be lost due to broadcast dissipation. If a
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ship attempts to send more energy than the other ship can store (ie
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5000 units), the transfer will automatically be reduced to the maximum
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possible.
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Example:
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E i 1000 Transfers 1000 units of energy to the Intrepid. The
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Intrepid will receive 900 units of energy.
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.
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.GRIPE
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submitting GRIPEs
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Syntax: Gripe
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To report bugs in the game and to suggest possible additions and/or
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modifications in the code. Type in your comments, then a CTL-Z to
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exit and continue the game. Unless you are currently under red alert,
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GRIPE will protect you from enemy attack.
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.
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.HELP
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HELP documentation
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Syntax: Help <command>
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Lists the available commands, and provides information on the syntax
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and use of these commands. Each file begins with the syntax of that
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command, then includes a short description of its use, and finally
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some examples where needed. Unless you are currently under red alert,
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HELP will protect you from enemy attack.
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Examples:
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H List all the available commands
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H sh Give help for SHIELDS command
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.
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.IMPULSE
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move using IMPULSE power
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Syntax: Impulse <a,r> n1 n2
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Moves ship using impulse power. Fixed movement per turn of one sector
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vertically, horizontally, or diagonally (equivalent to warp factor 1).
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As with the Warp drive, the desired move may be given in Absolute or
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Relative coordinates.
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Examples:
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I 37 45 Move to sector 37 - 45
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I a 37 45 Equivalent to "I 37 45"
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I r 1 -1 Move to sector 37 - 45, if your ship's present
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location is 36 - 46
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.
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.MOVE
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MOVE using warp drive
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Syntax: Move <a,r> n1 n2
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Moves ship using warp drive. Maximum allowable warp speed is 6, with
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each warp factor corresponding to one sector of vertical, horizontal,
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or diagonal movement. Maximum SAFE warp speed is four; warp factors
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five and six risk potential warp engine damage. Energy consumption
|
||
per move is proportional to the square of the warp factor. If the
|
||
ship's shields are up during this movement, the energy consumption is
|
||
doubled. The desired move may be given in Absolute or Relative
|
||
coordinates.
|
||
|
||
Examples:
|
||
|
||
M 37 45 Move to sector 37 - 45
|
||
M a 37 45 Equivalent to "M 37 45"
|
||
M r 4 -5 Move to sector 37 - 45, if your ship's present
|
||
location is 33 - 50
|
||
.
|
||
|
||
.PHASERS
|
||
PHASERS
|
||
|
||
Syntax: PHasers <a,r,c> <energy consumption> n1 n2
|
||
|
||
Fires Phasers at a target. Only one target may be specified per
|
||
command. The size of the hit is inversely proportional to the
|
||
distance from the target. Maximum range is ten (10) sectors
|
||
vertically, horizontally, or diagonally. Each phaser fire consumes
|
||
200 units of ship energy, unless a specific amount of energy is
|
||
specified. A phaser fire must consume at least 50 units of energy,
|
||
and may not use more than 500 units of energy. The phaser banks have
|
||
roughly a 5% chance of damage with a default (200 unit) hit, with the
|
||
probability of damage reaching nearly 65% with a maximum (500 unit)
|
||
hit. The severity of the resulting damage is also dependant on the
|
||
size of the hit. Also, if your ship's shields are up, a high-speed
|
||
shield control is used to quickly lower and then restore the shields
|
||
during the fire. This procedure consumes another 200 units of ship
|
||
energy. NOTE: Although Phasers can damage enemy planetary
|
||
installations (BUILD's), they can NOT destroy the planet itself. The
|
||
target location may be specified using Absolute, Relative, or Computed
|
||
(300 baud or less jobs only) coordinates.
|
||
|
||
Examples:
|
||
|
||
PH 12 32 Phaser target at sector 12 - 32
|
||
PH a 12 32 Equivalent to "PH 12 32"
|
||
PH r 2 -3 Phaser target at sector 12 - 32, if your ship's
|
||
present location is sector 10 - 35
|
||
PH c Raven Phaser the Raven (if in range)
|
||
PH 300 12 32 Phaser target at sector 12 - 32, using 300 units
|
||
of energy.
|
||
.
|
||
|
||
.PLANETS
|
||
PLANET information
|
||
|
||
Syntax: PLanets <ALL,SUM,CAP,FED,KLI,EMP> and/or <ranges,locations>
|
||
Provides the locations and current political leanings of all or
|
||
selected planets which your ship's computer currently has data on.
|
||
The listing produced by this command is controlled by the 'groups'
|
||
requested. Groups can be defined using specific coordinates, ranges,
|
||
political affiliations, or combinations of the above. More than one
|
||
group can be defined in one PLANETS command, linked by 'and' (serves
|
||
as a logical 'OR').
|
||
|
||
Examples:
|
||
|
||
PL Lists all CAPTURED planets (of both sides), plus any
|
||
NEUTRAL planets within 10 sectors.
|
||
PL all Equivalent to "PL".
|
||
PL summary Give summary for ALL planets.
|
||
PL fed Lists all FEDERATION planets.
|
||
PL kli (or emp) Lists all KLINGON EMPIRE planets.
|
||
PL cap Lists all CAPTURED planets.
|
||
PL n Lists all NEUTRAL planets within 10 sectors.
|
||
PL n 10 Equivalent to "PL n".
|
||
PL all and n Equivalent to "PL"
|
||
PL 4 List all planets within 4 sectors.
|
||
PL 12 32 Show political affiliation of planet at sector 12 32.
|
||
PL fed 5 List FEDERATION planets within 5 sectors.
|
||
PL fed 5 and n List FEDERATION planets within 5 sectors and NEUTRAL
|
||
planets within 10 sectors.
|
||
.
|
||
|
||
.POINTS
|
||
POINTS scored
|
||
|
||
Syntax: POints <ME,KLI,EMP,HUM,FED,ROM,ALL>
|
||
|
||
Itemizes the game's point totals up to the present moment.
|
||
Information can be obtained concerning the points scored by your
|
||
individual ship, your team, the opposition, the romulans, or any
|
||
combination of the above. If the Romulan Empire is not involved in
|
||
the game, the ROM switch will be ignored.
|
||
|
||
Examples:
|
||
|
||
PO Prints out the scoring of your present ship.
|
||
PO me Equivalent to "PO".
|
||
PO kli fed Prints out the scoring of the two teams.
|
||
PO all Prints out all the scoring information available.
|
||
.
|
||
|
||
.RADIO
|
||
Turn Sub-Space RADIO on or off
|
||
|
||
Syntax: Radio ON, or Radio OFF
|
||
|
||
Turns on or off your ship's Sub-Space Radio, thus controlling whether
|
||
you will receive any messages from other ship's or your bases.
|
||
|
||
Examples:
|
||
|
||
RA on Turn Sub-Space radio ON.
|
||
RA off Turn Sub-Space radio OFF.
|
||
.
|
||
.REPAIR
|
||
REPAIRing ship damages
|
||
|
||
Syntax: REpair
|
||
|
||
Repairs damaged ship devices. If a ship suffers a critical hit to a
|
||
device, REPAIR can be used to restore the device to full (or partial)
|
||
working order. A call to REPAIR removes fifty (50) units of damage
|
||
from each damaged device, in addition to the normal repair rate of
|
||
thirty (30) units per turn. Also, if the ship is DOCKED, an
|
||
ADDITIONAL fifty (50) units of damage is removed. REPAIR does NOT
|
||
reduce the SHIP damage.
|
||
.
|
||
|
||
.SCAN
|
||
full range SCAN
|
||
|
||
Syntax: SCan <u,d,r,l,c>; <range> or <Vrange,Hrange>; <w>
|
||
|
||
Displays a selected portion of the nearby universe. If no range is
|
||
specified, SCAN defaults to a square scan range of ten sectors from
|
||
the present ship location. The switches UP, DOWN, RIGHT, LEFT, and
|
||
CORNER modify this to include only the part of this original square
|
||
specified (relative to the ship). The maximum scan range is 10
|
||
sectors, and larger specified ranges are reduced to this value. If
|
||
individual vertical and horizontal ranges are specified, the scanning
|
||
field will be shaped accordingly. The WARNING switch if added to the
|
||
end of a scan command string will flag the empty sectors within range
|
||
of an enemy base or planet with #'s instead of .'s. The scan symbols
|
||
and their meanings are:
|
||
|
||
* Star
|
||
@ Planet
|
||
[] Federation base
|
||
() Empire base
|
||
~~ Romulan warship
|
||
. Empty sector
|
||
Black hole
|
||
E,I,L,N,S,T,V,Y Federation warships
|
||
B,C,F,H,J,P,R,W Empire warships
|
||
# Empty sector in range of enemy base or planet
|
||
(using WARNING switch)
|
||
|
||
Examples:
|
||
|
||
SC Scan universe within 10 sectors
|
||
SC 10 Equivalent to "SC"
|
||
SC 4 Scan universe within 4 sectors
|
||
SC 13 Equivalent to "SR 10" or "SC"
|
||
SC 4 4 Equivalent to "SC 4"
|
||
SC 2 8 Scan up to 5 rows and 17 columns, centered on the
|
||
present ship location
|
||
SC u 4 7 Shows only upper half of normal "SC 4 7" scan
|
||
SC c -5 -5 Scan the region bounded by the present ship location
|
||
and the location (-5,-5) sectors away (puts ship in
|
||
one corner of the scan)
|
||
SC w Same as 'SC', plus showing danger zones around enemy
|
||
bases and planets
|
||
.
|
||
.SEND
|
||
SENDing messages using the sub-space radio
|
||
|
||
Syntax: SEnd <to> <ALL,KLI,EMP,FED,player(s),group(s)> ; message
|
||
|
||
Sends messages to one or several of the players currently in the game,
|
||
with no range limitation. Players who have turned their radios off,
|
||
or have a critically damaged sub-space radio can not be sent to.
|
||
|
||
Examples:
|
||
|
||
SE v;Hello! Sends 'Hello!' to the Vulcan.
|
||
SE klingon;DROP DEAD! Sends 'DROP DEAD' to all Klingons.
|
||
SE v,e;HELP ME Sends 'HELP ME' to the Vulcan and Enterprise.
|
||
.
|
||
|
||
.SHIELDS
|
||
SHIELD maintenance
|
||
|
||
Syntax: SHields Up, SHields Down, or SHields Transfer n
|
||
|
||
Allows a player to raise or lower ship shields, as well as transfer
|
||
energy between ship (engines) and shield energy reserves. Raising
|
||
shields consumes 100 units of ship energy, lowering them or
|
||
transfering energy is 'free'.
|
||
|
||
Examples:
|
||
|
||
SH u Shields Up (RAISE shields)
|
||
SH d Shields Down (LOWER shields)
|
||
SH t 500 Transfer 500 units of energy TO shields
|
||
SH t -500 Transfer 500 units of energy FROM shields
|
||
.
|
||
|
||
.SRSCAN
|
||
Short Range SCAN
|
||
|
||
Syntax: SRscan <u,d,r,l,c>; <range> or <Vrange,Hrange>; <w>
|
||
|
||
Equivalent to SCAN, but with a default scan range of 7 sectors. For
|
||
complete information on sensor scans, type HELP SCAN.
|
||
.
|
||
|
||
.STATUS
|
||
STATUS of ship
|
||
|
||
Syntax: STatus <c,l,t,e,d,s>
|
||
|
||
Reports current status of ship. Allows player to check his ship
|
||
Condition, Location, Torpedo supply, ship Energy, ship Damage and
|
||
Shield condition individually or as a group.
|
||
|
||
Examples:
|
||
|
||
ST Give full status report
|
||
ST t Report how many torpedos remain on board
|
||
ST e d sh Report the ship energy, the ship damage, and the
|
||
shield condition (energy, %, up/down)
|
||
ST l Report the current ship location
|
||
.
|
||
.TARGETS
|
||
TARGETS in range command
|
||
|
||
Syntax: TArgets <range>
|
||
|
||
Provides a listing of all enemy ships, bases, and planets within a
|
||
certain range (ten sectors maximum). The location (and shield
|
||
strength if a base or ship) is provided for each target. Primarily
|
||
for locating a target during battle when a scan would be too
|
||
time-consuming.
|
||
|
||
Examples:
|
||
|
||
TA List all targets within ten (10) sectors.
|
||
TA 10 Equivalent to "TA".
|
||
TA 5 List all targets within five (5) sectors.
|
||
.
|
||
|
||
.TERMINATE
|
||
TERMINATE command
|
||
|
||
Syntax: TErminate
|
||
|
||
To quit the game prematurely and return to monitor. Permanently
|
||
removes your ship from the game. To temporarily leave the game (to
|
||
answer SENDS, etc.) type ^C. Typing CONTINUE will then restore you to
|
||
the game in your prior condition and location.
|
||
.
|
||
|
||
.TORPEDOS
|
||
photon TORPEDO burst
|
||
|
||
Syntax: TOrpedo <a,r,c> num n1 n2 <n3 n4> <n5 n6>
|
||
|
||
Fires Photon Torpedo burst at a target. One, two, or three (max)
|
||
torpedos may be fired with one command, and the torpedos may be
|
||
individually targeted, or fired at a common location. The minimum
|
||
range of a photon torpedo is 8 sectors, but some will travel 10
|
||
sectors before self-destructing. Photon torpedos may be deflected
|
||
from the desired track to a greater or lesser extent by a number of
|
||
different factors, including your ship's shield strength, Computer and
|
||
Photon tube damage, and torpedo misfires. A torpedo misfire also
|
||
aborts the rest of the burst, and sometimes damages the Photon tubes
|
||
as well. Photon torpedos may cause stars to go nova, and can also
|
||
destroy planets (if no enemy installations remain intact). The target
|
||
location may be given in Absolute, Relative, or Computed (300 baud
|
||
jobs or less) coordinates. A torpedo burst uses no ship energy.
|
||
|
||
Examples:
|
||
|
||
TO 1 12 24 Fire one torpedo at sector 12 - 24
|
||
TO 3 12 24 Fire three torpedos at sector 12 - 24
|
||
TO 3 12 24 13 39 45 12 Fire one torpedo at sector 12 - 24,
|
||
one torpedo at sector 13 - 39,
|
||
and one torpedo at sector 45 - 12
|
||
TO 3 12 24 13 39 Fire one torpedo at sector 12 - 24,
|
||
and two torpedos at sector 13 - 39,
|
||
TO a 3 12 24 Equivalent to "TO 3 12 24"
|
||
TO r 2 2 -5 Fire two torpedos at sector 22 - 25,
|
||
assuming your location is 20 - 30
|
||
TO c 3 Raven Fire three torpedos at the Raven
|
||
.
|
||
|
||
.TRACTOR
|
||
TRACTOR beam usage
|
||
|
||
Syntax: TR <ship name> or TR off
|
||
|
||
Allows a ship to tow another ship of the same team. The two ships
|
||
must be located in adjacent sectors and both ships must have their
|
||
shields lowered. Once such a beam is applied, either ship can pull
|
||
the other behind it using warp or impulse engines. Energy consumption
|
||
for the towing ship is three (3) times the normal rate for movement
|
||
with the shields down. The ship being towed will end the move
|
||
trailing the lead ship. If either ship raises his deflector shields,
|
||
the tractor beam is automatically cut. The tractor beam will also be
|
||
broken if either ship is hit by a torpedo or damaged by a nova.
|
||
|
||
Examples:
|
||
|
||
TR Breaks any existing tractor beam
|
||
TR off Equivalent to TR
|
||
TR r Apply tractor beam to the Raven.
|
||
.
|
||
|
||
.USERS
|
||
USERS command
|
||
|
||
Syntax: Users
|
||
|
||
This command lists all the ships currently active in the game, along
|
||
with each ship's captain, TTY number, baud rate, and PPN.
|
||
.
|
||
|