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DECWAR Version 1.2
DECWAR is a space battle game designed to be played by from 1 to
16 people. Each person plays on a separate terminal, and enters the
game by typing
R GAM:DECWAR
Players are free to enter and leave the game as desired, since each
has his own job and therefore won't interfere with the other players
(the jobs interact through a shareable high segment).
The first person to run the game will select the startup options.
The current startup options are:
1. Regular or Tournament game. A regular game will randomly
initialize the galaxy. A tournament game will prompt for a
startup code. Each tournament game played with the same code
will have the same initial galaxy setup.
2. Include Romulans. Romulans are nasty beasts that beginners
are better off without. However, if you're the only person
playing, the Romulan would be your only competition.
3. Include black holes. Black holes are annoying, since if you
run into one, you're dead. They're especially dangerous for
those who don't look before they leap.
Each player gets to select the ship he wants to control from a
list of remaining ships on his side. There are initially 8 ships on
each side:
Federation ships Empire ships
Enterprise Buzzard
Intrepid Cobra
Lexington Falcon
Nimitz Hawk
Savannah Jackal
Trenton Python
Vulcan Raven
Yorktown Wolf
There are two primary opposing forces in the galaxy -- Humans
(Federation) and Klingons (Empire). The first person to run the game
gets a Federation ship, the next player to enter gets an Empire ship,
the next gets a Federation ship, etc., so that the sides are as evenly
divided as possible. The object is to destroy all enemy bases and
ships, and capture all enemy planets, before he does the same to you.
Due to continuous espionage activities, present front-line ships
of the Federation and the Klingon Empire are identical in strength and
weaponry. These ships can move from sector to sector using either
warp engines or impulse power, can attack enemy installations and
ships using either photon torpedoes or phasers, and can defend
themselves against such attack using their deflector shields. All
ships also possess sub-space radios which keep them in touch with
friendly starbases as well as other ships.
The various devices of a ship are subject to damage. This damage
may be due to enemy attack or to over use. These damages, unlike
total ship damage, may be repaired while underway. If any device
possesses 300 or more units of damage, it is inoperative until this
situation is remedied. A ship possesses the following devices:
1. Warp Engines -- These engines are the normal mode of travel
for starships. The maximum allowable speed is warp factor 6,
with warp's 5 and 6 risking potential damage to these
engines.
2. Impulse Engines -- These engines are basically for emergency
use while the warp engines are critically damaged. Impulse
engines move the ship at warp factor 1.
3. Photon Torpedo Tubes -- Used to fire photon torpedoes. If
these tubes are damaged, the accuracy of torpedo bursts is
impaired. The maximum torpedo range is 10 sectors.
4. Phaser Banks -- Each ship possesses two phaser banks, with a
single phaser control. Damage to this phaser control or to
the ship's computer reduces the strength of the phaser hit.
5. Deflector Shields -- The deflector shields of a ship protect
it from damage from phaser and photon torpedo hits. The
percent shield strength indicates the percent of the incoming
hit which will be nullified. In addition, strong deflector
shields may deflect photon torpedoes with little or no
damage. NOTE: If a ship's shields are up, the amount of
energy expended during movement is doubled.
6. Ship Computer -- The ship's computer is used for computed
firing, computation during ship movement, and for phaser
control. If the computer is inoperative, navigation during
warp and impulse movement becomes inexact.
7. Life Support -- If the life support units of a starship are
inoperative, the ship must either repair this damage or dock
within 5 stardates. If this is not accomplished, the crew
will die.
8. Sub-Space Radio -- The sub-space radio is used to communicate
with other ships, of either side. Bases under attack also
use the sub-space radio to call for help and notify their
team's ships of their destruction.
9. Tractor Beam -- The ship's tractor beam is used primarily to
tow damaged friendly ships away from danger. The beam can
not be used unless both ships have lowered their shields.
In addition to the individual devices discussed above, a newly
commissioned ship (or a fully repaired and rearmed older ship)
possesses the following attributes:
1. 5000 units of ship energy. This energy is used during
movement as well as phaser firing. If this quantity ever
reaches zero (0), the ship is dead. A ship possessing 1000
units of ship energy or less automatically goes to yellow
alert, and a warning bell sounds after every move.
2. 2500 units of shield energy. This energy is stored in the
ship's shields (whether up or down), and is separate from the
ship energy. However, energy may be transferred between
these two energy reserves as needed.
3. Zero (0) units of ship damage. During battle, a ship
collects hits from enemy installations and ships. If these
accumulated hits ever reach 2500 units of damage or greater,
the ship is destroyed. Ship damage may be reduced only by
docking.
The galaxy is arranged in a grid of 75 by 75 sectors. Players
can move freely throughout the galaxy in search for enemies, which
come in one of several categories:
1. Romulan. This is the most dangerous thing to come up
against, and fortunately there is a maximum of 1 Romulan in
the game at any given time. The Romulan moves around
concealed by his cloaking device until he comes across a
suitable target (Federation or Empire ship or base) which he
immediately proceeds to attack. An infinite supply of
torpedoes and energy make him a formidable foe. If you kill
one, another will eventually appear somewhere in the galaxy.
2. Enemy ship. This is the second most dangerous thing to come
across, since all enemy ships are backed by human
intelligence. All ships are created equal, and so the
outcome of a clash between two ships is usually due to skill
on its captain's part, although some other factors do come
into play.
3. Enemy base. These aren't dangerous unless you come within
range (4 sectors) since they are immobile. Destroying a base
is useful primarily because it removes it from use by your
enemy (bases are used as supply stations and as a refuge in
times of stress). A damaged starbase will slowly build
itself back to full strength if it is not completely
destroyed.
4. Enemy planet. These are just like enemy bases, except that
they're weaker (how MUCH weaker depends on how many
fortifications the enemy has built on them). They're firing
range is only two sectors, and they can re-supply the enemy
less rapidly than can a base.
5. Neutral planet. While these aren't strictly classified as
enemies, they will take pot shots at you (they're range is
also 2 sectors), so be wary of them.
When playing the game, all commands may be abbreviated to 2
characters, and some may be abbreviated to 1 character (you may use
the shortest unambiguous abbreviation, which is usually 2 characters).
For a list of the possible commands type HELP, and for a description
of an individual command type HELP command. The help on individual
commands will be read from this help file (that's what the periods in
column 1 are for in the long description of each command). The legal
commands are:
1. BASES -- List the position and status of friendly bases, or
the status of known enemy bases.
2. BUILD -- Develop installations on a planet, and eventually
build it into a base. The planet must first be captured.
3. CAPTURE -- Win a neutral or enemy planet over to your side.
4. DAMAGES -- List damaged devices and their current status.
5. DEFINE -- Give a name to a group of ships to send messages
to.
6. DOCK -- Dock at an adjacent base or planet. This increases
your energy, replenishes your torpedoes, repairs your ship a
little, and reduces your ship damage.
7. ENERGY -- Transfer energy between two ships.
8. GRIPE -- Record bugs, comments, suggestions, etc. in a file
that is periodically reviewed by people responsible for the
upkeep of the game.
9. HELP -- List or describe possible commands.
10. IMPULSE -- Move under impulse engines.
11. MOVE -- Move using warp engines.
12. NEWS -- Tells about any new features or enhancements.
13. PHASERS -- Fire phasers at a target.
14. PLANETS -- List various information about known planets.
15. POINTS -- List your score breakdown so far.
16. RADIO -- Turn ship's sub-space radio on or off.
17. REPAIR -- Repair your damaged devices a little.
18. SCAN -- Display the galaxy with the default range set to
maximum (10 sectors in each direction from your ship).
19. SEND -- Send messages to other ships using the sub-space
radio.
20. SHIELDS -- Transfer energy to or from your shields, or raise
or lower your shields.
21. SRSCAN -- Display the galaxy with a default range of 7
sectors (1 greater than the maximum warp factor).
22. STATUS -- List your ship's current status and supply levels.
23. TARGETS -- List targets (enemies within range) and their
current locations.
24. TERMINATE -- Get out of the game.
25. TIME -- Provides information on run time and elapsed time.
26. TORPEDOES -- Fire photon torpedoes.
27. TRACTOR -- Use tractor beam to tow friendly ships.
28. USERS -- List the names and other information known about the
players currently in the game.
.PAUSES
Commands that take real time
Many of the commands are designed to take a certain amount of real
time. This is done to help equalize the game when there are different
speed terminals and different speed typists in the game. Some
commands take a constant amount of time, and some are based on the
speed of the slowest terminal in the game.
BUILD 5 to 7 seconds
CAPTURE 5 seconds
DOCK 2 to 4 seconds
IMPULSE 2 to 4 seconds
MOVE 2 to 4 seconds
REPAIR 4 seconds
You have 2 phaser banks, each of which must be cooled off after it's
fired before it can be used again. Each phaser bank takes 3 to 6
seconds plus the amount of phaser damage / 100 to cool off. For
instance, if there was a 300 baud terminal in the game, and your
phasers had 200 units of damage, each of your phaser banks would take
6 + 2 = 8 seconds to cool off after being fired. Therefore, you could
fire once every 4 seconds, or twice every 8 seconds.
After each burst of torpedoes the tubes must be reloaded before being
used again. It takes 2 to 4 seconds plus the amount of torpedo tube
damage / 100 to load a torpedo. For instance, if there was a 300 baud
terminal in the game, your torpedoes had 200 units of damage, and you
had just fired 3 torpedoes, it would take 4 * 3 + 2 = 14 seconds
before you could fire torpedoes again.
Because of the huge amount of time taken for scans on slow terminals,
SCAN and SRSCAN also have pauses. If there are only fast terminals
playing, there is no pause, but if there is a slower terminal in the
game, the number of seconds paused is 0.04 * area scanned.
.
.ESCAPE
Use of the ESCAPE (ALTMODE) key
A lone altmode entered in response to the COMMAND prompt will execute
the previously entered command. This is useful when building a planet
into a base, when docking, repairing, firing torpedoes, etc.
.
.CTL-C
Use of ^C
If you're in command input wait (DECWAR is waiting for you to type a
command), typing ^C will output a series of bells and leave you in
command input wait state. A second ^C will then abort the game and
return you to monitor mode. When you abort the game in this manner,
your ship is returned to the pool of available ships. You will be
able to continue unless someone has taken over your ship or someone
has moved into the spot you occupied.
If you're not in a command input wait state when you type ^C, any
stacked commands (commands that you typed in ahead of time that
haven't been executed yet) will be aborted, and a series of bells will
be output. After you hear the bells, ^C will act as above (it will
take you out of the game).
.
.CTL-T
Use of ^T
The name of game changes during different stages. During startup, it
will be DECWAR. When waiting for input, it will be DECWTI. When
executing a command, it will be DECWRN. When sleeping after a command
that takes time (MOVE, CAPTURE, BUILD, etc.) it will be DECWSL. You
can tell what state the game is in by typing ^T and looking at the
program name displayed. This is useful when you're not sure if it's
waiting for a command yet or still executing a series of commands you
typed in ahead of time.
.
.BASES
BASE information
Syntax: BAses, or BAses n1 n2, or BAses Nearest
This command is used to provide the location and shield strength of
all the bases on your side, or just of one base on either side (the
location of an enemy base must already be known). Also, the NEAREST
switch will give the location of the nearest friendly base.
Examples:
BA Gives location and shield strength of ALL functional
bases on your side
BA 32 14 Gives shield strength of base at sector 32 - 14
BA n Gives location of nearest friendly base
.
.BUILD
BUILDing a starbase
Syntax: BUild <a,r> n1 n2
To fortify a captured planet. Captured planets may be fortified
against recapture (and/or destruction) by the enemy using this
command, up to a maximum of four builds per planet. In addition, as
your team's starbases are destroyed by enemy action, a fifth build
will complete the construction of a NEW starbase on the planet
specified. Only ten starbases per team may be functional at any one
time. The planet's location may be given in Absolute or Relative
coordinates.
Examples:
BU 32 12 Build the planet at sector 32 - 12
BU a 32 12 Equivalent to "BU 32 12"
BU r 1 1 Build the planet at sector 32 - 12, if your present
location is 31 - 11
.
.CAPTURE
CAPTURing planets
Syntax: CApture <a,r> n1 n2
Capture of neutral or enemy planets. At the start of the game all
planets are neutral (they fire at everyone!). Once captured by either
side, they fire only at enemy ships, and can be DOCKed at to refuel
and rearm, just like a base. Enemy planets may also be captured, and
recaptured any number of times. The planet's location may be given in
Absolute or Relative coordinates.
Examples:
CA 12 32 Capture planet at sector 12 - 32
CA a 12 32 Equivalent to "CA 12 32"
CA r 1 1 Capture planet at sector 12 - 32, if your ship's
present location is 11 - 31
.
.DAMAGES
DAMAGE report
Syntax: DAmages <device names>
Reports on the damaged devices of your ship, listing the device name
and the current amount of damage. The condition of all or just
selected devices may be examined. Total SHIP damage is NOT reported.
Examples:
DA Lists all damaged devices and their current damages
DA sh t Lists damages for SHields and Torpedos (Photon tubes)
DA ph ra c Lists damages for PHasers, sub-space RAdio, and
Computer
.
.DEFINE
DEFINition of SEND groups
Syntax: DEfine <group name> <ship names>
This command is used to assign groups of ships to a specific name,
thus simplifying the sending of messages to multiple players. All
players begin the game with certain standard group names defined, as
described in the SEND help file. Groups may be redefined or
eliminated as desired. Group names will be truncated to five (5)
characters.
Examples:
DE fools i e l SEND FOOLS now equivalent to SEND I E L.
DE fools Eliminates FOOLS as a valid group name.
.
.DOCK
DOCKing at bases or planets
Syntax: DOck <ST <device name(s)> >
To refuel, repair, and rearm your ship by DOCKing. If you are within
one sector of a base or captured planet, you can DOCK, thereby adding
to your ship and shield energy supplies, increasing your photon
torpedo reserves, and reducing your SHIP damage. Also, repairs to
devices are accelerated while you are docked. If you have NO damages
and are completely refueled and rearmed, DOCKing will have no affect
on your ship, and will in effect be a wasted move. No coordinates are
needed, the ship's computer will determine whether you are adjacent to
a base. A STATUS command string may be appended to a DOCK order.
Examples:
DO Dock, no status report
DO st Dock, show ship's status AFTER docking
DO st sh t Dock, show ship's shield strength and number of
torpedos on board AFTER docking
.
.ENERGY
ship-to-ship ENERGY transfer
Syntax: Energy ship name units of energy to transfer
Allows a ship to transfer energy to another ship of the same team.
The two ships must be located in adjacent sectors. Ten percent of the
energy transferred will be lost due to broadcast dissipation. If a
ship attempts to send more energy than the other ship can store (ie
5000 units), the transfer will automatically be reduced to the maximum
possible.
Example:
E i 1000 Transfers 1000 units of energy to the Intrepid. The
Intrepid will receive 900 units of energy.
.
.GRIPE
submitting GRIPEs
Syntax: Gripe
To report bugs in the game and to suggest possible additions and/or
modifications in the code. Type in your comments, then a CTL-Z to
exit and continue the game. Unless you are currently under red alert,
GRIPE will protect you from enemy attack.
.
.HELP
HELP documentation
Syntax: Help <command>
Lists the available commands, and provides information on the syntax
and use of these commands. Each file begins with the syntax of that
command, then includes a short description of its use, and finally
some examples where needed. Unless you are currently under red alert,
HELP will protect you from enemy attack.
Examples:
H List all the available commands
H sh Give help for SHIELDS command
.
.IMPULSE
move using IMPULSE power
Syntax: Impulse <a,r> n1 n2
Moves ship using impulse power. Fixed movement per turn of one sector
vertically, horizontally, or diagonally (equivalent to warp factor 1).
As with the Warp drive, the desired move may be given in Absolute or
Relative coordinates.
Examples:
I 37 45 Move to sector 37 - 45
I a 37 45 Equivalent to "I 37 45"
I r 1 -1 Move to sector 37 - 45, if your ship's present
location is 36 - 46
.
.MOVE
MOVE using warp drive
Syntax: Move <a,r> n1 n2
Moves ship using warp drive. Maximum allowable warp speed is 6, with
each warp factor corresponding to one sector of vertical, horizontal,
or diagonal movement. Maximum SAFE warp speed is four; warp factors
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.
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.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.
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