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- BEGIN
-
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- A Tactical Starship
- Simulation
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- Copyright (c) 1984,85,86
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- by
- CLOCKWORK SOFTWARE
- PO Box 974
- Bloomfield Hills, MI 48013
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- Begin A Tacical Starship Simulation
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- I. INTRODUCTION I. INTRODUCTION I. INTRODUCTION
-
-
- Begin is actually a simulation of a simulation that tests
- your ability to command a fleet starship. For the first time, you
- will actually have the feeling that you are commanding a real
- starship, against real enemy captains. You will never be
- satisfied with a crude "quadrant-sector" game again.
-
- The action in Begin is controlled by you. The game can be
- fast-paced or leisurly, easy or hard, depending on your wishes.
- There are no artificial "skill levels" as employed by less
- sophisticated starship games. If you want an easy simulation, try
- giving the enemy inferior ships or take along many allies. If you
- want a fast game, fight fewer ships or use insane tactics. The
- point is, it's all up to you - there are an almost unlimited
- number of simulation scenarios.
-
- The object of Begin is (as usual) to destroy the enemy fleet
- before they destroy you. You will receive an evaluation of your
- performance at the end of the action. Your enemy is tough and
- experienced. He will do his utmost to destroy you with whatever
- equipment you give him. You can fight him by youself, or command
- a task force of computer controlled ships that you command. All
- computer controlled ships follow the same rules that you must
- follow while fighting.
-
- Enjoy this new level of sophistication in computer
- entertainment.
-
-
-
- II. OVERVIEW II. OVERVIEW II. OVERVIEW
-
-
- Begin is actually made up of four separate parts that happen
- in sequence, Setup, command input, strategy, and movement. A more
- detailed explaination of each of these can be found in a later
- section.
-
- The first part, Setup, will a ask a number of questions that
- will control what nations are involved and what class of ships
- will be used. After all questions have been answered, the tacical
- display will be draw and Begin will wait for you to enter a
- command.
-
- You may enter commands for controlling your ships weapon
- systems, defenses, status displys or for directing your ally
- ships. Command input will allow you as much time as you need to
- decide your action. You may enter an entire command on one line
- or allow Begin to prompt you for each part.
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- - 2 -
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- After the entire command has been given, the strategy of all
- enemy and ally ships is determined. These ships follow the same
- rules for commands that you must follow. After all ships have
- determined their strategy, the realtime movement is performed.
-
- Realtime moves all objects according to the Begin laws of
- physics. Every item will be moved in sequence, ten times, to
- simulate simultaneous movement. Your crew will report most of the
- enemy and ally ships actions during this time, such as who is
- firing torpedos and who has been hit. At the end of this cycle,
- before you are again asked for a command, the tactical displays
- will be updated.
-
- One time through the above sequence is call a cycle, and is
- the basic unit of time in Begin. All time is measured in cycles
- but may sometimes be refered to as seconds, such as three seconds
- to self destruct.
-
-
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- III. SETUP III. SETUP III. SETUP
-
-
- The distribution disk should contain two copies of Begin.
- One is named "BEGINS.EXE" which uses software floating point, and
- one named "BEGIN7.EXE" which uses the 8087 co-processor. If you
- do not have an 8087 installed in your PC you must use
- "BEGINS.EXE". Clockwork Software recommends installing an 8087 as
- it will increase the speed of play by approximately ten times.
-
- When you first execute BeginS or Begins7, you will be asked
- your name. The name you enter will be printed at the beginning of
- the prompt asking for command input.
-
- After entering your name, a list of possible nation will be
- displayed. You should then enter the nation you wish to
- represent. The nation you select decides what ships will be
- available to you and the temperament of your ally commanders.
-
- Once you enter your chosen nation, a list of that nations
- ship classes will be displayed and you will be prompted for the
- ship of your choice. The ships vary widely in speed,
- maneuverability, weaponry and shields strength.
-
- Next you must enter the number of ally ships you desire and
- the class of ship they will be. Ally ships are always of the same
- nation as the player.
-
- Finally, you must enter the nation of your computer
- oppenent, the flag ship class of the enemy, the number of allies
- the enemy has and their ship class.
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- - 3 -
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- Begin A Tacical Starship Simulation
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- IV. SHIPS IV. SHIPS IV. SHIPS
-
-
- All ships are controlled by a fixed number of attributes.
- These attributes control the ships speed, acceleration, turn
- rate, weaponry, shield strength etc. This section briefly
- explains how these attributes function.
-
-
- HELM HELM HELM
-
- The helm controls the direction and velocity of the ship.
- The ship will not always respond instantly to helm commands.
- Response depends on the size of the ship you are commanding and
- the current helm settings. Generally, the larger the ship or the
- faster the current speed, the slower the ship will respond to
- course and speed changes. The exception to this is that all ships
- respond instantly if the current speed and the requested speed
- are both warp one or less. For specified ship class attributes,
- consult your ships' library computer.
-
- Helm related commands are: Helm, Pursue, Elude, Report.
-
-
- WEAPONRY WEAPONRY WEAPONRY
-
- Available to you are a three different weapon systems that
- vary from ship class to ship class. Most ships have all three
- although of few of the smaller ships do not. These weapons are
- Phasers, Torpedos and Probes.
-
- All phasers banks and torpedoe tubes may be locked on a
- specified ship or turned to a specified relative angle off the
- current heading (mark). The target or course of a probe is
- specified at launch time since probes are "smart" in that they
- may pursue a specified target or course and may be controlled
- after they leave the ship.
-
- Phasers are short range weapons that hit their target
- instantaneously. The closer you are to the target, the better the
- hit.
-
- Torpedos travel at a specific velocity determined by the
- class of torpedo your ship carries although it is generally very
- fast. If the tube is locked on a target, the tube will "lead" the
- target to compensate for the target's course and velocity. Most
- classes of torpedo cannot change course one they are fired.
-
- Probes are very slow in comparison to torpedos. The
- advantage of a probe is the ability to pursue a target, and it's
- relativly large warhead. Probes may also be controlled after they
- are launched. They may be set to a specific heading or relocked
- on to a target.
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- - 4 -
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- Consult your ships library computer for specifics on these
- weapons.
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- Weaponry related commands are: Fire, Lock, Turn, Status, Torp,
- Phaser, Probe
-
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- SHIELDS SHIELDS SHIELDS
-
- Shields protect the ship from being damaged by enemy (or
- ally) weapons. A shield will weaken in proportion to the
- magnitude of the hit on that shield. This type of damage is
- actually only temporary and the shield will regenerate slowly
- over time. If the hit is larger than the shield can absorb, then
- the ship will sustain damaged.
-
- The amount of damage will depend on the strength of the hit.
- Any of the ships systems may be damaged including the shields
- maximum strength. This damage is permanent and may only reduce
- the effectivness of the system as in the case of reactors,
- engines or shields, or may totally destroy the system as with
- phaser banks or torpedo tubes.
-
- Shield related commands are: Raise, Lower, Status, Shields
-
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- STATUS STATUS STATUS
-
-
- All commands will result in the ending of your "turn" except
- for commands that only display status. The status command will
- display the current state of the entire ship, phaser banks,
- torpedo tubes, probe launchers, shields or active probes. This
- also includes scanning enemy or ally vessels and ally reports.
-
- Status related commands are: Damage, Report, Status, Banks,
- Tubes, Launchers
-
-
- COMPUTER COMPUTER COMPUTER
-
- All ships are equipped with a library computer. The library
- computer will display information on any ship class, torpedo
- class or probe.
-
- Computer related commands are: Library, Computer, Help
-
-
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- V. ENEMIES & ALLIES V. ENEMIES & ALLIES V. ENEMIES & ALLIES
-
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- All ally and enemy ships are given a "personality" when they
- are created. This consists of a number of attributes that control
- their bravery, aggression, fanatisism and loyalty, and is based
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- on the race of that enemy or ally.
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- ALLIES ALLIES ALLIES
-
- During play, your ally ships will engage the enemy at will
- although you are allowed to give them a few general orders. These
- include who to attack, what course to follow, hold fire, etc.
- They will almost always follow these orders unless they are not
- very loyal or the order is very unreasonable. In any case, they
- will give a response to that order.
-
- It is important to remember the orders you issued or you may
- render an ally useless. For example if you order an ally to
- follow a course, he will follow that order until you cancel it.
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- If your ship sustains heavy damage (or even if it doesn't)
- you are allowed to trade ships with one of your allies.
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- Ally related commands are: Tell, Order, Beam, Transport
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- VI. COMMAND SUMMARY VI. COMMAND SUMMARY VI. COMMAND SUMMARY
-
-
- The following is a brief, although hopefully complete list
- of legal commands available to the starship commander. In a
- number of cases there is more than one form of the same command.
- For example, "tubes" is the same command as "status tubes".
-
- Each command description gives the general form of the
- command and a description of command operation. The description
- for each command is followed by one or more examples.
-
- Optional parts of the commands are enclosed in square brackets (
- [optional] ).
-
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- HELM: HELM: HELM:
- Helm [Course] <course> [Warp] <warp>
-
- The helm command controls the direction and velocity of your
- ship. The course is a heading between -360 degrees and +360
- degrees. All vessels will take time to come to the new heading
- although it may sometimes seem immediate. The amount of time will
- depend on the size of your ship and the ship's current speed. The
- larger ships turning slower than smaller ships and fast speeds
- requiring more time than slower speed. All ships will seem to
- turn instantly at warp one or less.
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- When turning, the ship will always turn in the direction
- that is the smallest distance to the new heading.
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- The warp is the velocity you wish to maintain. The ship's
- velocity, like it's heading may require a certain amount of time
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- - 6 -
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- to achive.
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- Examples:
- helm course 60 warp 6
- helm 225 3
-
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- PURSUE: PURSUE: PURSUE:
- Pursue <ship> [Warp] <warp>
-
- This command instructs the helm to always follow a specific
- ship. The ship may be an enemy or an ally ship.
-
- Examples:
- pursue the banshee warp 4
- pursue proxima 2
-
-
- ELUDE: ELUDE: ELUDE:
- Elude <ship> [Warp] <warp>
-
- The Elude command will instruct the helm to always point the
- ship away from a specific enemy or ally ship.
-
- Examples:
- elude dragon warp 8
- elude ganther 7
-
-
- CHART: CHART: CHART:
- chart [From] [<ship>]
-
- Every cycle the chart from your ship will be automatically
- displayed. If the chart moves off the top of the screen, entering
- "chart" will redisplay the current chart. The chart command will
- also allow you to display the chart from an enemy or ally ship
- perspective.
-
- WARP COURSE BEARING RANGE MARK
- Caspan: 4.0 305. Manual Helm
- Asp: 3.0 125. 305. 15035 0.
-
-
- The chart displays the names of all ships with the first
- ship being the charted ship. The current warp factor and course
- of each ship is displayed as is the range of each ship from the
- charted ship. The Bearing column show the bearing of each ship
- from the charted ship. The bearing is the course the charted ship
- must follow to head directly at a specific ship. The Mark column
- contains the degrees off the heading of the charted ship to a
- specific ally or enemy ship, for example, a mark of zero
- indicates the charted ship is heading directly toward a ship.
-
- Examples:
- chart
- chart from asp
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- - 7 -
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- REPORT: REPORT: REPORT:
- report
-
- The report command displays various information about your
- ship. You may also request a report from an ally ship with the
- "order" command.
-
- SHIP NAME: Ketoi
- CLASS: Destroyer
- SURVIVORS: 200
-
- CONDITION: 100% Functional
- NAVCOM: Manual Helm
- COURSE: 270. desired 229. current
- WARP: 6.0 desired 4.5 current
-
-
- Examples:
- report
-
-
- STATUS DAMAGE: STATUS DAMAGE: STATUS DAMAGE:
- SCAN SHIP SCAN SHIP SCAN SHIP
- [Status] Damage
- Scan <ship>
-
- The damage status will display the overall condition of your
- ship where as the scan ship command will show the same
- information about an enemy or ally ship.
-
- SHIP NAME: Viper
- CLASS: Frigate
- SURVIVORS: 18
-
- REACTORS: 100% 5% XX
- BATTERIES: 75 75 68 XX
- BANKS: XX XX ch .. XX
- TUBES: ld XX
- LAUNCHERS: XX ..
- SHIELDS: XX 70% 1% 18% XX XX
- WARP: XX
- WARP TEMP: |9m LIMIT: 40m
-
- WARP POWER: 0
- OTHER POWER: 262
- RESIDUAL POWER: -6
-
-
- The above scan reveals that the Klingon Frigate, Viper is
- heavly damaged. All "XX" markers show the systems that are
- completely non-functional. The Viper still has two working
- phasers, one is charged and one is discharged. One torpedo tube
- is still functional and is currently loaded and one probe
- launcher is undamaged but unloaded. Three of the six shields are
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- completely destroyed, one is in good shape and two are very weak.
- The warp drive has been destroyed with it's temperature falling
- to zero. With the warp drive eliminated, there is not any warp
- power. The reactors are providing 262 units of power but the ship
- still used -6 units of battery power last cycle to keep the
- remaining shields up.
-
- Examples:
- damage
- status damage
- scan viper
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- RANGE: RANGE: RANGE:
- DISPLAY: DISPLAY: DISPLAY:
- SCAN RANGE: SCAN RANGE: SCAN RANGE:
- range <range>
- display <range>
- scan <range>
-
- Any of these commands will set the position display range.
- The position display is always in the upper right corner of the
- screen. The display show the location of all ships by placing the
- first two letters of the ships name on the display along with any
- active torpedos or probes.
-
- The range specified will control the magnification of the
- position display and only objects within this range will be
- displayed.
-
- Within the position display, the "<>" in the center
- indicates the location of your ship. On the monochrome monitor,
- all enemy object will be displayed "intensified" and all ally
- objects "normal". On the color monitor, all enemy objects will be
- "bright red" and all ally objects will be "Yellow".
-
- Examples:
- range 15000
- display 15000
- scan 15000
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- FIRE PHASERS: FIRE PHASERS: FIRE PHASERS:
- [Fire] Phasers [SPREAD] <spread>
- Fire [ALL] Phasers [SPREAD] <spread>
- [Fire] Phasers <list> [SPREAD] <spread>
-
- This command is used to fire one or more of your ship's
- phasers. Phasers will hit the target instantaneously but weaken
- with distance. The spread is the width of the phaser shot. The
- wider the area, the weaker the hit but you may damage more
- objects. The spread may be from 10 to 45 degrees and the list is
- which banks are to fire.
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- Examples:
- fire phasers 1 2 3 spread 10
- fire all phasers 45
- phaser all 45
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- LOCK BANKS: LOCK BANKS: LOCK BANKS:
- Lock Banks [ON] <ship>
- Lock All Banks [ON] <ship>
- Lock Banks <list> [ON] <ship>
-
- When you fire your ship's phasers, they must be pointing at
- the target if you expect to hit anything. The "lock banks"
- command allows you to keep one or all of the phaser banks pointed
- at a specified target at all times.
-
- Examples:
- lock banks on zantha
- lock all banks on agena
- lock banks 1 2 and 3 on bismark
-
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- TURN BANKS: TURN BANKS: TURN BANKS:
- Turn Banks [TO] <mark>
- Turn [ALL] Banks [TO] <mark>
- Turn Banks <list> [TO] <mark>
-
- In some circumstances you do not want the phaser banks to
- point at a specific target, but in a certain direction. The "turn
- banks" command will allow you to point one or all banks to a
- relative angle off the current course. This is refered to as the
- "mark".
-
- Examples:
- turn banks to 180
- turn all banks to 0
- turn banks 1 2 to 90
-
-
- STATUS BANKS: STATUS BANKS: STATUS BANKS:
- [Status] Banks
-
- This command will display the current state of the phaser
- banks. Since the phasers automaticaly recharge over time after
- firing, you may wish to know how long until they are full
- charged.
-
- BANK STATUS:
- Bank Level Control Mark Status Target
- 1 100% locked 57 charged Bluefin
- 2 33% locked 57 drained Bluefin
- 3 67% manual 180 drained ...
- 4 .. damaged ... ..... ..
- 5 .. damaged ... ..... ..
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- The above tube status display is from a Klingon Frigate
- which has five phaser banks. The first two banks are locked on
- the Orion ship, Bluefin that is currently at mark 57 degrees. The
- first bank is fully charged and ready for firing once the Bluefin
- is in phaser range. Bank two is currently drained and will not be
- ready for a number of cycles as indicated by the charge level.
- The third bank is set to a fixed mark of 180 degrees which means
- it is always turned toward the rear of the ship. The last two
- tubes have both been damaged and will not be of any further use.
-
- Examples:
- status banks
- banks
-
-
- DISABLE BANKS: DISABLE BANKS: DISABLE BANKS:
- Disable All Banks
- Disable Banks <list>
-
- Once a bank is fired it will immediately begin it's charge
- cycle. This may not be desirable if the ship has been heavly
- damages and you need to conserve power. This order will disable
- bank charging but will not effect the current charge of the bank.
-
- Examples:
- disable banks 6 7 8
-
-
- ENABLE BANKS: ENABLE BANKS: ENABLE BANKS:
- Enable All Banks
- Enable Banks <list>
-
- This command will allow the tube charging to continue if it
- had been disabled.
-
- Examples:
- enable all banks
-
-
- FIRE TORPEDOS: FIRE TORPEDOS: FIRE TORPEDOS:
- [Fire] Torpedos <list>
- Fire [ALL] Torpedos
-
- This is the command to use to fire the torpedos. Torpedos
- travel at a specific velocity and will not hit a target unless
- the torpedo comes within it's proximity of a ship. Locking the
- torpedo tubes on a ship does not guarantee hitting it. Also refer
- to the "load tubes" command.
-
- Examples:
- fire torpedo 1 2 3
- fire all torpedos
- torp all
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- LOCK TUBES: LOCK TUBES: LOCK TUBES:
- Lock [All] Tubes [ON] <ship>
- Lock Tubes <list> [ON] <ship>
-
- Like the phaser banks, the torpedo tubes must point at the
- target you are trying to hit. The "lock tubes" command allows you
- to "lock" one or all tubes on a specified target.
-
- Examples:
- lock tubes on eagle
- lock tubes 4 5 6 7 on talon
- lock all tubes on bluefin
-
-
- TURN TUBES: TURN TUBES: TURN TUBES:
- Turn Tubes [TO] <mark>
- Turn [ALL] Tubes [TO] <mark>
- Turn Tubes <list> [TO] <mark>
-
- This command controls the torpedo tubes in the same way the
- "turn banks" command controls the phaser banks. The "turn tubes"
- command will allow you to point one or all tubes to a relative
- angle off the current course. This is refered to as the "mark".
-
- Examples:
- turn banks to 180
- turn all banks to 0
- turn banks 1 2 to 90
-
-
- STATUS TUBES: STATUS TUBES: STATUS TUBES:
- [Status] Tubes
-
- This command will display the current state of the torpedo
- tubes. The torpedo tubes, like the phasers, will be automatically
- reloaded after firing, although they must be charged before the
- torpedo may be loaded.
-
- TUBES STATUS:
- Tube Level Control Mark Content Prox Target
- 1 0% locked 95 mkvii 500 Eagle
- 2 100% locked 95 empty .. Eagle
- 3 33% manual 135 empty .. ...
- 4 ... damaged ... ..... .. ...
-
-
- The above tube status display is from a Federation Destroyer
- which has four torpedo tubes. The first two tubes are locked on
- the Romulan ship, Eagle that is currently at mark 95 degrees. The
- first tube contains a "mkvii" class torpedo with it's proximity
- fuse set to 500. Tube two is currently empty but the level
- indicates it will be loaded during the next cycle. The third tube
- is set to a fixed mark of 135 degrees and will not be ready to
- fire for a number of cycles since the charge level is now only 33
-
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- - 12 -
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- percent. Tube number four has been damaged and is of no further
- use.
-
- Unlike the phaser banks which are ready once they reach a
- level of 100 percent, the torpedo tubes are not ready until the
- following cycle.
-
- Examples:
- status tubes
- tubes
-
-
- LOAD TUBES: LOAD TUBES: LOAD TUBES:
- Load [All] Tubes [Proximit] <prox>
- Load Tubes <list> [Proximit] <prox>
-
- Initially the torpedo tubes are not enabled for loading.
- This command starts the loading process or allows you to changes
- the proximity of the torpedos loaded after issuing this order.
-
- The proximity is the distance the torpedo must be from a
- ship before it will detonate. The minimum and maximum proximity
- depends on the class of torpedo.
-
- Examples:
- load tubes prox 500
- load tubes 1 2 3 350
- load all tubes prox 425
-
-
- UNLOAD TUBES: UNLOAD TUBES: UNLOAD TUBES:
- Unload All Tubes
- Unload Tubes <list>
-
- This order will remove the current torpedos, if any, from
- the tubes and allow new torpedos to be loaded. This would allow a
- new proximity torpedo to be loaded without firing the current
- torpedos although you would still have to wait for the tubes to
- be charged.
-
- Examples:
- unload tubes 1 2 3
- unload all tubes
-
-
- DISABLE TUBES: DISABLE TUBES: DISABLE TUBES:
- Disable All Tubes
- Disable Tubes <list>
-
- Once a tube is fired it will immediately begin it's charge
- cycle. This may not be desirable if the ship has been heavly
- damages and you need to conserve power. This order will disable
- tube charging but will not effect any torpedos that may already
- be loaded.
-
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- Examples:
- disable tubes 6 7 8
-
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- ENABLE TUBES: ENABLE TUBES: ENABLE TUBES:
- Enable All Tubes
- Enable Tubes <list>
-
- This command will allow the tube charging to continue if it
- had been disabled.
-
- Examples:
- enable all tubes
-
-
- FIRE PROBES: FIRE PROBES: FIRE PROBES:
- [Fire] Probes <list> [AT] <ship>
- [Fire] Probes <list> [Course] <course>
- Fire [All] Probes [AT] <ship>
- Fire [All] Probes [Course] <course>
-
- Once the probe launchers have been loaded, this command is
- how you launch your probes. Unlike torpedos, the probes target or
- course is set when launched. Probes may also be controlled after
- they have been launched using the "lock" and "turn" commands, or
- prematurely exploded using the "destruct" command.
-
- Examples:
- fire probes 1 2 course 180
- probe all at agena
- probe all course 180
-
-
- TURN PROBES: TURN PROBES: TURN PROBES:
- Turn Probe <code> [Course] <course>
- Turn All Probes [Course] <course>
-
- This command allows you to reset a specified probe or all
- probes to a new heading after launch. The "status probes" command
- will show the control codes of all your active probes.
-
- Examples:
- Turn probe af101 course 90
- Turn all probes to course 270
-
-
- LOCK PROBES: LOCK PROBES: LOCK PROBES:
- Lock Probe <code> [On] <ship>
- Lock All Probes [On] <ship>
-
- This command allows you to relock a specific probe or all
- probes on a new target after launch. The "status probes" command
- will show the control codes of all your active probes.
-
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- - 14 -
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- Begin A Tacical Starship Simulation
-
-
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- Examples:
- Lock probe bg505 on rattler
- Lock all probes on mamba
-
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- LOAD PROBES: LOAD PROBES: LOAD PROBES:
- LOAD LAUNCHERS: LOAD LAUNCHERS: LOAD LAUNCHERS:
- Load Launchers <list> [Proximit] <prox> [Time] <time>
- Load [All] Launchers [Proximit] <prox> [Time] <time>
-
- Unlike the torpedo tubes, the probe launchers will not load
- automatically, they must be loaded manually with this command.
- Probes do not require any energy to load or launch, the only
- requirment is that the launcher must not be damaged.
-
- At load time, all probes are assigned a control code which
- must be used to control a probe after it is launched.
-
- Examples:
- load launchers 4 5 6 prox 500 time 20
- load all launchers 450 15
- load probes 200 10
-
-
- UNLOAD PROBES: UNLOAD PROBES: UNLOAD PROBES:
- UNLOAD LAUNCHERS: UNLOAD LAUNCHERS: UNLOAD LAUNCHERS:
- Unload Launchers <list>
- Unload All Launchers
-
- This command will unload the probes from all of the
- specified launchers.
-
- Examples:
- unload all launchers
- unload launchers 2 4
-
-
- DETONATE PROBES: DETONATE PROBES: DETONATE PROBES:
- Detonate [Probe] <code>
- Detonate All [Probes]
-
- This command will allow you to prematurely destruct any one
- of, or all of your active probes. The "status probes" command
- will show the control codes of all your active probes. You may
- also control any enemy or ally probe if the control code is
- known.
-
- Examples:
- Detonate all
- Detonate vq637
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- Begin A Tacical Starship Simulation
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- STATUS PROBES: STATUS PROBES: STATUS PROBES:
- Status Probes
-
- This command will display the status of all probes launched
- by your ship. The display will look like the following:
-
- PROBE STATUS:
- Code Course Bearing Range Time Range/Target
- ya101 345 165 1200 12 853 Zantha
- zi102 120 300 2525 17 ....
-
-
- In the above display, the probe "ya101" is currently
- following course 345 degrees with a bearing from our ship of 165
- degrees. It's current range from us is 1200 and has 12 cycles
- until destruct. It is locked on the Zantha and has a distance of
- 853 from the Zantha. Probe "zi102" is not locked on any target,
- but is following a manual course of 120 degrees.
-
- Examples:
- status probes
-
-
- STATUS LAUNCHERS: STATUS LAUNCHERS: STATUS LAUNCHERS:
- [Status] Launchers
-
- This status command will display the current state of all
- probe launchers. The following is a sample status display:
-
- LAUNCHER STATUS:
- Launcher Status Contents Prox Time Code
- 1 Ready Pxii 500 20 dg350
- 2 Damaged .... ... .. ....
- 3 Ready empty ... .. ....
-
-
- This display shows that launcher one contains a "Pxii" class
- probe with a proximity fuse set a range of 500, and a time fuse
- set to 20 cycles. The control code for this probe will be
- "dg350". Launcher two is damaged and is not functional but
- launcher three is ready to be loaded.
-
- Examples:
- status launchers
- launchers
-
-
- RAISE SHIELDS: RAISE SHIELDS: RAISE SHIELDS:
- Raise [Shields] <list>
- Raise All [Shields]
-
- This command allows you to raise all or specific shields if
- you lower them with the "lower" command. Initially all shields
- are "up".
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- - 16 -
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- Begin A Tacical Starship Simulation
-
-
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- Examples:
- raise shields 1 2 3 4
- raise all
-
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- LOWER SHIELDS: LOWER SHIELDS: LOWER SHIELDS:
- Lower [Shields] <list>
- Lower All [Shields]
- Drop [Shields] <list>
- Drop All [Shields]
-
- This command allows you to lower all or specific shields.
- Normally you will want to keep all shields up, as they are
- initially. This may not be the case if your ship has been damaged
- and you are short on power. Shields have the highest priority for
- power utilization from the reactors and batteries. If you are
- using battery power, you may need to drop a number of shields to
- maintain the weapon systems.
-
- All shields require the same amount of power unless they are
- down or destroyed. Shields will not regenerate if they are down.
-
- Examples:
- lower all shields
- drop shields 1 2 3
- lower 1 2 3
-
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- STATUS SHIELDS: STATUS SHIELDS: STATUS SHIELDS:
- [Status] Shields
-
- The shields status command will show you the current state
- of all the ship's shields.
-
- SHIELDS STATUS:
- Shield Field Status Functional Effective Regen.
- 1 0. UP 225eu 100% 225eu 100% 0.90% (front)
- 2 60. DOWN 225eu 100% 0eu 0% 0.00% (front right)
- 3 300 DOWN 225eu 100% 0eu 0% 0.00% (front left)
- 4 120 UP 225eu 100% 175ue 71% 0.64% (rear right)
- 5 240 UP 112eu 50% 56eu 25% 0.23% (rear left)
- 6 180 damaged ... ... ... ... ... (rear)
-
-
- The above shield status display is from a Federation Heavy
- Cruise. All ships have six shields, each shield protecting a
- specific portion of the ship called the shield's "field". Each
- field covers an area 60 degrees wide or 30 degrees to each side
- of the field values in the display. The status column of the
- display shows if the shield is UP, DOWN or 100 percent damaged.
- The column labeled "Functional" shows the maximum possible
- strength the shield may reach and the "Effective" column shows
- the current strength of each shield. The "Regen" column shows the
- rate at which the effective strength of each sheild will
- regenerate or "grow" every cycle. Both the functional and
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- - 17 -
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- Begin A Tacical Starship Simulation
-
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- effective columns contain two values. The first is the hit that
- the shield will protect the ship from. The second number is the
- percent of maximum strength for that sheild.
-
- In the shield status display, shield one is up and is 100
- percent functional and 100 percent effective. Once a shield's
- effective strength reaches the functional strength, it will stop
- regenerating. Shields two and three are 100 percent function but
- have been lowered to conserve power making the effective strength
- zero. Shield four is 100 percent functional but only 71 percent
- effective due to hits on that shield. The fifth shield is only 50
- percent effective due to damage inflicted when hits reached the
- ship's hull through shield six. Shield number six is no longer
- functional and will no longer regenerate or comsume power.
-
- Examples:
- status shields
- shields
-
-
- TRANSPORT: TRANSPORT: TRANSPORT:
- BEAM: BEAM: BEAM:
- Transport <ship>
- Beam <ship>
-
- The transport or beam command will allow you to trade ships
- with any functional ally ship with a range of 3000 or less.
-
- Examples:
- beam altair
- beam to the agena
- transport enterprise
-
-
- SELF DESTRUCT: SELF DESTRUCT: SELF DESTRUCT:
- Self [Destruct] <time>
- Destruct <time>
-
- This command will start the self destruct sequence to the
- number of cycles specified. Once started, the time will count
- down by one each cycle. Self destruct may be aborted if the time
- is greater than five cycles.
-
- The size of the blast created when your ship explodes
- depends on the size and condition of your warp drives. If all of
- your warp drives have been destroy, no blast will occur unless
- your ship is carring a suicide bomb.
-
- The ships of certain nations always carry a suicide bomb
- which will add to the size of the explosion if you self destruct.
- The bomb will not explode if you are destroyed by probe or
- torpedo hit.
-
- Examples:
- self destuct 10
- destruct 5
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- - 18 -
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- Begin A Tacical Starship Simulation
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- ABORT DESTRUCT: ABORT DESTRUCT: ABORT DESTRUCT:
- Abort
- Destruct Abort
-
- This command will abort a self destruct sequence if the
- destruct time is still greater than five cycles.
-
- Examples:
- abort
- destruct abort
-
-
- LIBRARY COMPUTER: LIBRARY COMPUTER: LIBRARY COMPUTER:
- Computer Ship <nation> <ship class>
- Computer Torpedo <torpedo class>
- Computer Probe <probe class>
-
- The library computer will display all specific information
- on any ship, torpedo or probe.
-
- Examples:
- computer ship klingon frigate
- computer torpedo mkvii
- computer probe pxii
-
-
- HELP: HELP: HELP:
- Help
-
- The help command will display a brief list of all valid
- commands. It will not show you the format of any of the commands
- but will refer you to this manual.
-
- Examples:
- help
-
-
- QUIT: QUIT: QUIT:
- Quit
-
- This command will abort the simulation at the end of the
- current cycle. Issuing this command will result in a penalty that
- will reduce the size of the evaluation.
-
- Examples:
- quit
-
-
- ORDER ALLY: ORDER ALLY: ORDER ALLY:
- TELL ALLY: TELL ALLY: TELL ALLY:
- Tell <ally> Target <enemy> Targeting Orders
- Tell <ally> Hold [Fire]
- Tell <ally> Open [Fire]
- Tell <ally> Disengage
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- - 19 -
-
-
-
-
- Begin A Tacical Starship Simulation
-
-
- Tell <ally> Escort <ally> [At] <range> Mission Orders
- Tell <ally> Course <course>
- Tell <ally> Retreat
- Tell <ally> Cancel
- Tell <ally> Attack <enemy> Same as Cancel and Target
- Tell <ally> Report
-
- If you have ally ships, you may issue them any one of a
- number of general orders. There is actually to types of orders,
- who to shoot at, and what mission to perform. The orders Target,
- Hold Fire and Open Fire may be given before or after the orders
- Escort, Course or Retreat. Cancel will allow an ally to choose
- their one mission and Disengage will allow them to choose their
- own target. Issuing the Attack order is the same as issuing a
- Cancel mission order followed by a Target order. The Report order
- will instruct an ally to transmit his current orders to your ship
- for viewing. This report looks very much like a Report command
- except it also contains the ally's current mission and target.
-
- Examples:
- tell the agena to attack the derango
- order washington course 90
- order enterprise escort armstrong at 5000
- tell the terra report
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