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1992-01-15
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STARDATE: 01.14.1992
*****************************************************************************
A NOTE TO GALCOM OPERATIVES
My dear GALCOM operatives,
In my last transmission to you regarding the delay of the version 2.00
of the demo, the Battlecruiser STARFIRE was ambushed by an enemy Gamulan
ship. The badly damaged STARFIRE, entered a flux field soon after the
encounter and successfully emerged at the end of the field somewhere
outside Venus in the Solar system.
Most of the ship's systems were damaged but it's precious cargo of the
latest demo was intact. A few hours after the ship established orbit
around Earth, an Interceptor was launched carrying the demo in specially
designed laser disks to GALCOM CENTCOM for distribution to the various
allied GALCOM bbs systems on Earth.
Please be advised that, there was insufficient time to do any conversion
from the program's current format ( Borland C++ ) to Borland TASM, as a
result, you will notice some speed degradation especially in the planetary
mode of the 3D demo if using anything less than a 386 25 Mhz processor.
Such calculations are best done in assembly language.
However, version 2.01 which will be a playable version, will be made
available by the end of February. This version will be completely optimized
and will sport such features as Gourad shading for 3D models, texture-mapped
spacestations and planets ( external camera views ), more alien space ships
and an optimized planetary database. Some features such as the NAVITRON
computer for navigation and LOGISTIX computer for mission updates will be
activated. This version will generate a different mission everytime you play
and such missions will be restricted to search & destroy space or planetary
missions only. Also, in addition to flying the Battlecruiser, you can only
launch and/or fly one other Interceptor. The other three Interceptors will
be under the control of CENTCOM and will fly alongside the main Interceptor.
You will not be able to assign individual missions to Interceptors nor will
you be able to deploy troops on a planet's surface. There will be no
communications between troops, aliens or Interceptors. To make it short &
simple, version 2.01 will have about 15% of the program features activated.
Battlecruiser:3000AD has taken a long time to develop and thanks to the
timely arrival of Lloyd Pique, what would have taken me another 6 months
to accomplish has been implemented now. We are not the best programmers
around but we 'think' we know what we're doing since this is the first game
for both of us. My goal is to develop one of the best 3D space flight sims
around with limited resources. Every line of code ( utilities excepted )
was written by Lloyd and I, through trial and error, we're getting there. All
2D graphics ( hey, I'm a programmer NOT an artist...so sue me <g> ) were
created by me and also the 3D objects. Lloyd had the nightmarish task of
making sure my 3D object designs worked and to further implement them in the
3D flight code. As, for AI ( artifical intelligence ) logic, I'd rather not
even begin to tell you what nightmares I've had or which ones I'm expecting.
I must say that last night I dreamt that I was having a nightmare...
....too much coffee.
Lloyd and I have spent endless hours developing this product, and we hope
that you will send your comments to us in order that we may tailor the
final product ( due out...hmmm..maybe 2nd qtr <g> ) based on your input.
Finally, ( I really MUST say this ) this demo is what it is...A DEMO!!!
3000AD ( nor it's subsidiaries ) will NOT be responsible for any damage
that this program may cause to your machine. Be advised.
Derek Smart, Supreme Commander, GALCOM
*****************************************************************************
PROGRAM INSTALLATION
SOUNDBOARD SELECTION :
----------------------
A SETUP program is included to ease the pain of configuring this demo.
It will attempt to detect the presence of a sound card ( NO ROLAND ) and
configure the configuration file accordingly. SETUP will write a file
DEMO.CFG which the main programs need to run. To run the demo, simply
unzip all the files to a subdirectory, if all the files can't fit on one
diskette, the demo WILL crash. So if you must run from floppies, make sure
that all the files are on it. After unzipping the files, simply run SETUP,
by typing SETUP and pressing <enter>. The demo screen will appear. If a
soundblaster card is detected, setup will indicate it's base address and irq
setting. If these are different than what they really are, then SETUP failed
to properly detect it. Simply select the EXIT option and follow the next
procedure..
In order to hot-wire SETUP to use your actual sound blaster setting,
simply do this..
Go grab your manuals from under the pile where you keep such stuff and
locate the actual settings for the card. You will need to know it's base i/o
address and irq. The default settings are 220H base i/o and IRQ 7. If you
have not changed these default settings then SETUP may not fail. Next run
SETUP by providing the base i/o and irq setting that you located. eg
If the base i/o address is 230H and the IRQ is 2, you would type
SETUP 230 2
and press <enter>. This will run SETUP and you will notice that SETUP will
configure itself using these values. Proceed with the SETUP installation as
normal.
SOUNDFX/MUSIC/DEMO/EXIT SELECTION:
----------------------------------
The next options are the soundfx and music options. Use the cursor keys on
your keyboard ( sorry mouse/joystick users ) to highlight your selection.
Option 1: SOUNDBLASTER/ADLIB/PCSPEAKER/NONE
This option selects the soundcard for all digitized sound effects,
press <enter> to scan through the different boards. The SoundBlaster is
the only appropriate choice for digitized sound FX. The ADLIB or pcspeaker
do not support digitized sound, however we made an attempt to at least
provide some digitized sound on the ADLIB. We are currently trying to figure
out how to make it sound better. At times you may not even hear it. Hopefully
this issue would've been resolved in time for v2.01 of the demo. If you don't
need the hassle, please select NONE if you do not have a SoundBlaster or
compatible. There's no harm in trying it out though, you can always run
SETUP again and disable it if you don't like the output on the ADLIB.
With the SoundBlaster you get to hear at least 50% of all the
digitized sound FX in the program ( you didn't think I would include all
of them in this demo did ou <g> ). There is also voice output and other
neat stuff. The new ADLIB GOLD will be out soon, it supports digitized
sound output and all will be well again.
Option 2: SOUNDBLASTER/ADLIB/PCSPEAKER/NONE
This selects the board for music, this would normally be the same as Option 1
( for the purposes of this demo ). The final program will support multiple
sound cards including ROLAND. You can select either SoundBlaster or ADLIB,
this is midi music and will sound the same on either card. If you have an
ADLIB, select this option and you will hear all the great music tracks.
Option 3: 3DDEMO ONLY/2DDEMO ONLY/FULL DEMO
This options selects which part of the demo you want. 3DDEMO ONLY runs only
the 3D part, this includes launch/retrieval of Interceptors, dogfighting in
space and on a planet's surface, planetary target acquisition etc. 2DDEMO ONLY
runs only the 2D part, this includes :
GALCOM CENTCOM ( where all missions are generated).
LOGISTIX this is actually only available on-board the Battlecruiser, but
I've put it here to maintain the excitement of the 3D part.
MISCON available only at GALCOM CENTCOM where all missions are generated.
TRADE available at all starstations and planetary starbases, where you
buy/sell spares, weapons etc, the actual program has a total of 946
trade items, only a few are shown.
ROSTER available only at GALCOM CENTCOM, where all aspiring commanders
start out.
NAVCON this is available at all GALCOM starstations/starbases and on-board
the Battlecruiser. You use this to plot your waypoints across the vast
expanse of the universe, with 4 galaxies, 25 starsystems
( including our own Solar System, ever want to fly to Mars ? ) and
over 130 planets. It is also used to obtain information about every
item in the GALCOM charted region of the universe...see demo.
LAUNCH You would normally select this door ( in the final program ) to enter
your Battlecruiser and launch from the GALCOM CENTCOM starstation.
EXIT Back to the safe confines of your operating system..DOS <g>
The FULL DEMO option first runs the 2DDEMO then it runs the 3DDEMO in
succession,before exiting to DOS.
Option 4: WAIT FOR TIME/WAIT FOR KEY
The 2DDEMO is very, very, very complex, so I have included an option in which
you decide whether you want the program to pause for 3 seconds before
proceeding to the next phase or if you would prefer to control the transition
yourself. If you select WAIT FOR KEY, the demo will sound an audible beep
and wait for you to hit any key before it continues.
Option 5: EXIT
This causes SETUP to write a configuration file containing all your selections
so that the programs can read it and proceed accordingly. You can run SETUP
as often as you want, to change the configuration.
NOTE****************
On the right side of the SETUP screen is a bank of memory chips indicating
your free memory resource ( conventional ). The demo requires minimum 585K
free to run, otherwise it won't...period. If you don't have this amount,
consider booting from a clean DOS diskette. The demo has been tested and
proven to be compatible with the following memory managers/operating systems :
DOS 4.x EMM386.SYS
DOS 5.0 EMM386.EXE
QUARTERDECK QEMM v5.x
QUARTERDECK QEMM v6.x ( with/without stealth )
386MAX
NETROOM
DR DOS
Some tsr's loaded high by memory managers may conflict with the demo, but
since it's a matter of trial and error, you're on your own pal..I'm NOT
responsible if something obscure occurs....<g>
The demo won't even look at your XMS or EMS memory, it only uses conventional,
the final product, if required will use these. So, have 585K free will travel.
If SETUP detects less than 585K, it will warn you and START won't run at all.
RUNNING THE DEMO
I bet you thought this was hard.. well you simply type START and press <enter>
to run the demo. START will read the confguration file that SETUP created
and run the appropriate version...go get the popcorn & soda and grab your
seat. Better still, run outside and rip out your car's seatbelt and secure
yourself to your chair. If you don't have a car, your neighbour's will do or
better yet..call a cab...<g>
A WORD ABOUT DIGITIZED SOUND
A little word of advise, all the sound FX that you will hear are digitized.
I'm NOT even going to explain that one. Anyway, the ADLIB and the pcspeaker
were not developed with digitized output in mind. So, as a result, I used
special drivers obtained from Audio Solutions ( 314-567-0267 ). These enable
the ADLIB and pcspeaker to playback digitized files. However, digitized sounds
are better when played on the Sound Blaster, Sound Blaster PRO or compatibles
( Thunderboard etc) since they support digitized and FM output. During SETUP
if you have a SoundBlaster, use it for both sound FX and music. If you have
the ADLIB you can also do this but the quality will not be as good and you
will not be able to simultaneously hear digitized and FM sounds, it's either
one or the other, the program will decide. The demo will also be slower.
I wasn't brave enough to include support for the pcspeaker..sorry. As for the
ROLAND, we just didn't have time since it's only a demo. By the time the final
product is released, the new ADLIB GOLD would probably have been released,
it supports digitized sound.
DEMO REQUIREMENTS
Hard Disk
Floppy diskette ( MUST hold all files)
286 10MHz or better processor ( WILL NOT RUN ON ANYTHING LESS !!!!)
VGA card with at least 256K RAM ( WILL NOT RUN ON ANYTHING LESS !!!!)
SoundBlaster, SoundBlaster PRO or compatible
ADLIB or compatible
****************************************************************************
FINAL PROGRAM HIGHLIGHTS
DATE : JANUARY 14th 1992
PROGRAM : BATTLECRUISER : 3000AD
PROGRAM TYPE : SPACE STRATEGY & 3D FLIGHT SIMULATION
PROGRAMMING & DESIGN/ : DEREK K. SMART, Ph.D.
3D OBJECT DATABASE/
ARTIFICIAL INTELLIGENCE/
CSERVE : 76646,1403
GENIE : D.SMART5
PRODIGY : RCVJ55A
DELPHI : DMENTOR
BIX : DSMART
3D MODULES/
ADDITIONAL PROGRAMMING : LLOYD PIQUE
CSERVE : 72407,237
BIX : LPIQUE
.
The program '3D world' database includes :
20 enemy spacecraft types
16 GALCOM spacecraft types
15 different alien lifeforms
4 galaxies
25 starsystems
130 planets
an assortment of over 25 different 3D objects types including :
asteroids, comets, meteorites, blackholes, probes, satellites
space debris, solar storms etc
It will support :
ADLIB
SoundBlaster/SoundBlaster PRO or compatibles
ROLAND
Target platform :
286 10 MHz or better running DOS v4..x or later
VGA with 256K graphics memory
3.5MB of hard disk space
at least a 640K platform ( currently requires 585K )
optional XMS/EMS or disk based memory with available drivers
VGA 320x200x256 clr ( standard 256K mode )
VGA 320x200x256 clr ( special 256K mode )
VGA 320x240x256 clr ( special 256K mode x )
Supports up to 4 players representing different aliens
Personnel transfer between optional 'MISSION MODULES'
Joystick optional ( mouse support only for menu selection )
Full communications with other aliens -:
( optional module supports communications with other players )
Optional add-on 'MISSION MODULES'
Optional add-on 'MISSION BUILDER KITS'
HIGHLIGHTS
------------
DIGITIZED VOICE OUTPUT OF COMPUTER WARNINGS, COMMUNICATIONS DIALOGUE etc,
BATTLECRUISER : 3000AD incorporates true 3D modelling an easy
user interface advanced and realistic artificial intelligence
routines.
The concept that BATTLECRUISER : 3000AD portrays is one where
the player rather than jumping in a plane and shooting at
targets, instead has complete control over every aspect of the
program. Player decisions include personnel assignments,
engineering reports, strategy etc. The program while not
attempting to incorporate the look or feel of an FRP game on a
large scale, simulates this interactively through rule-based
artificial intelligence programming routines. This
not only cuts down programming time, but also allows for a
procedural programming approach rather than dependence on a
declarative one. Of course 35% of the code uses the conventional
declarative programming approach.
Options include the ability to:
pilot the BATTLECRUISER or any of 4 INTERCEPTORS on board
whether they are on
assigned missions or currently on board.
.
assign waypoints for the BATTLECRUISER ( NAVITRON computer ) to
any region of the
game 'universe' at any level : Universe, Galaxy or System.
.
assign waypoints & missions for any INTERCEPTOR (
NAVITRON/LOGISTIX computer ) to any region of the game 'universe',...
programmable INTERCEPTOR missions include...
Intercept :intercept & engage hostile targets
Deploy :deploy probes at distant locations even if the distance exceeds
the probes range, deploy mining drones on planet's surface for
mining purposes
Retrieve :retrieve probes or drones
Patrol :patrol a given sector & engage any hostile targets
Escort :escort & protect any friendly craft through hostile territory
Recharge :recharge at any starbase/starstation to extend range
between waypoints
Recover :recall to BATTLECRUISER same as setting the
BATTLECRUISER as a waypoint for the INTERCEPTOR but you can
also get the pilots to recover at any starbase or starstation
anywhere in the Universe!!
.
undertake any mission generated by GALCOM ( Galactic Command ), your employers
which are parallel to the overall mission to find and destroy the home world
of a particularly nasty group of aliens - the Gamulans.
.
interact with 15 different alien lifeforms with full
communications dialogue
.
configure all ship systems performance including power allocation, repairs,
system upgrades & purchase spares to perform replacement/repair of damaged
units
.
mine on any planet for minerals ( over 50 different types, & dependent upon
a planetary system's attributes )
trade between planets and other aliens ( prices vary between galaxies &
starsystems )
.
explore over 130 planets in 25 starsystems & 4 galaxies in the game 'universe'
( including our solar system )- now you know what's really on
Mars. ( All Solar system topological data obtained from actual
astronomical data charts. Of course the data for the other 3
galaxies are fiction ( there is no Gamulan galaxy...so sue me ....)
.
board or capture enemy alien craft to get more clues as to the
whereabouts of the Gamulans
configure & assign personnel to internal systems ie...
- if no 2nd officer on board you cannot use the autopilot in
the BATTLECRUISER
- if no navigation analysts on board you cannot access the
NAVITRON computer
- all communications from aliens will be garbage in the
absence of a comms engineer
- 2 combat pilots are needed to pilot an INTERCEPTOR, to
launch all 4 INTERCEPTORS would require 10 flight officers
.
to cure injured personnel that take damage in combat. They are
automatically transferred to sickbay when their attributes become dangerously
low. If there are any reserves on board they are automatically put on-station.
While in sick bay the more medics you have the lesser time it takes for
injured personnel to heal. Also the more engineers that are available, the
less time repairs/replacements take to complete.
.
access on-board 'NAVCON' computer to implement navigation options and more
.
access on-board 'LOGISTIX' computer to implement ship operations
initiate intruder detect procedures on board the BATTLECRUISER.
If you bring any prisoners on-board, some will probably escape, wreak havoc
and sabotage your ship's systems until captured; the higher the alien
intruders tech level the more damage they will cause, they will also be more
difficult to capture )
.
capture enemy craft with the tractor beam, deploy troops (special forces or
marines ) on a planet surface or other enemy ship with either troop
carriers or transporters.
.
rely on 'MOTHER' ( or any user-defined name for your on-board
ship's computer) for all vital information regarding EVERYTHING, from power
warnings, impending disaster, alien intruder detection, target database
attributes to flight logistics and system/personnel options.
This can be optionally turned off because 'MOTHER' will complain a lot!!...
i.e
If flying in excess of LS5 ( Light Speed Mark 5) through an
asteroid field in the BATTLECRUISER, 'MOTHER' will
prompt..."Mark vector in excess of Mark 5...suggest power
reduction".'MOTHER' advises that you slow down, of course depending on the
configuration you can just ignore the warning Ah!! but wait a
sec, if 'MOTHER' is configured for <AUTO-2>, you will get this
message...
"Mark vector in excess of Mark 5.."
and if you don't slow down ( reverse thrusters ) in 2 mins...
"Auto-set mode activated...".
What this means is that 'MOTHER' has decided to interfere and
from that point on as long as you are in that region of space (
asteroid field ) you will NOT be able to go faster than LS5 which is the
recommended setting for cruising through a hazard area. Of course you can
access your LOGISTIX computer and reset 'MOTHER's command mode to <AUTO-0>
or override it from the keyboard ( this is not permanent, it is
only active for 5 mins then 'MOTHER' will kick-in again).
Another scenario...say your navigation equipment has shut down for any number
of reasons ranging from combat damage to insufficient reactor power and
you are headed for a blackhole...
"Approaching hazard!!, you then select <F1>
(asking 'MOTHER' to elaborate on the warning ), then 'MOTHER' responds...
"Blackhole sector #,coord #,range #,t-time #"
OK, so what do we do now..we don't even know how big this thing is
( 3D x,y,z values ), of course we could access the LOGISTIX database and
based on our coordinates, run a trace on all known hazards in the region;
but if t-ime (t-time = remaining time to hazard ) is relatively short we DO
NOT have time to shell-out to LOGISTIX..'MOTHER' to the rescue.
Use the <F2> key to request tactical advise, but this will only work if that
region of space has been charted by a probe and therefore the data on that
region including all hazards, starsystems, planets, alien & GALCOM ship
movements, weather patterns etc is stored in your LOGISTIX database that
either you or 'MOTHER' can access. Oh, er, by the way did I mention that if
LOGISTIX is damaged your database might be inaccessible until repaired?
If that's the case then 'MOTHER's reply would be..
"Database inaccessible..you're on your own on this one pal.."
Assuming your database is intact 'MOTHER' will reply ( to your previous <F2>
request )...
"Vector C:#/PF:#/R#"
cryptic huh? Well 'MOTHER' is simply telling you to assume the course heading
C, at pitch factor PF, for a min range R..still cryptic..
OK.Well simulation fans will know what the heading is ( simulated 0-360 deg ),
the pitch factor is the angular distortion of the crafts nose either up or
down ( literally speaking of course, there is no 'up' or 'down' in
space ) and the range is how far you must travel using the C & PF values
before you can safely resume your normal navigation pattern, If you think
that's neat hear this, you cannot simply 'fly' to a planet and
assume planetfall by entering it's atmosphere ( that's when 'up',
'down', horizon, terrain surface etc take on their true meaning ), you MUST
plot a projected orbital path, POR. Without a POR reading you cannot establish
orbit and if you cannot establish orbit you CANNOT enter the planet's
atmosphere..What!!??, I hear you say, go ask the NASA guys why it's
important that the shuttle pilots plot an orbital re-entry track path to
return to Earth. If they don't, they can't come back..period. Anyway,
you will see the planet outside your 'cockpit' but without a POR the
flight logic code will not allow you to fly straight 'through' it or anywhere
close enough to fall within it's orbital pull.
If 'MOTHER' is on <AUTO-2> mode you will get this message..
"Approaching planet <name here>"
When you're within the planet's orbital pull, 'MOTHER' will respond..
"POR at C:#/PF:#/R:#"
You must immediately change course to match this heading, to assist you, a
green '3D' beam will be projected from the nose of the craft all the way to
the planet. All you have to do is 'ride the beam' and you will be pulled into
the planet's orbit, at this point the beam will disappear..you're in orbit.
At this point, you may launch an INTERCEPTOR to the planet's surface or even
attack a target on the planet's surface using your 'TACSCOPE' (see demo ).
If you want to go sight-seeing after a launch simply 'jump' into the launched
INTERCEPTOR and you will be in command, the BATTLECRUISER will remain in orbit
until you return ( of course this is rather a big risk if you are in hostile
territory, you may return to find a badly damaged
BATTLECRUISER !!). If 'MOTHER' is in <AUTO-0> mode simply use the <ALT-P>
key to plot a POR on-the-fly. To leave orbit simply increase power in excess
of the planet's pull and you're off.
Naturally there are times when you may want to calculate your
position relative to a planet, 'MOTHER' will also attempt to
calculate and report it's Angular Distortion Value & Range,
ADVR. These values #:# are the planet's bearing and range
relative to your heading and orientation. This comes is useful
if you want to orbit a hostile planet that has orbital defense
systems. Your POR settings may have you flying straight into
weapons range so with the ADVR values, you can launch a
Hyperdyne torpedo by giving it the ADVR values as it's launch
trajectory and it will fly along that course and detonate at
its max range, every orbital weapon in the blast field will
either be destroyed or damaged. There's more...in the manual..!!!
.
access to an awesome weapons arsenal ( plus the ability to purchase some
illegal hard-to-come-by & more powerful ones. DON'T dock at a GALCOM
starstation/starbase with them on-board). Some weapons can be fired from
orbit at ANY target on a planet's surface using a device called the TACSCOPE
which is superimposed on the bridge & projects an image of the planet surface
& all targets. ( you MUST have a probe in the vicinity for the targets to show
up on the TACSCOPE otherwise you have to enter the planets atmosphere to
locate and attack the targets).
.
Planets have different attributes including...
E.V - Escape Velocity - if you enter a planet your ship must
have enough power to exceed the E.V ..in order to leave the
planet's atmosphere and return to space. Guess what happens if
your ship takes damage & does not have enough power to exceed a
planet's E.V - you simply cannot leave. An INTERCEPTOR ( oh did
I mention that your INTERCEPTOR pilots communicate with you and
report the progress of their missions periodically.? ) pilot
will report any problems to 'MOTHER'...
"Int #4 on planet x - cannot exceed E.V, request evac"
.
access powerful BATTLECRUISER bridge systems including...
TACSCAN fully functional target detector with two operating modes
NIM scrolling map of any sector you're in auto-switch to universe, galaxy or
system toggles to show planet terrain if you're on a planet
CVD computer database for access info on planets, galaxies, ships,weather
reports etc also toggles to show 3d image of tracked target.
LID shows your location at all times, toggles with date & time
COMMLINK 3 channels give you access to a direct link with
GALCOM, an enemy ship or your INTERCEPTORS & troops.
BRIDGEVIEWER the viewport through which you see the game 'world'
TACSCOPE a nice piece of equipment for access to planetary contour maps
when in orbit
.
MOTHER, ( like 'Bitching Betty' found in the Navy's A6 INTRUDER ), will
advise the player on strategy, warn of impending danger either on board or
outside the BATTLECRUISER, establish a comms link with other craft and the
pilots of other INTERCEPTORS etc. In 'override' mode, 'MOTHER' will override
all the players options that include power & waypoint settings, launch
profile computations, orbital entry computations, evasive manoeuvres etc.
'MOTHER' also allows the program to simulate the BATTLECRUISER as an advanced
spacecraft with active personnel on board doing other things. As an example,
if the player is in hostile territory and gets jumped by alien craft, he
doesn't have to worry about dogfighting ( the physics written into the flight
model makes the BATTLECRUISER controls rather sluggish to simulate the size
and mass of the craft, hence the need for auxiliary INTERCEPTORS).
He may use the LOGISTIX computer assign an 'intercept' mission to any
INTERCEPTOR on-board the BATTLECRUISER or in the immediate vicinity, &
launch it.
.
In the absence of INTERCEPTORS, the player may turn on the PTA option
'Passive Target Acquisition' and 'MOTHER' will automatically arm, acquire and
fire upon any target that breaches the craft's'exclusion zone' unidentified.
This simulates the presence of manned turrets mounted on other locations of
the BATTLECRUISER.
.
With PTA activated, target acquisition is not limited to the players
immediately visible area of vision, targets in any position relative to the
BATTLECRUISER will be engaged, up, down, rear, side etc. Of course the success
of this depends on the attributes of the engaging alien craft. If the player
wanted to get involved, he may jump into an INTERCEPTOR ( either docked on the
BATTLECRUISER or within the sector ) and assume command of that craft. If he
gets killed while in an INTERCEPTOR he is immediately returned to the
BATTLECRUISER, all he would have lost is one very expensive piece of
equipment and a pair of pilots.
While in orbit, you can communicate with the inhabitants of the planet,launch
an INTERCEPTOR to the planet surface to attack targets or even attack targets
from orbit using the 'Tacscope' but this requires hard to find special weapons.
If the inhabitants are unfriendly and the planet has an orbital defense system
they will fire upon the BATTLECRUISER while in orbit, if the mission is
crucial, then you may activate shields and/or force field and proceed,
bearing in mind that the force field uses a lot of power and will deactivate
if the power allocated ( by the player or 'MOTHER' ) is depleted. Also using
the 'TACSCOPE' you can locate and retrieve or deploy personnel & mining drones
to/from the planet surface using transport carriers or transporters.
.
The mining option is simulated with the use of mining drones, which the player
deploys on a planet's surface and retrieves at a later date.The amount and
type of minerals transferred to the cargo hold when the drone is retrieved is
dependent upon the characteristics of the planet as reported by 'MOTHER'.
GALCOM TERMS OF CONTRACT
------------------------
Command Overview:
Aggressor class BATTLECRUISER & crew complement.
Deployment base : TERRA IV located in zone 1.
Security clearance : Priority Class - A45FT65 FULL WEAPONS RELEASE
Primary Objective:
Seek out and destroy the Gamulan home planet and maintain law & order within
your assign zone.
Special Instructions:
This is a joint objective coordinated by GALCOM HQ and other
interplanetary forces. You must adhere to all intergalactic
rules & regulations while in alien territory.
Commercial resource mining is permitted on a reasonable scale
however the majority of resources must be sold within the GALCOM
sectors.
Income overview :
Base pay ( monthly ) 100,000 ( increases by rank )
Completed voluntary missions 50,000 - 250,000
Captured starship per ship class
Destroyed starship per ship class
If an assigned mission is not completed in the stipulated time,
you will be charged for all services performed by GALCOM
facilities until the mission is successfully completed.
All penalties detailed in the GALCOM combat control regulations
are in force.
Additional crew can be recruited at any GALCOM starbase.
All crew salaries are paid directly by GALCOM.
ARTICLES OF GALACTIC COMMAND
----------------------------
The united planets of Galactic Command determined :
.
to establish conditions under which its members can maintain mutual respect
for each other through intergalactic treaties and laws and
.
to promote social, economic, military progress and better standards of living
amongst its members and
.
to save its members and other life-forms from the scourge of intergalactic
war and
.
to live in peace with one another as neighbors, united in strength to maintain
intergalactic peace and security and
.
to establish principles and methods that armed force shall not be used except
in common defense
and to these ends
.
to outlaw, within its territories, the sale, purchase, manufacture and
distribution of illegal arms, drugs and other substances and
.
to take effective collective measures for the prevention of
threats to the peace, the immediate suppression of acts of
aggression and employing the principles of intergalactic law in
the adjustment or settlement of interplanetary disputes which
might threaten the peace and
.
to combine resources to accomplish these aims as a result, the
interplanetary social systems, through appointed representatives
have agreed to these articles of Galactic Command, and do hereby
establish an intergalactic organization to be known as ........
GALACTIC COMMAND - GALCOM
GALCOM DIRECTIVES, PRINCIPLES AND REGULATIONS
---------------------------------------------
.
To maintain intergalactic peace and security within the GALCOM territories
.
To develop friendly relations among planets and maintain respect
for the principles of equal rights of intelligent life-forms
.
To achieve interplanetary cooperation in solving intergalactic problems of
economic, social or cultural character and for fundamental freedoms for all
without distinction as to culture, sex, life-form or religious belief
.
To ensure that planetary social systems which are not members of Galactic
Command act in accordance with these principles as necessary for the
maintenance of intergalactic peace and security
all members agree to
.
settle their interplanetary disputes by peaceful means in such manner that
intergalactic peace, security and justice are not endangered
.
refrain from threat or the use of force against the territorial integrity or
political independence of any planetary social system or in any manner
inconsistent with the principles of Galactic Command
.
give Galactic Command every assistance in any action taken in accordance with
these articles, and shall refrain from assisting any planetary social system
against which Galactic Command is taking preventive or enforcement action
.
not to intervene in matters which are essentially the domestic jurisdiction
of any planetary social system
.
abide by all rules & regulations pertaining to the functions and
duties if the Intergalactic Police Squad
GALCOM COMBAT CONTROL REGULATIONS
---------------------------------
GALCOM prohibits -:
.
the attack or destruction of a GALCOM craft, base or station
without probable cause
penalty: 50,000 gcs, damages plus a court martial
.
the sale, purchase, use or distribution of illegal arms or other
controlled substance
penalty: 25,000 gcs plus court martial
.
the removal or misplacement of GALCOM deployed probes,
satellites or intergalactic weapon systems without authorization
penalty: 10,000 gcs plus cost of item
.
the commandeering or boarding of another GALCOM starship without
the consent of its commander or direct orders from GALCOM HQ
penalty: 15,000 gcs per person in boarding party
.
the involvement in interplanetary or intergalactic conflicts
which are not under the jurisdiction of GALCOM
penalty: 25,000 gcs plus cost of any property damage
.
the attack or destruction of a GALCOM member planet without
prior authorization
penalty: court martial
.
the sale of important captured alien species or starships for profit
penalty: 20,000 gcs per item
.
the attack or destruction of an intergalactic police starship
penalty: 100,000 gcs plus court martial
.
the outfitting of a GALCOM starship with weapons/components other than those
approved and certified by GALCOM
penalty: 15,000 gcs plus confiscation of all
components/weapons
.
the refusal to render assistance to a GALCOM starship within sensor range
penalty: 10,000 gcs
SO BE IT.........