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BTTLTECH.DOC
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1980-08-15
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Battletech: The Crescent Hawk's Inception
documentation from
theives like us
Instruction Manual
I. The Screen Layout
The Battletech environment is composed of three windows.
THE UPPER-LEFT WINDOW serves several functions. As you move about in the
game, it describes the direction in which you moving. During combat, it
prints descriptive reports of each action performed by the battling forces.
(These descriptions may be shortened or stopped altogether by selecting
BRIEF or NONE when the computer prompts you to select Combat Messages at
the beginning of each battle.) Lastly, at any time, a brief, animated
outtake might appear in this window. These brief segments pop up on their
own to provide extra visual detail and flair to certain situations.
THE LOWER-LEFT WINDOW lists the characters in your party, along with bar-
graph representations of their three main attributes. (See the enclosed
Field Training Manual for an explanation of each attribute.) During combat,
this window becomes the command window. All options that you might need
during combat will appear in this window, and you can maneuver through
these commands just as you would in any other menu.
THE RIGHT WINDOW displays an overhead view of your charcters and the sur-
rounding terrain. This window will occasionally be parially or completely
obscured by text descriptions of events and other pop-up windows or menus.
II. The Main Menu
As long as you're not in combat and the Right Window is unobscured, you
can always press the space bar to bring up the Main Menu. This menu
includes several options:
RETURN TO GAME - This cancels the menu and lets you get back to what you
were doing.
CHANGE GAME SETTINGS - Selecting this command brings up another menu:
CHANGE MOVEMENT RATE - Normally, you move one space per key-click.
This allows you to change this rate, form one space to two or four.
SET COMBAT SPEED - Using this command, you can customize the speed
at which combat progresses. Most people will want combat to breeze
along at a quick speed, so the game begins with the combat speed set
to fastest. Those who want to slow things down, allowing them to
spend more time reading combat message and wiewing the animation,
will want to choose a slower combat speed, or Keypress, which tells
the computer to pause after each action and wait for you to press a
key.
SOUND ON/OFF - This lets you toggle the sound on and off.
CHANGE OUTTAKE FREQUENCY - During combat, animated outtakes will
occasionally appear to visually enhance the experience of combat.
This command allows you to choose the frequency will which these
outtakes will appear.
QUIT GAME - This command allows you to end your play session. Don't
forget to SAVE GAME (in the Main Menu) beforehand so that you'll be
able to to take up where you left off.
CANCEL - This cancels the menu and lets you continue playing.
ALLOCATE MEN IN 'MECHS - This allows you to redistribute your men among
the 'Mechs you control. (This command won't appear until there is a 'Mech
in your party.)
INSPECT CHARACTER - This lets you see detailed information about the
health, abilities, and inventory of any character in your party.
HEAL CHARACTERS - This option lets your party reast allows the party
member who is most qualified as a medic to heal any injured players. (Even
someone with no medical training has a chance to give minor first aid to
the wounded.)
LOAD GAME - You can at any point resore your game to a save you've
previously made. See your Reference card for details.
SAVE GAME - This lets you save your position in the game so that you can
revert to that position later, using the Load Game command. See your
Reference Card for details.
SHOW OVERHEAD MAP - Because the geography of BattleTech is so huge, the
game comes complete with an expanded map that shows you more area in less
detail than the normal terrain window. After accessing this map, you may
scroll through it by pressing any arrow key. The map will then scroll in
that direction, showing you any area that you have already visited.
III. Movement
Depending upon your hardware, you may use the keyboard to move around the
BattleTech geography (See your Reference Card for details). You may travel
in any of the eight cardinal directions, as long as your path is not
obstructed.
Normally, each time you indicate a direction with the keyboard, you will
move one square in that direction. If you're moving through open terrain,
you may wish to change your movement rate (with the CHANGE GAME SETTINGS
command in the Main Menu) so that you can move around more quickly.
IV. Combat
When you are attacked, you will be given several options. First is the
option to fight of flee. By choosing to fight, you always enter combat; but
if you choose to flee, you will not always escape.
Second is the option to have the computer fight for you. Choosing NO tells
the computer that you'd like to conduct your battle manually. By choosing
YES, you allow the computer to concuct the battle for you. The computer is
reasonably intelligent and can fight as well as a somewhat experienced
player. If the computer seems to be losing the fight, pressing the space bar
tells the computer that you'd like to take over at the beginning of the next
round.
The third choice is among the three levels of combat messages - the blow
by blow battle descriptions. VERBOSE messages explain each action in detail.
BRIEF messages are shortened, providing only essential information. If you
choose NONE, the computer will provide no messages at all.
Lastly, you can choose whether or not to see combat graphics. If you
select YES, you will see each aspect of the battle recreated in animated
detail on your overhead map. If you select NO, you won't see the graphic
depiction.
(If you select no combat graphics and no combat messages, you won't see
any displays until the battle is over, unless you hit the space bar and
enter manual combat commands.)
Manual combat is quite straightfoward and easy to master. Weapons need only
be targeted; the precise aiming and firing is done automatically. Using the
scanning feature, you can quickly obtain information about any unit on the
battlefield, such as what kind of weapon it's firing or how close it is to
death.
When you select one of the movement commands below (MOVE, WALK, RUN, or
JUMP), you are told how many movement points you unit has and are prompted
to move the cursor where you want to go. As you move the cursor with your
keyboard, the computer locates the shortest route to the cursor,and
indicates it with a trail of arrows. The computer will automatically move
the trail around buildings and other obstacles.
If you exceed the number of movement points your unit has left, the cursor
will change color; any further moves you indicate will be put toward next
round's movement.
When you've moved the cursor to your desired destination, hit the space
bar to confirm your choice and return to the combat commands menu.
Movement in combat is not only a means of getting from one place to the
next; it's also an effective means of dodging enemy fire. The more you move
about, the less chance your enemies have of hitting you. (Of course, your
targeting may suffer a bit as well.)
When moving, you may wish to proceed in a zig-zag motion, or back and
forth from oone spot to another. To do so, select a movement command and
move the first leg of your zig-zag, confirming it with the space bar. Then
select the same movement command and enter in the second leg of the zig-zag,
and so on uutil you've expended your movement points.
Assuming that you are conducting combat manually, you will be given a combat
commands menu before each round of battle. Below is an explanation of each
command at your disposal:
COMMANDS FOR INFANTRY COMBAT:
MOVE - This allows you to move your men up to their allotted number of
movement points. (See the above description of combat movement for details
on how to move.) Once you BEGIN FIGHT, you will move toward the destination
you have selected.
CLEAR MOVES - This clears any previous orders to move, allowing you to enter
a new movement destination, or just stay where you are.
COMMANDS FOR BATTLETECH COMBAT:
WALK - This commands your 'Mech to walk up to its allotted number of movement
points. (See the above description of combat movement for details on how to
move.) Once you BEGIN FIGHT,you will move toward the destination you have
selected.
RUN - This commands your 'Mech to run. You can go a bit further, but at the
expense of some extra heat. Heat is the BattleTech's enemy; it taxes the
effeciency of the 'Mech any may ultimately cause a complete electrical
shutdown.
JUMP - 'Mechs equipped with jump jets may employ them as a means of movement.
This may allow the 'Mech to travel farther than WALKing or RUNning if it is
in rough terrain. Jump jets are not very efficient, however, so they tend to
generate a good deal of extra heat. JUMP can, however be used when WALKing
and RUNning are inhibited by heat.
KICK - When your 'Mech is alongside an enemy, you can KICK the enemy as a
means of attack. Kicking is an effective means of attack, as it does
considerable damage without generating as much heat as conventional weaponary.
COMMANDS USED IN BOTH INFANTRY AND BATTLEMECH COMBAT:
USE WEAPON - This command is used to target your weapons against enemy
units. First, select the weapon you'd like to fire (humans won't have a
choice - they can only carry one weapon at a time). If this weapon is
already targeted, you will be asked to confirm your decision to retarget
it. Then, select its target with the NEXT ENEMY and TARGET HERE commands.
COMPUTER - This tells the computer to enter the next round's movement and
weapons commands for the current unit. You may instruct the computer to
fight for any or all of your troops. Note that the computer will only enter
commands for a unit; to execute the the commandsyou must still select BEGIN
FIGHT (see explanation below).
SCAN UNIT - This initiates a sophisticated scan of any nearby units. When
you begin a scan, the computer will prompt you to choose between a scan of
FRIENDS or one of ENEMIES. Once you chosen, the computer will scan all units
of the side you've chosen (using the NEXT UNIT command) until you select
DONE.
When you scan a 'Mech, the computer will report what class of 'Mech it sees
and its direction in reference to your position. You then have the option of
seeing a DETAIL SCAN, which includes the status of a 'Mech's armor, internal
structure, heat level, and weaponry.
Scanning a human will show his physical well-being, his weapon, and his
direction in reference to your position.
NEXT UNIT - Using NEXT UNIT allows you to issue orders to the next member
of your group, if there is one.
FLEE -If the odds weigh too heavily against you, FLEEing may prove the
smartest option. You will not always manage to escape, however.
BEGIN FIGHT - Once you've directed all movement, scanned any nearby units,
and targeted all desired weapons, you must confirm you actions by telling
the computer to BEGIN FIGHT. The battle round will then commence.
Weapon and 'Mech Recognition Guide
Battlemechs:
WSP-1A WASP
too lightly armed and armored for combat, this 'mech's speed and
maneuverability make it a good machine for scouting and recon duty.
Characteristics
Mass: 20 tons Running factor: 9
Cruising speed: 66.5 kph Jump jets: capacity: 180 meters
Maximum speed: 99.1 kph Heat sinks: 10
Walking factor: 6 Armor factor: 48
Armament: 1 medium laser, right arm
1 short-range missile, left leg
LCT-1V LOCUST
this 'mech is light and fast, making it good for recon and quick strikes.
beware a direct hit from almost any weapon.
Characteristics
Mass: 20 tons Running factor: 12
Cruising speed: 86.4 kph Jump jets: none
Maximum speed: 129.6 kph Heat sinks: 10
Walking factor: 8 Armor factor: 64
Armament: 1 medium laser, center torso
2 machine guns,
one each in right and left arms
STG-3R STINGER
although lightly armored, and with limited weapons, this 'mech has speed
and mobility, making it one tough machine to pin down.
Characteristics
Mass: 20 tons Running factor: 9
Cruising speed: 63.4 kph Jump jets: capacity: 180 meters
Maximum speed: 91.6 kph Heat sinks: 10
Walking factor: 6 Armor factor: 48
Armament: 1 medium laser, right arm
2 machine guns, one each in right and left arms
COM-2D COMMANDO
despite its light armor, this 'mech's dual missile systems make it a good
recon and emergency barrage vehicle.
Characteristics
Mass: 25 tons Running factor: 9
Cruising speed: 64.8 kph Jump jets: none
Maximum speed: 97.2 kph Heat sinks: 10
Walking factor: 6 Armor factor: 64
Armament: 2 short-range missiles
1 each in right arm and center torso
1 medium laser, left arm
'MECH WEAPONS:
each class of 'mech has its standard on-board weapons. your 'mech can also
be equipped with additional combinations of weapons.
LASERS powered off your 'mech's power plant, these never run out of ammo.
Small lasers
Power output: .8 to 1.5 megajoules
Effective range: 90 meters
Medium lasers
Power output: 1.5 to 3 megajoules
Effective range: 300 meters
Large lasers
Power output: 3 to 5 megajoules
Effective range: .5 kilometer
PARTICLE PROJECTION CANNON PPC's damage with a combo of intense heat,
kinetic energy, and electrical overload. These generate more heat points
per shots than any other weapon.
Weight: 7 tons Power output: 5 megajoules
Effective range: .5 kilometer
AUTOCANNON This rapid-fire weapon causes maximum damage to Battlemech
composite armor.
Weight: 6 to 14 tons
Effective range: 120 to 700 meters
FLAMER The plasma fired from this is under such extreme temperature and
pressure that it expands in a cloud of flame.
Range: strictly a close-range weapon
Types: both hand-held and vehicle mounted
ANTI-'MECH WEAPONS:
VIBROBOMBS
be on the alert for these! vibrations from an approaching 'mech set these
land mines off. these bombs can be set for different weight classes--just
because one 'mech passes unharmed doesn't mean your 'mech is safe.
Characteristics
Weight: 1 kilogram
Operations: requires a minimum mass of 10 tons to detonate
INFERNO
fired from a standard infantry SRM launcher, this special-purpose missile
explodes in midair, dispersing a highly flammable fluid and severely
raising the target 'mech's heat factor.
Characteristics
Opeartion: Replaces any SRM 2-pack
WARNING: Carries high probability of explosion due to heat
build-up - carry on board only with the utmost caution
PERSONAL WEAPONS:
hand-held weapons..such as the vibro-blade and submachine gun..
are specialized for combat outside the relative safety of your 'mech.
VIBRO-BLADE
a highly effective cutting tool
Weight: 200 grams
Operation: vibrates at extremely high speed when activated
SUBMACHINE GUN (SMG)
Characteristics
Weight: 3 kilograms
Operation: hold the trigger to fire multiple rounds in a burst
pattern
LASER PISTOL
Characteristics
Weight: 1 kilogram
Operation: Uses 1 charge/shot
LASER RIFLE
Characteristics
Weight: 5 kilograms
Operation: uses 2 charges/shot;
equipped for 2 power packs
lasers: the highest-tech weapons, with longer ranges and greater
penetration capabilities than projectile weapons. Guard these scarce
armaments with care.