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- TRADE WARS 2002
- Version 2.00
-
- (C) Copyright 1990 - 1995 by Martech Software, Inc.
-
-
- A quality on-line game brought to you by
- Martech Software, Inc.
-
- Trade Wars Support BBS
- Lawrence, KS
- (913) 832-2888
-
-
-
-
-
- Trade Wars 2002 combines adventure and exploration with strategy
- and cooperative play in an entertaining and exciting on-line
- game. You compete against other BBSers to be the most powerful
- trader (or corporation of traders) in the universe. Independent
- traders can compete quite effectively against large corporations.
- Corporate members can perform specific duties (as directed by
- their C.E.O.)in specialized ships. Traders can be "good guys" or
- "bad guys" with different avenues for advancement. The universe
- can be different with each new game. There is no right or wrong
- way to play and the possible strategies are limited only by one's
- imagination.
-
-
- PLAYING THE GAME
-
- When you enter the game, you will be piloting a Merchant Cruiser.
- This is considered the most versatile ship in the Trade Wars
- armada. In it, new players have a chance to try out all aspects
- of the game.
-
- Upon entering, you will be asked what alias you would like to use
- in the game and what name you would like to christen your ship.
- The alias you choose will display in the player and corporate
- rankings and in several corporate listings. Your ship name will
- be used in the docking logs at the ports. You can use these
- names to be as conspicuous or as inconspicuous as you want.
- If your sysop has it configured this way, you will also be
- given a personal planet when you enter the game. You will
- be asked to name the planet here. You can then use option
- <Y> Your Personal Planets from the Computer Menu to locate
- the planet.
-
- The equipment in your initial ship will include some holds to
- store the cargo that you can trade at the ports found throughout
- the universe. Trading is the basic way to advance in the game.
- By good trading, you can gain experience as well as gain credits.
- The credits you earn can fund your military and can provide the
- capital you will need to expand your trading expeditions. You
- will have some credits with which you can purchase some
- commodities for trading. You will additionally have some
- fighters to offer some protection as you begin your voyage.
-
- The game will differ with each different group of players.
- Individual traders are ranked by their experience. You gain
- experience simply by playing the game. The more things you do,
- the more experience you will get. Good and Evil are represented
- by the titles each player receives. Your experience combined
- with your alignment will determine whether you are a Lieutenant
- or a Dread Pirate. When you do something that affects your
- alignment, you will get a message saying your alignment went up
- or down and by how much.
-
- There are benefits and drawbacks whether you choose to play the
- game as a good trader or an evil trader. Traders who follow the
- FedLaws are offered protection in FedSpace until they are
- experienced enough to protect themselves. Traders who aspire to
- be very good can be awarded a Federal Commission. This allows
- them to purchase an Imperial Starship. This is one of the most
- powerful ships in the universe. On the other hand, the evil
- traders are offered some options in the Underground. Traders who
- have proved that they are truly evil can steal product or money
- from the ports.
-
- THE UNIVERSE
-
- You will be traveling in a universe, whose size was determined by
- your SysOp. Sectors may have planets, ports, other players,
- empty ships, aliens, Ferrengi, Federation Starships, mines,
- message beacons, fighters (belonging to you, other players, rogue
- mercenaries, or the Ferrengi) or the sectors may contain nothing
- at all. If in your travels you come across something
- undesirable, your initial ship comes equipped with 30
- fighters with which you can defend yourself.
-
- Many players find it useful to have a home sector or group of
- sectors. Players, especially those just joining a game, need an
- out-of-the-way place to stay so they can build up their assets.
- You can explore the universe and look for dead end sectors to use
- as a hiding place. Corporate bases built in traffic lanes do not
- fare too well and those in the major thoroughfares (in the paths
- between the class 0 and class 9 ports) just do not stand much of
- a chance.
-
- Planets play a key part in your success as a trader. Terra, the
- first planet you encounter as you enter the game, is where the
- people can be found to colonize all other planets. Remember, the
- environment on some planet types may be hazardous to humans. The
- other planets in the game will, if inhabited, produce Fuel Ore,
- Organics, Equipment and Fighters. The amounts of these
- commodities produced will be affected by the type of planet. For
- example, a Mountainous planet will provide more Fuel Ore than an
- Oceanic planet. You and the other traders decide where the
- planets will be. You can purchase a Genesis Torpedo and use it
- in almost any sector in the galaxy. If the planet has enough of
- the required commodities and enough people to supply the labor to
- build it, you can begin construction of a Citadel. The Citadel
- can provide you and the other members of your corporation with a
- secure place to dock your ships and deposit the credits you've
- earned. As you progress in the game, your Citadel can be
- upgraded to provide additional protection to you and your
- corporation. If you decide to build a planet in your home
- sector, be sure you can defend it. A planet is very vulnerable
- until it has a Combat Control Computer (level 2 Citadel) to
- safeguard it.
-
- There are ten different types of ports scattered about the
- universe. The ports are classified by the products they buy
- and/or sell. Port classes 1 through 8 trade the three basic
- commodities: Fuel Ore, Organics and Equipment. The universe also
- contains specialty ports for the other items you will need to
- advance in the game. There are three Class 0 ports where you can
- purchase holds (beneficial for moving colonists to your planets
- as well as transporting goods for trade), fighters (to help
- protect your territory), or shields (to protect your ship from
- the traps laid by your enemies). %GMK%There is one Class 9 port
- that contains not only a Trading Port, but also a StarDock. The
- StarDock houses the Stellar Hardware Emporium, the Federation
- Shipyards, the Lost Trader's Tavern, the 2nd National Galactic
- Bank, the Videon Cineplex and the Interstellar Space Police
- Headquarters. There are other places of interest located in the
- StarDock. These places you will have to discover on your own.
- Some are not advertised because they are establishments of
- questionable repute. Others are Federation buildings that house
- top secret government information.
-
-
- PEOPLE IN THE TRADE WARS UNIVERSE
-
- A large part of playing is interacting with others in the game.
- You can mingle with other players in the Lost Traders Tavern,
- gambling against them, conversing with them, leaving
- announcements at the door or writing a message on the bathroom
- wall. You can combine your assets with other players of the same
- alignment to form a Corporation. Just be aware that more than
- one Corporation has been brought down by a con man who wormed his
- way into the Corporate structure. You can have a chance
- encounter with other creatures of the universe, both real (other
- users) and Non-Player Characters (the Federals, Alien traders and
- the Ferrengi). Chance encounters offer many possibilities and
- can advance you in your chosen career path. Your alignment and
- experience and the alignment and experience of the creature you
- encounter will determine just how that advancement if affected.
-
- Other traders are users just like you. They have alignment and
- experience points. You can see all the others by Listing Traders
- from your ships computer. By using the listing, you can see
- which players are good and which are evil. You can estimate
- whether the other player would better serve your needs as an ally
- or adversary.
-
- The Federation is the main governing body of the cosmos. You
- will meet the Feds if you go to the Police Station. You might
- run into them as you roam around space. The Feds don't look
- kindly on players who break FedLaws, so if you're not careful,
- they might visit you when you least want their company.
-
- Alien traders are visitors from another universe who are looking
- for better ports. You can get a listing of the Aliens similar to
- the one you get for other traders. Aliens also have experience
- and alignment, but you cannot form a Corporation with them.
-
- The Ferrengi are a greedy, cowardly group. Their primary purpose
- is the speedy acquisition of money. They will steal from anyone
- no matter what the person's or corporation's alignment. They
- seldom engage in face-to-face combat because they prefer the
- advantage of surprise when ambushing their opponent. They often
- travel in groups and will spy on promising territory. After
- targeting an area, they will raid the sector when it is least
- defended. If they are attacked, that group will hold a grudge
- against the attacker and they will not rest until they feel the
- score has been settled.
-
- Explore the universe and take part in the adventure. You can
- just look around or you can become a dominant factor. Most of
- the displays are fully explained. When you are asked to make a
- selection, anything displayed in brackets [], will be the
- default.
-
- Most displays can be aborted by hitting the space bar.
-
- Good Trading and Good Luck.
-
-
- MENU OPTIONS
-
- MAIN MENU
-
- Navigation
-
- <D> Re-display Sector. This will re-display the information
- about the sector where you are currently located.
- Information includes sector number and nebulae name,
- marker beacons, port name and class, mines, fighters,
- planets and any other ships. Next to the class you will see
- three letters signifying how the port trades in the
- commodities. For example a SSB would indicate that the port
- sells Fuel Ore, sells Organics and buys Equipment. The
- adjacent sectors will also be shown. With a color display,
- the sectors you have not yet visited will show up in red.
-
- <P> Port and Trade. This will allow you to dock at the port
- in your current sector. This is the only way to trade
- your commodities. You will have some choices for what
- action you would like to take at the port. Most of the
- choices are self-explanatory. If you are playing the game
- as an evil trader, the choices you see will be different than
- they would be if you were playing the game as a lawful Player.
- When you dock at the port, you will be able to see the docking
- log. This will show you the name of the last ship to do business
- there. If there is a planet in the sector with this port, you
- will be able to negotiate a Planetary Trade Agreement. This is a
- trade contract that will allow you to trade off all your excess
- commodities to the port without wasting your turns hauling one
- shipload at a time. If you want to build a new Starport and the
- universe is full or if you decide that your adversaries have too
- big an advantage and you need to get rid of that port they have
- been using, you can attack and destroy a starport. This is never
- an easy task. The starports are very heavily armed and will
- retaliate, so you will need to have plenty of military forces
- with you if you decide to proceed with this selection.
-
- <M> Move to a Sector. The sectors adjacent to your current
- location will be listed as warp lanes in the sector
- display. You can move to one of them, or you can choose
- any other sector in the universe. If you designate a
- sector that doesn't have a direct warp lane, your ship's
- computer will plot your course, show the path and the number
- of hops (and turns) the trip will use, and ask you if you
- want to engage your AutoPilot. You will be able to use the
- Autopilot in three different modes. The default is Alert
- mode. This will suspend your travel in any sector where
- there is a planet, port, navagational hazard or other
- trader. Once alerted to one of these items, you wil be
- given several options. It is up to you to make the decision
- that will best serve you or your corporation. The second
- mode is Express. This speeds you to your destination
- provided there are no enemy forces in your path. The third
- mode is Single Step. This was developed by an enterprising
- group of pioneers. Their group was getting smaller due to
- bold exploration of sectors filled with mines, so the
- survivors manufactured an Autopilot that would stop in each
- sector. This allowed them to scan the next sector for
- hazards before proceeding into it. Select this option if
- you feel the need for caution.
-
- <L> Land on a Planet. This option will enable you to colonize
- your planets, build a Citadel and do business there, pick up
- the fighters built by your colonists or pick up the
- production of Fuel Ore, Organics and/or Equipment. You will
- see a list of all the planets. Simply enter the number for
- the one you want to visit. If you have purchased a Planet
- Scanner at the Hardware Emporium, it will automatically
- provide you with additional information about the planet.
- The Planet Scanner will also allow you to abort the landing
- procedure if, after looking at the defenses, you feel you
- may not be able to land successfully. The display, once you
- have landed, shows the planet number, location, name, class
- and a chart detailing the commodities, production
- requirements and current inventories. You will also see the
- citadel information and any planetary defenses.
-
- <S> Long Range Scan. If you have purchased a scanner from the
- Hardware Emporium, you can use it to view adjacent sectors.
- All things in the Trade Wars universe have a density value
- and you can use your Density Scanner to display the relative
- density of the neighboring sectors and determine if there
- are any Navagational Hazards. You will also be warned of
- any non-standard, undefinable mass. You can then use that
- information to determine what's next door. If you have a
- Holographic Scanner, you will be able to see ports, planets,
- hazards and other players all for just the cost of one turn.
-
- <R> Release Beacon. Choose this when you want to launch one
- of the Marker Beacons you purchased at the Hardware
- Emporium. You will need to decide what message your
- beacon will send when you launch it. (Limit 41 characters)
-
- <W> Tow SpaceCraft. This option lets you toggle your tractor
- beam on and off. The computer will ask you which trader in
- your current sector you wish to tow. You can tow an
- unmanned ship only if you own the ship and know the ship's
- password. The computer will then calculate (using the size
- difference between the two ships) the number of turns you
- will use for each sector you tow this trader and his/her
- ship. You can then use the Move option to go to an adjacent
- sector or you can engage your AutoPilot to move you and your
- "passenger". TransWarp drives were not made to be used in
- conjunction with tractor beams, so if you use your
- TransWarp, the tractor beam will automatically shut down.
- The person you are towing will not enter a sector until you
- have safely entered. The tractor beam will act as a
- protective shield and will safeguard the towee from any
- damage from mines, offensive fighters or Quasar cannons. If
- your ship is destroyed, the tractor beam will also be
- destroyed and the person you are towing will be left
- stranded. To disengage the beam at any point, use this
- option again.
-
- Computer and Information
-
- <C> Onboard Computer. This command will activate your on-board
- computer.
-
- <X> Transporter Pad. The display will show the transport range
- of your ship and a list of ships and their locations to
- which you can beam yourself. Make sure you know the
- password!
-
- <I> Ship Information. This will display your statistics.
- Trader Name......Your alias in the game
- Rank and Exp.....The experience points you have
- accumulated, the number of alignment
- points you have accumulated and the
- title you have received
- Times Blown Up...The number of times your ship has been
- destroyed
- Ship Name........The name of the ship you are now using
- Ship Info........Manufacturer and model
- Ported = The number of times this ship
- has docked at a Trading Port
- Kills = Number of other player's ships
- destroyed by this ship
- Turns to Warp....How many turns used to move this ship
- one sector
- Date Built.......The date this ship was purchased
- Current Sector...Your current location
- Turns to Warp....The number of turns you will use
- moving this ship to an adjacent sector
- Turns Left.......Number of turns remaining for this
- ship
- Total Holds......Number of holds this ship is carrying
- (This display also shows the breakdown
- of the cargo in the holds)
- Additional information includes all the special equipment
- your ship has and the number of credits you have on your
- ship.
-
- <T> Corporate Menu. This will give you information about all
- the corporations in the game.
-
- <U> Use Genesis Torpedo. If you are carrying a Genesis
- Torpedo, you will be able to detonate it and create one of
- the several types of planets using this command. These will
- create your new world quickly. You will be advised of the
- planet type before you have to name it so you can assign an
- appropriate name.
-
- <J> Jettison Cargo. If your holds are full of some cargo you
- just can't unload on any nearby port or planet, you may
- use this selection to unceremoniously dump your holds
- into space. Remember that FedLaw prohibits littering in
- FedSpace. Dumping holds filled with colonists will leave
- a negative impression on your alignment.
-
- <B> Interdict Control. If you are piloting an Interdictor
- Cruiser, use this option to set the generator powering the
- Interdictor on or off. If it is on, an enemy will not be
- able to warp out of the sector during an attack.
-
- Tactical
-
- <A> Attack Enemy SpaceCraft. When you encounter an opponent,
- other creature or unmanned ship in a sector you have the
- option of going on the offense and attacking. The
- controller will ask you how many of your fighters you want
- to use in the attack. When you are much stronger than your
- opponent, there is a chance that the opponent will warp out
- of the sector. If you are very careful with the amount of
- firepower you use in your attack, there may be significant
- salvage available after you win. Attacking others can (and
- probably will) affect your alignment. If you attack a
- pirate or known terror you will get good points. On the
- other hand, if you decide to pick on some good soul you will
- go down the ladder of righteousness.
-
- <E> Use Subspace Ether Probe. Launch the Probe you purchased at
- the Hardware Emporium. Send the unmanned spy off to its
- destination sending information back to you from every
- sector it passes through. Remember that this device has
- no defensive capabilities so if it encounters any enemy
- fighters, it will be destroyed.
-
- <F> Take or Leave Fighters. This enables you to deploy your
- fighters. You will have several options so you can
- customize your defenses. You can leave fighters as
- either Personal so they recognize only you as an ally or
- you can leave them as Corporate so any member of your
- corporation will be treated with respect. Fighters can
- be Offensive, Defensive or Toll. Defensive fighters
- defend your territory. They bar opponents from entering
- a sector and will fight when attacked. Offensive
- fighters will send out an attack group on any poor soul
- who happens into their sector. The size of the attack
- group depends on the fighter support escorting the
- intruder. After the initial attack, offensive fighters
- fall back to defend their territory. Toll fighters
- simply stop the casual passers-by and ask them for money
- to help with your cause. The number of Toll Fighters
- deployed will determine the amount of the toll charged.
- Toll fighters, as all other fighters, will fight back if
- attacked.
-
- <G> Show Deployed Fighters. This display can be a very
- useful tool as you plan your military strategies. The
- information shown contains the sector number where the
- fighters are located, the quantity of fighters there,
- whether the fighters are Personal or Corporate, the
- strategic mode they are in (Offensive, Defensive or Toll)
- and any tolls they have collected.
-
- <H> Handle Space Mines. Mines can be a very convincing way
- of marking your territory. This selection will let place
- both Limpet and Armid mines and allows you place or pick up
- the mines. You will be able to choose whether to set the
- mines as Personal or Corporate. Personal mines will
- recognize only you and Corporate mines will recognize any
- member of your corporation. Mines don't always work, but it
- stands to reason that the more mines there are in a sector,
- the more likely one is to detonate (or attach in the case of
- Limpet mines).
-
- <K> Show Deployed Mines. This display is similar to the Show
- Deployed Fighters. You get information about the sectors
- containing your Personal and/or Corporate Limpet and Aramid
- mines and how many mines are located in each of those
- sectors. In the case of Limpet mines, you will get two
- displays. One will show the deployed mines just waiting for
- your unsuspecting enemy. The other display is Activated
- mines - it shows those mines which have attached to ships
- and where they are.
-
- <O> Starport Construction. If there is not a Starport in the
- sector, this menu selection will display the Starport
- Construction Menu. Starports are available throughout
- the universe. You may decide that you want your own
- customized commerce center in a place you specify instead
- of using the ones built by others. You will see a
- detailed graph of the different port classes, the
- products they can import/export and the initial
- construction costs. The license bureau will check to see
- that there is a planet in the sector to provide materials
- for the construction. They will also check for
- sufficient funding to support the undertaking. Be sure
- to leave the specified amount of materials on the planet
- every day during the construction phase or the building
- will not progress. If there is already a Starport in the
- sector, the Upgrade Starport Menu will be displayed.
- This allows you to increase the trading levels of any or
- all of the commodities. The universe can support only so
- many ports. If the Starport Construction request tells
- you that the universe is full, then you have to destroy
- an existing port before you can begin construction on
- your new one. (See PORT AND TRADE)
-
- Miscellaneous
-
- <Q> Quit and Exit. This exits you from the game and returns
- you to the BBS.
-
- <!> Main Menu Help. Display the portion of the documentation
- describing the Main Menu functions.
-
- <Z> Trade Wars Docs. Display this entire document. Useful
- menus are available anytime a ? appears in the prompt.
- Specific help files are available wherever an ! appears
- in the menus.
-
- <V> View Game Status. Trade Wars 2002 can be configured in
- a variety of ways by your SysOp. This display will show
- you the static information about the game as well as the
- current information. Static information includes the
- version number, maximum number of sectors, players, etc.,
- whether or not the local display is on, and if this is a
- registered version of the game. The StarDock location
- may also appear on this screen if the SysOp has configured
- the game that way. The current information will show how
- many players are now in the game with the percentage of
- good, how many planets have been built, how many
- corporations are registered, the amount of credits
- accumulated at the ports, the total fighters and mines in
- the universe and how long the game has been running.
-
-
- AUTOPILOT MENU
-
- <Y> Yes, stop here. This will disengage the Autopilot and
- will stop you in the current sector.
-
- <N> No, continue on. Continues on the pre-defined route.
-
- <E> Express Non-stop. This will speed you through the
- sectors without pausing to ask if you want to stop in the
- sectors with planets or ports. Hitting the space bar
- while in Express mode will put you into warp speed. If
- you encounter enemy forces you will have to react. If
- you retreat, the computer will re-plot your course
- avoiding that sector from which you retreated.
-
- <I> Ship Information. This displays all your current
- statistics. The display is the same as option <I> from
- the Main Menu.
-
- <R> Port Report. This will display the port report
- information as if you chose <R> from your on-board
- computer.
-
- <S> Long Range Scan. If you have purchased a Long Range
- Scanner from the Hardware Emporium, you can use it during
- your AutoPilot voyage without having to stop in the
- sector.
-
- <D> Re-Display Sector. This is the same sector display that
- can be accessed by choosing option <D> from the Main
- Menu.
-
- <P> Port and Trade. This will allow you to dock at a Trading
- Port and conduct your business without having to
- recalculate your Autopilot course when you're done. You
- will be selecting the same options as you would if you
- chose the <P> selection from the Main Menu.
-
- <!> Autopilot Help. Displays this file.
-
-
- COMPUTER MENU
-
- Navigation
-
- <F> Course Plotter. This will show the number of turns and hops
- it will take to get from any sector in the universe to
- another. You can use this tool to avoid any surprise as
- you travel between sectors. You know the universe is
- full of unexplained phenomenon and just because you got
- from your home sector to this sector with a great port in
- five moves doesn't mean you'll get back in five moves.
-
- <I> Inter-Sector Warps. This selection will show you the
- warps lanes connected to any sector in the universe that
- you have explored. You just enter the sector number and
- the computer will show you every sector directly linked
- to that sector. The computer will not have data to
- display for those sectors you have yet to explore.
-
- <K> Your Known Universe. As you travel through space, you
- will be creating your personal travelogue. This will
- store information about the sectors you've explored.
- Your computer will use this information to give you your
- Port Reports and Inter-Sector Warps. You may wish to see
- what sectors you have (or don't have) in your travelogue.
- This option will tell you. You will see what percentage
- of the universe you have visited and the computer will
- ask if you want the list of Explored or Unexplored
- sectors. When you reply, you will get a list of sector
- numbers.
-
- <R> Port Report. This report gives you relatively up-to-date
- information about any port located in a sector which you
- have explored. All you have to do is enter the sector
- number in which the port is located. You will see items
- being traded at the port, the status of each of those
- items (whether the port is buying them or selling them),
- the number of units the port is willing to trade (and
- what percentage of maximum that number represents) and
- how many of each of the commodities you have in your
- holds. If for some reason you get the message that the
- computer has no information on that port and you are sure
- there is a port in the sector you indicated, there may be
- enemy forces in that sector interfering with your
- computer's scan.
-
- <U> T-Warp Preference. Once you have a TransWarp drive, this
- option will let you chose whether or not you want to have
- the prompt to use this feature each time you try to move to
- a non-adjacent sector. If you say "Yes", you will get the
- prompt. If you say "No", you will simply get the autopilot
- prompt. The next time you want to use the TWarp drive, you
- will have to go into this option to restart it.
-
- <V> Avoid Sectors. You will sometimes find sectors
- containing things that are detrimental to your success in
- the game. This function will avoid those sectors when
- doing any course plotting. You just have to enter the
- sector or sectors to be by-passed before you use the
- computer to plot a course or to establish a route for
- your AutoPilot. If the computer encounters a situation
- where there is not possible route between the sectors you
- requested, then all voids will be cleared and will have
- to be re-entered before any future course calculations.
-
- <X> List Current Avoids. When you want to see just what
- sectors are being avoided when the computer charts your
- course, use this selection. You can use this information
- to determine if you want to make any changes. Due to the
- limited functionality of this module of the computer, if
- you want to remove one or more avoided sectors from the
- list, you must clear the entire list and re-enter the
- sector numbers you still want to bypass.
-
- <!> Computer Help. Display the portion of the documentation
- describing the Computer functions.
-
- <Q> Exit Computer. This option will return you to the bridge
- of your ship.
-
- Miscellaneous
-
- <A> Make Announcement. Do you have something you want to
- tell everyone in the game? If so, prepare your
- proclamation and enter it. You will have 160 characters
- for your announcement and it will be displayed in the
- Daily Log for everyone to read as they enter the game.
-
- <B> Begin Self-destruct Sequence. If you have managed to
- make a real mess of things and the only way to continue
- is to start from scratch, then go ahead and use this
- command. You will escape from your ship moments before
- it self-destructs. Think it over carefully before you
- hit the button. This will not only destroy your ship and
- all its inventory, but it will also affect your rank and
- alignment. Your spirit takes two days to migrate back to
- Sector 1, so you won't have any turns the day after you
- self-destruct.
-
- <N> Toggle ANSI On/Off. Use this option to set your personal
- preferences for the display. You can have ANSI on with full
- animation, just ANSI with no animation, or you can turn the
- ANSI off.
-
- <O> Change Ship Settings. This option offers you an additional
- level of protection for all the ships you own. This lets
- you establish a password that players will need to know to
- be able to use your ship.
-
- <P> Fire Photon Missile. You can fire your Photon Missile
- into the adjacent sector and run in to do your damage.
- Remember that the timer is running as soon as the missile
- is launched so be quick!
-
- <M> Re-Read Your Mail. This gives you a chance to review the
- messages that were sent to you since the last time you
- were in the game.
-
- <S> Send Mail. When you need to get a message to one of the
- other players, this will serve your need. Keep entering the
- lines of your message until you are done. To complete your
- message, simply press the enter key on a blank line. You do
- not need to know the player's entire name. If you have part
- of it, your computer will search the player file and
- prompt you when it finds a match.
-
- <T> Current Ship Time. This will display the time and date
- stored in your ship's computer. (Remember, the game
- began in the year 2002.)
-
- <W> Use Mine Disrupter. You are exploring a new region of
- the universe and as you single-step your way along, your
- scanner shows a number of mines in the next sector. Send
- one of the Mine Disrupters you purchased at the Hardware
- Emporium into this mined sector so you don't have to take
- the damage to your ship. The disrupters will also disarm
- any Limpet mines that may be in the sector. If the first
- Disrupter doesn't disarm all the mines, you can send in
- another.
-
- Displays
-
- <C> View Ship Catalog. This tool lets you view the
- specifications for all the available ships in the game.
- You can get a list of the ships and choose which ever one
- strikes your fancy. The display will show the following
- information -
-
- Basic Hold Cost
- Main Drive Cost
- Computer Cost
- Ship Hull Cost
- Base Cost
- Minimum and Maximum Holds
- Maximum Fighters
- Maximum Shields
- Number of Moves per Day
- Maximum Number of Mines
- Maximum Number of Genesis Torpedoes
- Offensive Odds for Combat
- Maximum Number of Marker Beacons
- TransWarp Drive Capability
- Long Range Scanner Capability
- Planet Scanner Capability
-
- In addition to all this information, there is a brief
- narrative about the capabilities and shortcomings of each
- model.
-
- <D> Scan Daily Log. This will re-display the Daily Journal
- that you see when you enter the game.
-
- <E> Evil Trader Class. This is a display of the titles to
- which you can aspire if you are of negative alignment.
- It shows the levels, titles and the number of experience
- points needed to attain that level.
-
- <G> Good Trader Class. This is a display of the titles to
- which you can aspire if you are of positive alignment.
- It shows the levels, titles and the number of experience
- points needed to attain that level.
-
- <H> Alien Trader Ranks. You will encounter traders from other
- galaxies as you make your way through the universe. You
- can interact with these creatures the same as you do with
- the Traders native to your 1000 sectors. Of course,
- aliens are either good or bad. Their alignment (good or
- evil) can make a big difference in how you want to
- associate (or not associate) with them. When you use
- this selection, your computer will tell you everything
- you need to know.
-
- <J> Planetary Specs. The use of this display is very similar to
- that of the Ship Catalog. A ? will show you a list of all
- the planet types. Choose the one you would like to know
- more about and the display will produce a picture and a
- brief description of the planet. It will also detail some
- of the pros and cons of that planet type.
-
- <L> List Trader Rank. This choice will show you all the players
- in the game in order of experience. Your prompt will ask
- if you would like the list to show the Titles of the
- players or their Values in Experience points. Each
- trader will be displayed with his or her title or value,
- the number of the Corporation to which he/she belongs,
- and the type of ship currently being used.
-
- <Y> Personal Planets. If you have planets that you want to
- keep as personal, you can view them using this option just
- as you can view Corporate Planets using the <L> option in
- the Corporation Menu.
-
- <Z> Active Ship Scan. This display will show a list of all your
- ships, the ship number, location, ship type, fighters &
- shields and the number of hops to get to it.
-
-
- PLANET MENU
-
- <A> Take All Products. This will load your empty holds with
- the products available on the planet. The dock workers
- will load your ship to the brim with as much of each of
- the products that is available beginning with the cargo
- of greatest value (Equipment) to the least value (Fuel
- Ore).
-
- <C> Enter Citadel. You enter the Citadel (and display the
- Citadel Menu). If there is no citadel on this planet,
- you will have the option to build one. The necessary
- products and labor force needed in the construction will
- display. You will not be issued a building permit if you
- don't have the necessary people and commodities.
-
- <D> Display Planet. This will show the planet number, type,
- name and the alias of the player who created it. There
- is also an informative chart showing how many colonists
- are working in each production area, how many units of
- each product are being produced daily, the quantity of
- each product currently available on the planet, and how
- many of each you have on your ship. Citadel information
- including level, construction underway and credits in the
- vault is also available.
-
- <M> Change Military Levels. You will want to move your
- fighters around to protect your territory. This option
- will allow you to take fighters currently on the planet
- or to leave fighters you have escorting you. The
- fighters on the planet are controlled by the Combat
- Control Computer (level 2) in the Citadel. If there is
- no Combat Control Computer there, the fighters would
- better serve you patrolling the sector outside the
- planet. Leaving fighters on a planet will designate the
- planet as yours.
-
- <O> Claim Ownership. Let the entire universe know who
- controls the planet. Use this option to set the planet
- as either Personal or Corporate. This is a must when
- you've gone to all the trouble to capture one of your
- opponent's planets.
-
- <P> Change Population Levels. Throughout the course of the
- game you may wish to change the distribution of your
- workforce among the commodities. This selection provides
- you with an easy, efficient way to order your workers to
- the job you need done.
-
- <S> Load/Unload Colonists. Colonizing your planets can
- contribute greatly to your trading profits. This will
- enable you to leave the colonists you've brought from
- Terra or pack everyone up and move them to another
- planet. Keep a close watch on your planet's population
- because many planets experience a growth/death cycle. If
- your planet has too many people to support, the raw
- materials needed to produce your commodities will be used
- up by the surplus population and your production rates
- will be adversely affected.
-
- <T> Take or Leave Product. This will let you specify to the
- dock workers which type of products you want to leave and
- which ones you want loaded on your ship.
-
- <Z> Try to Destroy Planet. First you purchase Atomic
- Detonators from the Hardware Emporium. That is the easy
- part. You then have to fight your way into the sector
- containing the planet. After battling the fighters,
- Quasar Cannons, and any other military defenses that may
- be there, you have the ability to lay your Atomic
- Detonators. Colonists have been trained in the disarming
- of detonators. Most of the training was rushed and
- provided by inexperienced teachers, so they aren't very
- good at it. Most of their attempts literally go up in
- smoke, and if you are still on the planet when their
- attempt goes awry, you go awry with it. You have the
- option of suing your conventional weapons to kill off the
- colonists before you lay the detonators so you don't run
- the risk of getting killed by their lack of skill. If
- you're willing to risk the bad Karma to be a little
- safer, this might be the correct option for you.
-
- <Q> Leave This Planet. Take off from the planet.
-
- <!> Planetary Help. Display the portion of the documentation
- describing the Planetary functions.
-
-
- CITADEL MENU
-
- <B> Transporter Control. Here is where you go to beam you and
- your ship to another sector. The transporter range is
- limited, but with enough credits, you can also use this
- option to upgrade it's range.
-
- <C> Engage Ship's Computer. Use this function to use all
- your Crai's power just as you would by choosing <C> from
- the Main Menu.
-
- <D> Display Traders Here. This will show you the guest
- register of the other players who are parked in the
- Citadel. The register gives you the name of the player,
- their ship type and how many fighters, shields and holds
- they have. This information could prove very useful if
- you have just captured the planet from one of your
- opponents.
-
- <E> Exchange Trader Ships. If the other players parked in
- the Citadel have specified their vehicle as available for
- trade, then you have the option of exchanging your ship
- for theirs. Be sure to coordinate this carefully with
- the other members of your corporation. Only C.E.O.'s can
- use Corporate Flagships so they are not available for
- trade. If you have seized this planet from an opponent
- still parked in the Citadel, you may want to commandeer
- his ship for your own use.
-
- <G> Shield Generator Control. If you have your level 5
- Citadel completed, you can use this option to store your
- shields. You transfer your Ship's shields to the
- Planetary Shielding System using this option (10 ship
- shields = 1 planetary shield). Stored shields will be
- used in the defense of your planet. The Planetary
- Shielding System will protect your planet from your
- enemies. You will thwart your rivals' attempts to
- incapacitate your defenses with Photon Missiles. Your
- opponents will be unable to scan your planet.
-
- <I> Personal Info. This selection will enable you to see all
- of your current statistics. The information will display
- same as it does when you choose option <I> from the Main
- Menu.
-
- <L> Quasar Cannon R-level. Use this option to set both the
- Atmospheric and Sector reaction levels. The Quasar
- Cannon in your Level Three Citadel uses massive amounts
- of Fuel Ore. Use this option to adjust the percentage of
- Ore on the planet used in this weapon's capability.
- PLEASE NOTE: The Quasar Cannon will use the entered
- percentage of Fuel Ore remaining on the planet for EACH
- SHOT it fires. If you set the Sector value to 100% and
- a Scout Marauder with 5 fighters wanders into your
- sector, the Cannon will use all the Fuel Ore on your
- planet to blow the intruder into space dust. If another
- player later tramps into your sector in a well-armed
- BattleShip your Cannon will sit idle due to lack of
- ammunition. Another consideration when setting your
- percentages is that the accuracy of the Cannon is much
- better and the damage caused by the blast is greater when
- the target is in the planet's atmosphere.
-
-
- <M> Military Reaction Level. Another method of customizing
- your protection, this will let you set the percentage of
- fighters stationed there to be used as offensive or
- defensive in case of an attack on the planet. You must
- have a Combat Control Computer (Level Two Citadel or
- higher) to use this option. The value you enter will be
- the percentage of fighters that will attack offensively
- as someone attempts to land on your planet. The balance
- of your fighters will fall back for defense of the planet
- and Citadel.
-
- <N> Interdictor Control. If you have upgraded your citadel to
- level 6, this will allow you to control the Interdictor
- generator on the planet. You will want to use this in
- conjunction with a Quasar Cannon. If the generator is on,
- an enemy ship cannot leave the sector. This generator
- consumes a lot of fuel ore when used. Make sure your Q-
- cannon is set most carefully. Otherwise, the enemy can try
- to escape and deplete all the fuel ore on your planet.
-
- <P> Planetary TransWarp. The instructions for this feature
- are in your Level Four Citadel. Provided you have enough
- Fuel Ore to power the mammoth engine, you can move your
- planet to any sector where you currently have fighters
- stationed.
-
- <R> Remain Here Overnight. You can sleep feeling safe and
- secure if you bed down inside the Citadel, out of the rat
- race. You will have the protection of your planetary
- forces to guard you. When you leave your ship, the valet
- will ask if you want others who enter the Citadel to have
- the privilege of exchanging ships with you. It's
- perfectly within your rights to keep your ship for
- personal use only.
-
- <S> Scan This Sector. This option will let you see
- everything in the sector around this planet. The display
- will be the same as you get from option <D> in the Main
- Menu.
-
- <T> Treasury Fund Transfers. If you don't like to carry a
- lot of credits on you when you're out exploring the
- universe, you can deposit your excess in the Citadel.
- You can withdraw the credits whenever you need them. Be
- advised that the Treasury workers are quite lax in their
- security measures and anyone who enters the Citadel can
- withdraw any and all of the credits.
-
- <U> Upgrade Citadel. Once your Citadel construction is
- complete, you may find you wish to upgrade. Very few
- people are content with a Level One Citadel. You will
- need more colonists and materials for each level of
- improvements. Level Two has a Combat Control System
- which enables you to set the fighters deployed on the
- planet as offensive or defensive. Level Three contains
- a Quasar Cannon which is a very powerful weapon, but uses
- a considerable amount of Fuel Ore to operate. Level Four
- encloses the massive engine used for the TransWarp Drive.
- Level Five provides the power for the Planetary Shielding
- System. The PSS will provide a sturdy shield for your
- planet which your enemies will have a hard time
- penetrating with fighters or photon missiles. Level 6
- equips the planet with an Interdictor Generator. If turned
- on, this generator will make it impossible for your enemy to
- escape from your Quasar Cannon.
-
- <V> Evict Other Traders. Now that you've survived all the
- defenses your opponent placed to keep you out, you should
- be able to come in and take over, right? Occasionally
- you go into a newly captured Citadel only to find the
- trader (or traders) who previously controlled the planet.
- No need to have them in your way. Simply select this
- option to activate the Emergency Warning System in the
- Citadel. It will alert these unwanted guests to some
- impending doom and their ships will blast off into orbit
- around the planet. The system will list the traders as
- they escape. You then may either stay in the Citadel out
- of harm's way or you can go out into the sector to
- inflict more damage on your enemy.
-
- <X> Corporation Menu. This option is the same as option <T>
- from the Main Menu.
-
- <!> Citadel Help. Display the portion of the documentation
- describing the Citadel functions.
-
- <Q> Leave the Citadel. Exit the Citadel and return to the
- planet.
-
-
- CORPORATION MENU
-
- <D> Display Corporations. If you want to see how you and
- your corporation compare with others in the game or if
- you want to see who the members are of a specific
- corporation, use this selection. You will asked if you
- want to List Corporations or Rank Corporations. L will
- give you a listing of all corporations registered at
- Federation Hall showing the corporation's registration
- number and the date of incorporation and all corporate
- members with the C.E.O. labeled. R will display a list
- of all corporations ranked by experience. The list shows
- the rank, the corporate registration number and name, the
- C.E.O.'s name, the corporate alignment and the corporate
- experience.
-
- <J> Join a Corporation. When you want to join forces with a
- corporation of the other traders, you will need to make
- arrangements to get your corporate security pass. When
- a member of that corporation has approved your
- membership, use this option to join. You will need to be
- of the same alignment as the C.E.O. If at any time
- during your tenure with the corporation, your alignment
- is opposite that of the Chairman, you will be
- automatically ousted from the Corporation.
-
- <M> Make a New Corporation. When you are prepared to make to
- move from independent trader to Corporate C.E.O., this
- option will file your Corporate Charter in the
- Federation's Hall of Records. As C.E.O. you will have
- privileges that other players don't have such as owning
- an Corporate Flagship and sending Corporate Memos to all
- members of your Corporation. You will be the one to
- determine whether your Corporation is good or evil. As
- you go, so goes the Corporation. A prospective member
- will have to be of the same alignment as you to join.
-
- <!> Corporation Help. Display the portion of the
- documentation describing the Corporation functions.
-
- <Q> Quit Corporation Menu. Return to the game.
-
- Corporations Only
-
- <C> Credit Transfer. Use this option to transfer credits to
- or from your corporate associate. You have to be in the
- same sector as the corporation member with whom you want
- to exchange credits.
-
- <F> Fighter Transfer. Use this option to transfer fighters
- to or from your corporate associate. You have to be in
- the same sector as the corporation member with whom you
- want to exchange fighters.
-
- <H> Mines Transfer. Use this option to transfer mines to or
- from your corporate associate. You have to be in the
- same sector as the corporation member with whom you want
- to exchange mines.
-
- <S> Shields Transfer. Use this option to transfer shields to
- or from your corporate associate. You have to be in the
- same sector as the corporation member with whom you want
- to exchange shields.
-
- <X> Leave Your Corporation. There may come a time when you
- feel you have to make a break with your current
- corporation. You may want to form your own new
- corporation. You may want to play the game with an
- alignment different from that of your corporation's
- members. This will allow you to vacate your position in
- your corporation. Remember that you will no longer have
- access to any of the corporation's assets. If you are
- the C.E.O. the corporation will be dissolved and all
- corporate fighters will become rogue mercenaries.
-
- <L> List Corporate Planets. This will display a detailed
- graph of your corporation's planets. The information
- includes
- -the sector where the planet is located
- -the planet's name
- -the current population
- -the production rate for Fuel Ore, Organics and Equipment
- -the current inventories of the commodities
- -the number of fighters stationed there
- -the level of the Citadel (if any)
- -the amount of credits in the Citadel (if any)
-
- <A> Show corporate Assets and Member Locations. This is a
- very handy tool to use in organizing your strategy with
- that of the others in your Corporation. The information
- shown on this display is
- -the Corporation member's name
- -the sector where that member is located
- -whether or not the member is on a planet in that sector
- -the number of fighters, shields, mines and credits on
- him/her
-
- C.E.O.'s Only
-
- <T> Send Corporate Memo. When you want to give information
- to all those in your organization, use this option.
- Whether it is instructions on where you want to establish
- a new colony or a congratulatory dispatch for a job well
- done, you can send your message quickly and efficiently.
-
- <P> Corporate Security. In a world where instances of
- computer crime run rampant, a C.E.O. can never be too
- careful. Be sure you trust a player before you let him
- or her in your organization. And just as with your BBS
- account, you can better maintain security if you change
- passwords occasionally.
-
- <R> Drop Corporate Member. Do you have a problem with a
- member of your Corporation? Is that member showing signs
- of insubordination? You don't have to put up with the
- stress. Simply drop this trouble maker. Remember that
- the member can take any corporate assets on his/her ship
- when kicked out.
-
-
- STARDOCK MENU
-
- <C> The CinePlex Videon Theatres. You can smell the popcorn
- from the Hardware Emporium. Come right in to see the
- latest releases from HollyWorld. You can choose from
- several first-run offerings or you can opt for one of the
- classics. Don't take too long to make up your mind
- because there are others waiting in line behind you.
-
- <G> The 2nd National Galactic Bank. Here is the place to
- engage in matters of high finance. You will be able to
- put credits into your or another trader's account. You
- can take credits out of your account. You can examine
- the balance in your account. The bank allows only
- personal accounts. Corporate funds should be stored in
- secured Citadels.
-
- <H> The Stellar Hardware Emporium. This is the General Store
- of the Trade Wars Universe. If you want it, they have it
- and if you have enough money, they'll sell it to you.
-
- <P> The Federal Space Police HQ. The home of law enforcement
- in the galaxy. Here you can register complaints against
- other players, collect rewards or see the wanted posters.
-
- <S> The Federation Shipyards. This is the place where you
- can trade your ship in for a newer model or sell off some of
- those junk ships you've gathered as spoils from your
- victories. You can see all the models available and all the
- specifications for each style.
-
- <T> The Lost Trader's Tavern. Traders come here for more
- than just a drink and a meal. Some of the more
- interesting features of this game can be found here if
- you ask the right questions.
-
- <!> StarDock Help. Display the portion of the documentation
- describing the StarDock functions.
-
- <Q> Return to Your Ship and Leave. Leave the Stardock and
- return to the sector.
-
-
- HARDWARE MENU
-
- <A> Atomic Detonators. These detonators are used in the
- destruction of planets. If you don't have enough
- military to take out a planet, you can set Atomic
- Detonators and run like hell. Warning: colonists have
- been trained to disarm these detonators. These units are
- as unstable as they are powerful. They can react like
- Corbomite Devices when an enemy attacks your ship, and
- they can also detonate by hitting mines or offensive
- fighters as you journey through the galaxy.
-
- <B> Marker Beacons. Marker Beacons are the billboards of the
- Trade Wars universe. They are an inexpensive way to make
- a statement. They stay in the sector where they are
- launched until they are destroyed. They have absolutely
- no defensive capability. They are so fragile that if two
- are launched in the same sector, they both explode.
-
- <C> Corbomite Devices. Corbomite devices are weapons to
- avenge the destruction of your ship. If one of your
- opponents succeeds in obliterating your craft, that
- person may suffer substantial damage as well when your
- ship is equipped with one or more of these. Corbomite
- devices can also be viewed as protection. Your enemies
- may think twice about attacking you if you are armed with
- these. With each additional device you add to your
- vessel, you increase your protection level. You can have
- up to a Level 1500 Corbomite Device on some ships and the
- nice part is, your foe has no way to detect the device's
- presence on your ship.
-
- <D> Cloaking Device. Cloaking devices can hide you from your
- rivals when you are away from your home sector. If you
- feel you will be vulnerable, use your Cloaking Device to
- conceal your ship. Your location will be unknown to even
- your Corporate associates who view the Member Location
- display. Remember that the Cloaking Device will use a
- lot of your energy reserves and its effectiveness
- decreases the longer it's used. A well-known consumer
- group has tested these devices and found that on the
- average, after 24 hours of use, you stand a good chance of
- being detected. Cloaking Devices are relatively
- inexpensive, but because some of the components decompose
- quickly, they are a one-time use item.
-
- <E> SubSpace Ether Probes. Ethereal Probes are quite useful
- when you want to know what wonders lie on the other side
- of the universe, but you don't want to use up your turns
- to explore. You can launch the unmanned probes with a
- preset destination. As they maneuver their way across
- the cosmos, they report back sector by sector. They are
- quite inexpensive for the amount of information that can
- be obtained, but they are not sturdy. They contain a
- self-destruct mechanism that is triggered when the probe
- reaches its destination. The designers of the probe
- thought this would provide anonymity for anyone using the
- gadget. This mechanism is so sensitive that it detonates
- when the probe encounters any enemy fighters. Since it
- has no shielding capabilities, any ship it passes will be
- able to detect its presence.
-
- <F> Planet Scanners. If you are planning an invasion of
- another player's planet, this scanner can show you the
- military system on the planet without landing. Once you
- are in the sector, scan the planet. You can see who
- created the planet, who currently controls the planet,
- and the military defenses installed there. You won't
- find out the hard way that you don't have enough weapons
- to take over the enemy forces.
-
- <M> Space Mines. New technology has been developed to provide
- traders with two types of mines. The Aramid mines can be a
- very effective way of establishing your territory. Space
- mines can cause serious damage to smaller craft and can be a
- real nuisance to larger vessels. The Limpet mines are a
- clever development of the Donnelly Underground Development
- Group. They simply sit almost invisible in a sector until
- an enemy ship passes by. Once the enemy is close enough,
- they attach themselves to the ship. The activated mines
- will report their whereabouts to you when you do scan for
- deployed mines. This is a clever way to find out where your
- enemy is. The Limpets can be removed by crews at the
- Stardock. The latest technology has provided mines with
- sensors capable of recognizing the Federal I.D. codes. This
- will keep the mines from detonating by your ship or your
- Corporation's ships (most of the time).
-
- <P> Photon Missiles. Only owners of Missile Frigates or
- Imperial Starships can use these powerful weapons.
- Shields, both Ship and Planetary, are excellent
- protection from the impact of this weapon. However,
- once shields have been destroyed, Photon Missiles can be
- used to disable all Combat Control Computers (Level 2
- Citadels) and Quasar Cannons (Level 3 Citadels) and
- Interdictor Generators (Level 6 Citadels) on planets. It
- neutralizes all mines and fighters stationed in a sector.
- Be advised that the effect of these missiles is short-lived.
- Get in, take care of your business and get out before the
- effect wears off. You don't want to still be in the sector
- when the Quasar Cannons regain their strength. Great care
- should be used in transporting these volatile weapons of
- destruction.
-
- <R> Long Range Scanners. These scanners can provide the
- explorer with multi-sector vision. Your two options are
- a Density Scanner or a Holographic Scanner. The Density
- Scanner is the cheaper and it provides the user with the
- relative density of the surrounding sectors. It will also
- indicate a warning if there is a non-standard undefinalble
- mass. You can use that information to determine what may be
- in the neighborhood. If you have sufficient funds, you can
- purchase a Holographic Scanner which has both Density and
- Holographic capabilities. Using the Holographic mode,
- you can see what and who is in the sectors adjacent to
- the one you are currently occupying. The scanner in
- Holographic mode uses a small amount of your ship's fuel
- (one turn's worth) but that is a small price to pay when
- you consider the information and security it can provide.
-
- <S> Mine Disrupters. If you run across a heavily mined
- sector but you really need to go in there, send in a Mine
- Sweeper to clear your path. They can absorb the damage
- so you don't have to or they can deactivate the limpets.
-
- <T> Genesis Torpedoes. Much improved since the first models,
- these torpedoes can provide the foundation for the
- production of your trading commodities. Depending on the
- planet type created by the torpedo, planet will be able to
- support a varying number of colonists. The colonists can
- provide the labor needed to mine the Fuel Ore, grow the
- Organics and manufacture the Equipment and Fighters you
- will use in your trading company. Some planet types
- are better than others at producing the commodities. You
- might want to check the Planetary Specs in your Onboard
- Computer. You have no control over what planet type results
- from the Torpedo's explosion. That is determined by
- conditions in the sector.
-
- <W> TransWarp Drives. Only Imperial Starships, Corporate
- Flagships and Havoc Gunstars have hulls sturdy enough to
- withstand TransWarp flight. These drives use a massive
- amount of Fuel Ore so make sure you have a source of Ore
- for your return trip, too. The TransWarp Drive uses a
- homing device, so you should have at least one fighter in
- your destination sector.
-
- <Y> Psychic Probes. Bartering at the ports is one of the
- main elements of this game. You get experience points
- for making a good deal. The better the deal, the more
- points you get. Psychic Probes are the next best thing
- to insider trading, and they're legal. If you want to
- see exactly where your offer is compared to what they
- would have accepted, you need one of these probes. It
- will not only show you where you went wrong, but it will
- also help you improve your trading skills.
-
- <!> Hardware Emporium Help. Display the portion of the
- documentation describing the Hardware Emporium functions.
-
- <Q> Leave the Emporium. Return to the main area of the
- StarDock.
-
-
- SHIPYARDS MENU
-
- <B> Buy a New Ship. When you are ready to upgrade, or if you
- need a specialized ship, come to the Shipyards and talk
- to Cal Worthington XXI about a trade-in. You will be
- offered a fair price for your current ship. They will
- take anything in your trade such as fighters,
- accessories, mines, etc. so if you're trying to get a lot
- on your trade-in, load your ship up before you talk to
- them. If you don't want to use all your extras in the
- trade, you might want to leave as much as you can in a
- secure place and pick it up after you purchase your new
- ship. New ships are very basic models. The extras are
- available at the Hardware Emporium and the Class 0 ports.
-
- <S> Sell Extra Ships. A display with all your ships in orbit
- will appear. Choose which ones to sell off. You will be
- able to see the ship number, name, type, location and how
- many fighters and shields are on each ship.
-
- <E> Examine Ship Specs. This is the same information
- available to you from your ship's on-board computer, but
- in includes (for ANSI users only) a picture of each ship,
- both top and front view. You may want to review the ship
- specifications one last time before you make your
- purchase.
-
- <P> Buy Class 0 Items. After you purchase your ship, you may
- need to equip it with a few of the items normally
- purchased at the Class 0 ports. You wouldn't want to
- take that brand new beauty out unprotected, would you?
- The merchants in the shipyards have obtained fighters,
- shields and holds from "trade-ins" so they are offering
- them right here where you buy your ship as a convenience
- to you. Be forewarned that you will be paying a premium
- price for this convenience.
-
- <R> Change Ship Registration. It's not paranoia when they're
- really out to get you. If your foes are tracking you
- down by reading the logs at the StarPorts or they've
- received information on your ship from a loose-tongued
- fool at the tavern, go to this back room in the offices
- of the Shipyards. For a hefty fee, you can get revised
- registration papers on your ship and christen it with a
- new, untraceable name.
-
- <!> Shipyards Help. Display the portion of the documentation
- describing the Shipyards functions.
-
- <Q> Leave the Shipyards. Return to the main area of the
- StarDock.
-
-
- TAVERN MENU
-
- <A> Make an Announcement. Do you have something of interest
- for all the patrons of the tavern? If so, pay the fee
- and post your announcement. It will stay there until the
- next announcement is posted.
-
- <B> Buy Something from the Bar. Had a trying day? Want a
- little something to soothe your nerves? Order up
- whatever your heart desires. You might even get it in a
- clean glass. Remember FedLaw says, don't drink and fly.
-
- <C> Eavesdrop on Conversations. See that group of
- individuals gathered at the table in the darkest corner
- of the tavern? They seem to be engaged in some very
- engrossing dialogue. If you would care to listen in and
- maybe even add some remarks of your own, use this option.
-
- <E> Order Some Food. You really need to keep your strength
- up so you can take on the challenges of the cosmos.
- Order up the Blue Plate Special (the food is blue, not
- the plate) and nourish yourself with some of the most
- memorable edibles this side of Barlaam.
-
- <G> Try Your Hand at Tri-Cron. Do you feel lucky, Punk? Put
- your money down and see if you can beat the odds. A
- simple game of chance might relax you and you never know,
- you might come away a big winner. The game is easy - the
- detailed instructions are available in the Tavern. The
- cost of playing is based on the size of the Top Winner's
- Jackpot. You'll have 10 rounds against the house. If
- you win, the payback is 2 to 1. If you're the top
- winner, you receive the accumulated jackpot.
-
- <T> Talk to the Grimy Trader in Back. Not much to look at,
- but he can be a wealth of information. Depending on how
- many drinks he's had, his facts may be a bit suspect.
- Just ask him about a specific topic, give him a little
- inducement and he'll tell you what he knows. If you
- speak to him respectfully, he'll be fair to you.
- Otherwise he might try to take advantage of your need for
- information. You'll have to pay dearly for it, but he
- can sometimes get you information on specific Traders.
-
- <U> Use the Facilities. When Mother Nature calls, this
- option will allow you to answer. Feel free to read the
- graffiti to keep yourself entertained. You can even add
- some of your own prose or poetry but beware of what may
- be lurking in the next stall.
-
- <!> Tavern Help. Display the portion of the documentation
- describing the Tavern functions.
-
- <Q> Leave the Tavern. Exit back to the main area of the
- Stardock.
-
-
- FEDPOLICE HEADQUARTERS MENU
-
- <A> Apply for a Federal Commission. The Federation awards
- commissions to those individuals who have shown
- themselves to be highly experienced and law abiding. If
- you believe yourself to qualify, apply at the Police
- Headquarters. If the Feds grant you a commission, you
- will be able to procure an Imperial Starship. This is a
- very powerful ship but with it comes a lot of
- responsibility. The Federation may call upon you to aid
- their cause of maintaining law and order throughout the
- universe. There are a limited number of Starships
- available, so apply for your commission as soon as you
- can.
-
- <C> Claim a Federation Reward. After you have done your duty
- as a good FedLaw abiding citizen, you will want to claim
- the reward that is rightfully yours. March right into
- the Police HQ and tell the sergeant that he no longer has
- to worry about the scumbag you terminated. Be sure to
- put the reward money to good use.
-
- <E> Examine the Ten Most Wanted List. There is a listing
- available in the FedPolice building of the most corrupt
- players in the game. This list shows the level of evil
- the player has achieved, the corporation to which he/she
- belongs, the number of bounties posted on that player and
- the total reward for that player's demise.
-
- <P> Post a Reward on Someone. Would you like to make it a
- little more rewarding for someone to get one of the
- players on the Most Wanted list? You can offer as small
- or as large a payment as you would like. Just see the
- officer on duty and tell him you want to post a reward.
- You will be shown the list of the Most Wanted criminals.
- Tell the nice officer which one you would most like to
- see brought to justice and how much you want to give to
- help in the cause.
-
- <!> FedPolice Help. Display the portion of the documentation
- describing the FedPolice functions.
-
- <Q> Leave the Police Station. Exit the building and return
- to the main area of the StarDock.
-
-
- BANK MENU
-
- <D> Make a Deposit. You can inform the TellBorg that you
- wish to deposit some or all of the credits you have with
- you. The transaction is recorded instantly so you don't
- have to wait three days for your deposit to be reflected
- in your account.
-
- <E> Examine Balance. You might want to see if that other
- trader who promised you a reward for helping out with the
- Ferrengi has come through with the credits. You might
- only want to check your funds to see if you can go on a
- spending spree at the Hardware Emporium. This selection
- can put the answer at your fingertips.
-
- <T> Transfer Funds. If you need to get funds to a Trader who
- is not in your corporation, this option will authorize
- you to make a deposit in that other Trader's account.
- Naturally, you must have the credits to be able to
- transfer them.
-
- <W> Withdraw Funds. Saving can really pay off. If your ship
- has been destroyed and you don't want to start from
- scratch in a Scout, a nest egg in the Galactic Bank can
- allow you to come right back with the ship of your
- choice. Use this option to take your savings and spend
- them any way you choose. You and only you have the
- authorization to withdraw credits from your account.
-
- <!> Bank Help. Display the portion of the documentation
- describing the Bank functions.
-
- <Q> Leave the Bank. Return to the main area of the StarDock.
-