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1990-10-01
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Y Y AAAAA N N K K EEEEE EEEEE
Y Y A A NN N K K E E
Y Y AAAAA N N N KK EEE EEE
Y A A N N N KK E E
Y A A N NN K K E E
Y A A N N K K EEEEE EEEEE
TTTTTTT RRRR AAAAA DDDD EEEEE RRRR !!
T R R A A D D E R R !!
T RRRR AAAAA D D EEE RRRR !!
T RR A A D D E RR !!
T R R A A D D E R R
T R R A A DDDD EEEEE R R !!
by Alan Davenport
It is a period of great instability. Mankind has broken the time and
distance barrier to the stars with inexpensive warp driven space ships. Anyone
with enough credits can buy a ship and head out into the void. Chaos rules.
The central Earth government found that it is impossible to maintain law and
order throughout the vastness of space and on the countless outposts that have
appeared almost overnight. The only law is of survival. The only hope for
survival is in strength. The only way to strength is through ruthless trading
of basic goods. It seems that all ports always have too much or too little of
one thing or another. You've purchased your ship, barely able to afford the
minimum of holds, defensive fighters, a few remote sensor robots, and a few
days cloaking charge. An ant to be squashed by the more powerful trader
barons. However, you are smart. You are confident that you can hide out long
enough to equip your ship with more powerful arms and holds and that you will
one day be a trader baron to be feared!
As you sit down on the bridge of your new ship, you admire its compact
and efficient design. Since you spent your every last credit on this beauty,
and on equipping her, you live on the bridge. Your first move is to power up
the ship's computer and start browsing its operations manual....
M - Move
Each location in the galaxy is called a sector. Each sector can have
from 1 to 6 flux paths called "warps" which appear on the sector display.
Warps lead to other sectors, usually close by, but occasionally reach long
distances. To move, select a sector NUMBER to move to and enter the number
after pressing "M".
S - Sensors
Just moving around blindly will get you killed real fast. It's best to
use your sensors. They will show you what is in the adjacent sectors. Whether
they have a port, a planet, are mined, has other players or have a defense
force in them.
R - Launch a Sensor Robot
There are times when you will want to check a path to see if it is
safe to travel. Or you may be hunting for planets, ports or other players. A
sensor robot will display all these. Launching one takes one turn. They can be
bought cheaply at Earth. It is not advisable to run out of them. Robots are
not reusable and some forces do not like their sector scanned and will try to
destroy any sensor robots passing through. Be careful when using robots. A
path that showed as "safe" may not be safe forever!
P - Port
To earn credits, you must transport goods from port to port. Some
ports sell raw materials (Ore), Some sell food (Organics) and others sell end
products (Equipment). It is more than just buying from one port and selling
that product to another. Some ports are rather inflexible in their prices.
Other port's prices vary greatly. All vary to some extent with supply and
demand. You must use common sense in trading. If you suck a port dry (buy all
there is to sell) or saturate a port (sell them so much that they don't want
any more) you are going to be getting prices a lot less than if you spread
your trading out.
B - Buy a Port
You can purchase the deed to any port. Ports are rather expensive but
once you own one, the money it makes becomes yours less 10% taxes taken out by
the Government PER DAY for defenses. The port will remain in your name until
your death. It is best to buy ports on well traveled routes or nearby the home
system (Earth) since they are more heavily traded.
$ - Take Credits from your Ports
Use this command to electronically transfer the credits earned by your
ports to your ship.
A - Attack Another Player
It's a rough universe. You may be harassed, attacked, or even KILLED
by other players. You may attack other ships in self defense or maybe you got
up on the wrong side of your cabin today and just feel mean. You attack with
your "defensive" fighters. You may pick how many you wish to attack with and
that group will fight until they kill off the attacked ship or are themselves
killed completely off.
If you manage to kill off the ship you are attacking, you will be able
to recover whatever portion of the ship that wasn't destroyed and that you
have room to carry.
While moving around you may run into defensive forces. These forces
will try to prevent you from entering their sector (unless they were dropped
by a team member.) If you run into one, you may either try to fight them off
or run away. If you retreat, they MAY still attack you anyhow. If you attack,
your force will either fight until it is killed off or wins the battle. If you
attack with a large enough force, the defending fighters may decide that it is
futile to resist and will offer to surrender. If you accept their surrender,
they join YOUR forces. If however you reject their surrender, they will fight
to the death (for what other choice have they?)
Being cloaked improves your chances in battle and in retreating.
Your ship is equipped with a cloaking device. This device will make
your ship invisible to other ships and improve your chances in battle. It is
NOT foolproof however but being cloaked greatly protects you from most
hazards. Unfortunately, the cloaking device requires a great deal of energy.
This energy is not in the same form as produced by your ships engines and is
quite expensive. It may only be bought at EARTH (Sector 1 port). Cloaking
energy cannot be stored for any length of time. Once you buy cloaking energy,
you immediately become cloaked and your cloaking device will continue to
function until it exhausts all the available cloaking energy.
I - Info on Your Ship
This command tells you the current status of your mother ship. It will
tell you much good information that you require to survive and is available at
most menus, even if it is not displayed.
D - Drop a Sector Mine
Sector mines may be bought at Earth. They may be dropped off in a
sector and will seek out and explode on ANYONE who enters the sector after it
is armed, (including YOU!) doing great damage. They are dangerous but are
useful for laying traps for your enemies.
Q - Quit Back to the BBS.
You should be able to figure this one out.
Z - Instructions
You should be able to figure this one out too!
T - Team Menu
There is safety in numbers. You may team up with up to 3 others. The
resources of Team Members are shared. Defense forces will allow passage of
other team members. Planets with ground defenses will allow team members to
land, etc. Items appearing on the team menu will vary. Only what is actually
available for use will show up. When you create a NEW team, you will become
the Team Captain. The team captain has extra functions and can banish team
members, change the team password, etc. (You pick the team password when you
create a new team. Other players will use this password to join your team.)
You will remain the team captain until you die or quit the team. If this
happens, the next team member who logs onto the game will be promoted to
captain.
F - Drop Defensive Fighters in a Sector
If you wish to keep others out of a sector you may leave a portion of
your ships defensive fighters there. They will try to prevent anyone who is
not a team member from entering the sector. If someone runs into them who is
not a team member, they will either have to retreat or try to fight their way
into the sector. If they choose to fight they will use their fighters against
your defensive fighters.
If they attack with overwhelming odds your defense force may decide it
is hopeless and surrender! Don't leave too small defense forces unless you
like wasting fighters.
If they try to retreat, your defense force may attack them, or it may
not. Depending on what kind of mood your defense captain is in.
L - Land on or Create a Planet
Something that you might want to drop fighters to defend is a Planet.
Planets are much more efficient at producing items than ports. Any excess
goods produced by planets are stored in warehouses and you can take this
excess for FREE. Planets produce Ore, Organics, Equipment & Fighters. They
also have a bank where you can deposit excess credits at 5% interest per day
compounded by the minute!
If you try to [L]and in a sector where there is no planet, the planet
builders "Genesis, Incorporated" will ask you if you wish them to build a
planet here. When you buy a planet, it will have ZERO defense level and
produce 1 unit of each item per day. Not very impressive. HOWEVER you can
quickly build up a planet by transferring cargo to it. A planet will also
slowly increase production if you just leave it alone. If there is 10 times
the daily production of an item in storage in the warehouses, production for
that item will slowly increase. The bigger the planet, the faster the
increase. Production of fighters is the average of the daily production of
ore, organics, and equipment. There is no upper limit on how big a planet can
grow however overpopulated planets stand the chance of being hit by a plague.
Obviously, you don't want just anyone in the universe to come along be
able to plunder your planets! Especially when they reach a decent level of
productivity. To defend your planets you can either drop defensive fighters in
the same sector and/or build up ground defenses. Ground defenses will keep
anyone who is not on your team from landing on your planets. Ground defenses
are quite expensive but anyone attacking them will spend much more on their
attack then you had to spend to build the defenses!
When you land at a planet, you will have the option of taking [1]Ore,
[2]Organics, [3]Equipment, [4]Fighters or [A]ll (Take as much as you can carry
taking the most valuable items first.) You may also [T]ransfer any cargo you
are carrying to the planet. If the amount of the item transferred stored on
the planet exceeds 10 times the daily production, the productivity will be
increased for that item. This is the BEST way of building powerful planets
quickly.
Every Planet has a bank. You may deposit credits there which will earn
interest at the rate of 5% daily. At the bank, you specify how much you want
in the account. ANYONE who is allowed to land at the planet can withdraw the
credits. This is a good way for team members to share resources. Depositing
credits on an undefended planet is foolish.
If too many people know where your planet is, you may hire Xannoron
Movers to move your planet to a new location. This takes a good deal of time
(10 turns per sector) but is a fairly safe procedure. There IS a very small
chance of the planet blowing up due to excessive stress, but that is "Bad
Business" and Xannoron Movers is usually quite careful. Moving two planets
into one another can have disastrous results.
! - Launch a Cruise Missile
Missiles are expensive but catastrophically destructive devices that
you can buy at Earth. missiles will attack (and potentially destroy) ANYTHING
that does not belong to you or your team members. You should buy a few as soon
as you can afford them. They have many uses. When you launch one, you will be
asked which sector you wish to send it to. Missiles are single-minded and will
attack the FIRST thing they find that is on their "hit-list". Be careful you
don't hit the wrong target!
C - The Ship's Computer
The computer is the single most useful item on board your ship. It has
many useful functions that can be selected by number. Each one is described
below:
1 - Exit Computer Control
Easy, no description needed.
2 - Port Report
This will allow you to see the prices and amount of products
of any port in a sector that is not defended by an enemy. You
enter the sector the port is in and the computer gives you the
data.
3 - Autopilot
This is the single most useful computer function. You enter
the sector you wish to go to and the computer will program the
navigation computer with the path data and you will be
transported there (one sector at a time) automatically.
4 - Rank Players
This function will generate a scoreboard showing the relative
power of each player, team, and alien force in the game.
5 - Sub-Space Radio
The computer controlled radio will allow you to send messages
to an individual player, your entire team, or ALL players.
Using the radio, you can send a short message to anyone.
6 - Review Radio Messages
Radio messages are stored for a short time in your computer's
memory. You may use this function to reread incoming messages,
unexpired broadcast messages to all, or unread messages that
you have transmitted to others.
7 - Complete Port Report
This function is similar to computer function #2 except that
you can specify a RANGE of sectors to scan. This can be every
port in the galaxy, or a small range of ports. You may also
specify whether to display all ports or just ports buying a
specific item. This function is useful when trading.
8 - Display Galactic Newspaper
Almost everything that happens in the galaxy is recorded in
the electronic newspaper. The list of what is displayed is
rather extensive. A serious trader ALWAYS reads the newspaper
on a daily basis for important information.
9 - Planet Report
Similar to the function #2 port report, this will display the
information or the status of any undefended planet.
10 - Path Finder
This will allow you to check the path between any two sectors.
It is useful for finding safe paths around dangerous areas.
11 - Display Defense Forces
This function will display all of your defense forces, their
locations and strengths.
12 - Check Port Profits
This function will display all of your ports that have earned
credits from trading. The totals of barren ports, ports with
credits, and total credits earned are displayed.
13 - Find Your Planets
This function will list the sector numbers of each planet that
you have placed ground forces on.
14 - Find Nearest Ports
This function is extremely useful when trading. It will save
you endless wandering looking for a port to trade your goods
at. It shows ports nearest your sector first then increasing
in distance until you cancel the function.
G - Initiate Genesis
It has been written that one day, a Trader Baron will arise who will
eliminate all of the evil in the universe. Only one true of heart and of great
power may do this. Are you the one to fulfill the prophesy?
*** Miscellaneous Other Information ***
The Xannor
Man has encountered one, and only ONE other intelligent race in the
galaxy; The Xannor. Unfortunately, they are completely aggressive and
(apparently) impossible to eradicate. They wander around and attack anything
and anyone they can find. They drop mines all over the place, sit in sectors
and refuse to leave, and fire missiles seemingly at random. In short, they are
arrogant little ------'s! The only good Xannor is a dead Xannor and the
government will pay 1 credit bounty per Xannor killed. The Government will
also greatly reward you if you can find their home system and destroy the
defense forces there. It is rumored that the Xannor home planet is quite a
prize for the brave and more powerful players to plunder!
The Mercenaries
The government daily collects 10% (!!) taxes from port profits and
uses this money to hire mercenaries. These mercenaries will fight any Xannor
they find but also may plunder any planets they find, or join up with defense
forces of other traders! They are an unpredictable and dangerous but it is
rumored that they may be bribed to join up with traders. They will join up
cheaply with you (for life with a powerful trader baron is better than working
for the government!) but care must be exercised to not insult them or they
will attack you to the death! If you pay them enough, they will join up with
you and will remain loyal forever more. Nothing is certain however and care
should be exercised with them. If you are (heaven forbid!) killed, your old
defense forces will become mercenaries.
Entering Commands
As a beginner, you will likely enter commands one at a time at the
various prompts however if you continue to do so you will never be more than a
mediocre player. The key to winning is to gain as much power as fast as
possible. The key to speed is stacking commands. Commands can be stacked
separated by semicolons. You may stack as many commands as you wish (within
reason). An example of how to land at a planet, take all, and leave is below:
L;A;L
Command strings will cancel if something unusual happens. (i.e. you
run into a defense force, etc.) You can also cancel execution of a command
string yourself by hitting CONTROL-X.
Some times you will want to constantly reuse a command string. You can save a
command for reuse by placing a slash ( / ) at the end of the command string.
The example for land-all-leave above would then look like this;
L;A;L/
To REPLAY the commands, hit CONTROL-R. Any command recorded is remembered
until you log out of the game. Any new command recorded erases the previous
entry.
Global Commands
Many commands of the most commonly used commands in the game are
global. That is, they are available at almost every menu prompt even if they
are NOT displayed. The global commands are [I] - Info, [P] - Port, [L] - Land,
[C] - Computer, and [M] - Move. There are a few others but those five are
available almost everywhere.
The Final Word
That's it for the instructions. There are lots of not-so-obvious
features and functions that you will discover as you become more and more
proficient at the game. Don't be afraid to experiment. A lot of things that
seem random really aren't and can be used to your playing advantage as you
learn all the tricks. Remember, others will be learning too and the key to
winning is by being the most resourceful player!
Alan Davenport
8 September, 1990
BBS # 1-717-686-3037
9600 HST
Fidonet 1:13/75
Door Distribution System Headquarters