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PLAYER.INS
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1993-04-18
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Space Race Introduction:
Greetings! You will assume the responsiblity for expanding your race's
empire as well as defending it's territories. You will determine the
content of your empire's fleets, as well as their actions. While expanding
your empire you may encounter other empires. This contact may be dealt with
as you see fit, either with treaties or all out warfare to determine who's
race is stonger.
Space Race is a space colonization/combat door game. This game takes
place using a 3 dimensional co-ordinate plotting system. This makes protect-
ing one's boarders not so easy. Every galaxy generated is unique making
each and every game a challage.
Sequence of Play:
0. The Start
1. Colonization
2. Defenses/Bank
3. Fleet Construction
4. Defenses/Bank
5. Fleet Selection
6. Fleet Operations
7. Game Status Screen
Unlike many other space doors that allow the player to miss using an
option or screen, this game is highly stuctured to help the new players
discover it's potential. Experience players will also benefit from this
allowing them to accomplish more in a smaller amount of time.
The Start:
When you first start out you will be asked to enter the name of your
race. Then you will be asked to select a type of creature you wish to
represent. At this point several options exist:
* In the unregistered door, you can only be in one game at a time. In the
registered door, you can be in 9 different games on the same BBS.
1: Read these players instructions.
2: Join a game you are not involved in.
3: Select one of the games you are already involved in.
4: Create a new game.
5: Quit back to the BBS.
Terms:
Credits : Every planet has a production level called resourses.
This item is translated into an amount of goods that can
be manufactured. Credits are derived from and collected
from all the planets that an empire has colonized. These
can in turn be used to build defenses, build star ships,
stored in a bank account on a planet, raise the production
level of a planet, or raise the technology of a planet.
Credits are collected at the beginning of every turn to be
used on that turn, one way or another.
Colonizing: Expanding your empire is the key to winning. To Colonize
another planet there are certin conditions which must be
met:
1: You must have a Colonizer in the fleet.
2: The fleet must be at the same co-ordinates as the planet.
3: The planet's defenses must be 0 or less.
If you meet all 3 conditions, the 1st menu you will recieve
upon beginning a turn will be that of a colonization report.
If you decide to colonize the planet, your colonizer will be
disassembled to form your colony. If you select not to
colonize, then all proceeds as before.
As you add worlds to your empire, the amount of credits you
recieve each turn will increase, thus allowing you to build
more.
Planets are also added into the calculation of points that
are displayed at the end of each turn. Planets are worth
10 points each.
Defenses : This is what protects a planet from another invading race.
This is what will be a major contributing factor in return-
ing an attack back upon a hostile fleet after it has attacked
the planet. You will be given at least 2 opportunities to
modify your empire's planets.
Defenses cost 1 credit per defense.
A planet's value for defense range from negative numbers up
to positive numbers. If a planet's defenses are 0 or less
it is possible to colonize it.
Technology : This rating is a value that a planet/ship has. The higher
this rating is for a planet the better it's defenses work to
protect it when attacked. The higher the technology of a
ship, the faster it moves, more it senses, and it's weapons
& defenses are more effective.
When a fleet of 1 technology ships is joined with another
fleet of ships at a different technology, the result is a
fleet with the weighted average:
Example 1 :Fleet 1:5 ships at technology 10 join
Fleet 2:5 ships at technology 20,
resulting in a fleet of 10 ships at technology 15.
Example 2 :Fleet 1:1 ship at technology 20 joins
Fleet 2:4 ships at technology 10,
resulting in a fleet of 5 ships at technology 12.
Banks : Every planet has a bank that it can store credits for use
at a later time.
Fleet
Construction : There are 7 different classes of ships that an empire may
build. Each has advantages and disadvantages. During the
Construction phase, these characteristics will be displayed.
When building a new fleet, the fleet will be assigned the
lowest available number not currently assigned.
- Class : Type of Ship
- Cost : Amount of credits to purchase a new ship.
- Movement : The amount of distance that a ship is normally capable of
traveling per turn. Space is curved, therefore to calculate
a distance away from an object it is the greatest difference
between all of it's co-ordinates. Ie:
Ship at x = 10 y = 10 z = 10
Planet at x = 50 y = 60 z = 70
Difference in x's = 40 units
Difference in y's = 50 units
Difference in z's = 60 units
Therefore the ship is 60 units away from the planet.
* A Fleet will have the speed of the slowest class ship
that it contains.
* A Fleet may select to use power alocated towards weapons,
transfer that power to engines and move it's rated movement
twice in one turn. It cannot fire it's weapons after doing
this!
- Sensor : A ship can generally see as far as it can travel. This
value is the distance in all directions that any object
will be detected.
Again distance is calculated in the same manner that was
explained for Movement.
* A Fleet will have the sensor range of the greatest class
ship that it contains.
- Attack : This rating is a maximum value of damage that a ship
can inflict upon another object. This value is based upon
a technology 10 ship attacking another technology 10 object.
If a technology 10 ship attacks a technology 5 ship, the
technology 10 ship would have twice it's effective firepower.
- Defense : This is the amount of damage needed to destroy a ship.
Partical damage is repaired, resulting in the net effect of
no damage recieved.
Example: 3 points of damage are taken by an Explorer.
Explorer is not destroyed, all damage is repaired.
- Points : This is a value assigned to everything. This value is added
up at the end of each turn and displayed to let each empire
evaluate their progress in the game compaired to each other.
- Ship
Breakdown :
|Class: |Cost|Movement|Sensor|Attack|Defense|Points|
|------------------------------------------------------|
|Explorer | 4 | 12 | 12 | 1 | 3 | 2.0 |
|------------------------------------------------------|
|Scout | 3 | 10 | 10 | 2 | 2 | 1.5 |
|------------------------------------------------------|
|Destroyer | 2 | 8 | 8 | 2 | 2 | 1.0 |
|------------------------------------------------------|
|Escort | 2 | 5 | 5 | 4 | 2 | 1.0 |
|------------------------------------------------------|
|Colonizer | 10 | 5 | 10 | 5 | 10 | 5.0 |
|------------------------------------------------------|
|Battle CR. | 4 | 4 | 4 | 10 | 4 | 2.0 |
|------------------------------------------------------|
|Dreadnaught| 15 | 3 | 3 | 20 | 30 | 7.5 |
|------------------------------------------------------|
- Fleet
Selection : Displayed on this screen is a list of all your active
fleets along with most of it's important data:
X-Coordinate : Location
Y-Coordinate : Location
Z-Coordinate : Location
Movement : Displayed is the amount of moves a fleet
has available. A player may select to
transfer power from the weapons to the
engines and move a second set. If a fleet
has done this a "*" will appear in the
attacking column.
Attacking : This section is blank until a fleet has
attacked.
* If a fleet has attacked once, a "*" will
appear here.
* If a fleet has decided to attact twice,
instead of moving a "!" will appear and
movement should be 0.
Ship Types : Composition of a fleet.
Destination : If a fleet is heading towards a planet,
that number will be displayed here.
Technology : This is the current value. This changes
when you join a fleet with another one.
Sensor Range : As discussed before. Range to detect
other objects.
Movement Made: This is how far a fleet can travel this
turn. Again this number changes if this
fleet joins with another fleet of different
technology.
- Fleet
Operations: 1 Sensor
Area : You may sensor for either planets or fleets.
Either option will display all objects of
that type that are within range and list
it's coordinates.
2 Scan
Object : You may scan either planets or fleets.
Both the scanning fleet and the object to
be scanned must be at the exact same
location. (X, Y, and Z!)
* Once a planet has been scanned, the present
information will always be displayed.
Information displayed for a planet is:
- Planet type: Terrain type
- Natural Life type: Any Question?
- Dominate Life type: If colonized by a race
other than the natural, this will be
different than the Natural Life type.
- Technology: Planet's current Technology.
- Defenses: Planet's current Defenses.
Information displayed for a fleet is:
- Ship's composing the fleet.
- Technology of the fleet.
3 Movement: If a planet's location has been discovered
sensoring, the auto-pilot may be used.
The auto-pilot will automatically move the
fleet to it's destination if the fleet has
enough movement remaining. If the fleet
does not have enough movements remaining,
then it will move it as close as possible.
Manual movement may be used by either
entering a zero or a non-located planet.
To manually move a fleet, you must enter
the number you wish to add to the coord-
inate. This will be asked for X, then Y,
and last of all Z.
Example: X=10, Y=10, Z=10
Entering a 0 keeps the X the same.
Entering a 5 increases the Y to 15.
Entering a -5 decreases the Z to 5.
If you wish to meet another fleet, then you
may select it also. This fleet must either
be one of your own or if belonging to another
empire, you must have located it on that turn. Manual
movement may also be reached by entering a
0 for the player number.
4 Joining
Fleets : To join a fleet, both fleets must be at the
same coordinates. The new fleet number will
be the lowest of the two joined fleets.
* The number of movements made for the new
fleet will be that of the fleet that moved
the most prior to joining.
5 Splitting
Fleets : To allow different ships to accomplish
different tasks, it may be needed to
regroup them.
6 Attack : Planets or Fleets may be attacked.
Planets will defend themselves. The
higher their technology and defenses,
the higher their possible damage.
Fleets will not defend themselves.
Fleets are in control of the players and
will only do what the player instructs.
* Usually the player that attacks another
fleet first, profits the most.
When a fleet is attacked and ships are
destroyed. The order of destruction is:
1: Explorers
2: Scouts
3: Destroyers
4: Escorts
5: Colonizers
6: Battle Crusiers
7: Dreadnaughts
If you attack a planet and do more damage
than a planet can take, then either a
level of technology or resource will be
lowered. If a planet reaches 0 resources,
it is destroyed and the attacking fleet
suffers from the explosion.
7 Fleet
Selection : This allows to choose a different fleet to
perform operations with.
8 Planet
Log : This displays all planets that an empire
has found. If the planet has ever been
visited, then displayed along with it's
co-ordinates is the planet's current
status.