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1989-12-21
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Starbase Instruction File
=========================
Due to the complexity of the starbases, this help file has been created
to assist players in operating them. Starbases contain very powerful defensive
and offensive abilities as well as trading capabilities. The main purpose
and/or uses of starbases are:
- USER OPERATED PORT
Starbases are similar to outposts in the respect that they
can be operated as a user-controlled port. You may place cargo
to sell and/or credits to buy cargo on the starbase. Other
traders may then dock at your starbase as if it was a normal
port. You are allowed to set your own prices for the buying and
selling of products.
- PROTECTED BASE/HIDEOUT
Due to the awesome defenseive power of a starbase, it makes
an excellent base. Starbases offer many more means of protection
than anything else in the universe. The following defensive
weapons are provided:
- PHASERS: Regenerative Energy Weapons
- SHILEDS: Regenerative Force-Field Screens
- FIGHTERS: Same as normal fighters
- MINES: Same as normal mines
- CLOAKS: Prevent starbase from being seen
- STUNS: Stuns attacked if he should defeat above weapons
- KRYPTON BOMBS: Doomsday weapon - Destroys attacker if
he captures the base.
- PULSAR BOMBS: Causes base to self-destruct if captured
by enemy. (Also used to strike planets)
Starbases have the unique ability of allowing a player
to "log-off" INSIDE the base. This means that the player's
ship will be protected by all of the above devices.
- PLANETARY PROTECTOR
If you have planet located in the same sector as your
starbase, you may set the starbase up to protect the planet
with it's phasers. The phasers will fire on anyone who attempts
to invade the planet. (Note: this only works for a planet in
the current sector and only if the planet is owned by yourself
or a team-member)
- PULSAR BOMB LAUNCHER
The starbase has the capability to launch pulsar bombs at
any planet in the starbase's sector. This is just an added
benefit of owning a starbase. Pulsar bombs may ONLY be launched
against a planet in the current sector.
- ENHANCED PRODUCTION
Starbases produce Fighters/Mines/Cloaks/Etc twice as fast
as planets do. This allows you to have a very powerful
arsonal at your disposal. Starbases also produce Krypton
Bombs and Pulsar Bombs which planets do not.
- TRANSPORTATION
Starbases have the ability to transport players from
one starbase to another. Transportation can be "taxed" by
the starbase owner so that anyone transporting to his base
has to pay a small fee. (Transportation can be disabled
by setting your transport price to 64000. This keeps your
base "hidden")
- PLASMA ENERGY
As a by-product of the starbase's enahcned production,
plasma energy is created which may be utilized by the
starbase to edit warps. The starbase plasma energy is used
just like a normal plasma device, but it can only edit warps
in the current sector.
STARBASE DEFENSE OPTIONS
========================
Starbases offer the same defensive options listed above as well as a few
extras. Starbase cloaking devices provide essentially the same protection as
the above planetary cloaking. There are some times, however, that you may
wish the starbase NOT to be cloaked. If you are using your starbase for
TRADING then it would be a good idea to disable cloaking. (Otherwise traders
will not be able to find your starbase). The Cloaking can be enabled/disabled
by the options described below.
Starbases also include the ability to store PULSAR BOMBS and KRYPTON
BOMBS. The Krypton bombs provide the same function as the normal krypton
bombs described in apendix A (They act as a doomsday type weapon). The
PULSAR BOMBS may be used for two reasons: 1) Launching a pulsar-strike
against a planet in the sector or 2) self-destructing the starbase if it is
captured.
The Starbase defensive options (available at the starbase defense menu)
are listed below:
PROTECT PLANET - Default ON
The protect planet function will cause the starbase to
launch phaser strikes against anyone who invades the planet
in the sector (providing there is a planet in the sector and
it is owned by you or a team member)
SELF-DESTRUCT ON CAPTURE - Default OFF
In case you are afraid that an enemy will capture your
starbase and use it to their own advantage, you may tell the
starbase to SELF-DESTRUCT itself if it is captured. The starbase
will use PULSAR BOMBS which you must drop off on the
starbase to destroy itself. (If you don't drop off any pulsar
bombs, the starbase cannot self destruct)
STARBASE CLOAKING - Default OFF
Starbases may be cloaked by dropping off cloaking devices
on the planet. Starbase cloaking is very similar to planetary
cloaking and requires 10 cloaking devices to completely cloak
the starbase. Starbase cloaking also interferes with any
EWS devices and STARBASE SENSORS that are used on the base.
If you intend to use your starbase for TRADING, you will
probably wish to disable cloaking (otherwise other traders will
not be able to find your starbase).
KRYPTON DETONATION BEFORE/AFTER MINES - Default BEFORE
You may set your starbases to detonate it's Krypton Bombs
before or after your normal mines. If the Krypton bomb is set
to detonate BEFORE mines, the effect will be that the player
will be severely damaged before the mines hit. The damage will
most likely render his EM-WARP device useless (if he has one)
and your mines may then destroy him.
The problem with having your krypton bombs detonate BEFORE
mines is that a weak player could attack you would waste an
expensive krypton bomb when a few inexpensive mines could get
the job done just as well.
The choice of which method BEFORE/AFTER to use is left to
the player. You will simply have to decide which is more
important to you.
STUN DETONATION BEFORE/AFTER MINES - Default BEFORE
Stun mines are similar to krypton bombs in the fact that
they damage the attacker's devices. By setting the stun mines
to detonate before the normal mines, the attacker may be severely
damaged before the normal mines hit. The damage will result in
rendering his EM-WARP (if he has one) useless and your mines
may then destroy him.
By setting your stun mines to detonate AFTER normal mines,
the stun mines will be saved until last so they will not be
wasted on small attackers.
NOTE: When one stun mine goes off, they all go off. This
means that an attacker could use up all of your stun mines
in one attack.