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Orion Outreach (Revision 0.79) Player's Guide
(c) Copyright 1989-91, Triskelian Simulations. All rights reserved.
╓────┐ ╓────┐ ╓──┬──┐ ╓────┐ ╓────┐
║ │ ║ │ ║ │ ║ │ ║ │
║ └┐ ╟────┴┐ │ ║ └┐ ║ └┐
║ │ ║ │ │ ║ │ ║ │
╙─────┘ ╙ │ ╙──┴───┘ ╙─────┘ ╙ ─┘
╓────┐ ╓ ┐ ╓──┬──┐ ╓────┐ ╓───┐ ╓────┐ ╓───┐ ╓─ ─┐
║ │ ║ │ ║ │ ║ │ ║ ║ │ ║ ║ │
║ └┐ ║ └┐ │ ╟────┴┐ ╟────┤ ╟────┤ ║ ╟────┴┐
║ │ ║ │ │ ║ │ ║ ║ │ ║ │ ║ │
╙─────┘ ╙─────┘ ┴ ╙ │ ╙─────┘ ╙ ┘ ╙─────┘ ╙─ ─┘
ORION OUTREACH
(Revision 0.79)
03 November 1991
Orion Outreach (Revision 0.79) Player's Guide
(c) Copyright 1989-91, Triskelian Simulations. All rights reserved.
=================
TABLE OF CONTENTS
=================
INTRODUCTION ............................ 3
WINNING THE GAME .................... 3
GENERAL INFORMATION ..................... 4
TECH LEVEL .......................... 4
COSTS ............................... 5
THE MAP ............................. 6
SCAN TYPES AND ECM .................. 6
SHORT RANGE SCANS ................... 7
LONG RANGE SCANS ..................... 7
PROBE SCANS ......................... 8
COMBAT .................................. 8
**WARNING** ......................... 8
TH'RAX HEGEMONY ........................ 10
NATURAL HAZARDS ........................ 10
STUFF IN THE GAME ...................... 11
BASES .............................. 11
COLONIES ........................... 11
SHIPS AND FLEETS ................... 12
SHIP CLASSES ....................... 12
MINES .............................. 13
PROBES ............................. 15
TEAMS .................................. 15
HELPFUL HINTS .......................... 16
SYSOP CONTROLS ......................... 17
SHAREWARE .............................. 17
SUGGESTIONS ............................ 17
COMMAND DESCRIPTIONS ................... 18
STANDARD COMMANDS .................. 18
COMBAT MENU COMMANDS ............... 21
CONSTRUCTION MENU COMMANDS ......... 22
MAIN COMMAND MENU .................. 24
MOVEMENT MENU COMMANDS ............. 26
PROBE MENU COMMANDS ................ 27
TEAM COMMAND MENU .................. 28
COMMAND QUICK-REFERENCE ................ 30
Page 2 of 33
Orion Outreach (Revision 0.79) Player's Guide
(c) Copyright 1989-91, Triskelian Simulations. All rights reserved.
============
INTRODUCTION
============
ORION OUTREACH is a game of strategic cosmic conquest. The goal is to
expand your sphere of galactic influence until you control the entire
quadrant. There are numerous hindrances (like natural hazards and
opposing players). And the Th'rax Hegemony (aka The Computer).
The remainder of this document goes into excruciating detail about how
to play the game, what options are available, etc. There is an online
version you can read by typing "H" at any ORION OUTREACH command
prompt.
================
WINNING THE GAME
================
Victory is fairly simple -- the first player to conquer the entire
quadrant wins. There are several variations on this theme which will
also determine a winner. The potential victory conditions are:
A) All players are eliminated by the Th'rax. This should never
happen, but might.
B) One player eliminates all the others.
C) One team eliminates all non-team members. Victory will be
awarded to the leading team, not the leading player.
D) The recycle turn (day) count is reached.
Your sysop can set Orion Outreach to automatically recycle after so
many days. This prevents long drawn out competitions (the Trolls at
Triskelian *LIKE* "hack and slash" games!). The program will declare
the leading player (or team) to be the winner.
Page 3 of 33
Orion Outreach (Revision 0.79) Player's Guide
(c) Copyright 1989-91, Triskelian Simulations. All rights reserved.
===================
GENERAL INFORMATION
===================
You start the game at a random location, equipped only with a small
fleet of ships and a few measly credits. As you explore and dominate
various sectors you will receive additional credits as income. The
more you control, the more income you receive. Every sector you
control earns income. Different types of territory (empty space,
stars, planets, etc.) yield different levels of income. You also
receive income for your fleets (based on the type of ships in each
fleet). Earnings are computed and awarded once each day when game
maintenance is run.
Standard Earnings (in credits)
------------------------------
Base rate for staying alive 15
Base (per level) 2
Colony (per level) 5
Per sector explored 1
Per sector controlled 1/2
Per ship owned varies
Per star owned 1
Base rate for habitable planets 1
Per enemy ship damaged in combat varies
Base rate for killing Th'rax (each) 4
Base rate for eliminating another player 10
==========
TECH LEVEL
==========
Your level of technology is equivalent to Terra, circa 2100 AD. This
is referred to as TECH LEVEL 0. As time passes your TECH LEVEL will
increase. The higher your TECH LEVEL the more efficient and varied
your equipment becomes. You may also spend credits on research to
increase your TECH LEVEL. This is done with the CONSTRUCTION menu.
TECH LEVEL also affects your effectiveness in combat. If you TECH
LEVEL is higher than your opponent's you will have a significant
advantage. But be careful! An adversary with a higher TECH LEVEL
than yours will receive a bonus against you!
Page 4 of 33
Orion Outreach (Revision 0.79) Player's Guide
(c) Copyright 1989-91, Triskelian Simulations. All rights reserved.
=====
COSTS
=====
You may move as many times as you wish. Each activity costs a certain
amount of credits. Building fleets, movement, combat -- they all cost
credits. Once you run out of credits your are finished for that day.
Normally, you may play several times a day until your credits are
exhausted. Your sysop has the ability to restrict the number of times
you access the game each day and the amount of time you spend playing
each time.
Standard Activity Costs (in credits)
------------------------------------------
Combat - per Attack 2
- Plasma Torpedo (each) 10
- Retreat free!
SRscan 1
LRscan - base cost 2
- cost per sector distance +0.5
Fleet - movement (per sector) 1
- transfer 1
- warp (any distance) 25
Probe - base cost to launch 5
cost per sector @ velocity 1 1
cost per report 1
Repair - general repairs par
- repair damaged ship 15%
- repair crippled ship 50%
Page 5 of 33
Orion Outreach (Revision 0.79) Player's Guide
(c) Copyright 1989-91, Triskelian Simulations. All rights reserved.
=======
THE MAP
=======
The playing field or "map" is a grid of 40 rows by 40 columns (40x40).
Each grid location is called a sector. The map ends at the edges (no
sneaking around the corners in this game!) Looking at the map (either
at local scale or the entire map) is free (unlike SR or LR scans).
The symbols used are explained below. Not all symbols are used on all
displays.
Map Symbols (mostly in order of importance)
-------------------------------------------
? Unexplored (by you)
: Empty sector (in nebula)
. Empty sector (owned by you)
a Allied sector (belongs to a teammate)
B Sector with your base (nothing else)
P Sector with your Probe (nothing else)
f Sector with your Fleet (nothing else)
F Sector with your Fleet and a Base
+ Star without planets
* Star with planets
$ Star system with fleet or base
E Enemy controlled
T Th'rax controlled
==================
SCAN TYPES AND ECM
==================
There are three types of scans: Short Range (SR), Long Range (LR), and
Probe. Scans are the primary method to investigate a sector without
risking combat or disaster.
However, scan results can be distorted by ECM platforms. The ECM-2
Platform makes multiple "ghost" ships appear on scans. This could
make a single ship look like an armada. The standard ECM Platform
makes ships seem to disappear. This could make an armada look like a
single ship.
Page 6 of 33
Orion Outreach (Revision 0.79) Player's Guide
(c) Copyright 1989-91, Triskelian Simulations. All rights reserved.
=================
SHORT RANGE SCANS
=================
SR scans show the general contents of each sector adjoining your
current location. SR scans cost 2 credits (no cost if performed from
a sector containing a base). A sample SR scan is shown below.
Scan for sector [0,31]
╔════════╦════════╦════════╗
║ ****** ║ ****** ║ ****** ║
╠════════╬════════╬════════╣
║ ?...F. ║ ....FP ║ ...... ║
╠════════╬════════╬════════╣
║ TS2... ║ E..BF. ║ ?????? ║
╚════════╩════════╩════════╝
where: ? - uncontrolled
A - an allied (teammate) controlled sector
B - a base (any type)
E - an enemy controlled sector
F - a fleet (any size)
P - a probe (yours)
S0 - a star (no planets)
Sn - a star system with n planets
T - a Th'rax controlled sector
...... - an empty sector (yours)
****** - a sector beyond the edge of the quadrant
:::::: - a sector obscured by a nebula
?????? - a sector obscured by an ion storm
BHOLE! - a sector containing a black hole
WARP! - a sector containing a warp
================
LONG RANGE SCANS
================
LR scans show the exact contents of any single target sector. LR
scans cost 2 credits for the scan plus 0.5 credit per sector of
distance. The distance penalty is reduced to 0.10 credit per sector
if the LR scan is performed from a sector containing a base. You
cannot LR scan any sector in a nebula or containing an ion storm.
Page 7 of 33
Orion Outreach (Revision 0.79) Player's Guide
(c) Copyright 1989-91, Triskelian Simulations. All rights reserved.
===========
PROBE SCANS
===========
PROBE scans show the general contents of each sector adjoining a
specific deployed probe location. These scans do not show the level
of detail revealed by a normal SR scan. PROBE scans cost 2 credits.
A sample PROBE scan is shown below. Probes will not function within
an ion storm. You cannot communicate with a probe if your current
fleet is trapped in an ion storm. Probes may be disabled by your
Sysop.
Probe #2
Sector [0,31]
╔═════╦═════╦═════╗
║ *** ║ *** ║ *** ║
╠═════╬═════╬═════╣
║ ... ║ .F. ║ S.. ║
╠═════╬═════╬═════╣
║ ::: ║ .FB ║ ??? ║
╚═════╩═════╩═════╝
where: S - indicates a star (with or without planets)
B - indicates a base (any type)
F - indicates a fleet (any size)
... - indicates an empty sector
*** - indicates a sector beyond the edge of the quadrant
::: - indicates a sector obscured by a nebula
??? - indicates a sector obscured by an ion storm
BH! - indicates a sector containing a black hole
WRP - indicates a sector containing a warp
======
COMBAT
======
Well, a certain amount of conflict is unavoidable. If you enter an
occupied sector you will be shown the Combat menu. This consists of
several fight or flight options. The owner will be informed of your
arrival whichever your decision. Other players in the game will be
alerted if you attack.
You have the option to retreat and return to your previous sector.
This option costs the same as any other move (and maybe a little
pride). The defending force also gets one last shot at you as you
leave, albeit at a terrible disadvantage.
While still a new player your information display will show "[New]"
after the days survived. New players receive a massive bonus whenever
they are attacked. If they initiate ANY attack, however, they lose
their virginal status and become fair game. This protection will
disappear automatically after a certain number of days.
Page 8 of 33
Orion Outreach (Revision 0.79) Player's Guide
(c) Copyright 1989-91, Triskelian Simulations. All rights reserved.
Page 9 of 33
Orion Outreach (Revision 0.79) Player's Guide
(c) Copyright 1989-91, Triskelian Simulations. All rights reserved.
There are several fighting options. These options indicate which
attacking ships or ship types are engaging which defending ships or
ship types. Each skirmish (fighting command) costs 2 credits to
execute, no matter how large or small a skirmish results.
Each ship in the attacking and defending fleets has an assigned ATTACK
and DEFENSE value. Bases have no ATTACK value (that's OK, they don't
move either!) but they have an outrageous DEFENSE value. Basically, M
points of ATTACK attempt to whomp on N points of DEFENSE.
An initiative modifier is added the first skirmish ONLY. Subsequent
skirmishes (if any) are resolved without this modifier. This modifier
represents the surprise (or lack thereof) in favor of one side or the
other. Obviously, nobody is very surprised after the first skirmish!
Casualties (if any) are assessed to the respective fleets after each
skirmish. Credits are awarded to both the attacker and the defender
for success in combat. A special credit award is given for
exterminating an opposing player. After each skirmish you may
reconsider your actions -- retreat, change tactics, etc.. If you
conquer the defending force you become the owner of the contested
sector. If your fleet is eliminated you must transfer to another
fleet or base.
A last resort is to self destruct one or more of your ships. This
will do really nasty damage to anything nearby. You may destruct any
ship (but not a base) even if it is severely damaged. It costs 10
credits to self destruct any ship.
The self-destruct and missile options may be disabled by your SYSOP.
*WARNING* *WARNING*
*WARNING* !! READ THIS !! *WARNING*
*WARNING* *WARNING*
You will be ELIMINATED from the game if you are reduced to ZERO fleets
and ZERO bases at *ANY* time during the game! Your credit balance
does not matter!
Normally, once you are dead you STAY dead. This is left to your
sysop's discretion. If your sysop is the benevolent sort then you may
be able to rejoin the game three (3) days later.
Page 10 of 33
Orion Outreach (Revision 0.79) Player's Guide
(c) Copyright 1989-91, Triskelian Simulations. All rights reserved.
===============
TH'RAX HEGEMONY
===============
The Th'rax are a xenophobic race that has laid claim to the entire
quadrant (not that they have any outposts there or anything, they just
claim it). When they detect you (which will take a random amount of
time each game) they will take steps to eradicate you. Preliminary
(and fatal) contacts have shown the Th'rax to be technologically
superior (they start at TECH LEVEL 4).
If you are /D/U/M/B/ brave enough to attack them you may. You receive
bonus credits for every Th'rax casualty. You also make them *REAL*
mad. They will make a point of bombing you back into the stone age.
You may encounter the Th'rax peacefully while cruising around the
quadrant. Left to their own devices the Th'rax will normally attack
the player they feel presents the greatest threat. THIS IS NOT ALWAYS
THE LEADING PLAYER! (See the comment above about attacking the
Th'rax!)
The Th'rax are a fixed feature in the unregistered version. If the
game has been registered, your sysop has the ability to control the
Th'rax threat. This includes making them a worse threat or turning
them off entirely.
===============
NATURAL HAZARDS
===============
Mother Nature likes her jokes (and she has a cruel sense of humor).
Many of them are represented here. These are all controllable by your
Sysop.
Black hole -- Scratch one fleet
Ion storm -- Stalls fleet, blocks scans, but prevents attack
Nebula -- Blocks scans (in or out)
Nova -- Scratch one star, and anything else in the sector
Solar Flare -- These happen when a star matures. Watch for novas!
Warp -- Better and shorter than a straight line (but random)
Worm Holes -- Temporary warps (infrequent)
Page 11 of 33
Orion Outreach (Revision 0.79) Player's Guide
(c) Copyright 1989-91, Triskelian Simulations. All rights reserved.
=====
BASES
=====
Bases are fixed defensive outposts (although they do have a minimal
offensive capability). Bases are the only places where ships can be
repaired and colony ships can be built. They may be located in any
sector but only one base may be located in any given sector. Bases
start as SPACE DOCKS. They may be upgraded subject to TECH LEVEL and
credit limits. Higher level bases earn more income and are stronger
defensively. Bases are built using the CONSTRUCTION menu.
The table below lists the base types available in Orion Outreach.
COST is the cost in credits to purchase/upgrade each base. TECH is
the minimum TECH LEVEL required before you are capable of building a
particular base type. Each base earns ten credits per level per day.
Type Description Cost TECH
---- ----------- ---- ----
1 Space Dock 100 0
2 Space Port 100 2
3 Star Base 150 3
4 Battle Star 250 4
5 Death Star 500 5
---- ----------- ---- ----
========
COLONIES
========
Colonies can be started in any sector that contains habitable planets.
Habitable planets have climates described as DESERT, TERRAN, or
ARCTIC. TERRAN planets can support a large scale colony (reported as
COLONY or FREE COLONY). Other habitable planets will support outpost
level colonies only.
To start or upgrade a colony you must build a COLONY SHIP at a Space
Port and move it into the sector to be colonized. It must be
accompanied by an escort (any other ship, even another colony ship).
The colony ship lands and is cannibalized in the process. The colony
ship must arrive reasonably intact (i.e. not crippled) to be useful.
Colonies increase your income level. Each colony earns five credits
per level per day. They have no ATTACK or DEFENSE value (that's OK --
you can't attack'em!) Ownership of the colony goes to the player who
controls the sector (makes sense...).
Colony Type Cost TECH
------------ ---- ----
Survey Station 50 2
Outpost 100 2
Colony 150 4
Page 12 of 33
Orion Outreach (Revision 0.79) Player's Guide
(c) Copyright 1989-91, Triskelian Simulations. All rights reserved.
Free Colony 250 6
------------ ---- ----
Page 13 of 33
Orion Outreach (Revision 0.79) Player's Guide
(c) Copyright 1989-91, Triskelian Simulations. All rights reserved.
================
SHIPS AND FLEETS
================
There is almost no limit to the number of ships you may have in a
given sector. Each group of ships (1 or 1000s) in a given sector is
called a FLEET. Fleets may be split by establishing a GARRISON.
Fleets may be combined by moving Fleet A into the sector occupied by
Fleet B. All ships in a given fleet are moved by a MOVE command.
============
SHIP CLASSES
============
There are several classes of ships available. Each ship type has a
different cost and TECH LEVEL required to build it. Ships are built
using the CONSTRUCTION menu. Each ship has an associated ATTACK and
DEFENSE value.
The table below lists the ship types available in Orion Outreach.
COST is the cost in credits to purchase each ship. TECH is the
minimum TECH LEVEL required before you are capable of building this
ship type. EARN is the amount of credits earned for owning each ship
of a given type. BASE is the minimum starbase type required to build
a given ship class.
Ship Type COST TECH EARN BASE
-------------- ---- ---- ---- ----
Fighter 5 0 0 .
Destroyer 15 0 0 .
Cruiser 35 1 0 .
Heavy Cruiser 50 2 1 .
Battleship 75 3 2 .
Dreadnought 100 4 2 3
Mine Sweeper 50 5 0 .
P-Cruiser 150 5 2 4
ECM Platform 150 5 -2 1
ECM-2 Platform 100 3 -2 1
Freighter 10 2 1 .
Colony Ship 10 2 1 2
Warp Ship 150 5 0 4
-------------- ---- ---- ---- ----
Page 14 of 33
Orion Outreach (Revision 0.79) Player's Guide
(c) Copyright 1989-91, Triskelian Simulations. All rights reserved.
Fighter Smallest, fastest ship. Cheap and expendable.
Destroyer Bigger and meaner than a fighter but still light and
maneuverable.
Cruiser Medium sized ship with considerable firepower and
good defensive strength.
Heavy Cruiser This is a stronger defensive version of the standard
cruiser.
Battleship Massive, deadly ship capable of withstanding
massively uneven odds.
Dreadnought Does "BISMARK" ring a bell? This is the Big Kahuna.
Mine Sweeper Capable of clearing any type of mine from a sector.
Essentially a modified destroyer.
P-Cruiser Plasma Torpedo Cruiser. This is a modified cruiser
capable of firing a single plasma torpedo per round.
With spectacular results.
ECM Platform Can make many times its mass in ships invisible to
LRscans. The exact ships hidden are random (unless
they all are, of course). This ship costs credits to
maintain. Essentially a modified destroyer.
ECM-2 Platform Can make many times its mass in "ghost" ships appear
on LRscans. The exact ships generated are random,
and appear in addition to the real ships. This ship
costs credits to maintain. Essentially a modified
destroyer.
Freighter Big, slow, carries cargo. The Exxon Valdez of space.
Colony Ship A special purpose freighter. Used to carry colonists
and equipment to begin or upgrade new colonies.
Warp Ship A special purpose, cruiser class ship. It carries a
warp generator used to generate a "warp" field to
move an entire fleet from location A to location B
without crossing any intervening space. The
equipment only accurate to within two sectors.
Page 15 of 33
Orion Outreach (Revision 0.79) Player's Guide
(c) Copyright 1989-91, Triskelian Simulations. All rights reserved.
=====
MINES
=====
There are two types of mines available: dumb and smart. Each mine
type has a different COST and TECH LEVEL required to build it. Mines
are built using the CONSTRUCTION menu.
Mines are a one shot device. They are not permanent features. A dumb
mine will explode when ANY ship enters the sector. A mine victim is
only notified that he has been hit. The owner and nature of the mine
is not revealed.
A smart mine will only explode when an enemy ship enters the sector.
It will not explode if a probe, the player who laid the mine, or that
player's teammates, enters the protected sector. Smart mines
belonging to a dead player become dumb mines. Smart mines are a
sysopable feature. Dumb mines are not sysopable.
ECM is ineffective against mines.
Upon entering a mined sector you are given the option of removing any
active mines, BUT, only if your fleet includes an active (i.e. not
crippled) mine sweeper. Active mines are those mines which would
normally detonate if not removed (all dumb mines and some smart
mines). There is a fixed cost for each mine removed (any type). You
do not receive any benefit for having more than one mine sweeper in
your fleet. Any mines you do not remove will detonate normally.
There is always a small chance (one percent) that a mine will detonate
accidentally during the mine sweeping process. This increases to ten
percent if your minesweeper is damaged.
Page 16 of 33
Orion Outreach (Revision 0.79) Player's Guide
(c) Copyright 1989-91, Triskelian Simulations. All rights reserved.
======
PROBES
======
Probes are intelligence gathering drones. They are essentially a
fire-and-forget device. They are given a target destination and
velocity and left alone. Each turn they report the contents of the
sector they currently occupy.
Probes move a fixed distance towards their destination each round.
This is referred to as the probe's velocity. Default velocity is one
sector per round. Additional velocity costs additional credits when
launching the probe.
Probes require a fairly high TECH LEVEL to produce. They are one shot
devices, and may not be recovered or retargeted. Once launched they
go where directed, unless destroyed.
=====
TEAMS
=====
If your Sysop has registered the game then you may form teams with
other players. This has numerous advantages. A teammate's smart
mines will not detonate on your ships. You may transfer credits to
teammates. You may use a teammate's base to repair your ships, etc.
There are certain restrictions to team play. You may safely pass
through a teammate's sectors but without changing ownership of those
sectors. Mines may be deployed in a teammate's sector, but they
assume that player's ownership, not yours. You may not enter a sector
containing a teammate's fleet. This also makes it impossible to
attack a teammate's fleets (and you wouldn't want to do that, now
would you??).
=============
HELPFUL HINTS
=============
Increasing your tech level is cheapest and most beneficial at lower
levels. Don't spread your fleets too thin. Use single fighters for
exploring territory, then bring up a larger fleet only if needed. Pay
careful attention to what is reported in the daily log.
And avoid the Th'rax.
Page 17 of 33
Orion Outreach (Revision 0.79) Player's Guide
(c) Copyright 1989-91, Triskelian Simulations. All rights reserved.
==============
SYSOP CONTROLS
==============
Each Triskelian Simulations product allows internal options to be
enabled or disabled by your SYSOP. These are referred to as
"sysopable" features (we know, that word would never be found in a
dictionary). For example, the PROBE option could be disabled if your
Sysop feels it detracts from the game.
=========
SHAREWARE
=========
ORION OUTREACH is marketed as shareware. This is a "try before you
buy" method that allows you, the player, to decide if a product is
really worth the effort. ORION is fully operational, not a "DEMO"
version. Registered versions of the program do have one big advantage
(from a player's viewpoint): they do not display the annoying "guilt
screen". Registration also allows your sysop to customize ORION
OUTREACH. If you like this game please ask your sysop to register!
===========
SUGGESTIONS
===========
Suggestions for improvements, enhancements, fixes, or just general
weirdness can be sent to your sysop or directly to the addresses given
below. This applies to all Triskelian Simulations products, not just
Orion Outreach!
Send hardcopy correspondence to: Triskelian Simulations
630 Washington Avenue
Hoquiam, WA 98550
Or contact our support BBS: Techline BBS
[Courier HST Dual 14.4 N-8-1 24hrs]
(206) 532-9220
FIDOnet (1:352/30)
Page 18 of 33
Orion Outreach (Revision 0.79) Player's Guide
(c) Copyright 1989-91, Triskelian Simulations. All rights reserved.
====================
COMMAND DESCRIPTIONS
====================
The following sections discuss the Orion Outreach command repertoire.
The COMBAT commands are only accessible during combat situations (that
makes some sense, doesn't it?). The commands you can actually use
will vary depending on conditions. Certain commands (e.g. SUICIDE)
are sysopable.
If you need information about the current commands simply enter a
question mark "?". Orion Outreach will display an abbreviated list of
the current commands.
Pressing the escape key [ESC] will abort input or QUIT the current
menu.
=================
STANDARD COMMANDS
=================
Orion Outreach contains a "standard" set of options that can be
entered at all levels of the game. The standard options are embedded
in the command prompt at each menu level. They are listed after the
current menu options if you enter the "?" command.
STANDARD COMMANDS
-----------------
[H]elp ........... Display detailed online help file.
[I]nfo ........... Display current sector information.
[X]pert .......... Novice/Expert option toggles.
[Y]ou ............ Displays your player information.
[!] .............. Check remaining DOOR time.
[?] .............. Print a short list of the current options.
[H]elp HELP will display the detailed online help text file. This is
a condensed version of the document you are reading now, but
is still quite lengthy. The help file is displayed one screen
at a time. At the end of each screen you are given the option
to continue reading or stop and return to the game.
[I]nfo Displays the contents of the current sector. This is
equivalent to performing a LR scan of the current sector.
[X]pert Toggles between Expert and Novice mode command prompts.
Expert mode provides only a string of valid option letters.
Novice mode also displays each option word.
Page 19 of 33
Orion Outreach (Revision 0.79) Player's Guide
(c) Copyright 1989-91, Triskelian Simulations. All rights reserved.
[Y]ou Displays your vital information: alias (if you have one),
credit balance, current location, time left in the DOOR, etc.
[!] Displays the amount of time you have left in the door.
Sometimes in pays to know how much time is left BEFORE you
start that massive attack! Your sysop has the ability to
control the door time. Be sure and check this the first time
you play, just in case.
[?] If you need information about the current commands simply
enter a question mark "?". Orion Outreach will display an
abbreviated list of the current commands. At the end of this
list will be a message indicating whether the program is still
in DEMO mode (boo, hiss!) or if it has been registered
(Great!).
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====================
COMBAT MENU COMMANDS
====================
The combat menu will come up automatically if you move your fleet into
a contested sector. ASCII bell characters are issued upon entry to
wake you up. Each COMBAT command allows a different attack strategy.
All attacks are converted to Base attacks if only an enemy base
remains. You also have the option of running away. [Ed note: Better
A Live Chicken Than a Dead Duck!]
COMBAT COMMAND MENU
-------------------
[A]ttack ........ Go for it! Mass attack.
[B]ase .......... Concentrate fire on enemy base.
[C]apture ....... Attempt to capture enemy ships.
[D]ogfight ...... Fighter versus fighter.
[F]ighter ....... Unescorted fighter raid.
[K]amikaze ...... Sayonara, sucker! Fighters only.
[P]lasma ........ Launch plasma torpedo.
[Q]uit .......... RETREAT to main menu.
[R]aid .......... Escorted fighter raid.
[S]uicide ....... Self-destruct!
[V]ictims ....... Pick on damaged/crippled ships.
[A]ttack Mass attack: your fleet versus the enemy fleet. This is
the "human wave" approach.
[B]ase Concentrate fire on enemy base. All of your ships attack,
but emphasis is placed on trashing the base.
[C]apture Attempt to capture enemy ships. A ship is NEVER captured
intact, it will at least be damaged.
[D]ogfight Fighter versus fighter. None of the other ships on either
side get involved. This command produces higher
casualties.
[F]ighter Unescorted fighter raid. Your fighters dash in and
attempt to get back out. Some of them might. This kind
of raid produces much higher damage than is normally
possible with just fighters.
[K]amikaze Fighters only. None of them will return. Any that manage
to penetrate the defense do serious damage to the enemy
fleet.
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[P]lasma Launch plasma torpedo against a selected target. This is
the only attack you are allowed that round. You may fire
one plasma torpedo for each functional P-Cruiser in your
fleet. All torpedoes will be directed towards the same
target. Each plasma torpedo is capable of incredible
damage.
[Q]uit RETREAT. Returns to the MOVEMENT menu. This is
frequently an intelligent decision. There is a slight
chance you will be attacked as you leave.
[R]aid Escorted fighter raid. Similar to a fighter raid but
involving all the smaller ship classes.
[S]uicide Self-destruct! This command costs more than any other
COMBAT command. All your ships vanish in a puff of
quarks, neutrinos, and other assorted sub-atomic
particles. This can do considerable damage to your
opponent, too. This command is sysopable.
[V]ictims Allows you to pick on damaged/crippled ships. All of your
ships attack, but emphasis is placed on bullying the
already wounded ships.
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==========================
CONSTRUCTION MENU COMMANDS
==========================
The construction menu is where you purchase, repair, and upgrade your
equipment. The construction menu cannot be accessed during combat
(theoretically you will be busy doing other things!) so make sure to
build your fleet FIRST. [Ed note: The appropriate quote here is "My
kingdom for a P-cruiser" or something like that.]
A discount is given whenever construction occurs in a sector with a
base. The larger the base, the higher the discount.
CONSTRUCTION COMMANDS
----------------------
[B]ase ........... Build or upgrade base.
[C]olony ......... Build or upgrade colony.
[M]ine ........... Deploy mines.
[Q]uit ........... Return to main menu.
[R]epair ......... Repair damaged or crippled ships.
[S]hip ........... Build ship.
[T]ech ........... Increase TECH LEVEL with R&D.
[B]ase If you do not have a base in this sector then you may build
one (assuming you can afford it). If you have a base in
the sector then you are given the option of upgrading it.
Both are subject to credit and TECH LEVEL limitations.
[C]olony Requires a star system with at least one habitable planet.
Requires a Colony Ship (which will be cannibalized). If
you do not have a colony in this sector then you may build
one (assuming you can afford it). If you have a colony in
the sector then you are given the option of upgrading it.
Both are subject to credit and TECH LEVEL limitations.
[M]ine You may deploy either DUMB or SMART mines. Mines are
single shot weapons - they go off, they blow up ships, and
they are gone. DUMB mines will detonate if anything larger
than a probe moves into the same sector. SMART mines will
only detonate if enemy ships enter the sector. SMART mines
are sysopable.
[Q]uit This will return you to the MAIN menu. You can also press
the [ESCAPE] key.
[R]epair You may elect to repair damaged or crippled ships. This
may only be performed at a base. The repair command is
sysopable.
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[S]hip Build ships. There is no limit to the quantity of ships or
ship classes in a given fleet. You are restricted by your
current credit balance and TECH LEVEL.
[T]ech You may increase your TECH LEVEL by spending credits for
research. Each R&D increase is equivalent to an additional
day of survival. The cost of research increases as your
TECH LEVEL increases. Research is not sysopable.
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=================
MAIN COMMAND MENU
=================
The MAIN command menu is the "home" position. All other menus, except
for COMBAT, are submenus.
MAIN COMMAND MENU
-----------------
[C]onstruct ........ Go to CONSTRUCTION submenu.
[D]isplay .......... Display *ENTIRE* ORION map.
[L]Rscan ........... Long range scan.
[M]ove ............. Go to MOVEMENT submenu.
[N]ews ............. Display ORION log.
[P]robe ............ Go to PROBE submenu.
[Q]uit ............. Return to BBS.
[S]Rscan ........... Short range scan.
[T]eam ............. Go to TEAM submenu.
[V]iew ............. Display local ORION map.
[W]ho .............. Identify all the other players.
[C]onstruct Go to CONSTRUCTION submenu.
[D]isplay Displays the *ENTIRE* ORION OUTREACH map. This can take
a lot of time, so Orion Outreach will cancel the display
if you press any key.
[L]Rscan Performs a long range (detailed) scan of any sector you
specify. LR scans are considerably more expensive than
SR scans (the base price is higher and there is a
distance cost). Unlike SR scans they will reveal fleet
composition.
[M]ove Go to MOVEMENT submenu. This is the only way to maneuver
in ORION OUTREACH.
[N]ews Displays the ORION OUTREACH game log.
[P]robe Go to PROBE submenu. Probes are sysopable, so your sysop
has the ability to deactivate them.
[Q]uit Returns to the BBS. You will be asked to verify that
this is your intent.
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[S]Rscan Performs a short range scan identifying the general
contents of each immediately adjacent sector. This
includes such information as owner, stars, planets,
bases, and fleets.
[T]eam Go to TEAM submenu. The Team option is sysopable.
[V]iew Displays the "local" map. This displays the map 10
sectors either side of your current location. This
method is a lot faster than displaying the whole map.
[W]ho This identifies every player in the game. Each player is
listed by name, in the order that they joined the game.
Some pertinent information is listed, but nothing
sensitive.
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======================
MOVEMENT MENU COMMANDS
======================
MOVEMENT COMMAND MENU
---------------------
[D]isplay ......... Display *ENTIRE* ORION map.
[F]ind ............ Find *ALL* your stuff.
[G]arrison ........ Split fleet.
[L]Rscan .......... Long range scan.
[M]ove ............ Move the fleet.
[Q]uit ............ Return to main menu.
[S]Rscan .......... Short range scan.
[T]ransfer ........ Move control to another fleet.
[V]iew ............ Display local ORION map.
[W]arp ............ Warp to distant location.
[D]isplay Displays the *ENTIRE* ORION OUTREACH map. This can take a
lot of time, so Orion Outreach will cancel the display if
you press any key.
[F]ind This will find *ALL* your bases, colonies, and fleets
anywhere in the quadrant. The report includes the type of
base and the exact composition of each fleet located.
[G]arrison Splits your current fleet into two smaller fleets. You
identify the ships to be left as a garrison to protect the
current sector. The remaining ships move on.
[L]Rscan Performs a long range (detailed) scan of any sector you
specify. LR scans are considerably more expensive than SR
scans (the base price is higher and there is a distance
cost). Unlike SR scans they will reveal fleet
composition.
[M]ove Moves your current fleet one sector in the compass
direction of your choice. Compass directions were chosen
to simplify the user interface. If you move into an empty
sector, whether owned or not, it becomes yours. The
exception being that you do not change the ownership of a
teammate's sector. If you move into a sector occupied by
your forces then the forces combine. Any further moves
will move the combined fleet. If you move into a sector
occupied by someone else's forces... You get to use the
COMBAT menu!!
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[Q]uit Returns you to the main menu.
[S]Rscan Provides a short range scan based at your current
position. This is useful for spotting enemy fleets,
valuable star systems, ion storms, etc.
[T]ransfer Moves control to another fleet. Your current fleet is
left defending its original position.
[V]iew Displays the "local" map. This displays the map 10
sectors either side of your current location. This method
is a lot faster than displaying the whole map.
[W]arp Moves your current fleet to any sector on the map, without
crossing the intervening sectors. A few restrictions do
apply. The warp drives are notoriously unreliable. You
will arrive +/-2 sectors of your intended destination.
Black holes and ion storms seem to cause trouble even to
warp drives. Your fleet will also stop if the path you
have chosen crosses unknown territory.
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Orion Outreach (Revision 0.79) Player's Guide
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===================
PROBE MENU COMMANDS
===================
The probes are long distance remote controlled spying devices. Probes
are sysopable, which means your sysop may have turned them off.
Probes cost money and require a moderate TECH LEVEL to build. You are
only allow a limited number of simultaneously active probes.
PROBE COMMAND MENU
------------------
[A]bandon .......... Abandon probe.
[L]aunch ........... Launch probe.
[Q]uit ............. Return to main menu.
[R]eport ........... List probe and status.
[S]can ............. Get probe scan.
[A]bandon Abandons a deployed probe. This allows a new probe to be
launched. The deployed probe simply ceases to exist (oops,
function).
[L]aunch Launches a new probe towards a destination you specify.
Probes cannot be steered by remote control. The probe's
destination is fixed.
[Q]uit Returns to the main menu.
[R]eport Lists the status of each of your probes. The report
indicates if a probe is inactive, in transit, or on station
at its destination.
[S]can Probes provide a limited scan similar to an SR scan.
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=================
TEAM COMMAND MENU
=================
Orion Outreach allows players to form teams. This allows players to
share resources, move safely through allied territory (especially
allied mine fields!), and other such benefits. This is also a
sysopable feature, so your sysop has the ability to disable it.
TEAM COMMAND MENU
-----------------
[B]anish ............ Throw out a team member.
[C]reate ............ Start a team.
[J]oin .............. Join existing team.
[L]eave ............. Leave/disband team.
[Q]uit .............. Return to main menu.
[R]oster ............ Show team members.
[S]how .............. Show existing teams.
[T]ransfer .......... Transfer credits.
[W]ho ............... Identify all the other players.
[B]anish Throw out a team member. Not nice, but sometimes
necessary. You must confirm you really want to do this,
just in case you change your mind, or specify the wrong
team member.
[C]reate Start a new team. You get to name it, assign a team
password, the whole shot! Other players will require the
password to join your team. Obviously, you cannot create
a team if you already belong to one.
** NOTE **
Remember the password as you entered it! Passwords in
Orion Outreach are _NOT_ case sensitive. This means that
the letter "a" is the same letter as "A".
[J]oin Join an existing team. You cannot join more than one
team at a time.
[L]eave Leave your current team. If you are the last member of
that team then it is disbanded.
[Q]uit Return to the MAIN menu.
[R]oster Show members of your team. You must be a member of a
team to use this command.
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[S]how Lists all the existing teams. This does not inform you
which opponents belong to which teams. (You can do that
with the WHO command).
[T]ransfer Transfer credits from your account to a teammate. This
is a one way transfer. You may not "borrow" credits from
a teammate.
[W]ho This identifies every player in the game. Each player is
listed by name, in the order that they joined the game.
Some pertinent information is listed, but nothing
sensitive. The team number, if any, for each player is
listed.
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=======================
Command Quick-Reference
=======================
Commands marked with an asterisk (*) are "sysopable" (controllable by
the sysop).
STANDARD COMMANDS
-----------------
[H]elp - Display detailed online help file.
[I]nfo - Display current sector information.
[X]pert - Expert/Novice command prompt toggle.
[Y]ou - Dispays your player information.
[!] - Check remaining DOOR time.
[?] - Print a short list of the current options.
COMBAT COMMANDS
---------------
[A]ttack - Go for it! Mass attack.
[B]ase - Concentrate fire on enemy base.
[C]apture - Attempt to capture enemy ships.
[D]ogfight - Fighter versus fighter.
[F]ighter - Unescorted fighter raid.
[K]amikaze - Sayonara, sucker! Fighters only.
[P]lasma - Launch plasma torpedo.
[Q]uit - RETREAT to main menu.
[R]aid - Escorted fighter raid.
[S]uicide* - Self-destruct!
[V]ictims - Pick on damaged/crippled ships.
CONSTRUCTION COMMMANDS
----------------------
[B]ase* - Build or upgrade base.
[C]olony - Build or upgrade colony.
[M]ine - Deploy mines (smart mines**).
[Q]uit - Return to main menu.
[R]epair* - Repair damaged or crippled ships.
[S]hip - Build ships.
[T]ech - Increase TECH LEVEL with R&D.
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Orion Outreach (Revision 0.79) Player's Guide
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MAIN COMMANDS
-------------
[C]onstruct - Go to CONSTRUCTION submenu.
[D]isplay - Display *ENTIRE* ORION map.
[L]Rscan - Long range scan.
[M]ove - Go to MOVEMENT submenu.
[N]ews - Display ORION log.
[P]robe* - Go to PROBE submenu.
[Q]uit - Return to BBS.
[S]Rscan - Short range scan.
[T]eam* - Go to TEAM submenu.
[V]iew - Display local ORION map.
[W]ho - Identify all the other players.
MOVEMENT COMMANDS
-----------------
[D]isplay - Display *ENTIRE* ORION map.
[F]ind - Find *ALL* your bases, colonies, fleets.
[G]arrison - Split fleet.
[L]Rscan - Long range scan.
[M]ove - Move the fleet.
[Q]uit - Return to main menu.
[S]Rscan - Short range scan.
[T]ransfer - Move control to another fleet.
[V]iew - Display local ORION map.
PROBE COMMANDS
--------------
[A]bandon - Abandon probe.
[L]aunch - Launch probe.
[Q]uit - Return to main menu.
[R]eport - List probe and status.
[S]can - Get probe scan.
TEAM COMMANDS
-------------
[B]anish - Throw out a team member.
[C]reate - Start a team.
[J]oin - Join existing team.
[L]eave - Leave/disband team.
[Q]uit - Return to main menu.
[R]oster - Show team members.
[S]how - Show existing teams.
[T]ransfer - Transfer credits.
[W]ho - Identify all the other players.
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