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╔══════════════════════════════════════════╗
║ COMMANDERS ORDERS OF THE DAY ║
║ OUTER RIM Player documentation file ║
║ August 2nd, 1990 ║
╚══════════════════════════════════════════╝
SECTION I. GENERAL.
As a Recent Graduate of the Captains Accademy, your First assignment
will be to Report to starbase Alpha where you will be assigned a ship
and appropriate crewmembers. With This Ship and Crew, You will journey
to the outer Rim of the known galaxy where you will establish New
and productive colonies. If you are successful in this, and manage to
establish or otherwise gain control of more then 75 colonies, You will
be promoted to the governing board of the Federation of United Planets
(F.U.P.) where you and your eventual Heirs will rule your monopolistic
interest for all eternity.
As a sub-part of this assignment, you will also attempt to destroy all
hostile forces you meet including both Pirate and any-and-all forces of
the Malachi you meet. For all hostile forces you destroy or otherwise
manage to drive off, you will be amply rewarded based on the size of the
opposing forces destroyed.
If you are Eliminated by any means, Your designated survivors will
receive the appropriate death bonus as outlined in your insurance
policies.
SECTION II. OUTFITTING YOUR FLEET.
As stated you will receive your initial ship and crew once you report to
StarBase Alpha for outfitting. Your initial ship will be minimally
outfitted in both Engines and Weapons to prevent the FUP from investing
outrageous sums in an unproven captain with unknown abilities.
Additionally, you will be given a small amount of starting credits with
which you may purchase additional components for your fleet.
A. SHIELDS
Shields will help prevent opponents attacks from getting through
to your ship, if your shields drop to ZERO or less, you can
KISS YOUR SHIP GOODBYE!
B. CRUISERS
Cruisers are small single person, heavily armoured weaponed ships.
as such, they serve as both your first line of defense and attack
against hostiles.
C. FREIGHTERS
Freighters are Large, slow Moving Cargo carrying vessels. Each
Cargo ship can carry 100 units of commodities or other goods.
D. PERSONNEL CARRIERS.
Personnel Carriers, or TRANSPORTS as they are more commonly known
as, are used to carry either COLONISTS or SPACE MARINES. Each
carrier may carry 25 groups of either/or type of personnel.
E. ENGINES.
Your ship will most probably be outfitted with the lowest cost
engine available. However, if you survive and prosper, then you
will have access to much more advanced engines capable of moving
from one side of the galaxy to the other in almost a blink of an
eye.
F. WEAPONS.
As with your initial engines, your weapons are likely to be minimal
or even non-existant, depending on decisions of your local ruling
lord. Again, should you survive and prosper, you may gain access
to weapons of such power as to almost destroy a planet at a single
blow.
G. JUNKYARD.
The ACME Corporation maintains a Junkyard located on the galatic
center where used engines and weapons are bought for approximately
50% of the current market price.
H. MAINTAINCE.
As You travel around the universe, or engage in battle with
hostiles, Your Engines and Weapons will suffer wear and tear or even
actual battle damage. You should frequently visit the maintaince
facility also located on the galatic core to repair and replace
damages done. Costs will vary considerably depending on the amount
of damage needing repair, and the technological level of the
equiptment being repaird.
SECTION III. NAVIGATION.
As stated above, you will move through the galaxy and attempt to colonize as
as many planets as possible. As you gain funds one of your first
priorities shall be a newer and more effecient engine. The engines we
supply you with will most likely be extremly limited in their maximum
movement range taking well over 200 plus movement 'factors' to move from
one side of the galaxy to the other, whereas the most advanced engines
known to mankind will be able to make the very same move in a few turns.
Further, in moving from sector to sector, one must realize that it will
cost a minimum of TWO factors, one to accelerate and then another to
decelerate to intersector move speed for planetary landings or changes
of direction.
Occassionally as you move, you may be fortunate enough to encounter the
traveling tradesman who will sell you many valuable and useful goods as
described below:
A. SCANNERS
Next to a more efficient engine, these are probably the next most
critical item to purchase. there are basically 25 known types of
individual scanners which you can purchase in order each of which will
scan further afield and in more detail up to the maximum scan radius of
50 sectors, with the more advanced scanners, you also gain the ability
to locate other ships, scan planets from afar, and even locate any
debris floating nearby.
B. HOMING DEVICES.
You may purchase an unlimited number number of these devices each time you
encounter the wandering merchant. These devices may be placed on any planet
that you LAND on, and will provide complete information on that planet at any
time you wish, Further these devices are CRITICAL to locating a planet again
on successive plays due to the planetary movements around the galatic core
occurs.
C. PIRATE CLOAKING DEVICE
These devices will prevent all pirate attacks except for the small percentage
of pirates that are equipped with anti-cloaking devices!
D. BLACK HOLE WARNINGS
These devices will detect all black Holes and allow avoidance of their effects.
While traveling through the universe you may occassionally encounter the above
Black Holes which will cause a temporary loss of all navigation capabilies, and
will furter cause you to warp to some unexpected location in the galaxy. These
have been mostly eliminated nearer the galtic core so the chances of meeting
one here is slim, however they are MUCH more numerous the nearer to the edge of
the known galaxy you get!
Further, You may also from time-to-time, encounter a band of wandering GYPSIES
who with their extensive knowledge of the universe, may offer to sell you
detailed information on other captains, location of available raw materials
by types, or even the location of the malachi home galaxy.
REGARDING the Malachi Home Galaxy, this race has been a long-time enemy of
the Human efforts to civilize the rest of the galaxy. Any intrusion on their
Home galaxy will be met immediatly by overwelming force so beware if you
venture into these sectors!
SECTION IV. TATICAL.
One of the greatest dangers and also one of the best opportunities you
have for immediate gain will involve decisive and deadly battles with
various opponents. Of these, the most common will be renegade human
captains who have taken up the role of piracy. In this they are very
skilled and generally as well armed and armoured as you. Not all
Pirates however are out for blood and may instead demand a ransom payment
if they see you are especially wealthy in goods--if you feel lucky and or
good you do not have to pay this!. If you successfully survive a pirate
attack, the federation will reward you amply depending on the size of the
pirate forces you faced and defeated or forced to retreat--This reward will
range from a few thousand to hundreds of thousands of credits!!
Along the same lines, you may also wish to engage other captains you may
encounter in battle, this is up to you!
If you completely destroy the opposing forces, then you MAY be able to
retrieve some of the goods that they were carrying, depending on how
devastating your attacks are!
Each battle is limited to a maximum of 20 rounds by current gunners union
rules, after which you MUST retreat, Further EACH round of action will
result in detoriation of your weaponry until they become totally unuseable
at around 50% of effeciency.
A. SHIELDS
SHIELDS determine your survivability from attacks, if your shields drop to
ZERO or below, you are DEAD-MEAT!!
B. CRUISERS
Cruisers are small single person ships which are lightening fast and lightly
armed, they serve as both your first line of defense and offense. As such,
all damage sufferred will be taken first by your cruisers then by your shields.
C. WEAPONS.
Depending on local supply, your initial weapons will be limited or even
non-existant. You should first purchase weapons then as many shield units
as possible with your starting funds in order to increase your chances of
surviving.
SECTION V. COLONIZATION.
As stated, your aim here is to gain a controlling ownership of 85 or more
planets. you may either colonize these yourself or in conjunction with
your team member. Further, You may also choose to hire SPACE MARINES in
order to invade planets controlled, and thus gain another planet.
Depending on the raw material type of planet, the costs and number of
colonists necessary to establish a colony will vary from a low of 100,000
credits and 10 groups (each 'group' is 10,000) of colonists on a FOOD type
planet to 3 times this on an ORE planet.
If you colonize a planet and are then later destroyed, your colonized planets
become 'LOST COLONIES' and may be taken by ANY player who wishes to do so
with NO cost or colonists required!
Once you've colonized a planet through new colonies or invasion, you will
be responsible for managing the planetary production and in addition will
be able to take any of the commodities or goods produced at NO CHARGE!
SECTION VI. MISCELLANEOUS.
Your ship will have full access the the GAL-COM BBS at any time, except when
you've landed on a planet. Be aware however that you will be charged
SEVEN CREDITS for EVERY second you spend connected here, EXCEPT for the
Time spent reading/entering messages, which is FREE NON CHARGED TIME!...
If your credits are insufficient to pay your connect charges, you'll not
be allowed to log-in until such time as you can repay any and all deficits.
You may track information on planets where you've dropped a homing device,
View the daily newspaper, view current captain/team standings and even
form or join an existing team while logged on here. Additionally you
may participate in the galatic lottery by purchasing tickets while on-line.
(This is a winner takes all lottery, with funds automatically deposited in
your account...)
SECTION VII. HINTS & TIPS.
When moving and searching for new planets, you should move TWICE your normal
scanning RADIUS, Thus when you move to a new sector and then scan, the
two scan radi will cover all the sectors between the two.
As a NEW CAPTAIN, the first upgrades you should obtain, is an ENGINE upgrade
followed as soon as possible by upgrades to your scanners, and purchase of
a few HOMING DEVICES.
Wheather to mine Ore/food/or energy is up to you, if you wish to gain the
most quickly then FOOD is probably the best bet, although you will not sell
this for as much as you would ORE or ENERGY, you'll mine MORE per Turn!
This concludes your orders, GOOD LUCK AND HAPPY HUNTING!