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1991-01-16
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A DOOR GAME DESIGNED TO RUN WITH PCBOARD 14.x
Version 2.1
Copyright (c) 1991
by
Cam N. DeBuck
=========================[ Task Force Player Rules ]=========================
General Description of the Task Force Scenario
-----------------------------------------------------------------------------
Task Force is a game in which the player (you) takes on the
role of a space explorer and adventure seeker. You have been given
the position of governor of an extremely large space trading
port. The owner of the port has given you full control of all port
functions. In addition, he has given you a fleet of ships to trade
with other ports. The fleet has been fully stocked to survive for
5 days and is waiting patiently in your port for you and your
command ship to arrive.
The crime rate in the galaxy is extremely high; so, to
protect the fleet as it travels from port to port trading, the owner
has provided your fleet with a fully armed escort. Defense of the
home port is not necessary due to the massive planetary based
shields that have been installed on all ports in the galaxy.
Defense of ships, however, is required because who can verify what
happens in deep space? You are also given 5 assistants to help you
keep track of your fleet functions. Task Forces may be created to
do special functions, such as getting fuel for a stranded fleet or
defending your honorable name and assuring your position as
Planetary Governor.
Description Of Your Fleet
-----------------------------------------------------------------------------
Your fleet consists of seven different types of ships:
Mothership - This is the command ship for the entire fleet.
It is extremely large and even produces enough food
and water for its own survival. It is fairly fuel
efficient and is heavily armed. It uses ammunition
quite quickly and moves very slow. If this ship gets
destroyed, the owner finds you unfit for command and
your game is over and you must find a new supporter.
Cruiser - This is a large battle ship. It is a strong ship
with many weapons and moves slightly faster than the
mothership. However, it uses ammunition and fuel
very quickly. It is completely computerized; but it
still requires a small crew to run it.
Destroyer - This is a small battle ship. It is a medium strength
ship armed with all the weapons its small hull can
carry. It is quick moving, however, it uses a high
amount of fuel. It is more conservative with its
ammunition usage than the cruiser.
Fighter - This is a lightly armed one man ship that is used as
a primary escort for task forces. This ship is
extremely quick and fuel efficient. Its attack
strength is but a fraction of the other fighting
ships, however, its ammunition usage is very minimal.
Tanker - This is an unarmed one man ship that is used to carry
the fuel for task forces and the mothership. It can
move as quickly as the rest of the fleet, however, if
left alone, it needs to slow down to find its way. It
uses minimal fuel and every task force MUST have one.
Trader - This ship is a very quick small transport vessel. It
uses a minimal amount of fuel and is also controlled
by a small crew. It is needed to carry food, water,
and raw material to and fro. It can hold a fair
amount of goods.
Freighter - This is a slower, yet larger, transport vessel. It
is not as fuel efficient as the trader, although it
can hold much more than its smaller counterpart.
This ship also requires a small control crew.
Description Of The Products
-----------------------------------------------------------------------------
There are six different products that can be produced/traded:
Food - Everybody needs food to survive. A certain amount of
food is used everyday by the crews of the ships. A
task force without food will slowly starve to death.
Water - Exact same use as food.
Raw Material - This material is needed for your port to produce any
goods. Not very much is needed, but nothing can be
produced without it.
Ammunition - Fleets often fight and need ammunition to attack and
defend with. A fleet without ammunition is a sitting
duck.
Fuel - Fleets use fuel to move from sector to sector. A
fleet that does not have fuel is stuck until some is
obtained.
Ships - The ship builder will build all six types of ships.
He will tend to build the ship most needed in the
galaxy. Prices of different ships will vary greatly.
Sector Information and The Command Prompt
-----------------------------------------------------------------------------
The sector information consists of four parts:
#1: The first line of the sector information is the task force you
are currently manipulating as well as its location.
#2: The next line tells the name of the port that is in that sector
if one exists.
#3: The next two lines contain the sector advertisement (if any).
#4: The next section is a numbered list of all task forces that are
currently in that sector. The number to the right of the force
represents the probably overall strength of the force.
The command prompt can be displayed one of two ways. With expert
mode off, the commands are displayed as words with the key letter
in parenthesis. With expert mode on, only the key letters are
displayed. After continued play, it is suggested that expert mode
be used in the interest of speed.
Summary Of Commands
-----------------------------------------------------------------------------
(0-5) - Entering one of these number at the command prompt
will switch to the task force accompanied with that
number. If there is no task force with that number,
then no change will take place. After switching task
forces, all commands effect only that task force. The
current task force in use is displayed above the
information about the sector you are in. A task force
number of zero represents the mother ship.
*** (M)ove - Moves selected task force from sector to sector. If a
">" is put before the sector you are going to be
moving to, then the computer will automatically
calculate the path of sectors you should take and step
you through them as if you had entered them all by hand.
Example: m >23 Takes the shortest non-wrapping path
to sector 23. If a # is put before the sector you are
going to be moving to, then you just jump there
instantly. This is known as Hyperwarp. It only uses
one turn, however, it uses a lot of fuel.
*** (A)ttack - Attacks opponents task force. Opponent must be in the
same sector as your attacking force is. Upon entering
a sector, other ships in the sector are listed and
numbered. Enter the number beside the force you wish
to attack. Your fleet will then fire one volley.
After the first volley, you will be asked how many
additional volleys you wish to fire. Do not overshoot
as it wastes ammunition. If you fire with no
ammunition, your opponent will fire back and cause you
damage when you can not harm him at all. When a force
is completely destroyed all tankers, traders, and
freighters with their contents are captured.
Everything else is lost.
(S)plit - This command is used to split one task force, or the
mothership, into two forces. In order to split a task
force, you must have enough tankers in the force such
that each of the new forces has at least one. No
other stipulations apply. However, an unprotected
task force is all but free goods and ships to your
competitors who would think nothing of attacking a
helpless convoy.
m(E)rge - This will merge two task forces back together again
provided they are in the same sector. The lower
numbered task force is always the one that survives
the merger.
There is no cost or penalty for splitting or merging task forces.
*** (T)rade - When this command is issued, the current fleet will
dock at the port in its present sector. It will then
have the ability to trade goods. If the port is one's
own home port, there will be no restrictions on amount
of transfer and of course no money will be exchanged.
In the case of it being somebody elses port, you are
required to pay for what you take. Ports will also
often buy things from you that they need. To buy or
sell a product to the port, first you enter the letter
of the product to barter with. You will then be asked
if you wish to (B)uy or (S)ell the item. Select the
appropriate letter and you will then be asked how many
units you wish to exchange. The port only has so many
units of a given product it can sell. It may also
choose to only allow a certain amount of it to be
sold. The price for the products are set and can only
be set by the commander of the port. In selling a
product to a port, the port will specify how much it
is willing to buy and how much the are willing to pay
for it.
*** (P)ort Price- This command can be used any time by any of the task
forces to set the prices and amounts of their home
port products. These prices need to be set so that
trading can occur. If you wish not to trade, you are
a fool and will undoubtedly die. If your prices are
too high, most users will go to a cheaper port. The
questions are asked in a self explanatory way.
[ See (T)rading for more details ]
Entering A "-" Will Keep The Old Value
(D)efense - This will allow you to set the amount of force you
want to retaliate with based upon the amount of force
you are attacked with. For example, if you enter 10,
then for every point of offense in the fleet that
attacked you, you would retaliate with 10 shots, if
you can. This gives a 10:1 ratio that the game uses
during combat resolution. This function is designed
to save large fleets ammunition.
(O)perator Page - This Will Page The Sysop
(B)uy Ads. - Buying Advertising can be very beneficial to your
business. There are two types of advertising. One is
(S)ector advertising which costs 75 credits per day
and allows you to leave a "billboard" in the sector of
the current task force. Anyone going through that
sector will see your advertisement. The second type
costs you 500 credits per day and is called (L)og-On
advertising. These ads will appear to every user as
they log-on to the game. All advertising is bought on
a per day basis. You will buy the ad. for (x) number
of days. The longer it is up, the more it costs...
(R)adio - This is how opponents communicate with each other.
This type of radio system is like a telegram in that
you pay a small service fee (1 credit for each 8
characters) to have a message sent to any opponent.
They will receive the message the next time they
log-on. This tool could be used to intimidate other
players or to create alliances. When asked for the
name of the player to send it to, you need to use the
player's alias name. Upper and lower case has no
effect upon whether the person is found. Partial
matches will be found. Be careful to enter enough of
a description of the name so the computer does not
select the name of someone other than the person you
are sending it to. The person you are sending it to
will be displayed just before you enter the message.
You cannot abort if you have gone this far.
(N)ew Prod. - Selecting a different product for your home port to
produce can be very valuable if there is a demand for
a product with a low production. However, the cost
of re-tooling your port is very high.
(C)omputer - Entering this command will bring up a display that
gives you information about the task force currently
selected.
*** = Command Stacking:
This is one of the most useful feature provided. Command
stacking is putting more than one command on one line of
input. This is done by anticipating the questions that will
be asked and separating the responses to these question by
spaces. If a command has stacking capabilities, you may
start stacking at any of the questions you wish. This
feature will save endless time, however, should only be used
by the experienced player. There is virtually no limit to
the amount of stacking that can take place on a single line.
Here are a few examples:
m 67 68 69 70
(M)oves ship through sector 67 68 69 and 70.
It will stop at each sector and ask if you want to
(S)top or (C)ontinue.
p a 100 200 110 200 b 10 20 12 21
(P)ort and then set the prices and amounts for product A to
100 200 110 200 and then set the prices for product B
(water) in a similar manner.
t a b 10 d s 5
(T)rade product A. (B)uy from them 10 units.
product D. (S)ell to them 5 units.
Miscellaneous
----------------------------------------------------------------------------
Each day when you log on you are shown a news file which will
contain anything that has happened to you since your last log on.
You will also receive radio message (if any). All of these things
can only be read once and are deleted after that.
The galaxy communications control sells all advertising and radio
rights. They also handle the funds brought in by re-tooling your
home port. All the money they take in is given away to a random
player in a lottery. If you win, you will be notified in your
log-on news. Good luck!
If you die, you are not allowed to play for 5 days. After which,
you may log-on and be hired by a new port owner. The number of days
that a dead player is locked out can be changed by the SysOp.
MAP: The map of the board is very simple and most easily described
in words. It is a 20 x 20 grid of sectors in a square pattern.
They are numbered from top to bottom, left to right in
sequential order. You can move in six directions Left, Right,
Up, Down, Up-Left, and Down-Right. Wrapping off any of the
edges is permitted. The map obviously has 400 sectors.
The map looks like the following:
Map of The Galaxy
-----------------------------------------------------------------------------
1- 21- 41- 61- 81-101-121-141-161-181-201-221-241-261-281-301-321-341-361-381
| \ | \ | \ | \ | \ | \ | \ | \ | \ | \ | \ | \ | \ | \ | \ | \ | \ | \ | \ |
2- 22- 42- 62- 82-102-122-142-162-182-202-222-242-262-282-302-322-342-362-382
| \ | \ | \ | \ | \ | \ | \ | \ | \ | \ | \ | \ | \ | \ | \ | \ | \ | \ | \ |
3- 23- 43- 63- 83-103-123-143-163-183-203-223-243-263-283-303-323-343-363-383
| \ | \ | \ | \ | \ | \ | \ | \ | \ | \ | \ | \ | \ | \ | \ | \ | \ | \ | \ |
4- 24- 44- 64- 84-104-124-144-164-184-204-224-244-264-284-304-324-344-364-384
| \ | \ | \ | \ | \ | \ | \ | \ | \ | \ | \ | \ | \ | \ | \ | \ | \ | \ | \ |
5- 25- 45- 65- 85-105-125-145-165-185-205-225-245-265-285-305-325-345-365-385
| \ | \ | \ | \ | \ | \ | \ | \ | \ | \ | \ | \ | \ | \ | \ | \ | \ | \ | \ |
6- 26- 46- 66- 86-106-126-146-166-186-206-226-246-266-286-306-326-346-366-386
| \ | \ | \ | \ | \ | \ | \ | \ | \ | \ | \ | \ | \ | \ | \ | \ | \ | \ | \ |
7- 27- 47- 67- 87-107-127-147-167-187-207-227-247-267-287-307-327-347-367-387
| \ | \ | \ | \ | \ | \ | \ | \ | \ | \ | \ | \ | \ | \ | \ | \ | \ | \ | \ |
8- 28- 48- 68- 88-108-128-148-168-188-208-228-248-268-288-308-328-348-368-388
| \ | \ | \ | \ | \ | \ | \ | \ | \ | \ | \ | \ | \ | \ | \ | \ | \ | \ | \ |
9- 29- 49- 69- 89-109-129-149-169-189-209-229-249-269-289-309-329-349-369-389
| \ | \ | \ | \ | \ | \ | \ | \ | \ | \ | \ | \ | \ | \ | \ | \ | \ | \ | \ |
10- 30- 50- 70- 90-110-130-150-170-190-210-230-250-270-290-310-330-350-370-390
| \ | \ | \ | \ | \ | \ | \ | \ | \ | \ | \ | \ | \ | \ | \ | \ | \ | \ | \ |
11- 31- 51- 71- 91-111-131-151-171-191-211-231-251-271-291-311-331-351-371-391
| \ | \ | \ | \ | \ | \ | \ | \ | \ | \ | \ | \ | \ | \ | \ | \ | \ | \ | \ |
12- 32- 52- 72- 92-112-132-152-172-192-212-232-252-272-292-312-332-352-372-392
| \ | \ | \ | \ | \ | \ | \ | \ | \ | \ | \ | \ | \ | \ | \ | \ | \ | \ | \ |
13- 33- 53- 73- 93-113-133-153-173-193-213-233-253-273-293-313-333-353-373-393
| \ | \ | \ | \ | \ | \ | \ | \ | \ | \ | \ | \ | \ | \ | \ | \ | \ | \ | \ |
14- 34- 54- 74- 94-114-134-154-174-194-214-234-254-274-294-314-334-354-374-394
| \ | \ | \ | \ | \ | \ | \ | \ | \ | \ | \ | \ | \ | \ | \ | \ | \ | \ | \ |
15- 35- 55- 75- 95-115-135-155-175-195-215-235-255-275-295-315-335-355-375-395
| \ | \ | \ | \ | \ | \ | \ | \ | \ | \ | \ | \ | \ | \ | \ | \ | \ | \ | \ |
16- 36- 56- 76- 96-116-136-156-176-196-216-236-256-276-296-316-336-356-376-396
| \ | \ | \ | \ | \ | \ | \ | \ | \ | \ | \ | \ | \ | \ | \ | \ | \ | \ | \ |
17- 37- 57- 77- 97-117-137-157-177-197-217-237-257-277-297-317-337-357-377-397
| \ | \ | \ | \ | \ | \ | \ | \ | \ | \ | \ | \ | \ | \ | \ | \ | \ | \ | \ |
18- 38- 58- 78- 98-118-138-158-178-198-218-238-258-278-298-318-338-358-378-398
| \ | \ | \ | \ | \ | \ | \ | \ | \ | \ | \ | \ | \ | \ | \ | \ | \ | \ | \ |
19- 39- 59- 79- 99-119-139-159-179-199-219-239-259-279-299-319-339-359-379-399
| \ | \ | \ | \ | \ | \ | \ | \ | \ | \ | \ | \ | \ | \ | \ | \ | \ | \ | \ |
20- 40- 60- 80-100-120-140-160-180-200-220-240-260-280-300-320-340-360-380-400
Facts and Figures
-----------------------------------------------------------------------------
Starting Fuel Ship Strength And Cargo Average Default
Ship Amount Usage Speed Ammo. Usage Holds Production Price
----------- -------- ----- ----- ------------ ----- ---------- -------
Mother Ship - 1 4 1 20** - - -
Cruiser - 2 3 2 8 - 2 397
Destroyer - 4 2 3 3 - 5 198
Fighter - 20 1 4 1 - 24 40
Tanker - 2 - 4* - *** 2 397
Trader - 4 1 4 - 1 5 198
Freighter - 4 3 2 - 4 5 198
* = If completely alone, it has a speed of 2
*** = A ship can take hits up to it STRENGTH before being destroyed
*** = Federation Law has a limit of 32000 per task force
Note: The Overall Task Force Speed Is Equal To The SLOWEST Ship
Starting Average Default
Product Amount Production Price
------------ -------- ---------- -------
Food - 185 156 36
Water - 185 156 36
Raw Material - 25 30 190
Ammunition - 4760 5712 1
Fuel - 1200 1440 4
Ships - **** **** ****
**** = See above
Notes:
1. Each ship except for the Mother ship consumes 1 unit of food and
water each day
2. Production requires 5 units of raw material per day
3. Hyperwarp uses a set amount of fuel regardless of the distance traveled
Combat
-----------------------------------------------------------------------------
When you encounter another task force in the game, you have the option of
attacking it. If you have encountered more than one alien task force, you
will be shown a number label for each task force in the current sector. If
you engage in combat, then all ships in your current fleet will attempt to
fire upon the selected enemy. Fighters fire 1 shot each, destroyers 3,
cruisers 8, and the mother ship 20. The strength of your attacking force
will then be balanced against the defensive strength and the defense factor
of the fleet you are attacking. If either side scores a "hit", then there
is still a small chance that the ships' defensive energy shields will
protect them from damage. Combat tends to be quite deadly, since ships
blown open to the vacuum of space have little or no hope of survival.
Getting Started
-----------------------------------------------------------------------------
When you first log-on to the game you will be asked for an alias name.
If it is already in use, you will be asked for another. You will
then be asked for the name of your home port. These names cannot be
changed so get them right the first time. You will also be asked for
a product you wish to produce. Choose carefully because re-tooling
will cost you a 1000 credits. You will then be in the game in a
random sector.
The first things I suggest you do upon starting the game is pickup
some ships from your home port. You start with a fleet consisting
of one mothership and one tanker. After getting ships, pick up food,
water, fuel, and ammunition. The second thing you should do is set
your port prices so that others can trade with you. You are on your
own from there on out... Have fun playing TASK FORCE.
Task Force Tips, Tricks, and Helpful Hints
----------------------------------------------------------------------------
1. When you first log onto the game, the following are recommended:
Set Port Prices - This needs to be done so that other people can sell
things to you and buy things from you. If you do not
set your port prices, the game will lose a lot of its
fun. The game is designed so that everybody needs
something everybody else has. IE everybody needs
every product. So, if there are 3 water producers in
the galaxy and they have not set their port prices,
then nobody will be able to get the water off of them
and everybody will die of thirst. On the same note,
the water producers will make no money to buy other
products and they too will die -- most likely get
picked off by a much stronger ship producer who is
upset.
Pick Up Fleet - When you first log onto the game you are started with
a small fleet. However, this is only half the fleet
you are initially capable of having. You will find
the other half of your fleet in your home port. It
costs nothing for you yourself to trade with your own
home port, no money is exchanged (of course). If you
do not wish to pick up the entire fleet, but instead
choose to leave some their, then you will be weaker
than average most likely and might die more easily.
On the other hand, you could sell the ships you leave
behind and get rich.
2. How to find other people in this huge galaxy:
Keep A Map - Everybody should keep a map of the game. An official
map is found in the Player Documentation and should
be read completely (before reading this). In keeping
a map, it is much to difficult to keep track of ship
locations, but instead, develop a set of symbol to
represent products and keep track of where the ports
are and what they produce. Don't be surprised if
sometime you go to a sector to trade and you know
they were there, but are now gone -- they are
probably dead. Therefore, mark these maps in pencil.
Log-On Advertise - Log on advertising is a very good way to be found.
If everybody in the game follows the philosophy, then
there will be no trouble finding anybody. Simply
leave a Log-On advertising stating where you are at
and what you produce or have for sale, or are willing
to buy.
The (M)ove >xxx - This is one of the most powerful features of the game
(actually just a luxury), if used right, it can be
used to scan the entire universe at little cost. To
further discuss the power of this feature, we must
first define speed:
Speed - This is how fast a ship/fleet can move.
The speed of any given fleet is determined
by the slowest ship in the fleet. Speed is
defined as how many sectors a ship can move
before a turn is deducted. The maximum
speed is 4. In the Player Documentation
there is a table that tells the speed of
all the ships. The tanker is unique -- its
speed is such that it can keep up with any
ship it goes along with, however, if sent
out on its own will have a speed of 2 (2
sectors moved per turn).
With this in mind, follow along. Let's say I was to
take my Mother Ship and split it into a task force
that contained one tanker (required) and one fighter.
I could then transfer control over to that task force
by entering a (its task force #) at the main command
prompt. Then, I use the (M)ove > command to move all
the way across the universe. I will lost one turn
every 4 sectors! Not bad at all, and fuel
consumption for such a small fleet is next to
nothing. This type of task force is what we classify
as a Scout. The scout can move all over the place
looking for other people at little expense. However,
the scout is very, very weak...So, before you exit
out of the game, you will want to take it back to the
mother fleet and m(E)rge them back together. This
will prevent it from getting easily picked off every
night. Once a good view of the universe is
established (and mapped), the larger mother ship can
move directly to the desired sectors in a minimal
amount of turns and fuel usage. This is the best way
to find somebody! Note: Traders also move at a
speed of 4 like fighters. This will allow you to do
a little trading while on the road.
3. Moving around the board:
(M)ove xxx - This will move to the sector specified provided it is
adjacent to the sector you are in and there is a path
to it.
(M)ove >xxx - This is discussed above, but will basically allow the
player to say where he wants to eventually go and the
computer will calculate the shortest NON-UNIVERSE
SCROLLING path to that sector. This is no different
than entering all the number one at a time, or
stacking them only it save time. Note that it is the
Non-Scrolling path. This mean that if you were in
sector 1 and wanted to go to sector 400, even though
there is a path there in just one move, this command
will take the long way because the move from 1 to 400
is a move that scrolls the universe. Scroll meaning
go off one side and come back on the other.
(M)ove #xxx - This command does not fool around. It will take you
instantly to the sector and is often times referred
to as hyperwarp. This uses 2.5 times as much fuel as
it would cost to move there normally. So the
question is why ever do it? Well, if you have to get
to the other side of the board with a task force
fleet to merge it with your mother ship so it won't
get easily picked off in the middle of the night, and
you find yourself down to one turn perhaps, this
command will cost the same as 1 sector move turn
wise. Also, if you know exactly where you are going
and are low on turns, it costs lots of fuel, however
can be very beneficial in cases of emergency.
4. Command Stacking:
Moving - The ability to stack commands is one of the most
luxurious features of the game. Its format for the
move command would look something like this:
M xxx yyy zzz etc...
Basically what this will do is follow the path of
sectors you specify. xxx, yyy, and zzz etc, can not
only be sectors but move commands as well. For
instance:
M xxx yyy >zzz #www
This will execute the chain of commands in
order. It will first move to xxx, then to yyy,
then follow the path that leads to zzz, then
jump instantly to www.
Trading - If you have ever had the Trading menu scroll off the
screen before you read it and then had to exit out
and bring it back up again, this feature will no
doubt make you feel better. The idea behind command
stacking is to predict what questions it is going to
ask and answer them in advance by separating the
responses with a space. In the case of trading,
let's say you were at your home port. The following
would pick-up 10 raw materials and leave 59 food:
c p 10 a l 59
The interpretation of that line would be:
product(c) (P)ickup (10)units product(a) (L)eave
(59)units. The same would be true if you were
at somebody elses port only you would use (B)uy
and (S)ell instead of (P)ickup and (L)eave.
Port Prices - Setting port prices can be a real pain if you do not
use command stacking. It is just like all the
previous stacking only different questions. There is
also the ability to keep the old or default value.
By entering a "-" for the question, or in the stack,
it will keep the old value. Here is an example of
stacking to set food prices:
a 36 10 40 20
The order of the numbers is the same order as they
appear on the main menu and the same order in which
they are asked. If that command were entered, the
food prices would be set accordingly, now let's
suppose I enter the following command:
a - - - 30
This would set the last figure from 20 to 30 and keep
all the others the same. Stacking can keep going on
and on.... EX:
a - 20 - 30 b 23 24 30 45 c - - - 1 d 23 - - -
Figure out what the above does...
Attacking - Although not an extreme use of the stack command, it
can be done. For instance, from the main command
prompt let's say I want to attack ship #2 that is in
the sector and I want to fire 30 shots at him. The
following command would do that:
a 2 30
This is (A)ttack ship#(2) with (30) shots.
5. Why you need every other product to survive:
Food - All ships use food, without it they will starve to death. A
heaping 40% of the fleet is killed off when you do not have
enough food. Every ship (fighters, destroyers, cruisers,
tankers, and freighters) use one unit of food per day. Make
sure you keep enough on hand.
Water - This is exactly like food.
Raw Mat.- This is needed for production. Everybody starts with enough
Raw Material for 5 days production. If you do not have enough
Raw Material, you will not produce what you need, obviously
everybody needs this stuff!
Fuel - Try moving around with out it. If you don't move, you can't
trade and you will not get the other stuff you need to survive.
Ammo - If you are attacked overnight and you run out of ammo, you are
free pickings for the attacker or anybody else. It doesn't
matter how big you are if you have no bullets to fire back. A
single fighter could destroy your entire fleet. It might take
him forever before he hit you and it might cost him tons of
ammo, but you sure as heck would never kill him! Or imagine if
a single fighter attacked your huge fleet. It would surely
die, however, the owner would have wasted 1 ammunition, while
you had wasted let's say 300 ammunition just to kill him.
Hence the defense ratio came to be. If it is set to 10 to 5,
then when he attacked you with 1 fighter, you would attack back
with two fighters only wasting 2 shots. However, he stands a
much better chance of hitting and killing one of the two
fighters. If you have the extra ammunition set your defense
ratio high 20 to 5, this will deter a littler fleet from
getting a shot in on you, yet still save you quite a bit of
ammunition. If the battle were equal or you did not have the
advantage greater than the defense ratio set, obviously you
would fight back with everything. DON'T GET STUCK WITHOUT
AMMO.
Ships - However glorious the life of a ship builder may sound, it is
not all it is cracked up to be. Sure you get all the ships you
want, however, it will take a mountain of food and water to
feed them and you are best to sell them so you can buy the
other essentials like raw material so you can even make ships
in the first place. Everybody needs the defense of ships or
else somebody will just trample on them. Besides, what good
are ships if you have no bullets to fire. The ship builder has
a lot of power, however is highly dependent on other people.
6. Tricks and Ideas:
Alliances work great. The best way to create an alliance is to (R)adio
other players and work out agreements. If an alliance were to get a
producers of each product in the alliances, they could do very well.
Log-On Advertising can be used for many things including such things as
putting a contract out on somebody. (Paying to kill). Renting yourself
out as a hitman (for money). Create alliances quicker. Ask for a mercy
killing so you can start over fresh. The possibilities of log-on
advertising is unlimited!
Do not hang out in your or anybody elses home sector overnight. It is
the easiest way to die. If you can "get off" the common paths of travel,
you are less likely to be found and killed.
Advertise Your Home Port
Set Your Port Prices
Extortion - Threaten people if they don't trade with you.
Watch others port prices to set your own. The values that are initially
put in there are suggested values.
Use the Radio a lot, it is cheep.
Put sector advertising in others home port... and speaking of advertising
-----------------------------------------------------------------------------
(C) 1991 Cam N. DeBuck
...
For information on TASK FORCE:
Contact:
Cam N. DeBuck
235 East 1300 North
Springville, Utah 84663
U.S.A.
BBS Support: The Professional Executive Connection
(801) 489-3558 [HST 1440] Public
BBS Support: Hackers' Haven
(801) 224-7358 [HST 9600] Public
(801) 224-4031 [2400] Public
(801) 224-7961 [HST 1440] Registered Users
Both BBS's are operated by me, but are two totally different BBS's. You'll
probably find that The Professional Executive Connection is NOT BUSY compared
to the other BBS.
====[ End of Task Force Player Rules ]=======================================