home
***
CD-ROM
|
disk
|
FTP
|
other
***
search
/
BBS Toolkit
/
BBS Toolkit.iso
/
rbbs_pc
/
motu3.zip
/
MOTU.DOC
< prev
next >
Wrap
Text File
|
1988-05-16
|
15KB
|
285 lines
The "Second Edition" - MOTU!
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
The major new commands presented to you from the menus are:
"B" - BRIBE the aliens to attack a friend or foe! All "contracts"
are carried out during the daily maintenance routines (right
after the first caller after midnight logs into the game).
Even aliens have their standards -- so bribes start around
5000 credits. 3 groups of mercenary aliens are available and
receptive to bribes (only 1 group available to WARLORDS). They
take your money, but the agreement lasts only as long as it
might take someone else to offer more! Even if your contract
is being carried out, if they stumble across another player on
their way to your victim (and they COULD stumble across YOU),
then they'll wreak a little havoc with that player too! SO
if you think your bribe will hold up, stay out of their way!
** "P" - the good old command to dock at a Port has been supplemented!
^ As you wander around the universe, you may stumble across
| TRADING POSTS set up by independent ARMS DEALERS.
NEW!!
If you port at a trading post they will buy all the holds of
all the commodities you have -- prices will not be good and
THERE WILL BE NO PRICE NEGOTIATION! If you have anything it
WILL BE SOLD!
If you are an ARMS DEALER, the "P" command if given in a sector
that does not have a port or post already in it, will give you
the option of opening a trading post for 50,000 credits.
the "neat" thing about trading posts is that they will sell you
fighters/holds/transport passes/cloaks/ and MINES! You would
normally have to be a TRADER or even a WARLORD to buy some of
these things. Trading posts DO NOT show up on remote computer
scans (as a "normal" port would) -- so WARLORDS will have a more
difficult time blockading these Trading Posts. Any player may
land at any trading Post they can find. Mines sold at Trading
Posts will be pre-programmed to ignore you and your team-mates
(if and when you have any)
ARMS DEALERS may not buy anything at any trading post or at any
weapon shop - but may sell commodities at any trading post.
** "R" - if you are an arms dealer this will summarize where your
^ trading posts are and how much profit is waiting there for you
| to pick up. You must visit your post to claim the accumulated
NEW!! profit. Once you port there, the money is automatically added
to your account. It does NOT count in your score until you
go get it.
"S" - set a minefield in a sector. Of course, you have to reach
a weapon shop selling mines and buy one before you can use
this command
** "X" - gives you the option to become an arms dealer. You will lose
^ all of your weapons and fighters (you will be given cash credit
| for fighters). You will have no more turns on the day you make
NEW!!! this election and on subsequent days you have a 30 move limit.
If you were on a team, you will be dropped and may not rejoin.
You cannot become MOTU. You will be invisible to all other
players. You cannot be attacked (even by the aliens). You cannot
attack anybody. Mines will have no effect on you, nor will
fighters left defending a sector. You may go almost anywhere in
the universe. You may buy trading posts for 40,000 credits. You
will receive a share in the profits (2 credit per hold of goods
sold there, 5 credits for every fighter bought there, 10 credits
for every hold bought there, 500 per pass, 1000 per cloak, 2,000
per mine)
** "Y" - command available only to ARMS DEALERS - allows you to become a
^ combatant again - all the mmoney you spent on trading posts is
| "down the tubes." Any profit you left uncollected is lost.
NEW!!! Your trading posts vanish. You lose all remaining turns for
the day. You must move into sectors 1-100 to exercise this
option. You will have no fighters to defend you. Your only
hope is to survive somehow until tomorrow, when you can buy some
protection. You will be given a cloak of invisibility, it may
save your hide. The aliens may find you. Once you become a
"normal" player again, you CAN join a team, maybe a team-mate
will come transfer fighters?
Major differences in play:
~~~~~~~~~~~~~~~~~~~~~~~~~
** 1. there are 4 levels of players! (hmm... maybe 5!)
^ a.) merchants <== entry level
| b.) traders
NEW! c.) warlords
d.) arms dealers <== non-combatants
e.) the "master of the universe" (more on this later)
2. If you buy/create planets, you will still receive credit
for your expenditure (i.e. if you spend 10,000 credits on a
planet, your score does NOT drop 10,000).
** If you build a planet, you may always land there, regardless
^ of your level later in the game. You may also build planets
| now in any sector (without a planet) even if not in your "zone"
NEW! (previously TRADERS, for example could not build planets in
sectors 1-100). Returning later to a planet applies ONLY IF
YOU MADE IT (if you make a planet in a low sector - other
TRADERS and/or WARLORDS cannot land there!
3. There is no limit on how much cash you can earn.
** 4. If you dock at a TRADING POST -- if you have nothing to sell --
^ then it doesn't cost a turn (so feel free to drop in and browse)
| If you have ANYTHING in your holds -- it will be sold and the
NEW! stop WILL cost you a turn.
5. There is NO limit on how many holds you can buy. There is no
limit on how many fighters you can own ... but you ARE still
limited to having only 9,999 inside your mothership ... all
others must be left somewhere defending a sector (or just
"stashed" away)
6. Merchants can attack anybody but ARMS DEALERS. Traders can attack
only traders and warlords. Warlords can only attack other warlords.
7. Very new, inexperienced players will receive limited protection.
You have a random chance of being able to attack them, propor-
tional to their inexperience (of course, if you're not a
"merchant" you can't attack them because of rule #6)
8. Given rules #6 & #7, no other protection is offered any player.
Attacks may be made in any sector.
9. Merchants are not allowed out of sectors 1-100.
10. Traders are not allowed out of sector 1-300.
11. Warlords may go anywhere they damn well please, Arms Dealers have
almost the same freedom.
12. Traders may not trade in sectors 1-100, except at Trading Posts.
Nor may they plunder planets in sectors 1-100 (unless they made `em)
13. Warlords may not trade or plunder planets in sectors 1-300, except
at Trading Posts and planets they made.
14. There are THREE Sols! one in sectors 1-100, another in sectors
101-300, a third in 301-500. An exception to rules 12 & 13 permit
anybody able to reach a "Sol" to trade there.
15. There are TWO exotic weapon shops. The one in sectors 101-300
sells stuff a little different than the one in sectors 301-500.
These two specialty shops are another exception to rules 12 & 13.
16. Traders and Warlords may not buy extra turns. (but only they can
reach the specialty shops to buy "free passes" -- see 18.c below)
17. The planets and ports get bigger as the player's level increase --
some of these suckers are immense! A player with 500 holds may
not suck `em dry.
18. Exotic weapons sold at the specialty shops include:
a.) a "cloaking" device -- if you own one of these,
you are invisible -- if someone attacks you (not
knowing you're there, just blind luck) you become
visable again.
b.) an "anti-cloaking" device -- renders item "a"
worthless. If you have an anticloaking device
you will see any "invisable" players. If you have
an anti-cloaking device and encounter some-one
else's cloak ... the strength of your electronic
counter-measures will "fry" the circuits of their
cloaking device ... they are now also visable to
all other players. They will need to buy another
cloak (if they wish to hide again). Cloaks of your
teammates will NOT be destroyed.
c.) a "transport pass" -- move anywhere (that you may
legally go) in the universe in one step! No special
instruction required -- if you own a "pass" and ask
to move to a sector that is not connected to the one
you currently occupy ... you will be transported there.
NOTE: you will NOT be prompted to verify that
this is REALLY what you want to do -- so
be careful that you really want to go
there!!
d.) a space mine with proximity detector -- drop one
and get the next person into the sector (even you!)
If you mine a sector that is occupied by one or more
other players, the first one of them to next play the
game may detonate the explosives (assuming, of course,
that some other player hasn't stumbled into the sector
and become your victim first.)
space mines may be "programmed." All this costs more,
of course. You are only offered the opportunity to
program your mine at the time of purchase. Programs
available are:
( i) no program - hit the next eligible player
( ii) ignore me - the player who set it will not
cause mine to detonate
(iii) ignore team - neither you nor your teammates
will detonate mine. NOTE: if you are not
currently on a team, this program behaves
exactly like program "ii" -- but takes full
effect instantly, if you DO form or join a team
(and immediately ignores other members who have
already joined the team)
( iv) attack ONLY teammates!! If you have no teammates
this mine attacks no-one. Why would you want to
attack teammates? Read on, to see how you become
master of the universe!
If you drop a mine in a sector that already has a mine, only
the new mine remains. The old mine and its old program are
gone. Once you drop a mine you are NOT reminded again how
you programmed it. Keep notes!
Merchants don't have enough bulk to set off the
mines, all other classes of players do. Mines will
cause an absolute MINIMUM damage of a loss of 200
fighters, maybe more, and can kill a player.
e.) a "DOOMSDAY" device -- if you own one of these and
some-one kills you, they die too!
f.) other devices sold as supplies become available.
g.) you may only have one (each) of the specialty
items at any one time
19. Your on-board computer can be used to test remotely whether
a mine that you or your teammates set is still in place. If
it's gone, you may want to go replenish the minefield. If
the mine is still there, that will be reported. If you don't
get confirmation that it is still there, then it is not.
20. Players who are only merchants may buy a LOTTERY ticket in Port 1.
Lottery tickets are a good deal! To claim a prize, the player must
(on some subsequent day) land at any planet in sectors 1-100 (thus
must still be a merchant-class player to win ... cause otherwise
they can't land on one of those planets!). If you have a ticket and
landed on the planet and the ticket was not bought today, ask for
instructions on how to claim your prize (if any). You may not own
more than one lottery ticket at a time. NOTE: if you are killed
before claiming your prize (if any) -- you will still have the
ticket when you are reincarnated!
Lottery tickets are sold only in Sector 1. You must wait a day to
claim any prize. You are offered the opportunity to buy a lottery
ticket if you are a merchant, if you don't already have a lottery
ticket and if you have enough money to buy one. Tickets usually
cost about 100 credits. Payouts are:
1:100 a DOOMSDAY device! (BIG prize!)
1:25 an anti-cloaking device
1:20 a cloak of invisibility
1:10 10 empty holds (suggested retail value 5000 credits)
1:5 10 fierce fighters
Not bad at all, huh?
21. Players become Traders when they accumulate MORE than 100
holds. They become Warlords when they top 300 holds. Some
consideration is given to how many planets you've created too.
22. We still have the aliens ... but really they're only in the
game to be a minor nuisance. Off course, they're not such a
minor nuisance if they've been bribed to attack YOU!
23. THE OBJECTIVE of the game is to become the MASTER OF THE
UNIVERSE. To accomplish this, you need to be a WARLORD,
accumulate 2,000,000 points AND at that moment, NOT be a
member of a team. Sounds simple, huh?
24. The MASTER OF THE UNIVERSE controls whether the game is
recycled, or may continue. The MOTU (abbreviated) will
be due accolades MUCH greater than anyone who merely
invades the alien HQ.
25. Because of unlimited hold capacity, HUGE ports and planets,
it should not be as difficult as it sounds at first to reach
2,000,000 points -- but that's only half the story,
isn't it? Heh Heh ... your team-mates may not like it
if you were to quit -- in fact, you'll have to KILL them
in order to quit the team! Of course, your team-locator
will tell you just where they are, but did they buy (or win) a
DOOMSDAY device and not tell you? Heh Heh.