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BRIDGE CREW PLAYER GAME MANUAL
For
SHAREWARE VERSION SW1.12D
INTRODUCTION
Welcome to the world of computer assisted co-operative role-playing.
Bridge Crew is the first of a series of computer assisted multi-player
role-playing games designed to be played on the current generation of
high power DOS PCs.
Like all role-playing games, BRIDGE CREW is played with a game master
who develops a scenario for the players and may get actively involved
during the playing of the scenario. The players roll up characters just
as they would in a normal role-play game.
The players play the part of the crew of a starship. Each player is a
bridge officer in a universe created by the GM. The typical players are
Captain, Beam Weapons officer, Helm Officer, Missile Weapons officer,
Communications officer, Security officer, Computer officer, Damage
control officer, and others. Obviously most players have more than one
function, so things can get quite hectic for the players.
The PC's system console, which all players can see, reflects the
starship's tactical display. Ideally this is an overhead projector
which has a projection panel placed on it, or a large video screen.
Most crews can't afford the expense, so they make do with a 14" monitor
on a table.
Whilst non combat scenarios can be built, it is essentially a combat
driven game, hence most scenarios have starship combat.
Each player has a computer terminal with which he/she can pull up
various reports about the state of the ship and the state of the
universe. He/she can also enter commands that relate to the player's
assigned functions (e.g. the helm officer can set course and speed).
Like the bridge of a modern warship, the captain gives orders and
expects the crew to either obey or make sensible alternative
suggestions. The crew is expected to run the relevant parts of the ship
without specific orders.
Copyright Mithril Software Pty Ltd Page 1
Main Console
When the game is started, the monitor of the host PC (or the display
panel, if one is available) will show the main display. Examples of the
display are shown in DISPLAY1.BMP and DISPLAY2.BMP below, along with
explanations of the objects found on the screen.
HOW THE GAME PLAYS (OR THE COMPUTER AS A RULES LAWYER)
Bridge Crew is a multi player co-operative role-play game in which the
players role-play the crew on the bridge of a starship.
Bridge crew is played by two or more players and a Games Master. A
normal complement of players would be; three crew members, a captain
(without a terminal) and a Game Master. In this configuration you will
need four terminals or PCs daisy chanined see GETSTART.TXT for details of
how to wire up BRIDGE CREW.
A normal arrangement is to have the main system console/monitor at the
end of the table and the other terminal/PCs set up so that all players
can see the main system's console.
The program, when running on a sufficiently powerful machine, will
refresh the screen every 2 seconds. This 2 second interval is called a
turn. Turns happen in real time i.e. 2 seconds = 2 seconds of real
time. In one turn each player may enter and have processed by the
computer, one command. A type ahead buffer is used to store extra
commands, however only one will be processed each two seconds.
SPACE
For the purposes of this game, space has been divided into TSUs (Time
Space Units.) The game universe is a square 999,999 TSU by 999,999 TSU.
For simplicity's sake, space has been flattened into 2 dimensions (so
forget about reality, this is a game). The universe is bounded by the
points (1,1) in the bottom left hand corner and the point
(999999,999999) in the top right hand corner. When quoting locations,
the x co-ordinate is first (x=horizontal, y=vertical). Within the game,
the notation used is a dot (decimal point between the co-ordinates).
(E.g. the point (12,450567) becomes 12.450567)
The speed of light in space is 10, which means that in 2 seconds light
would travel 10 TSU.
Because of the very long travel times (e.g. to travel 70 light years at
eight times the speed of light would require about nine years) we have
compressed space very significantly. This has been done to facilitate
game play, so that journeys between stars can be completed in a three
hour play session.
Copyright Mithril Software Pty Ltd Page 2
DIRECTIONS
All directions are entered in tenths of a degree e.g. a course of 900 =
90 degrees, as shown below :
0
3150 | 450
\|/
2700<----+---->900
/|\
2250 | 1350
1800
Some directions are absolute, which is to say that they are based on the
directions shown above and others are relative to the heading of the
ship (e.g. the AIM angle of weapons).
Absolute directions are used in the issue of the commands COURSE and
DIRECT as well as in the information returned from RECON and THINGS.
Relative directions are also used when displaying the arc of fire of
beam weapons and the initial heading of missile weapons.
TIME
Each milli-stardate tick occurs every 43 turns (86 seconds). There are
1000 milli-stardate ticks in a normal 24 hour day.
The stardate is shown on the main display. The section after the dot on
stardate shows divisions of day by thousands (milli-stardates).
ENERGY MANAGEMENT
Starships (hereafter known as ships) use energy to do things. How much
energy varies from ship to ship. The tasks that require energy are:
Cloaking the Ship to hide it
Sensors
Loading Missile Weapons
Moving the Ship
Charging the Shields
Charging Beam Weapons
Charging the Battery
Using Transporters
Energy is created each turn by the warp and impulse engines and is
available for use in that turn. Unused energy is placed in storage in
the battery (if the battery is full, excess energy is lost). If energy
is needed then the energy will be taken out of this turn's supply. If
there is not enough, then the battery will be depleted.
Copyright Mithril Software Pty Ltd Page 3
Damage done to the functions associated with the impulse engines and the
warp drive will reduce the amount of energy available in a turn, and can
be seen with the command "report engines".
The order in which energy is used is as follows
1. Cloaking the ship to hide it
2. Sensors
3. Loading missile weapons/using transporters
4. Moving the ship
5. Charging the shields
6. Charging beam weapons
7. Charging the battery
If all of the ship's energy is used up by the first two functions
(Cloaking and sensors) then the missiles will not load, the ship will
not move etc.
All of the energy using functions can be adjusted so they use no energy,
Specifically:
1. Turn off the cloaking using the "CLOAK" command.
2. Turn off one or more sensors "SENSOR".
3. Don't load the missiles "MLOAD" or use the transporters "TRANS".
4. Reduce your speed "SPEED".
5. Reduce the charge to the shields "SHIELDS ALL 0".
6. Do not initiate the charging of the beam weapons "CHARGE" or
"BCHARGE"
7. You can not stop excess energy going into the battery this has NO
negative side effects on play.
Energy will not be used unless enough is available to complete the
operation for that turn. E.g. if the battery contains 200 EU (Energy
Units) but it requires 300 to charge the beam weapons, then the battery
will not be depleted to 0, because 200 is less than 300.
MOVEMENT
Each turn, ships move a number of TSUs equal to their speed in the
direction of their current heading. Additionally, ships can rotate on
their axis at a specific speed (depending on the ship) to put them in a
different direction next turn. The turn rate of a ship is fixed, e.g. a
Monarch will always turn at 10. However, dependant upon your speed,
the distance travelled whilst you turn may in practical terms increase or decre
Copyright Mithril Software Pty Ltd Page 4
THE MAIN DISPLAY
The main display has 2 modes of operation, TACTICAL and STRATEGIC. The
helm officer may swap between the modes using the MODE command.
The TACTICAL mode is suitable for combat and manoeuvre. It shows the
direction and current location of all visible ships, starbases, planets,
stars and visible missiles.
The STRATEGIC mode is suitable for campaign planning and strategy
conferences. It shows the last known location of the known starships
and the correct location of the stars. In strategic mode, the direction
in which the ships are travelling is not indicated by the ship
silhouette (the ships are shown in direction 0). If a starship is shown
as a red blob, this means that it is within sensor range of a sensor
that does not provide a clear picture.
Objects on the main display are not shown to scale. Their size can be
changed with the "MAGNIFY" command.
The scale of the main display can be changed with the "SCALE" command.
The scale is the number of TSUs from the centre of the screen to the top
of the screen (the radius of the circle with centre at the centre of the
screen). E.g. "SCALE 5000" will display 5000 TSUs from the centre of
the screen, i.e. 10,000 TSUs from top to bottom and 10,000 TSUs from
left to right.
TYPES OF OBJECTS
The game has 5 kinds of objects that can be seen on the main console:
Starships
Starbases or Outposts
Planets/Asteroids etc.
Stars
Missiles
STARSHIPS
If your ship's sensors can 'see' a starship (Use the 'RECON' command to
see what your sensors are detecting) on the main display, and if SCALE,
MAGNIFY, MODE and VIEW are set correctly then the main display will
display the starships that can be seen by the sensors.
Copyright Mithril Software Pty Ltd Page 5
PLANETS
Planets are treated as starships with a zero movement allowance.
Planets however, do not disappear when they are destroyed. Note that
using the Scenario designer, it is possible to build a planet that has
most of the properties of a starship; movement and weapons etc.
STARBASES OR OUTPOSTS
Starbases are treated as starships with a zero or reduced movement
allowance. Note that using the Scenario designer, it is possible to
build a starbase that is indistinguishable from a starship, with full
movement and weapons etc.
STARS
The universe has a backdrop of stars. These are shown on the main
display and may be listed by the use of the "SYSTEMS" command. The
shareware version of Bridge Crew has only a few stars; the registered
version has 46 stars.
MISSILES
If ships fire Missile Weapons, these can be shown on the main console.
Note that using the Scenario designer, it is possible to build ships
that fire invisible missiles.
Three events are also indicated on the main console
Missile weapon explosions or self destruction
Beam weapons firing
Hits on the players ship
SENSORS
A sensor only uses energy when switched on. It operates from the ship's
current position in a radius around the ship as dictated by the sensor's
range.
There are two types of sensor. One which will give you a 'Clear
Picture' - a proper silhouette on the main screen. The second type or
'Poor Picture Quality' will only give you a red blob on the main screen.
Only a good quality picture can be used for locking missile weapons and
for the 'ANALYSE' command. A poor quality picture will however, be
sufficient for the use of beam weapons and for the 'SCAN' command.
All sensors are limited to a speed range for detection purposes. In
real terms this means that your sensor will only register ships within a
Copyright Mithril Software Pty Ltd Page 6
given warp range - e.g. WS Sensors cannot detect a ship going at under
warp speed i.e. speed 10 or less. EM Sensors cannot detect ships
travelling above speed 10.
Each ship has a reflectivity for each type of sensor. If a sensor
cannot detect a ship's reflectivity (based upon a ship's sensor cross-
section) then the ship is invisible.
CLOAKING
Certain ships can cloak (hide from sensors). This process works by
reducing the sensor echo for a given class of sensor. Ships with
cloaking normally require energy to maintain the function. Cloaking is
controlled from the strategy position and ships generally have one
cloaking device for each sensor from which the ship is hiding.
Cloaking devices come in several types, following the general rules laid
out below:
+ They may or may not allow the firing of beam weapons while cloaked,
depending on the type of cloaking device used.
+ They may not or may not allow the firing of missile weapons while
cloaked, depending on the type of cloaking device used.
+ They may require several turns before they can be reactivated.
+ They may force the beam weapons to unload when decloaking.
+ They may force the missile weapons to unload when decloaking.
+ They may require energy to remain turned on.
+ They may not be powerful enough to hide from all ships (especially
those with sensitive sensors)
+ If damaged they will not be as effective - they degrade slowly.
When warp engines are asked to perform above the speed at which they can
dissipate sufficient heat, they get hotter. When their temperature
reaches 100 HSU then they have a probability of failure. The rate at
which they reach these temperatures varies from ship to ship and can be
quite slow or very rapid. When the temperature reaches 100 HSU, damage
is done to the warp function. In blowing out, the warp engine cools and
if not fatally damaged, the reaction will continue, usually resulting in
a further warp blowout until the engine is sufficiently damaged to
prevent further overheating.
The effects of heat strain are only modelled in the game when the
parameter overheating is set to on. (See the SETP and SETV commands for
details.)
MISSILES
Missiles use energy for one turn in order to load (called the missile's
"Energy to Load"). Missiles fire at an original aim angle relative to
the starship from which they are fired. A missile will manoeuvre like a
starship in terms of turn rate and speed. However, as each missile has
its own sensor, once released it will operate independently of your
Copyright Mithril Software Pty Ltd Page 7
ship. The sensor in the missile is relatively unintelligent and will
only track an object that it is already locked on to. This is why you
must lock onto a target using the ship's sensors.
Before being fired, a missile must be told how far away from the target
to explode. This is called the proximity and is set with the "PROX"
command. See the section on 'Granularity' for the effects of proximity.
Missiles have a recognition signal keyed into them so that they will not
deliberately explode when near friendly vessels. You cannot, therefore,
attack friendly vessels with missiles. Neutral or hostile vessels can
be targeted with missiles. Note that the missile will explode when it
comes within proximity distance of any "non-friendly vessel." Missiles
can therfore be blocked by "sacrifical" actions of other ships.
Any given missile type has a blast radius, doing damage depending upon
how close to the centre of the blast radius an object is. This means
that if your ship is too close to an enemy ship when your missile goes
off you will be damaged. The purpose of setting a proximity is to tell
your missiles how close to another ship they get before exploding. A
low proximity will inflict maximum damage; a high proximity will inflict
little damage, but has an increased range and suffers less from the
effects of Event Granularity.
E.g. A Monarch Class vessel fighting a hostile vessel with a proximity
of 10 will have a base range of 1210 and a damage of 300. The same
missile with a proximity of 300 will have a base range of 1500 and a
damage of one, if it detonates at extreme range. NB the Monarch class
is included with the registered version of Bridge Crew
All ships have a limited number of missiles which they can carry at any
time. If a ship runs out of missiles it must go back to a starbase in
order to be reloaded.
Note that using the Scenario Designer's Kit, it is possible to build a
ship which can reload itself and other ships.
Missile weapons also move each turn and are checked to see if they are
in proximity at the start and end of their movement.
Granularity (or the Problem with Missiles)
Put simply, Granularity is the amount of time or movement between
events. In the case of BRIDGE CREW, this is 2 seconds.
The Bridge Crew software only checks the position of a missile for
proximity (and therefore detonation) before it moves the missile and
after it moves the missile. The sequence of a turn is therefore:
1. Move ships.
2. Test missiles.
3. Move missiles.
4. Test missiles.
Using this sequence, it is possible for a missile with a low proximity
Copyright Mithril Software Pty Ltd Page 8
to miss a target by moving over it. Here's how:
Proximity 50
Missile speed 120
Target speed 10 (Towards the missile)
Current distance 70
1. Move the ship. Current distance now 60.
2. test missile (outside proximity)
3. Move missile (distance now 120-60 = 60)
4. test missile (still outside proximity)
5. the missile now starts to turn back toward the target, but will,
in most cases, miss.
The golden rule here, is that proximity should always be set to greater
than or equal to half the missile speed to ensure a detonation.
Also with this sequence, it is possible for a missile with a low
proximity to detonate against a non-facing shield by moving past the
target. Here are 2 ways that this can happen:
Proximity 50
Missile speed 120
Target speed 80
Current distance 60
1. Move the ship (Current distance is now -20 i.e. behind the target
ship)
2. Test the missile (which is inside proximity, so it will detonate
and attack the back shield)
Proximity 90
Missile speed 120
Target speed 0
Current distance 100
1. Move the ship (Current distance is now 100)
2. Test missile (outside proximity)
3. Move missile (the distance is now (100-120) = -20 - i.e. behind
the ship.)
4. Test missile (which is now inside proximity, so that it will
detonate against the back shield).
The golden rules here, are that to increase the chance of hitting the
facing shield, proximity should always be set to greater than the
missile speed and greater than the target speed.
Because the ship moves before the missile when firing across the path of
an opposing ship, a glance can occur where the ship moves into and out
of proximity in one movement. This will tend to occur more with lower
proximity and higher ship speeds. The golden rule here is that
proximity should be not less than the target ship's speed.
Copyright Mithril Software Pty Ltd Page 9
BEAMS
A beam weapon is the space age equivalent of a cannon. This means that
if you can see it, make the weapon face it and have it within range you
can shoot it. Like a cannon, beams have a point blank range. If you
are at point blank range you will do maximum damage. Damage will
decrease as you move further away from an object, up to a point where no
damage occurs, as you are out of range.
Beam weapons require a number of turns to load, and use energy in every
turn in which they are loading.
TRANSPORTERS
All transporters have a maximum distance at which they will work. In
order to successfully use the transporters, you must maintain a speed
equal to or lower than the maximum speed for your transporter type.
Energy cost for using transporters is calculated per person or crew.
Transporters also have a shield penetration value. If any shield is
below this value (in points, not as a percentage) then they will be able
to transport crew onto the vessel. If your transporter will not
penetrate a shield, you can ask friendly ships to lower their shields
using the 'ORDER LOWER' command. If you wish to transport to/from
unfriendly ships, you must lower their shields by other methods. All
transporters also have a maximum number of people they will transport at
any one time. If you are unaware of your transporters capabilities then
a 'REPORT TRANSPORTER' should respond with the information needed.
SECURITY
The game could not be played without this function. The security
officer is the person who assigns the ships functions.
It is also the job of the security officer to key in the ship's
condition e.g. Red. Some ships will only obey orders under condition
Red or Blue; please consult the world book to discover the appropriate
times to declare a change of condition. When a condition red or blue is
declared, then other ships may fall under your command.
SHIP'S FUNCTIONS
The ship is divided into up to twenty functions. Each of these
functions has the following properties:
1. Each function has a certain quantity of native hit points. This is called
original damage. As the function takes damage, the number of
points remaining drops. When it drops below the failure point, the
function will no longer operate at full capacity. When the hit
points drop to zero, the function is totally destroyed.
Copyright Mithril Software Pty Ltd Page 10
2. The function may additionally require crew in order to be
operational. If it does not have sufficient crew, then it will
perform at less than 100% efficiency.
3. If a function is damaged but still has at least one point of damage
remaining, then any crew above and beyond those needed to make it
100% operational will start to restore the function to full operating
potential. Different starships and different functions will all
restore at different rates, so the same number of crew will restore
the same function at different rates on different ships.
4. When a function has been damaged beyond easy restoration, which is to say
its points have reached Zero, the function will need to be
repaired. In order to do this spares will be required. If spares
are not available then that function is crippled (which may cripple
the entire ship). If the ship cannot repair itself, it will require
the services of a starbase repair facility (only useful if one can be
reached). On some occasions, if a ship is completely crippled, a
repair ship may be sent.
5. In order to prevent the entire crew rapidly fixing a function an
artificial limit has been placed into all functions allowing varying
maximums of extra crew in each function. This maximum crew is the
game's way of limiting skill bases and repair rates on each ship.
6. Each function has a physical space requirement limiting the maximum
number of people allowed in the function, this includes passengers
and crew.
7. One function may or may not be related to one weapon, or sensor.
E.g. all 10 missile weapons could rely on one ship's function if the
scenario (ship) designer designed it that way.
COMMUNICATIONS
Starships may send one line messages to each other over "warp space
communications". Non-player Starships will automatically respond to the
messages "HELLO", "ID" and "NEWS". Other communications that are sent
by the players to non-player ships will be redirected to the GM's
terminal. Most GMs do not like large amounts of idle chatter which they
then have to read and in such circumstances may miss important messages
that you send. The scenario designer can pre-program multi-line
messages which can be read by any officer. (Future versions of bridge
crew will have enhanced multi-line communications facilities).
SHIELDS
Starships have four shields. One at the front, one at the back and one
on either side. For game purposes there are no gaps between shields.
All attacks of any nature will be stopped by shields if the shields are
up. (Note: there is a difference between a shield being up and a shield
being charged). A shield is charged when it is at 100% of its shielding
Copyright Mithril Software Pty Ltd Page 11
capacity. It can, however, be below its full capacity and still be
charged. Shields take energy to charge, however a fully charged shield
takes no energy to maintain. A shield with a strength of 300 points is
capable of taking 300 points of damage (DV). Any damage done to it
above this amount will penetrate the shield and effect damage on the
ships functions and cause crew casualties. Each turn, a shield that is
down but is still capable of recharging will attempt to recharge itself
in the following order; front, right, back and left.
The shield officer may alter the rate of recharge of one or all shields
to assist with starship energy management.
E.g. If the shield charge rate is set to 100 for all shields and 250 EU
are available and the current state of the shields is
front 300, (100%),
right 100, (30%),
back 30 (10%),
left 150 (50%)
and the ship has a shield efficiency of 5%, then this turn the shields
will recharge as follows:
front 0
right (will take 100 points of energy and give 5 points) 105
back (will take 100 points of energy and give 5 points) 35
left (will not recharge at all as there is insufficient energy left
to recharge i.e. 50) 150.
This would be an undesirable situation if an enemy was currently on your
left bow. A trained and efficient shield officer would reduce the
charge rate on the right shield (assuming it is not facing an enemy
ship) to 50 or less to allow the left shield to recover. Obviously this
kind of decision is often made by the Captain as he or she knows which
shields will be used next.
SCIENCE
The science officer is responsible for the sensor and the scanning and
analysis of other ships. If objects are visible on the sensors then the
science officer, with the assistance of the ships computer, may be able
to ascertain information about various aspects of the object or ship.
The basic rule is that scan will operate with poor picture sensors and
analyse will only work with a good picture. The two functions i.e. scan
and analyse are independent of each other and may or may not work at the
same time. For general usage, if you can't scan it, analyse it; if you
can't analyse it, scan it. In many situations, the two commands will
give you virtually the same information, but this is not always true.
BRIDGE OFFICERS
HELM OFFICER
The Helm Officer's main function is to steer the ship in the manner and
speed directed by the captain.
Copyright Mithril Software Pty Ltd Page 12
Instructions from the captain may be given in exact form or as general
instructions. The Helm Officer should be flexible in approach.
The Helm Officer is also responsible for the main view screen and should
provide advice on views, scales and magnification at any time where it
may be appropriate. This includes keeping the starship centred in the
display with the VIEW command.
A common abbreviation is the use of the term warp for speed. Speed is
given in tenths of a warp, so the captain ordering a speed of warp four
would be asking for a speed of 40.
In the FIP universe, the Helm Officer is responsible for answering
questions about direction and travel times to various objects.
DAMAGE CONTROL
The Damage Control Officer is responsible for assigning crew to repair
stations. He or she should, without instruction, assign crew to damaged
functions in the priority sequence desired by the captain, whilst the
ship is in combat.
When the ship is low on crew (e.g. as a result of combat) the DC Officer
may need to recommend a sensible crew distribution in line with the
general needs of the captain.
BEAM WEAPON
The Beam Officer is responsible for firing and loading the beam weapons.
The Beam Officer should not lock or charge the beam weapons on his or
her own initiative unless condition red or blue has been declared.
If directed to "fire at will", the Beam Officer should fire at all
possible opportunities. During a "normal" combat the captain must
specifically authorise a list of targets.
Beam Officers should be aware of the problems associated with charging
the beam weapons during energy crisis situations, and adhere to the
captain's needs in such situations.
The Beam Officer should also advise the captain of beam firing
opportunities and of manoeuvres that favour beam firing opportunities.
The Beam Officer should decide on the beam firing ARC before combat and
set it without recourse to the captain.
Many captains like to be advised of beam hits made against enemy
starships.
Copyright Mithril Software Pty Ltd Page 13
MISSILE WEAPONS
The Missile Officer is responsible for firing and loading the missile
weapons. The Missile Officer should not lock or load the missile
weapons on his or her own initiative unless condition red or blue has
been declared.
If directed to "fire at will", the Missile Officer should fire at all
realistically possible opportunities, without unnecessarily wasting
ammunition. During a "normal" combat the captain must specifically
authorise a list of targets.
A common command is to "keep lead in the air", which authorises the
Missile Officer to fire even if a hit is not a certainty.
The Missile Officer should advise the captain of missile opportunities
and manage the use of missiles. It is common protocol to periodically
advise the captain of the number of missiles remaining.
The Missile Officer should decide on the proximity setting before combat
and set it without recourse to the captain.
Many captains like to be advised of missile hits made on other
starships, since the main display is not to scale.
COMMUNICATIONS
The Communications Officer is responsible for the sending and reading of
messages from and to other ships. He or she should bring any reports
that may be relevant to the captain's attention. The Communications
Officer should not send any unauthorised messages.
The Communications Officer is also responsible for the sending of orders
to other ships.
COMPUTER OFFICER
The computer officer is responsible for scanning the ship's computer for
information that may be of use to the captain in the current scenario.
The computer will normally contain extracts from the FIP charter, and
from any relevant FIP treaties, along with scenario specific
information.
Copyright Mithril Software Pty Ltd Page 14
ENGINEERING
The Engineering Officer is responsible for advising the captain on the
state of the engines and transporter.
Repairs will be needed at various times. The Engineering Officer will
be responsible for their execution. Remember to liaise with the captain
to ensure the optimum use of spares and starbase facilities.
The Engineering Officer also performs any transportation of passengers
and crew.
SECURITY OFFICER
The Security Officer is responsible for the allocation of bridge
functions to the crew.
Unless ordered otherwise, if the captain dies, he or she should assume
command of the ship.
He or she is also responsible for the safety of passengers, cargo and
Prisoners on the ship.
He or she should move rapidly to bring the ship to alert status of
yellow, red or blue, on the captain's order.
SHIELD CONTROL
The Shield Control Officer is responsible for the raising/lowering of
shields and the recharge setting on the shields.
Given the serious effect that damaged shields have on energy management,
he or she should advise the captain of the options available to him/her
and be quick to respond to instructions given.
SCIENCE
The Science Officer is responsible for gathering information about the
objects encountered during a mission and advising the captain of any
anomalies. that are apparent.
He or she should also control the ship's sensors as required.
During combat he or she should offer advice to the captain on sensor
usage and damage done to hostile ships.
Many captains expect the Science Officer to constantly monitor the
damage status of enemy shields and functions and to advise any changes
of status.
Copyright Mithril Software Pty Ltd Page 15
STRATEGY OFFICER
This member of crew is a 'behind the scenes' advisor to the captain.
His or her main function is to keep the captain advised of the strategic
situation in which the ship is operating.
POSITION UPDATES of vessels being tracked by Deep Space Fleet will be
transmitted to the strategy officer who should assess them for
importance and advise the captain accordingly.
Copyright Mithril Software Pty Ltd Page 16
PLAYER COMMANDS
Only the first four characters of a command need be entered. When
entering function names or system names (i.e. anything that is shown in
italics) the full word needs to be entered - abbreviations are not
accepted. For example, to get a RECON, you only need to type RECO into
the computer, but to get a report on your impulse engines you need to
type "FUNC IMPULSE".
-----------------------------------------------------
GENERAL COMMANDS
The following commands are available to all players.
DIRECT end_location [start_location]
Reports the distance and heading from start_location to end_location.
End_location and start_location can be either x.y co-ordinates or an
Object Id. If an Object Id is used, then the last known x.y location
of that object is considered. The default for start_location is your
own ship.
ETA start_location speed end_location
Calculates an time taken to travel to end_location from start_location
at constant speed.
End_location and start_location can be either x.y co-ordinates or
an Object Id. If an Object Id is used, then the last known x.y
location of that object is considered.
Speed is in TSU per turn.
It also tells you the stardate based on the current stardate, plus the
travel time to end_location, along with the elapsed play time, in
minutes.
FROM ship_id start_ship_id
Lists known objects regardless of sensors relative to a specific ship.
Objects include ships, starbases and planets.
All known objects are stored in a list. The 'FROM' command will list up
to 10 objects from this list starting from the start_ship_id. Ship_id
specifies which ship to use as the origin for calculating Heading and
Distance values.
For example:
FROM F2 will list the first 10 known objects relative to ship F2
FROM K1 X7 will list the first 10 ships starting from X7,
relative to K1.
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The 'FROM' command is similar to the 'THINGS' command but calculates the
listed Heading and Distance from a specified ship.
An example of the report is shown below
Id Heading Distance Xpos.Ypos Tagged
F1 2992 1420 500090.196277 Tagged
F2 1178 26 501353.195571 Tagged
K1 123 10149 503500.205500 Tagged
K2 195 9461 504500.204500 Tagged
K3 177 10409 504500.205500 Tagged
FUNCTION function_id
Lists crew and damage status of a function.
Report For WARP
Crew Needed 65 Actual 65 Maximum 75
Damage at Start 100 Damage to Degrade 70
Current Damage 100 Current Performance 100%
Repair rate 0 Spares held 2
Casualties 0 Passengers 0 Max People 76
The function_id can be found from the command REPORT FUNCTIONS.
GET message number
Retrieves the multi line message from the ships computer. Message 0 is
usually the scenario orders.
HELP command
Where command is a player's command or security code.
NOTE: This command is designed to assist only those players who are
familiar with the game. It is not designed as a tutorial, or to tell
the player what effect the commands will actually have. Its objective
is to assist with the syntax of less commonly used commands.
INTERCEPT ship_id [speed]
Tells the players of the speed and course needed to intercept a given
starship. In order for the command to be effective, the starship must
be visible on sensors at the time that the command is given.
LOG [text]
Makes an entry in the ships log. Text is the message entered. This is
stored in a file called BCREWLOG.DAT.
If text is empty, the command lists the last ten logged messages.
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MACRO number text
Sets up a user macro, where number is a number from 0 to 9, and text is
the command that you wish to have available as a macro.
For example, the Helm officer may set up macros for the command VIEW and
certain headings as follows:
Macro 0 View
Macro 1 Course 0
Macro 2 Course 900
Macro 3 Course 1800.
To recall the macro (and therefore enter the command in the macro), he
or she can subsequently simply enter the number of the macro at the
terminal.
E.g. entering 2 will execute the command COURSE 900 at his or her
terminal.
Macro recall occurs on a 0 through 9 at the beginning of the line
Macros may include %digit, which is evaluated to the digitth word in the
player command. Digit can only be 0 through 9
Eg: MACRO 0 MLOCK %1 PT1 PT2 followed by 0 K1 evaluates to MLOCK K1 PT1 PT2
This is also known as parameterised macros (for those of you with a bent
for programming.)
MACGET filename
Where filename is a digit between 0 and 9.
This will restore a set of previously saved macros. See MACSAVE for details.
The user must have entered their name using the ME command for this to
work (the player must have entered the same name as when he or she did
the MACSAVE).
MACLIST
Lists your macros:
In the example given for the command MACRO, the following report would
be returned.
0 VIEW
1 COURSE 0
2 COURSE 900
3 COURSE 1800
Copyright Mithril Software Pty Ltd Page 19
MACSAVE filename
This command will save the macros currently used by the player to a .BCM
file. In order to use this command, the player must be logged on using
the ME command.
Filename is a number in the range 0 through 9.
E.g
ME fred
MACSAVE 2
ME name
Registers the character (or player's) name at the terminal, so that it
can be used for log reports and for saving macros.
PORT [port_number RESET]
This command can be run on any terminal. If it is run with no
parameters, it will list the status of all active terminals that the
Bridge Crew program is aware of.
Its main use, however, is to reset the communications line to a
particular port after a failure has occurred (eg someone tripping over
the cable and unplugging it).
Eg: PORT
lists the status of all ports that the Bridge Crew program beleives a
terminal is attached to.
PORT 2 RESET
Restarts communications to port 2.
READ message_number
Displays a message that was received in the players' queue.
RECON
List all objects detected by the sensors on that turn. Objects include
ships, starbases and planets. Ships outside the range of the sensors or
that are effectively cloaked for that turn will not be listed.
An example of the report is shown below
Id Heading Distance Id Heading Distance
F1 3320 836
F2 830 810
Note: if more than 30 objects are visible, only the first 30 will be
shown.
To list all ships regardless of sensors use the 'THINGS' command.
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REPORT CREW
Lists the status of your ships crew.
An example of the report is explained below.
Function Needed Actual Spare max Function Needed Actual Spare max
HELM 15 15 0 25 DC 1 45 44 50
PH1 20 20 0 30 PH2 20 20 0 30
PH3 20 20 0 30 MIS1 25 25 0 35
MIS2 25 25 0 35 COMMS 5 5 0 15
WARP 65 65 0 75 IMPULSE 25 25 0 35
SHIELD 20 20 0 30 COMP 5 5 0 15
TRANS 5 5 0 15 SENS0 20 20 0 30
SENS1 20 20 0 30 SENS2 7 7 0 17
HULL 1 1 0 10 OTHER 0 7 7 10
Function identifies the ship functions that crew are assigned to.
Needed refers to the minimum number of crew needed for normal
operations of the system at 100% efficiency.
Actual refers to the number of crew are currently assigned to the
functions.
Spare calculates the number of 'Actual' crew over the 'Needed' crew
for each function. These 'extra' crew could be restoring damage
and are not necessarily spare.
Max The maximum number of crew that can be assigned to the function.
Function OTHER represents miscellaneous functions.
REPORT CLOAKING
This command reports on the status of the cloaking devices, if any are
featured on the players' ship.
REPORT COMPUTER
This command lists the multi-line messages in the computer and lets you
know which ones you can access.
REPORT CROSSSECTION
Lists the sensor echo for your craft for all of known frequencies.
The example crosssection report is shown below:
EM 69
WS 78
SR 69
SE 67
PS 77
ZZ 66
Note: In the current release, frequency ZZ is not actually used.
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REPORT ENERGY
This report simply lists the energy required to maintain various speeds.
Energy management is critical at high warp speeds. Normally the warp
engines provide surplus power that is used in the ships power grid. At
high warp speeds they may consume more than power than they create. The
meagre output of the impulse engines and battery reserves are needed to
supplement this.
This table assists the crew in managing energy and determining the
amount of energy needed.
REPORT ENGINES
Lists the current state of the engines
Current Energy Generation 1500
Current Maximum Speed 80
Impulse Energy Available 400
Warp Energy Available 1100
Engine Temperature 0
Warp Max speed (safe) 80 (60)
REPORT FUNCTIONS
Reports on damage status of ships functions.
An example of the report is explained below.
Function Orig remain fail perf Function Orig remain fail perf
HELM 100 100 50 100% DC 100 100 20 100%
PH1 100 100 80 100% PH2 100 100 80 100%
PH3 100 100 80 100% MIS1 100 100 50 100%
MIS2 100 100 50 100% COMMS 100 100 70 100%
WARP 100 100 70 100% IMPULSE 100 100 30 100%
SHIELD 20 20 10 100% COMP 100 100 10 100%
TRANS 100 100 80 100% SENS0 100 100 90 100%
SENS1 100 100 90 100% SENS2 100 100 90 100%
HULL 500 500 100 100% OTHER 100 100 100 100%
Function identifies the ships functions.
Orig is the amount of damage a function can sustain before being
destroyed when undamaged (i.e. ignoring current damage).
remain is the amount of damage a function can sustain before being
destroyed allowing for current damage.
fail is the value which 'remain' has to fall to or below for the
system to fail.
perf is a percentage of effective performance allowing for current
damage.
Function OTHER represents miscellaneous functions.
Copyright Mithril Software Pty Ltd Page 22
REPORT PEOPLE
Reports on casualties amongst crew and passengers.
An example of the report is explained below:
Function Crew Pass Invade Casual Function Crew Pass Invade Casual
HELM 15 0 0 0 DC 45 0 0 0
PH1 20 0 0 0 PH2 20 0 0 0
PH3 20 0 0 0 MIS1 25 0 0 0
MIS2 25 0 0 0 COMMS 5 0 0 0
WARP 65 0 0 0 IMPULSE 25 0 0 0
SHIELD 20 0 0 0 COMP 5 0 0 0
TRANS 5 0 0 0 SENS0 20 0 0 0
SENS1 20 0 0 0 SENS2 7 0 0 0
HULL 1 0 0 0 OTHER 7 0 0 0
Function identifies the ship functions.
Crew refers to the number of crew assigned to that function.
Pass refers to the number of passengers assigned to that function.
Invade refers to the number of invaders performing a boarding
action.
Casual refers to the number of casualties taken in that function.
Function OTHER represents miscellaneous functions.
Note: Invaders are not included in the current release, so the column
with heading Invade will always contain 0.
REPORT SECURITY
This report lists each of the security positions along with the terminal
that is allocated to that position.
REPORT SHIP
A quick summary of your ship's damage status. An example of the report
follows.
Damaged Functions 0
Casualties 0
Damage Remaining 2120
Failure Point 585
Hull Before Fail 1535
Damage Functions is the number of ship's systems that are currently
subject to any damage.
Casualties refers to casualties amongst the crew and passengers.
Damage Remaining is the damage remaining in all functions. In role play
terms, this is the ship's current hit points.
Failure Point when 'Damage Remaining' falls below this point, the ship
falls apart.
Hull Before Fail is 'Damage Remaining' minus 'Failure Point' and is the
amount of damage in DV that you can take before the ship falls apart.
Copyright Mithril Software Pty Ltd Page 23
REPORT TRANSPORTER
Reports on the properties of the ship's transporters.
Transporter Features :
Maximum Range 400
Energy per person 50
Shield Penetration 20
Capacity in people 5
Maximum Speed 9
SYSTEMS start_system
Lists star systems in the current sector (game play area).
Star systems are stored in a list. The 'SYSTEMS' command will list up to
10 star systems from this list starting from the start_system. For
example,
SYSTEMS SOL
will produce the following report:
Name Heading Distance X.Y
SOL 2492 524404 10000.10000
XING 3523 787341 394688.975699
ALPHA_CEN 2507 453093 72667.46326
PROXIMA 2511 455525 69507.48027
MENKENT 242 347792 643265.512640
PLATO 170 650166 690899.817163
ARISTOTLE 269 624878 784087.752323
EINSTEIN 3152 474395 165830.531725
SCARAB 47 643722 554254.836974
PLANCK 3389 316940 385945.491014
The registered version of Bridge Crew (which contains 46 stars) will
show the first ten stars; the shareware version will show less as the
shareware universe has less than 10 stars.
TELL system
Reports on the status of a star system.
TERM [BS|ECHO ON|OFF]
This command configures the terminal characteristics for the port that
the player is on. If entered without any parameters, it will display
the current characteristics for the terminal.
The characteristic BS is used to control the printing of the Backspace
character. When this option is switched on, it will echo a backspace as
character 8. When the option is switched off, it will use an ANSI escape
sequence.
The terminal characteristic ECHO controls whether the command is echoed
back by the Bridge Crew program. This allows for easier development of
Copyright Mithril Software Pty Ltd Page 24
"smart" terminal emulators to provide a better/friendlier user-interface
than the 'dumb terminal' currently used.
Eg: TERM BS ON
Sets the backspace character echo to character '8' for this terminal.
THINGS ship_id
Lists known objects regardless of sensors. Objects include ships,
starbases and planets.
All known objects are stored in a list. The 'THINGS' command will list
up to 10 objects from this list starting from the ship_id supplied. If
no ship_id is supplied, it will start from the player ship.
For example:
THINGS will list the first 10 known objects (starting with the player
ship).
THINGS F2 will list the 10 known objects starting at F2.
Objects are listed with their last known position, updated from your own
and other friendly sensors. At any time during the game, the ships'
true positions may be nowhere near their last known position.
An example of the report is shown below
Id Heading Distance Xpos.Ypos Tagged
F0 0 1 500500.195500 Tagged
F1 3306 790 500111.196188 Tagged
F2 797 758 501246.195639 Tagged
K1 167 10440 503500.205500 Tagged
K2 239 9848 504500.204500 Tagged
K3 218 10770 504500.205500 Tagged
Note: The "Position updated ..." messages received by the strategy
officer indicate that the last known position of the starship concerned
has changed.
The 'FROM' command is similar to the 'THINGS' command, but calculates
the listed Heading and Distance from a specified ship.
A more graphical display of the last known location of known objects is
obtainable by switching to strategic mode and selecting a large scale.
WHO
Lists who you are, your terminal and your current security assignments.
An example of the report follows.
port 1
HELM DC BEAM
MISS COMMS ENG
SEC SHIELD SCI
STRAT COMP
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The port number is the terminal number. The codes are explained below:
HELM Helm Officer
BEAM Beams Weapons Officer
COMMS Communications Officer
SEC Security Officer
SCI Science Officer
COMP Computer Ops Officer
DC Damage Control Officer
MISS Missile Weapon Officer
ENG Engineering Officer
SHIELD Shield Operations Officer
STRAT Strategy Officer
Note: The name entered by the 'ME' command will also be shown.
VERS
Will tell the player the current version of Bridge Crew that is running.
ZONE location
Reports who owns the space at location. Location can be either an x.y
co-ordinate or an Object Id. If an Object Id is used, then the last
known x.y location of that object is considered. Ownership may be
currently contested.
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Helm Officer
The following commands are available only to the Helm Officer.
AUTOVIEW [ON|OFF]
If this command is entered without parameters it will display the
current AUTOVIEW setting.
This command switches the main display into and out of auto view mode.
When in AUTOVIEW mode, the players' starship is automatically centred on
the screen each turn. This mode makes it difficult for inexperienced
players to tell if the player ship is moving. AUTOVIEW can be disabled
by the GM for any given universe.
COLOUR number
This command changes the colour scheme of the main display. Its major
use is with mono monitors or liquid crystal displays. Values for number
are:
0 Full colour (16 colours)
1 Grey ships (suitable for grey scale LCD displays).
2 Black & blue (0,1) (mono).
3 Black, blue, green, cyan (0, 1, 2, 3) (4 colours)
4 Black & white (0, 15) (mono)
COLOUR 1
sets the colours for the display.
COURSE angle
Sets the ships course, in tenths of a degree. Angle can be any number
from 0 to 3599. See the diagram below:
0
3150 | 450
\|/
2700<----+---->900
/|\
2250 | 1350
1800
MAGNIFY number
Sets the magnification of ships. Number can be any number between 1 and
300. Some examples of MAGNIFY are:
MAGNIFY 130 The default; i.e. normal size. Ships will be shown this
size when the game starts.
MAGNIFY 50 Small
MAGNIFY 200 Large
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A large magnify can be used to take a good look at a previously unknown
ship, thereby providing clues to its origin.
MODE TACTICAL|STRATEGIC
Sets the main view screen mode.
The TACTICAL mode is suitable for combat and manoeuvre. It shows the
direction and current location of all visible ships, starbases, planets,
stars and visible missiles.
The STRATEGIC mode is suitable for campaign planning and strategy
conferences. It shows the last known location of the known starships
and the correct location of the stars. In strategic mode, the direction
in which the ships are travelling is not indicated by the ship
silhouette (the ships are shown in COURSE 0). If a starship is shown as
a red blob, this means that it is within sensor range of a sensor that
does not provide a clear picture.
SCALE number
Scales the viewport size in TSU measured from the centre of the screen
to the edge. The view screen is a square with sides twice the length of
the scale. A command of SCALE 5000 will give a view screen that is 5000
TSU from the centre to each side, and 10 000 TSU from top to bottom and
left to right.
SPEED speed
Sets the ship's speed.
Speed 1 1 TSU/turn
Speed 10 10 TSU/turn
Speed 100 100 TSU/turn
STARS star size
Sets the size of stars between 1-100. The default star size is 20.
TRACK ship_id
Sets the ship that is being tracked on the main screen.
VIEW location
Sets the centre of the view screen. If location is left blank, then the
current location of the players' ship is used. If location is used,
then the centre of the view screen will be the ship, system, or x.y
co-ordinates of the location parameter.
E.g. if the helm officer enters VIEW F5, and F5 is not currently
visible, the screen will be centred on F5, and the players' ship will
not be shown on the screen. This is a good way to confuse the captain.
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DAMAGE CONTROL
ASSIGN function1 number function2
This command moves a number of crew from function1 to function2. For
example:
ASSIGN WARP 3 SHIELD
will move 3 crew from the function warp to the function shield. A
situation where this might be required would be if the shields were
damaged, but the warp engines were fully functional.
Use the REPORT CREW command to see which types of crew members (and how
many) can be moved to a different location.
Note that if the Damage Control function is damaged, you can only order
crew to and from the HELM (Bridge) until DC is repaired.
REPORT DC
This useful report is only available to the Damage Control officer and
is as follows:
Function Damage Fail Spare Perf Function Damage Fail Spare Perf
HELM 1 0 0 0 100% DC 9 0 0 44 100%
PH1 0 0 0 0 100% PH2 0 0 0 0 100%
PH3 0 0 0 0 100% MIS1 0 0 0 0 100%
MIS2 0 0 0 0 100% COMMS 0 0 0 0 100%
WARP 2 0 0 0 100% IMPULSE 1 0 0 0 100%
SHIELD 1 0 0 0 100% COMP 0 0 0 0 100%
TRANS 0 0 0 0 100% SENS0 0 0 0 0 100%
SENS1 0 0 0 0 100% SENS2 0 0 0 0 100%
HULL 0 0 0 0 100% OTHER 0 0 0 7 100%
Function the id of the ships function.
Unlabeled field the number of spares - the report will not show more
than nine spares.
Damage the total points of damage done to the function.
Fail the points needed to be repaired to make the function
perform at 100%.
Spare the number of excess crew assigned to the function.
If the figure is negative, then it shows the number
of crew needed to bring performance to 100%.
Eg a spare of 2 means that there are two crew 'extra'
assigned to the function; a spare of -5 means that
five more crew members are needed for 100% performance.
Copyright Mithril Software Pty Ltd Page 29
BEAM WEAPON OFFICER
ARC angle weapon_list
Sets the dispersion angle of the beam weapons. In the current version
of Bridge Crew, no advantage can be gained from setting it to anything
other than the default (10).
BLOCK target weapon_list
Locks a list of weapons functions via the ship's sensors. The Beam
Weapon Officer cannot lock onto the target ship unless it is visible on
the ship's sensors. Weapon List is an abbreviation of the beam weapons
- the beam weapons for your ship can be found by using the REPORT BEAM
command. E.g.:
BLOCK K3 LP FP RP
will lock the beam weapons LP, FP, and RP onto target ship K3.
Prior to combat, you will often know which ships are potential targets.
This command would normally be loaded into several macros (one for each
target) to maximise the firing opportunities for the Beam Weapon
Officer. If there are numerous targets, a parameterised macro would be
useful. Eg - load the macro:
MACRO 3 BLOCK %1 LP FP RP
to lock onto another ship, say, X4, type:
3 X4
this will execute the command
BLOCK X4 LP FP RP.
BFIRE weapon_list
Fires the weapons in the weapons list. E.g.
BFIRE LP FP RP
will fire the beam weapons LP FP and RP.
This command would normally be loaded into a macro to maximise the
firing opportunities for the Beam Weapon Officer.
If the ship being fired upon is not within the firing arc of the
weapons, no shot is fired.
BUNLOCK weapon_list
Unlocks the weapons in the weapons list. Eg
BUNLOCK FP RP
unlocks beam weapons FP and RP.
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CHARGE weapon_list
or
BCHARGE weapon_list
Initiates a charge sequence which uses energy for a significant number
of turns. E.g.
BCHARGE LP FP RP
will charge the beam weapons LP FP and RP.
This command would normally be loaded into a macro to maximise the
firing opportunities for the Beam Weapon Officer.
REPORT BEAM
Provides a report of the beam weapons:
Id Arc Firing-Arc Function Perform Dam Aim Status Lock
LP 10 2699-1 PH1 100% 300 0 Empty NONE
FP 10 3149-451 PH2 100% 300 0 Empty NONE
RP 10 900-0 PH3 100% 300 0 Empty NONE
End report
Id The weapon identification string. Usually meaningful
(e.g. LP = Left Phaser).
Arc Dispersion Angle (set by the 'ARC' command).
Firing-Arc The firing arc of the weapon relative to the starship
heading.
Function The ship's function that governs the beam weapon.
Perform Current performance (misfire chance) based on damage and crew.
Dam The damage it will do at point blank range.
Aim Manual aim angle (for future expansion).
Status Charged, charging, or empty.
Lock The current target ship.
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MISSILE WEAPON OFFICER
LOAD weapon_list
or
MLOAD weapon_list
Initiates a missile load sequence. This uses a missile from the
magazine and also uses energy. E.g.
MLOAD PT1 PT2
will load the missiles PT1 and PT2.
This command would normally be loaded into a macro to maximise the
firing opportunities for the Missile Weapon Officer.
MFIRE weapon_list
Fires the weapons in the weapon list. E.g.
MFIRE PT1 PT2
will fire the missile weapons PT1 and PT2.
This command would normally be loaded into a macro to maximise the
firing opportunities for the Missile Weapon Officer.
If the weapon is damaged, a misfire can occur. A misfire will either
unload the launcher or reduce the speed, turn rate and endurance of the
missile. In many ships, misfired missiles may travel more slowly than
the ship that fired them.
MLOCK target weapon_list
Locks a list of missile weapons' functions. Weapon List is an
abbreviation of the missile weapons - the missile weapons for your ship
can be found by using the REPORT MISSILE command. E.g.:
MLOCK K3 PT1 PT2
will lock the missile weapons PT1 and PT2 onto target ship K3.
Prior to combat, you will often know which ships are potential targets.
This command is normally be loaded into several macros (one for each
target) to maximise the firing opportunities for the Missile Weapon
Officer. If there are lots of targets, a parameterised macro is useful.
MUNLOCK weapon_list
Unlolcks the weapons in the weapons list. Eg
MUNLOCK PT1 PT2
unlocks missile weapons PT1 and PT2.
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PROXIMITY range weapon_list
Sets the proximity range on the missile weapons. E.g.
PROXIMITY 90 PT1 PT2
See the Chapter How the Game Plays (sub-heading Missiles) for advice on
the setting of proximity, along with the section on Granularity.
RELOAD starbase
Allows you to reload your missiles provided you are within transporter
range of a starbase or tender ship.
REPORT MISSILE
Provides a report of the missile weapons:
Id Prox Ammo Function Perform Dam Sp End Aim Status Lock
PT1 0 30 MIS1 100% 300 120 10 0 Empty none
PT2 0 30 MIS2 100% 300 120 10 0 Empty none
End report
Id The weapon identification string. Usually meaningful
(e.g. PT1 =Photon Torpedo 1).
Prox Current proximity.
Ammo Number of missiles ready in the magazine.
Function The ship's function controlling damage to this weapon.
Perform Current performance (misfire chance) based on damage and
crew.
Dam Damage done if a direct hit is scored.
Sp Speed at which the missile will travel.
End Endurance (number of turns before the missile self-destructs).
Aim Initial launch direction relative to the ship.
Status Loaded, loading or empty.
Lock Current target.
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Communications Officer
DELETE message_number
Removes a message from the queue to make room for new incoming messages.
Only twenty messages can be held in the queue at any one time.
DETAIL ship_id
Lists intelligence information about the ship given in shipid. The
resultant report is shown below:
Ship class COOK CLASS
Delloits Attack Rating 104 Delloits Defence Rating 155
Ship Name LASAGNE
mission
TO PATROL THE QUADRANT
The mission is only given if the ship is in your command.
The following three commands (MODIFY, MODSPEED and ORDER) are related;
the explanatory notes follow the command definitions.
MODIFY dsf_ship angle distance
Changes the station-keeping parameters of a ship.
MODSPEED dsf_ship speed [rotate]
Modifies the speed of a starship under your command.
ORDER dsf_ship mission details
Orders a ship to a specific mission type.
Explanatory notes for MODIFY, MODSPEED and ORDER:
dsf_ship is a Deep Space Fleet ship under your command.
angle is an angle in tenths of a degree.
distance is a distance in TSUs
speed is the requested speed and can be a number from 0 to 300, or
the following text messages:
FULL the starship's maximum warp speed
SAFE the starship's maximum safe speed
rotate is an angle to "orbit the selected craft by". It is in
tenths of a degree per turn and may be in the range -450 to
450. Negative numbers rotate anti clockwise. It is an
optional parameter.
mission details a list of commands for the subject starship to follow.
Permitted commands are in the table below:
Copyright Mithril Software Pty Ltd Page 34
Command Meaning
wait Do nothing till further orders but attack
hostiles.
escort ship Escort and defend
trade location location Move to and from pausing to load/unload
shadow ship Follow, hide, don't attack (Works best for
captain 20)
attack ship Attack
patrol location location Defend and watch
scout location location Just watch
goto location Go there
fleet ship Join a fleet and keep station
lower Lower your shields for 10 turns for us to
transport crew retreat location, Get the hell
out of here
location can be an object id (i.e. a ship or system) or an
x.y co-ordinate.
Examples:
order f2 attack k1
Order ship F2 under your command to attack enemy ship K1.
order f5 retreat
Order ship F5 under your command to retreat (get out of there!)
order f3 patrol Xenophon 12378.12345
Order ship F3 under your command to patrol between Xenophon (a
star-system) and the point 12378.12345.
Order will only work on vessels under your command. Some merchant ships
will react to your commands if you call a condition red or blue.
To get an escort to circle you, try the following:
order f1 escort f0
modspeed f1 safe 50
modify f1 900 1000
QUEUE
Shows messages that are waiting to be read and their status.
READ message number
Displays the message on the user's console.
This command is actually available to all players.
SEND ship_id message
Sends a message to an object via the comms function.
Copyright Mithril Software Pty Ltd Page 35
The command will not return anything if the COMMS function on the
receiving ship is damaged.
Standard messages are:
ID Gives ship ID
HELLO Opens friendly communications
QUERY Request object mission Must be in your command or will not
return factual data
NEWS Request scenario relevant news
STATUS How bashed up are you? (Must be in your command)
Any non-standard messages will be passed on to the GM's queue.
Copyright Mithril Software Pty Ltd Page 36
COMPUTER OFFICER
NOTE in sw1.12d the ships computer is rather empty
GET and REPORT COMPUTER are general commands, able to be performed by
anyone.
REPORT COMPUTER
This command lists the ten multi-line messages in the computer and lets
you know which ones you can access.
GET message_number
Retrieves the multi line message from the ships computer where
message_number is a number between 0 and 199. Message 0 is usually the
scenario orders.
SEARCH key1 [key2] [key3]
Lists the first ten entries with the key or keys, for use with a subsequent Gecommand.
FIND key1 [key2] [key3]
Finds the first occurance of a record with matching keys and retrieves that
record.
SHIPS ENGINEER
REPAIR starbase function
Allows you to repair a function if within transporter range and speed of
a starbase, repair ship, or planet. REPAIR also allows you to repair
yourself if you have that ability -to do this enter your own ship_id in
place of starbase.
REPAIR S5 Shield
Repairs the function Shield when within range of starbase S5.
TRANSPORT CREW crew TO|FROM ship_id ship_function
Provides for the transport of crew to and from a specific area of
another ship.
TRANSPORT PASSENGERS pass TO|FROM ship_id ship_function
Provides for the transport of passengers to and from a specific area of
another ship, were pass is the number of passengers.
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SECURITY OFFICER
CONDITION GREEN|YELLOW|RED|BLUE
Allows the alert status to be set.
green normal
yellow man stations
red under attack
blue seriously damaged
The play effect of setting alert status is that some starships are
programmed to accept your orders only when your condition is red or
blue.
Other effects of changing the alert status are up to the Games Master.
GIVE security_id port
Assigns ships functions to the crew (i.e. the players). Each player
(except the captain) has a terminal (or PC running a terminal emulator)
which is connected to a port on the computer running Bridge Crew. The
ports have ids 0, 1, 2, 3 etc.
Security Ids are
HELM
DC (Damage Control)
BEAM
MISS (Missile)
COMMS (Communications)
ENG (Engineering)
SEC (Security)
SHIELD
SCI (Science)
STRAT (Strategy)
COMP (Computer)
The Game Master assigns Security to the relevant officer; it is up to
the security officer to assign the rest. E.g. the command
GIVE COMMS 1
will assign communications to the player at the terminal (or PC)
attached to the computer's port number 1.
Note that the WHO command will give you the current port number.
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SHIELD CONTROL OFFICER
REPORT SHIELDS
Lists the current status of the shields.
SHIELD ALL|FRONT|BACK|LEFT|RIGHT charge_value
Sets the charge rate for the various shields.
SHIELD ALL|FRONT|BACK|LEFT|RIGHT UP|DOWN
This command raises and lowers the relevant shield. Up to raise, Down
to lower.
Note that shields do not lose any strength when they are lowered, they
just don't stop any damage.
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SCIENCE OFFICER
ANALYSE LIFE|FUNC|BEAM|MISS|GEN ship_id [via_ship_id]
Provides a detailed scan of the object, showing only those functions
which the federation has the ability to analyse. The ship must be
clearly visible by the ship doing the scan, or by the ship referred to
in the via_ship_id clause. The reports for each type of scan are shown
with the corresponding command to scan your own (ie the players') ship -
the same as this command, with ship_id omitted..
ANALYSE GEN
Provides an analysis of the players' ship. The resultant report is
shown below:
Front : 560 100 100% UP
Right : 560 100 100% UP
Back : 560 100 100% UP
Left : 560 100 100% UP
Battery 462
Energy 0
Class COOK CLASS
Race Human
Course 237 Speed 60
End scan F1
ANALYSE LIFE
Provides an analysis of the players' ship. The resultant report is
shown below:
Function Crew Pass Function Crew Pass
HELM 15 0 DC 50 0
PH1 20 0 PH2 20 0
PH3 20 0 MIS1 30 0
MIS2 30 0 COMMS 12 0
WARP 55 0 IMPULSE 25 0
SHIELD 20 0 COMP 5 0
TRANS 5 0 SENS0 20 0
SENS1 20 0 HULL 1 0
OTHER 2 0
ANALYSE BEAM
Provides an analysis of the beam weapons on the players' ship. The
resultant report is shown below:
ID Damage
LP 180
FP 180
RP 180
Copyright Mithril Software Pty Ltd Page 40
ANALYSE MISS
Provides an analysis of the missile weapons on the players' ship. The
resultant report is shown below:
ID Damage
PT1 180
PT2 180
ANALYSE FUNC
Provides an analysis of the functions on the players' ship. The
resultant report is shown below:
Function Status Function Status
HELM 100% DC 100%
PH1 100% PH2 100%
PH3 100% MIS1 100%
MIS2 100% COMMS 100%
WARP 100% IMPULSE 100%
SHIELD 100% COMP 100%
TRANS 100% SENS0 100%
SENS1 100% HULL 100%
OTHER 100%
REPORT SENSOR
Lists the status of the various sensors. The resultant report is shown
below:
Id State Sensitiv Cost Range Speed Perform Function
0 SR ON 40 300 9500 0-100 100% SENS0
1 SE ON 40 100 6000 0-180 100% SENS1
2 EM ON 40 20 3500 0-9 100% SENS2
SCAN LIFE|FUNC|BEAM|MISS|GEN ship_id [via_ship_id]
Initiates a scan of the requested ship (ship_id), which need only to be
visible as either a ship silhouette or as a blob. The via ship is any
friendly ship which can see the target ship.
The scan command can scan for; Life, Function, Beam Weapons, Missile
Weapons or do a General Scan.
SENSOR ON|OFF sensor_id
Switches a given sensor on or off. See the REPORT SENSOR function for
examples of sensor-id.
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SHIPS STRATEGIST
CLOAK ON|OFF cloak_id|ALL
This command controlls the cloaking devices on the ship. Use the
'REPORT CLOAK' command to get the names of your cloaking devices.
Eg: CLOAK ON SE
will switch on the SE cloaking device
Eg: CLOAK OFF ALL
This command will decloak the ship (switch off all cloaking devices).
DETAIL ship
Lists intelligence information about the ship given in ship. The
resultant report is shown below:
Ship class COOK CLASS
Delloits Attack Rating 104 Delloits Defence Rating 155
Ship Name LASAGNE
mission
TO PATROL THE QUADRANT
The mission is only given if the ship is in your command.
SCAN LIFE|FUNC|BEAM|MISS|GEN ship_id [via_ship_id]
Initiates a scan of the requested ship (ship_id), which need only to be
visible as either a ship silhouette or as a blob. The via ship is any
friendly ship which can see the target ship.
The scan command can scan for; Life, Function, Beam Weapons, Missile
Weapons or do a General Scan.
See SCAN under the Science Officer commands for a full description of
this command.
TAG ship
Displays the id of the ship on the main viewer.
UNTAG ship
Removes the display of id from the ship on the main viewer.
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Glossary
Clearly Visible
A starship that is visible to a sensor that can resolve the ship's
outline.
Course
A direction between 0 and 3599 in tenths of a degree.
DV
Damage Value.The amount of damage done by a weapon or stopped by the
shields. For internal damage, 1 DV - one point of damage to one
function.
Energy
An imaginary amount of energy measured in units called EU (Energy
Units).
Energy Crisis
When a ship is using more energy each turn than it is generating and
its battery is flat, it is said to be going into energy crisis.
EU
See energy.
Granularity
The amount of movement each turn.
HSU
Heat Strain Units. The warp engines of a ship that exceeds its
maximum safe speed generate excess heat measued in heat strain units.
A ship that reaches 100 HSU runs the risk of permanently damaging its
warp drive.
Ship
Throughout this document, the word ship refers to space faring ships,
i.e. starships, not vessels that float on water.
Speed
A number representing the number of TSU travelled in a two second
turn.
Tag
A note on the main console showing the ship ID of the ship
silhouette.
TSU
Time Space Unit
Visible
A starship is said to be visible if it can be detected by 1 or more
sensors of the players' ship. A starship may be visible but still
shown as a blob if it is no being detected by a sensor with good
picture resolution.
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Warp
A speed of 10 equal to the speed of light e.g. warp 2 would be a
speed of 20.
Copyright Mithril Software Pty Ltd 1993, 1994, 1995 All Rights Reserved
Copyright Mithril Software Pty Ltd Page 44
TABLE OF CONTENTS
INTRODUCTION..............................................1
Main Console..............................................2
HOW THE GAME PLAYS (OR THE COMPUTER AS A RULES LAWYER)....2
SPACE.....................................................2
DIRECTIONS................................................3
TIME......................................................3
ENERGY MANAGEMENT.........................................3
MOVEMENT..................................................4
THE MAIN DISPLAY..........................................5
TYPES OF OBJECTS..........................................5
STARSHIPS...............................................5
PLANETS.................................................6
STARBASES OR OUTPOSTS...................................6
STARS...................................................6
MISSILES................................................6
SENSORS...................................................6
CLOAKING..................................................7
MISSILES..................................................7
Granularity (or the Problem with Missiles)................8
BEAMS.....................................................10
TRANSPORTERS..............................................10
SECURITY..................................................10
SHIP'S FUNCTIONS..........................................10
COMMUNICATIONS............................................11
SHIELDS...................................................11
SCIENCE...................................................12
BRIDGE OFFICERS...........................................12
HELM OFFICER............................................12
DAMAGE CONTROL..........................................13
BEAM WEAPON.............................................13
MISSILE WEAPONS.........................................14
COMMUNICATIONS..........................................14
COMPUTER OFFICER........................................14
Copyright Mithril Software Pty Ltd Page 45
ENGINEERING.............................................15
SECURITY OFFICER .......................................15
SHIELD CONTROL..........................................15
SCIENCE.................................................15
STRATEGY OFFICER........................................16
PLAYER COMMANDS...........................................17
GENERAL COMMANDS........................................17
Helm Officer............................................27
BEAM WEAPON OFFICER.....................................30
MISSILE WEAPON OFFICER..................................32
Communications Officer..................................34
COMPUTER OFFICER........................................37
SHIPS ENGINEER..........................................37
SECURITY OFFICER........................................38
SHIELD CONTROL OFFICER..................................39
SCIENCE OFFICER.........................................40
SHIPS STRATEGIST........................................42
Glossary..................................................43