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1995-01-30
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T R E K 7 3
A Star Trek Battle Simulation
1
Trek73 is a computer-simulated battle based on the famous Star Trek
2
television series and the board game Star Fleet Battles . Via
computer terminal, you can clash with enemy battle cruisers, such as
Klingon D-7's and Romulan Sparrowhawks, and use the same strategies
that Captain Kirk has used. Like Kirk, you control a Federation vessel
similar to the Enterprise; a computer program directs the enemy.
Victory can fall into several categories:
Decisive Victory -- You completely destroy or cripple the attacking
force.
Tactical Victory -- You out-maneuver the enemy using high-speed
escapes, corbomite bluffs, `play dead' tactics; or the enemy
surrenders.
Moral Victory -- You surrender or self-destruct and destroy each
other.
All distances are measured in megameters, one million meters
(abbreviated `M'). Speed is expressed in `Warp Factors'. Each warp
3
factor equals 100M per second . All angles are expressed in common
degrees from zero to 360, measured counter-clockwise from the x-axis,
4
similar to reading a protractor. Only two dimensions are used .
Play is as follows:
__________
1. Star Trek is a registered trademark of Paramount Pictures.
2. Star Fleet Battles is a trademark held jointly by Task Force
Games and Amarillo Design Bureau.
3. Although technically incorrect, it does save the player from
having to compute cube roots.
4. This saves the player from having to work out problems in
spherical geometry.
1. You issue one of a number of commands (fire phasers, change
course, launch antimatter pods, surrender, etc.) by typing the
appropriate code number into the keyboard;
2. The enemy, under programmed instructions, issues a similar
command;
3. Both your commands are executed (phasers are fired, probes are
launched, damages are assessed, courses changed, etc.) while the
vessels move through space;
4. Unless certain end-game conditions are met (you destroy the enemy,
the enemy destroys you, your out-maneuver the enemy, you both destroy
each other, or one party surrenders) the above steps are repeated.
Appendix 1 depicts the Enterprise's power circuits.
Appendix 2 displays certain weapon and shield angles.
Appendix 3 lists certain weapon and vessel specifications.
Appendix 4 lists initial deployment of resources.
Appendix 5 contains the designer's notes.
The following is a list of codes which can be used while in the
command mode aboard your ship:
CODE COMMAND
==== =======
1 Fire Phasers
2 Fire Photon Torpedos
3 Lock Phasers Onto Target
4 Lock Tubes Onto Target
5 Manually Rotate Phasers
6 Manually Rotate Tubes
7 *Phaser Status
8 *Tube Status
9 Load/Unload Torpedo Tubes
10 Launch Antimatter Probe
11 Probe Control (Detonate, Redirect, Lock)
12 *Position Report
13 *Position Display
14 Pursue An Enemy Vessel
15 Run From An Enemy Vessel
16 Manually Change Course And Speed
17 *Damage Report
18 Scan Enemy (Damage Report Of Enemy)
19 Alter Power Distribution
20 Jettison Engineering
21 Detonate Engineering
22 Alter Torpedo And Phaser Firing Parameters
23 Attempt Defenseless Ruse
24 Attempt Corbomite Bluff(s)
25 Surrender
26 Ask Enemy to Surrender
27 Initiate Self-Destruct Sequence
28 Abort Self-Destruct
29 *Survivors Report
30 *Print Version Number
31 *Reprints Above List
*Does Not Use A Turn
Detailed Descriptions of Each Command
What follows is a detailed description of each command. Each command
is referred to by a number from 1 to 31. After the name of the command
is given, a synopsis of the arguments the command requires is given,
if any. These arguments can be entered on the command line, separated
by whitespace, if you wish. For instance, to fire phasers 1 through 4
with a spread of 15, you could type '1 1234 15' on the command line.
It should be noted that all numbers refer to parameters for the Heavy
Cruiser Class ship, and that other ships have slightly different
characteristics.
1. Fire Phasers.
[Phasers | all] [Spread]
Phasers are pure energy units which emit a beam similar to lasers, but
of a pulsating nature which can be `phased' to interfere with the wave
pattern of any molecular form. Phasers get their power from phaser
banks, which in turn, derive their power from the ship's engines. Each
phaser bank is capable of holding a charge of 10 units. When firing,
these banks discharge, similar to batteries, to spread their
destructive power through space. After discharging, these banks are
then recharged by the engines. Each phaser can be set to automatically
track a target or can be manually rotated. Unless engineering is
jettisoned (code 21), phasers only fire from 0-125 and 235-360
degrees, relative to the ship's course. In other words, each vessel
has a 110 degree blind side in back of it in which phasers cannot
fire. If phasers fired into this blind side, they would destroy the
ship's engineering section.
The Captain also designates a wide or narrow phaser beam: a wide beam
to disrupt many targets; a narrow beam to inflict maximum damage on a
single target. The maximum spread of phasers is 45 degrees, the
minimum is 10 degrees. The total beam width is twice the designated
spread.
The firing percentage of each bank is preset to 100. In other words,
the bank fully discharges when firing. This can be changed, however,
using code 22.
The maximum range of phasers is 1000M; the maximum hit factor is 45
with a ten degree spread, 10 with a forty-five degree spread. Phaser
hit factors are calculated by the following formula:
hit = (bankunits)(firing%)sqrt(1-range/1000)(45/spread)
Phasers fire in .2-second intervals starting with bank one. Phasers
inflict heavy damage and casualties, but do not destroy shields as
much as antimatter explosions do.
A phaser is unable to fire if damaged, if firing into your blind side,
or if completely discharged.
2. Fire Photon Torpedos.
[Tubes | all]
The Enterprise is equipped with six torpedo tubes, which, as phasers,
can be set to automatically track a target or be manually rotated.
Unless engineering is jettisoned, tubes only fire from 0-135 and 225-
360 degrees. Each tube fires all its antimatter pods, which are
temporarily held suspended in a magno-photon force field. Photon
torpedos can be fired directly at an enemy, laid out as a mine field,
or scattered in an attacker's path as depth charges.
Tubes must be loaded (code 9) prior to firing. Normally, torpedos are
launched at warp 12 in .2-second intervals, beginning with tube one.
Photon torpedos have a proximity fuse of 200M. All of these values can
be changed by using code 22.
Torpedos must be launched with care since the antimatter pods which
are fired can never be recovered. It is suggested that you not fire
more than four torpedos at any one