home *** CD-ROM | disk | FTP | other *** search
- .\" Copyright (c) 1980 Regents of the University of California.
- .\" All rights reserved. The Berkeley software License Agreement
- .\" specifies the terms and conditions for redistribution.
- .\"
- .\" @(#)trek 6.1 (Berkeley) 4/24/86
- .\"
- .if n .na
- .de pp
- . sp 2
- . ti +5
- ..
- .ie t .ds f \fB
- .el .ds f \fI
- .de he
- ' sp
- ' tl 'Star Trek''USD:34-%'
- 'sp 3
- ..
- .oh 'Star Trek''USD:34-%'
- .eh 'USD:34-%''Star Trek'
-
- \" .wh 0 he
- .de fo
- ' bp
- ..
- .wh -3 fo
- .sp 16
- .ce 1000
- .ie n \{\
- . tr |
- |****||||*****||||||*||||||****|
- *||||||||||*|||||||*|*|||||*|||*
- |***|||||||*||||||*****||||****|
- ||||*||||||*||||||*|||*||||*||*|
- ****|||||||*||||||*|||*||||*|||*
- .sp 2
- *****||||****|||||*****||||*|||*
- ||*||||||*|||*||||*||||||||*||*|
- ||*||||||****|||||***||||||***||
- ||*||||||*||*|||||*||||||||*||*|
- ||*||||||*|||*||||*****||||*|||*
- .sp 2
- . tr ||
- by
- .\}
- .el \{\
- . ps 24
- . vs 28p
- . ft B
- STAR
-
- TREK
-
- . ps
- . vs
- . ft
- . ft I
- by
- .f ft
- .\}
-
- Eric Allman
- University of California
- Berkeley
- .ce 0
- \".bp
- .ce
- \*fINTRODUCTION\fR
- .pp
- Well, the federation is once again at war with the Klingon empire.
- It is up to you,
- as captain of the U.S.S. Enterprise,
- to wipe out the invasion fleet and save the Federation.
- .pp
- For the purposes of the game
- the galaxy is divided into 64 quadrants
- on an eight by eight grid,
- with quadrant 0,0 in the upper left hand corner.
- Each quadrant is divided into 100 sectors
- on a ten by ten grid.
- Each sector contains one object
- (e.g., the Enterprise, a Klingon, or a star).
- .pp
- Navigation is handled in degrees,
- with zero being straight up
- and ninety being to the right.
- Distances are measured in quadrants.
- One tenth quadrant is one sector.
- .pp
- The galaxy contains starbases,
- at which you can dock to refuel,
- repair damages, etc.
- The galaxy also contains stars.
- Stars usually have a knack for getting in your way,
- but they can be triggered into going nova
- by shooting a photon torpedo at one,
- thereby (hopefully) destroying any adjacent Klingons.
- This is not a good practice however,
- because you are penalized for destroying stars.
- Also, a star will sometimes go supernova,
- which obliterates an entire quadrant.
- You must never stop in a supernova quadrant,
- although you may "jump over" one.
- .pp
- Some starsystems
- have inhabited planets.
- Klingons can attack inhabited planets
- and enslave the populace,
- which they then put to work building more Klingon battle cruisers.
- \".bp
- .ce
- \*fSTARTING UP THE GAME\fR
- .pp
- To request the game, issue the command
- .sp
- .ti +15
- .ft B
- /usr/games/trek
- .ft
- .sp
- from the shell.
- If a filename is supplied,
- a log of the game is written onto that file.
- (Otherwise, no
- file is written.)
- If the
- ``\fB\-a\fP'' flag is stated before the filename,
- the log of the game is appended to the file.
- .pp
- The game will ask you what length game
- you would like.
- Valid responses are "short", "medium", and "long".
- You may also type "restart",
- which restarts a previously saved game.
- Ideally,
- the length of the game does not affect the difficulty,
- but currently the shorter games tend to be harder than the longer ones.
- .pp
- You will then be prompted for the skill,
- to which you must respond
- "novice", "fair", "good", "expert",
- "commodore", or "impossible".
- You should start out with a novice
- and work up,
- but if you really want to see
- how fast you can be slaughtered,
- start out with an impossible game.
- .pp
- In general,
- throughout the game,
- if you forget what is appropriate
- the game will tell you what it expects
- if you just type in
- a question mark.
- \".bp
- .ce
- \*fISSUING COMMANDS\fR
- .pp
- If the game expects you to enter a command,
- .hc ^
- it will say ^"Command:\ "
- and wait for your response.
- Most commands can be abbreviated.
- .pp
- At almost any time you can type more than one thing on a line.
- For example,
- to move straight up one quadrant,
- you can type
- .ti +12
- move 0 1
- .br
- or you could just type
- .ti +12
- move
- .br
- and the game would prompt you with
- .ti +12
- Course:
- .br
- to which you could type
- .ti +12
- 0 1
- .br
- The "1" is the distance,
- which could be put on still another line.
- Also, the "move" command
- could have been abbreviated
- "mov", "mo", or just "m".
- .pp
- If you are partway through a command
- and you change your mind,
- you can usually type "-1"
- to cancel the command.
- .pp
- Klingons generally cannot hit you
- if you don't consume anything
- (e.g., time or energy),
- so some commands are considered "free".
- As soon as you consume anything though -- POW!
- .bp
- .de **
- .if \\n+l .**
- .as x *
- ..
- .de bl
- .sp
- .ie t \fB\\$1\fR
- .el \{\
- . ne 3
- . nr l \\w'\\$1' -\\w'*'
- . ds x ****
- . **
- \\*x
- . br
- * \\$1 *
- . br
- \\*x
- .\}
- .sp
- .in +8
- .nf
- ..
- .de FF
- .in -8
- .fi
- ..
- .if !\n(.V .ta \w'Full Commands: '+1
- .if \n(.V .ta \w'Full Commands: 'u
- .ce
- \*fTHE COMMANDS\fR
- .bl "Short Range Scan"
- Mnemonic: srscan
- Shortest Abbreviation: s
- Full Commands: srscan
- srscan yes/no
- Consumes: nothing
- .FF
- .pp
- The short range scan
- gives you a picture
- of the quadrant you are in,
- and (if you say "yes")
- a status report
- which tells you
- a whole bunch
- of interesting stuff.
- You can get a status report alone
- by using the
- .ul
- status
- command.
- An example follows:
- .sp
- .in +4
- Short range sensor scan
- .TS
- le1 ce1 ce1 ce1 ce1 ce1 ce1 ce1 ce1 ce1 ce1 le3 l1 l.
- 0 1 2 3 4 5 6 7 8 9
- 0 . . . . . . . * . * 0 stardate 3702.16
- 1 . . E . . . . . . . 1 condition RED
- 2 . . . . . . . . . * 2 position 0,3/1,2
- 3 * . . . . # . . . . 3 warp\ factor 5.0
- 4 . . . . . . . . . . 4 total\ energy 4376
- 5 . . * . * . . . . . 5 torpedoes 9
- 6 . . . @ . . \ . . . 6 shields down,\ 78%
- 7 . . . . . . . . . . 7 Klingons\ left 3
- 8 . . . K . . . . . . 8 time\ left 6.43
- 9 . . . . . . * . . . 9 life\ support damaged,\ reserves\ =\ 2.4
- 0 1 2 3 4 5 6 7 8 9
- .TE
- Distressed Starsystem Marcus XII
- .sp
- .in +8
- .ti -8
- The cast of characters is as follows:
- .nf
- .ta \w'E 'u
- E the hero
- K the villain
- # the starbase
- * stars
- @ inhabited starsystem
- \&. empty space
- a black hole
- .in -12
- .fi
- .ev
- .pp
- The name of the starsystem is listed underneath
- the short range scan.
- The word "distressed", if present,
- means that the starsystem
- is under attack.
- .pp
- Short range scans are absolutely free.
- They use no time, no energy,
- and they don't give the Klingons
- another chance to hit you.
- .bl "Status Report"
- Mnemonic: status
- Shortest Abbreviation: st
- Consumes: nothing
- .FF
- .pp
- This command gives you information
- about the current status
- of the game and your ship, as follows:
- .in +8
- .de qq
- .sp
- .ti -4
- ..
- .qq
- Stardate -- The current stardate.
- .qq
- Condition -- as follows:
- .in +4
- .nf
- RED -- in battle
- YELLOW -- low on energy
- GREEN -- normal state
- DOCKED -- docked at starbase
- CLOAKED -- the cloaking device is activated
- .fi
- .in -4
- .qq
- Position -- Your current quadrant and sector.
- .qq
- Warp Factor -- The speed you will move at
- when you move under warp power
- (with the
- .ul
- move
- command).
- .qq
- Total Energy -- Your energy reserves.
- If they drop to zero,
- you die.
- Energy regenerates,
- but the higher the skill of the game,
- the slower it regenerates.
- .qq
- Torpedoes -- How many photon torpedoes you have left.
- .qq
- Shields -- Whether your shields are up or down,
- and how effective they are if up
- (what percentage of a hit they will absorb).
- .qq
- Klingons Left -- Guess.
- .qq
- Time Left -- How long the Federation can hold out
- if you sit on your fat ass and do nothing.
- If you kill Klingons quickly,
- this number goes up,
- otherwise,
- it goes down.
- If it hits zero,
- the Federation is conquered.
- .qq
- Life Support -- If "active", everything is fine.
- If "damaged", your reserves tell you
- how long you have
- to repair your life support
- or get to a starbase
- before you starve, suffocate,
- or something equally unpleasant.
- .qq
- Current Crew -- The number of crew members
- left.
- This figures does not include officers.
- .qq
- Brig Space -- The space left in your brig
- for Klingon captives.
- .qq
- Klingon Power -- The number of units
- needed to kill a Klingon.
- Remember, as Klingons fire at you
- they use up their own energy,
- so you probably need somewhat less
- than this.
- .qq
- Skill, Length -- The skill and length
- of the game you are playing.
- .in -8
- .pp
- Status information is absolutely free.
- .bl "Long Range Scan"
- Mnemonic: lrscan
- Shortest Abbreviation: l
- Consumes: nothing
- .FF
- .pp
- Long range scan gives you information about the
- eight quadrants
- that surround the quadrant
- you're in.
- A sample long range scan follows:
- .sp
- .ev 1
- .in +12
- Long range scan for quadrant 0,3
- .sp
- .ie t \{\
- .TS
- l1 c1 ce1 c1 ce1 c1 ce1 c0
- l1 l s s s s s s s0
- l1 c1 ce1 c1 ce1 c1 ce1 c0
- l1 l s s s s s s s0.
- 2 3 4
- _
- ! * ! * ! * !
- _
- .T&
- l1 c1 re1 c1 re1 c1 re1 c0
- l1 l s s s s s s s0
- l1 c1 re1 c1 re1 c1 re1 c0
- l1 l s s s s s s s0.
- 0 ! 108 ! 6 ! 19 !
- _
- 1 ! 9 ! /// ! 8 !
- _
- .TE
- .\}
- .el \{\
- .nf
- 2 3 4
- -------------------
- ! * ! * ! * !
- -------------------
- 0 ! 108 ! 6 ! 19 !
- -------------------
- 1 ! 9 ! /// ! 8 !
- -------------------
- .fi
- .\}
- .ev
- .pp
- The three digit numbers
- tell the number of objects
- in the quadrants.
- The units digit tells the number of stars,
- the tens digit the number of starbases,
- and the hundreds digit is the number of Klingons.
- "*" indicates the negative energy barrier
- at the edge of the galaxy,
- which you cannot enter.
- "///" means that that is a supernova quadrant
- and must not be entered.
- .bl "Damage Report"
- Mnemonic: damages
- Shortest Abbreviation: da
- Consumes: nothing
- .FF
- .pp
- A damage report tells you what devices are damaged
- and how long it will take to repair them.
- Repairs proceed faster
- when you are docked
- at a starbase.
- .bl "Set Warp Factor"
- Mnemonic: warp
- Shortest Abbreviation: w
- Full Command: warp factor
- Consumes: nothing
- .FF
- .pp
- The warp factor tells the speed of your starship
- when you move under warp power
- (with the
- .ul
- move
- command).
- The higher the warp factor,
- the faster you go,
- and the more energy you use.
- .pp
- The minimum warp factor is 1.0
- and the maximum is 10.0.
- At speeds above warp 6
- there is danger of the warp engines
- being damaged.
- The probability of this
- increases at higher warp speeds.
- Above warp 9.0 there is a chance of entering
- a time warp.
- .bl "Move Under Warp Power"
- Mnemonic: move
- Shortest Abbreviation: m
- Full Command: move course distance
- Consumes: time and energy
- .FF
- .pp
- This is the usual way of moving.
- The course is in degrees and the distance is in quadrants.
- To move one sector specify a distance of 0.1.
- .pp
- Time is consumed proportionately to
- the inverse of the warp factor squared,
- and directly to the distance.
- Energy is consumed as the warp factor cubed,
- and directly to the distance.
- If you move with your shields up
- it doubles the amount of energy consumed.
- .pp
- When you move in a quadrant containing Klingons,
- they get a chance to attack you.
- .pp
- The computer detects navigation errors.
- If the computer is out,
- you run the risk of running into things.
- .pp
- The course is determined by the
- Space Inertial Navigation System
- [SINS].
- As described in
- Star Fleet Technical Order TO:02:06:12,
- the SINS is calibrated,
- after which it becomes the base for navigation.
- If damaged,
- navigation becomes inaccurate.
- When it is fixed,
- Spock recalibrates it,
- however,
- it cannot be calibrated extremely accurately
- until you dock at starbase.
- .bl "Move Under Impulse Power"
- Mnemonic: impulse
- Shortest Abbreviation: i
- Full Command: impulse course distance
- Consumes: time and energy
- .FF
- .pp
- The impulse engines give you a chance to maneuver
- when your warp engines are damaged;
- however, they are incredibly slow
- (0.095 quadrants/stardate).
- They require 20 units of energy to engage,
- and ten units per sector to move.
- .pp
- The same comments about the computer and the SINS
- apply as above.
- .pp
- There is no penalty to move under impulse power
- with shields up.
- .bl "Deflector Shields"
- Mnemonic: shields
- Shortest Abbreviation: sh
- Full Command: shields up/down
- Consumes: energy
- .FF
- .pp
- Shields protect you from Klingon attack
- and nearby novas.
- As they protect you,
- they weaken.
- A shield which is 78% effective
- will absorb 78% of a hit
- and let 22% in to hurt you.
- .pp
- The Klingons have a chance to attack you
- every time you raise or lower shields.
- Shields do not rise and lower
- instantaneously,
- so the hit you receive
- will be computed with the shields
- at an intermediate effectiveness.
- .pp
- It takes energy to raise shields,
- but not to drop them.
- .bl "Cloaking Device"
- Mnemonic: cloak
- Shortest Abbreviation: cl
- Full Command: cloak up/down
- Consumes: energy
- .FF
- .pp
- When you are cloaked,
- Klingons cannot see you,
- and hence they do not fire at you.
- They are useful for entering
- a quadrant
- and selecting a good position,
- however,
- weapons cannot be fired through
- the cloak
- due to the huge energy drain
- that it requires.
- .pp
- The cloak up command
- only starts the cloaking process;
- Klingons will continue
- to fire at you
- until you do something
- which consumes time.
- .bl "Fire Phasers"
- Mnemonic: phasers
- Shortest Abbreviation: p
- Full Commands: phasers automatic amount
- phasers manual amt1 course1 spread1 ...
- Consumes: energy
- .FF
- .pp
- Phasers are energy weapons;
- the energy comes from your ship's reserves
- ("total energy" on a srscan).
- It takes about 250 units of hits
- to kill a Klingon.
- Hits are cumulative as long as you stay
- in the quadrant.
- .pp
- Phasers become less effective
- the further from a Klingon you are.
- Adjacent Klingons receive about
- 90% of what you fire,
- at five sectors about 60%,
- and at ten sectors about 35%.
- They have no effect outside of the quadrant.
- .pp
- Phasers cannot be fired while shields are up;
- to do so would fry you.
- They have no effect on starbases or stars.
- .pp
- In automatic mode
- the computer decides how to divide up the energy
- among the Klingons present;
- in manual mode you do that yourself.
- .pp
- In manual mode firing
- you specify a direction,
- amount (number of units to fire)
- and spread (0 -> 1.0)
- for each of the six phaser banks.
- A zero amount
- terminates the manual input.
- .bl "Fire Photon Torpedoes"
- Mnemonic: torpedo
- Shortest Abbreviation: t
- Full Command: torpedo course [yes/no] [burst angle]
- Consumes: torpedoes
- .FF
- .pp
- Torpedoes are projectile weapons -- there are no partial hits.
- You either hit your target or you don't.
- A hit on a Klingon destroys him.
- A hit on a starbase destroys that starbase
- (woops!).
- Hitting a star usually causes it to go nova,
- and occasionally supernova.
- .pp
- Photon torpedoes cannot be aimed precisely.
- They can be fired with shields up,
- but they get even more random
- as they pass through the shields.
- .pp
- Torpedoes may be fired in bursts of three.
- If this is desired,
- the burst angle is the angle
- between the three shots,
- which may vary from one to fifteen.
- The word "no"
- says that a burst is not wanted;
- the word "yes"
- (which may be omitted
- if stated on the same line as the course)
- says that a burst is wanted.
- .pp
- Photon torpedoes
- have no effect
- outside the quadrant.
- .bl "Onboard Computer Request"
- Mnemonic: computer
- Shortest Abbreviation: c
- Full Command: computer request; request;...
- Consumes: nothing
- .FF
- .pp
- The computer command gives you access to the facilities
- of the onboard computer,
- which allows you to do all sorts of fascinating stuff.
- Computer requests are:
- .in +8
- .qq
- score -- Shows your current score.
- .qq
- course quad/sect -- Computes the course and distance from wherever
- you are to the given location.
- If you type "course /x,y"
- you will be given the course
- to sector x,y in the current quadrant.
- .qq
- move quad/sect -- Identical to the course
- request,
- except that the move is executed.
- .qq
- chart -- prints a chart of the known galaxy,
- i.e.,
- everything that you have seen with a long range scan.
- The format is the same as on a long range scan,
- except that "..." means
- that you don't yet know what is there,
- and ".1." means that you know that a starbase
- exists, but you don't know anything else.
- "$$$" mans the quadrant
- that you are currently in.
- .qq
- trajectory -- prints the course and distance
- to all the Klingons in the quadrant.
- .qq
- warpcost dist warp_factor -- computes the cost in time and energy
- to move `dist' quadrants at warp `warp_factor'.
- .qq
- impcost dist -- same as warpcost for impulse engines.
- .qq
- pheff range -- tells how effective your phasers are
- at a given range.
- .qq
- distresslist -- gives a list of currently distressed
- starbases
- and starsystems.
- .in -8
- .pp
- More than one request may be stated
- on a line
- by separating them
- with semicolons.
- .bl "Dock at Starbase"
- Mnemonic: dock
- Shortest Abbreviation: do
- Consumes: nothing
- .FF
- .pp
- You may dock at a starbase
- when you are in one of the eight
- adjacent sectors.
- .pp
- When you dock you are resupplied
- with energy, photon torpedoes, and life support reserves.
- Repairs are also done faster at starbase.
- Any prisoners you have taken
- are unloaded.
- You do not receive points
- for taking prisoners
- until this time.
- .pp
- Starbases have their own deflector shields,
- so you are safe from attack while docked.
- .bl "Undock from Starbase"
- Mnemonic: undock
- Shortest Abbreviation: u
- Consumes: nothing
- .FF
- .pp
- This just allows you to leave starbase
- so that you may proceed on your way.
- .bl "Rest"
- Mnemonic: rest
- Shortest Abbreviation: r
- Full Command: rest time
- Consumes: time
- .FF
- .pp
- This command allows you to rest to repair damages.
- It is not advisable to rest while under attack.
- .bl "Call Starbase For Help"
- Mnemonic: help
- Shortest Abbreviation: help
- Consumes: nothing
- .FF
- .pp
- You may call starbase for help via your subspace radio.
- Starbase has long range transporter beams to get you.
- Problem is,
- they can't always rematerialize you.
- .pp
- You should avoid using this command unless absolutely necessary,
- for the above reason and because it counts heavily against you
- in the scoring.
- .bl "Capture Klingon"
- Mnemonic: capture
- Shortest Abbreviation: ca
- Consumes: time
- .FF
- .pp
- You may request that a Klingon surrender
- to you.
- If he accepts,
- you get to take captives
- (but only as many as your brig
- can hold).
- It is good if you do this,
- because you get points for captives.
- Also,
- if you ever get captured,
- you want to be sure that the Federation
- has prisoners to exchange for you.
- .pp
- You must go to a starbase
- to turn over your prisoners
- to Federation authorities.
- .bl "Visual Scan"
- Mnemonic: visual
- Shortest Abbreviation: v
- Full Command: visual course
- Consumes: time
- .FF
- .pp
- When your short range scanners are out,
- you can still see what is out "there"
- by doing a visual scan.
- Unfortunately,
- you can only see three sectors at one time,
- and it takes 0.005 stardates to perform.
- .pp
- The three sectors in the general direction
- of the course specified
- are examined
- and displayed.
- .bl "Abandon Ship"
- Mnemonic: abandon
- Shortest Abbreviation: abandon
- Consumes: nothing
- .FF
- .pp
- The officers escape the Enterprise in the shuttlecraft.
- If the transporter is working
- and there is an inhabitable starsystem
- in the area,
- the crew beams down,
- otherwise you leave them to die.
- You are given an old but still usable ship,
- the Faire Queene.
- .bl "Ram"
- Mnemonic: ram
- Shortest Abbreviation: ram
- Full Command: ram course distance
- Consumes: time and energy
- .FF
- .pp
- This command is identical to "move",
- except that the computer
- doesn't stop you
- from making navigation errors.
- .pp
- You get very nearly slaughtered
- if you ram anything.
- .bl "Self Destruct"
- Mnemonic: destruct
- Shortest Abbreviation: destruct
- Consumes: everything
- .FF
- .pp
- Your starship is self-destructed.
- Chances are you will destroy
- any Klingons
- (and stars,
- and starbases)
- left in your quadrant.
- .bl "Terminate the Game"
- Mnemonic: terminate
- Shortest Abbreviation: terminate
- Full Command: terminate yes/no
- .FF
- .pp
- Cancels the current game.
- No score is computed.
- If you answer yes,
- a new game will be started,
- otherwise trek exits.
- .bl "Call the Shell"
- Mnemonic: shell
- Shortest Abbreviation: shell
- .FF
- .pp
- Temporarily escapes to the shell.
- When you exit the shell
- you will return to the game.
- \".bp
- .ce
- \*fSCORING\fR
- .in +4
- .pp
- The scoring algorithm is rather complicated.
- Basically,
- you get points for each Klingon you kill,
- for your Klingon per stardate kill rate,
- and a bonus if you win the game.
- You lose
- points for the number of Klingons left
- in the galaxy
- at the end of the game,
- for getting killed,
- for each star, starbase, or inhabited starsystem
- you destroy,
- for calling for help,
- and for each casualty you incur.
- .pp
- You will be promoted
- if you play very well.
- You will never get a promotion if you
- call for help,
- abandon the Enterprise,
- get killed,
- destroy a starbase or inhabited starsystem,
- or destroy too many stars.
- .bp
- .ce 1
- \*fCOMMAND SUMMARY\fP
- .TS
- l l l.
- Command Requires Consumes
-
- \*fabandon\fR shuttlecraft, -
- transporter
- \*fca\fRpture subspace radio time
- \*fcl\fRoak \*fu\fRp/\*fd\fRown cloaking device energy
- \*fc\fRomputer request; ... computer -
- \*fda\fRmages - -
- \*fdestruct\fR computer -
- \*fdo\fRck - -
- \*fhelp\fR subspace radio -
- \*fi\fRmpulse course distance impulse engines, time, energy
- computer, SINS
- \*fl\fRrscan L.R. sensors -
- \*fm\fRove course distance warp engines, time, energy
- computer, SINS
- \*fp\fRhasers \*fa\fRutomatic amount phasers, computer energy \*fp\fRhasers \*fm\fRanual
- \ \ amt1 course1 spread1 ... phasers energy
- \*ft\fRorpedo course [\*fy\fRes] angle/\*fn\fRo torpedo tubes torpedoes
- \*fram\fR course distance warp engines, time, energy
- computer, SINS
- \*fr\fRest time - time
- \*fshell\fR - -
- \*fsh\fRields \*fu\fRp/\*fd\fRown shields energy
- \*fs\fRrscan [\*fy\fRes/\*fn\fRo] S.R. sensors -
- \*fst\fRatus - -
- \*fterminate\fR \*fy\fRes/\*fn\fRo - -
- \*fu\fRndock - -
- \*fv\fRisual course - time
- \*fw\fRarp warp_factor - -
- .TE
-