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-
- * * * * * * * * ENTERPRISE MOVEMENT (COMMAND 1) * * * * * * * *
-
- This is how you move the ENTERPRISE from one place to another.
- If you do a short range scan (2), you will notice that you are
- somewhere in a ten by ten matrix that shows the contents of the
- quadrant you are in. The distance between points on the short
- range scan is 1 parsec. At a speed of warp 1 you will be
- travelling at the rate of 1 parsec/starminute. A starminute in
- real time will be the number of seconds printed out as the timing
- factor at the start above.
- To choose the proper bearing, keep the following points in mind:
- 1. 90 degress is straight up.
- 2. 180 degrees is to the left.
- 3. Bearings outside the 0-360 range will be automatically
- readjusted.
- 4. Acceleration and deceleration are at the rate of .25 P/SM/SM.
- 5. The ship's position in the quadrant you are in is such that
- 0 degrees is the direction of increasing X values and
- 90 degrees is the direction of increasing Y values for
- coordinates.
- 6. At speeds of WARP 1 and higher, the only mishap that can occur
- is running off the edge of the galactic sector. no collisions!
- However, you can only engage the enemy at speeds below 1.
- 7. When you leave a quadrant, the following things happen:
- A. Anything you left behind (shuttlecraft, troops, etc.) is
- deleted.
- B. Enemy vessels and starbases left behind return to their
- original, undamaged state(unless they were destroyed).
- Note that this means that enemy vessels that you
- captured and didn't destroy will be recaptured by the enemy!
- C. If you reenter the quadrant later, do not expect objects to
- be in the same place you left them. A ghostship may or
- may not still be there.
- 8. Finally, acceleration uses energy, so conserve it!
- 9. When you reach your desired speed and bearing, your engines shut
- down. The effects are:
- A. If there is a black hole in the quadrant, you will accelerate
- towards it (and speed up or slow down depending on your final
- course), but your changes in speed will not be reported or
- corrected.
- B. If your warp and or impulse drives are damaged, you don't
- slow down but continue to drift at your present speed (this
- means that if you are moving, and both drives are damaged,
- there is no way you can stop short of a collision or
- leaving the galaxy).
-
- * * * * * * * * SHORT RANGE SCAN (COMMAND 2) * * * * * * * * *
-
- The short range scan tells you about the quadrant you are presently
- occupying. X coordinates increase to the right (bearing: 0) and Y
- coordinates to the top (bearing: 90). Each object in the quadrant
- is abbreviated by a letter and may be followed by a number to
- distinguish it from other objects of the same type.
- Abbreviations are:
- E - ENTERPRISE
- G - GHOST
- K - KLINGON
- R - ROMULAN
- S - SHUTTLECRAFT
- T - TORPEDO
- * - STAR
- . - EMPTY SPACE
- - BLACK HOLE.
- When two or more objects occupy approximate positions, only one
- will be shown. Although all objects are displayed on integral
- coordinates, only a short range track (15) can tell you the exact
- position of moving objects. For most purposes, though, the
- difference will not be significant.
-
- * * * * * * * * * LONG RANGE SCAN (COMMAND 3) * * * * * * * * *
-
- The long range scan tells you what is in yours and the immediately
- surrounding quadrants. Each quadrant is described by a four digit
- number:
- 1. 1's place - The number of stars in the quadrant.
- 2. 10's place - The number of starbases in the quadrant.
- 3. 100's place - The number of Klingons in the quadrant.
- 4. 1000's place - The number of Romulans in the quadrant.
- Your quadrant is the one in the center of the long range scan
- (unless you are on the edge of the galactic sector, in which
- case a galactic update (16) will show your position.)
-
- * * * * * * * * * * * PHASERS (COMMAND 4) * * * * * * * * * * *
-
- Phasers fire along the axis of the ship, either FWD or REAR
- (present brng+180 deg.). Their strength attenuates with distance
- and bearing away from the direction fired. Unit effectiveness
- (where 100 units of energy will produce a 100 unit hit)
- occurs at a distance of 2.24 parsecs (and directly in line with
- your present bearing. Phasers act instantaneously against all
- targets in their path.
-
- * * * * * * * * PHOTON TORPEDOES (COMMAND 5) * * * * * * * * *
-
- Photon torpedoes will destroy whatever they hit execpt starbases,
- shuttlecraft, black holes, nucleonic storms, and the ENTERPRISE.
- Your torps are fired with a velocity of .4 P/SM in the direction
- you give if the ship is not moving, but if it is moving, their
- velocity will be the vector sum of your velocity and the velocity
- they would have if your were not moving. Torps levaing the
- quadrant are destroyed.
- If you are hit by a photon torpedo, the strength of the hit will
- depend on how close the torp was when it detonated (this can
- range from 75 to 175). Torpedos cannot be accidentally detonated
- by the vessel which fired them, so you don't have to worry about
- running into your own torpedos. Shuttlecraft and starbases
- are unaffected by torpedos (a torp can be fired right through the
- position a shuttlecraft occupies, but will explode harmlessly
- when striking a starbase).
-
- * * * * * * * * * PULSIVE BEAMS (COMMAND 6) * * * * * * * * * *
-
- Pulsive beams serve two purposes. Either to pull in a ghostship,
- or to push away a Klingon. In the former case, you will be docked
- with the ghostship if your shields are down (otherwise there will
- be a collision!) and the ghostship will be destroyed, while in the
- latter case, the Klingon will be pushed away a distance dependent
- on the amount of energy you expended. 150 units of energy at a
- distance of 2 parsecs will move a Klingon 1 parsec farther away.
- Energy required increases with the square of distance.
-
- * * * * * * * * * * * TRAVEL (COMMAND 7) * * * * * * * * * * *
-
- This command is useful for waiting for things to happen. It causes
- the game to proceed with normal activities (E.G. - damage repair,
- movement, shuttlecraft exploration) without interrupting you for
- commands for the specified number of starminutes.
-
- * * * * * * * * * STATUS REPORT (COMMAND 8) * * * * * * * * * *
-
- This command provides information about the ship's present status
- such as course, torpedos left, and technological improvements found
- to date.
-
- * * * * * * * * * DAMAGE REPORT (COMMAND 9) * * * * * * * * * *
-
- You may assign damage control personnel with this command, or list
- extent of damage suffered + any fatalities. The time it will take
- your crew to repair the damage is given in stardays. If a truce
- is in effect, it will take only 1/3 as long. A starbase may have
- replacements for your crew and troops, in addition to being able
- to repair your damage quicker than your crew could.
-
- * * * * * * EVASIVE MANEUVERS (COMMAND 10 AND 11) * * * * * * *
-
- Evasive maneuvers are used for changing bearing instantaneously.
- They use 200 units of energy if P or S, and use 300 units if R.
- If your warp drive is damaged, these amounts will be 500 and 750
- units respectively. You cannot do emergency evasive maneuvers
- if your warp drive is damaged. The desired speed is set to .55
- for evasive maneuvers or 1.1 if emergency evasive maneuvers.
- Port is left (+90 DEGREES) and starboard is right (-90 DEGREES).
-
- * * * * * * * * RAISE DEFLECTORS (COMMAND 12) * * * * * * * * *
-
- Raising your deflectors is very important as it prevents you from
- sustaining damage in battle. A good amount to put in is 1/3 of
- your total energy. If you should need it later on, you can get
- it back with a 13 command or only part of it with a 12 command
- and a negative number.
-
- * * * * * * * * LOWER DEFLECTORS (COMMAND 13) * * * * * * * * *
-
- This returns any energy in your shields to the ship's energy banks.
- Energy in the ship's energy banks is used for maneuvering,
- evasive actions, phasers, pulsive beams, and life support.
- If this amount falls to zero, the game is ended unless there is
- still energy in your deflectors, in this case your deflectors are
- automatically dropped and the energy returned to the energy banks.
-
- * * * * * * * * PROPOSE TRUCE (COMMAND 14) * * * * * * * * * *
-
- You may propose a truce only to enemy vessels in your quadrant. It
- will be accepted only if the enemy is badly damaged. A truce stops
- all activities except damage repair and shuttlecraft exploration
- until you break it, which you can do by issuing a 1, 4, 5,
- 6 (repulsor), 10, 11, or 19 (only if to an enemy vessel) command.
- The enemy will not accept a truce if you have troops on board an
- uncaptured enemy vessel (I.E. - if there is still fighting going
- on).
-
- * * * * * * * SHORT RANGE TRACK (COMMAND 15) * * * * * * * * *
-
- A short range track gives you the position and speed and heading
- of the ENTERPRISE + any Klingons,Torpedos,or ghostships in the
- quadrant. Torps fired by the enterprise (and by captured Romulans)
- will have negative beraings - add 360 to get the actual bearing.
- Torps fired by ghostships will have bearings in the 360-720 range -
- subtract 360 to get the actual bearing.
-
- * * * * * * * * GALACTIC UPDATE (COMMAND 16) * * * * * * * * *
-
- This displays the entire galactic sector, but only shows information
- on quadrants that you have seen. Interpret it the same way as the#
- long range scan. A -1 means you haven't seen that quadrant. Note
- that this displays the contents of the quadrants as last seen by
- you with a long or short range scan, not as they are now. The
- enemy will be moving from quadrant to quadrant regardless of where
- you are fighting, but stars and starbases will not.
-
- * * * * * * * * * PLOT BEARING (COMMAND 17) * * * * * * * * * *
-
- This gives the bearing, radius, and distance from the ENTERPRISE of
- non-moving objects (except enemy vessels) if you are below warp 1.
- If in hyperspace, plot bearing tells you which quadrants contain
- starbases, and black holes if you been in the quadrants that
- contain holes. Stars have variable radii ranging from .25 to .99
- parsec. Bases have a radius of .7 parsec.
-
- * * * * * * * * * SELF DESTRUCT (COMMAND 18) * * * * * * * * *
-
- To be used only in direst emergency. It ends the game while
- destroying anything in the quadrant you are in. The code word is
- your password.
-
- * * * * * * * * * TRANSPORTERS (COMMAND 19) * * * * * * * * * *
-
- Transporters are used to beam troops (not crew) from one place to
- another. You can beam them aboard enemy vessels in an attempt to
- capture them, or aboard ghostships to activate their weapons,
- or from starbases to supplement your own troops (+ other
- possibilities). It costs energy to transport troops from one place
- to another energy used = men beamed * 0.1 * distance (in parsecs)
- beamed.
-
- * * * * * * * * * COMMUNICATIONS (COMMAND 20) * * * * * * * * *
-
- This command is used to communicate with ghostships, starbases,
- or enemy vessels you have captured with your troops. You can
- instruct them to fire their weapons, report on damage or status,
- raise deflectors (ghostship only), change course, self destruct,
- or, in the case of bases, plot bearings.
-
- * * * * * * * * * SHUTTLECRAFT (COMMAND 21) * * * * * * * * * *
-
- Shuttlecraft are used solely for exploring star systems within a
- quadrant. They are the only vessels which can approach a star
- without being destroyed. On return from their exploratory
- missions, you will be informed of their findings, which may range
- from virulent diseases which will decimate your crew, to
- technological improvements which will increase your fighting
- capability. You have 2 shuttlecraft, but only 1 may be used at a
- time. A starbase may have a replacement for one of them if you
- are lucky.
-
- * * * * * * * * * * COMPUTER (COMMAND 22) * * * * * * * * * * *
-
- The ship's computer can tell you such things as the amount of time it
- will take a shuttlecraft to complete its mission, the amount of
- energy it will take to pull in a ghostship at this distance, where
- a black hole in the quadrant will take you if you are captured by
- it, or the current ranks of all starship captains.
-
- * * * * * * * * * AUTOPILOT (COMMAND 23) * * * * * * * * * * *
-
- This command not implemented yet.
-
- * * * * * * * * CALCULATE ORBIT (COMMAND 24) * * * * * * * * *
-
- This command not implemented yet.
-
- * * * * * * * * * * BEARING (COMMAND 1.1) * * * * * * * * * * *
-
- Enter a number in the 0-360 range indicating the bearing in degrees
- you desire to travel. Course changes occur at the rate of
- 45 DEG/SM (20 DEG/SM when using impulse drive). The ENTERPRISE
- will turn in the direction of the shortest arc between the present
- bearing and the desired bearing. Remember that a change in bearing
- while moving consumes energy just as a change in speed would. Your
- present bearing is given in parentheses.
-
- * * * * * * * * * * SPEED (COMMAND 1.2) * * * * * * * * * * * *
-
- Enter your desired speed (it will be in parsecs per starminute).
- Acceleration is at the rate of .25 P/SM/SM (.1 P/SM/SM if using
- impulse drive). At speeds of warp 1 and higher you are in
- hyperspace and will not collide with objects. Certain commands are
- impossible when in hyperspace, these are 2,4,5,6,10,11,14,15,19,20,
- 21, and 22 commands. Travelling faster than warp 3 is dangerous as
- you may not be able to decelerate in time to avoid leaving the
- galaxy. Maximum docking speed with a starbase is .2 P/SM. Your
- present speed is given in parentheses.
-
- * * * * * * * * * DIRECTION (COMMAND 4.1) * * * * * * * * * * *
-
- Type "F" for forward, "R" for rear. Phasers are most effective along
- the axis the ship is pointed (either forward or rear), but your
- two phaser banks can cover all 360 degrees. If the enemy you are
- firing at is behind some other object, such as a star or another
- enemy, that enemy will be shielded from your fire to some extent.
-
- * * * * * * * * ENERGY AMOUNT (COMMAND 4.2) * * * * * * * * * *
-
- Energy for phasers is drawn from the ship's energy banks (the amount
- available is shown in parens). Energy in your deflectors is not
- available unless you first do a 12 or 13 command. It takes a 300
- unit hit to destroy a Klingon, and a 400 unit hit for a Romulan.
- It may take more if you don't get him with your first shot as he
- will be repairing the damage in the interim. Your phasers are also
- causing casualties to his crew (which are not replaces as long
- as you are in the same quadrant), and if you have troops on board
- fighting, they may be affected by your fire also. Once you have
- captured an enemy vessel, however, your phasers can't harm it.
-
- * * * * * * * * TORPEDO NUMBER (COMMAND 5.1) * * * * * * * * *
-
- You may fire any number of torpedos in one command up to the number
- you have on board. However, torps are fired at the rate of 1 per
- starminute, (unless improved by exploring), not all simultaneously.
- if the resultant velocity of a torpedo (vector sub of torp veloctiy
- and ship's velocity) is warp 1 or higher, the torp "dissappears"
- into hyperspace.
-
- * * * * * * * * TORPEDO BEARING (COMMAND 5.2) * * * * * * * * *
-
- Bearing must be in the range 0-359 degrees. Don't forget to take into
- account the ship's velocity. For example, if you are traveling at
- warp .4 at 30 deg. and fire a torp with a given bearing of 0 deg.,
- the actual bearing of the torp will be 15 deg. (unless torp speed
- increased by exploring).
-
- * * * * * * * * * BEAM TYPE (COMMAND 6.1) * * * * * * * * * * *
-
- Tractor (T) beams act only on ghostships and are the sole means of
- docking with them and transferring their energy and torps (if any)
- to the ENTERPRISE. Your shields must be down when docking or a
- collision will result. Since the energy required to bring in the
- ghostship is calculated automatically, be careful of trying to dock
- with distant ghostships as the amount of energy required varies as
- the square of the distance. For example, 100 units of energy will
- be required at a distance of 2 parsecs, but 1600 will be required
- at a distance of 8 parsecs. A 22 command can tell you how much
- energy exactly it will take to pull in a ghostship.
- Repulsor (R) beams act only on the Klingon you specify and will push
- it away along the line between you and it.
-
- * * * * * * * * ENERGY AMOUNT (COMMAND 6.2) * * * * * * * * * *
-
- The distance the Klingon will be moved depends on the amount of energy
- you expend and its present distance from you. If you plan things
- right, you can push him into a star or out of the galaxy.
-
- * * * * * * * * KLINGON TO MOVE (COMMAND 6.3) * * * * * * * * *
-
- If there is more than one Klingon in the quadrant for your pulsive
- beams to lock onto, you must select one of them. This condition
- arises even if there is only one Klingon left and there used to be
- more but they were destroyed. The number should correspond to the
- number of the Klingon on your scan that you want to repulse.
-
- * * * * * * * * * TRAVEL TIME (COMMAND 7.1) * * * * * * * * * *
-
- This merely speeds up the computer's internal clock so that the number
- of starminutes you specify will pass in the normal number of
- starminutes between commands. Can be dangerous to use when you are
- moving, as you won't be able to do anything else for that number of
- starminutes.
-
- * * * * * * * * DAMAGE CONTROL (COMMAND 9.1) * * * * * * * * *
-
- The two possibilities are "R" for report and "P" for reassignment of
- damage control crews.
-
- * * * * * * * * DAMAGE REPAIR (COMMAND 9.2) * * * * * * * * * *
-
- By assigning a percentage of your crew to repairing specific damage,
- you can speed up or slow down the rate of repair of that damage.
- You should enter up to 10 integers, separated by commas and
- terminated by a slash, which should sum to <= 100. The positions
- of the integers in the input string correspond to the numbers of
- the damaged items.
- For instance, if phasers, sr scan, and w drive are all damaged,
- to repair only w drave and sr scan type 50,,,,,50/ (this would
- assign 50 % of your repair crews to each item). To repair sr scan
- only, type ,,,,,,100/. If only one item is damaged, you don't have
- to assign damage control personnel, as any unassigned personnel
- (or those assigned to non-damaged items) are automatically
- reassigned equally to damaged items. For instance, if your
- priorities are 10,20,30,40,0,0,0,0,0,0 and w drive and sr scan are
- damaged, 55 % will be assigned to w drive and 45 % to sr scan. If
- w drive and phasers were damaged 40 % would be assigned to w drive
- and 60 % to phasers.
-
- * * * * * * DAMAGE REPAIR AT BASES (COMMAND 9.3) * * * * * * *
-
- Enter the numbers of the items you want repaired separated by commas
- and terminated by a slash. If you want none repaired, type "-1/".
- repair rate is 3-10 times faster than if your crew were assigned
- to repair that item.
-
- * * * * * EMERGENCY MANEUVERS (COMMAND 10.1 or 11.1) * * * * *
-
- Course change is instantaneous by +90, -90, or 180 degrees (P, S, or R
- respectively). 200 - 300 (if command 11 500 - 750) units of energy
- are consumed by this maneuver. If command 11 is used, your
- acceleration will be temporarily doubled, but it may damage your
- warp drive engines. If this occurs, you will continue to drift at
- your present speed (1.1). If both drives are dead, you will
- continue to drift and be unable to come to a stop or change course!
-
- * * * * * * * * ENERGY AMOUNT (COMMAND 12.1) * * * * * * * * *
-
- A positive number adds energy to your deflectors, while a negative
- number returns that anount to your main energy banks. If you get
- a condition red when entering a quadrant, better raise your
- deflectors quick! Warning messages will appear if your defelectors
- are getting low during battle.
-
- * * * * * * * * SELF DESTRUCT (COMMAND 18.1) * * * * * * * * *
-
- The code word required to initiate the auto-destruct sequence is your
- password. Once started, this sequence can't be interrupted by any
- means!
-
- * * * * * * * * TRANSPORT FROM (COMMAND 19.1) * * * * * * * * *
-
- Valid "from" designations are: E, B, G, K, and R. G, R, and K can be
- used only if you have at some point beamed troops over to them.
- A starbase may or may not have additional troops for you. If you
- type K or R you must follow it with its number as shown on your
- short range scan.
-
- * * * * * * * * TRANSPORT RATE (COMMAND 19.2) * * * * * * * * *
-
- Transport rate is 40 troops/starminute (unless increased by exploring)
- The more men you send over to an enemy vessel, the better chance
- you have of capturing it with fewer casualties. Size of crew on
- enemy vessels can range from 75 to 200 and at odds of less than 1-1
- you will probably not capture it. Once you have captured it, it
- will respond to your commands via a 20 command, but the speed of
- response will depend on how many men you have on board at the time.
-
- * * * * * * * * TRANSPORT TO (COMMAND 19.3) * * * * * * * * * *
-
- Valid "to" designations are E, G, K, or R. In the case of K or R
- destination, you must follow the letter by the number to tell which
- vessel to use (even if there is only one in the quadrant). If the
- vessel you have troops on leaves the quadrant or is destroyed, the
- troops on board are lost also.
-
- * * * * * * * CLOAKING DEVICE (COMMAND 19.4) * * * * * * * * *
-
- You must guess the X and Y coordinates of a Romulan using the
- cloaking device. He is invisible to your short range sensors.
- If you guess correctly and capture him in the subsequent battle,
- you will also capture the cloaking device. Enter 2 integers
- separated by a comma.
-
- * * * * * * * * COMMUNICATIONS (COMMAND 20.1) * * * * * * * * *
-
- You can attempt to communicate with B, G, K, or R. In the latter two
- cases, follow the letter designation with the appropriate number.
- If there are other enemy vessels in the quadrant, your message may
- be intercepted or jammed. You can only communicate with ghostships
- or vessels you have captured with your troops.
-
- * * * * * * * * * MESSAGES (COMMAND 20.2) * * * * * * * * * * *
-
- The following matrix shows the possible messages:
- K - status report, damage report, fire phaser, change course,
- self destruct
- R - status report, damage report, fire torpedos, self destruct
- G - status report, damage report, fire phasers, fire torpedos,
- change course, raise or lower deflectors, self destruct
- B - status report, plot bearing
- Ghostships have only the forward phaser bank, and will fire with 100
- units of energy (if they have that much left). Klingons have 4
- phaser banks and will fire all 4 at once against any other K or R
- (non-captured) in the quadrant. Klingons only have to be told to
- fire their phasers once. They will keep firing every 3 to 5
- starminutes until they are destroyed. With ghostships, the various
- facilities (phasers, torpedos, deflectors, or impulse drive) may
- be dead, in which case the troops you have beamed over will
- attempt to repair them (repair rate depends on how many men are on
- board). Note that if you order a vessel to self destruct, this
- will automatically first beam back any of your troops that were
- aboard it. You will not be able to use your transporters while
- this automatic beam back is occurring (nor can you cancel it), but
- you can order a vessel to self destruct even if your transporters
- are in use at the time. A message will be printed telling you the
- number of starminutes to destruct. This command is useful for
- adding captured enemy vessels to your victory total.
-
- * * * * * * * * * * BEARING (COMMAND 20.3) * * * * * * * * * *
-
- Klingons change course at the rate of 30 deg/sm, ghostships only turn
- at 10 deg/sm. To get the old bearing, it is necessary to do a
- short range track (15) or get a status report for it.
-
- * * * * * * * * * * SPEED (COMMAND 20.4) * * * * * * * * * * *
-
- Klingons change speed at .2 P/SM/SM, ghostships at .1 P/SM/SM.
- Maximum speed is .5 for K, .35 for G. Note that if a captured
- enemy leaves the quadrant, it is immediately recaptured by the
- enemy. Klingons leaving the galaxy and ghostships leaving the
- quadrant are destroyed.
-
- * * * * * * * * * TORPEDOS (COMMAND 20.5) * * * * * * * * * * *
-
- Romulan torp velocity is .55 P/SM. You can fire up to 5 torps with
- one command from Romulans and ghostships. Input up to 5 bearings
- separated by commas, terminated by a /. With ghostships, the G
- velocity must also be taken into account. Ghostship torp velocity
- is .4 P/SM.
-
- * * * * * * * * * DEFLECTORS (COMMAND 20.6) * * * * * * * * * *
-
- Ghostships can be destroyed by torpedos, collisions, or leaving the
- quadrant. By raising the deflectors, you may stop the torpedos
- from getting through. Do a status report (20, then 8) for the
- G first to find out how much energy is available.
-
- * * * * * * * GHOSTSHIPS PHASERS (COMMAND 20.7) * * * * * * * *
-
- The ghostship will continue to fire phasers up to the number of times
- indicated, or until all it's energy is used up. A value <= 0
- cancels this order and all previously queued firings.
-
- * * * * * * * * SHUTTLECRAFT (COMMAND 21.1) * * * * * * * * * *
-
- The two commands are E (explore) and R (return to ENTERPRISE).
-
- * * * * * * * * EXPLORATION (COMMAND 21.2) * * * * * * * * * *
-
- There may be up to 9 stars in a quadrant. You may explore them in
- any order. The numbers of the ones you wish to explore should
- correspond to the numbers of the stars on the short range scan
- and should be separated by commas and terminated by a slash.
- Shuttlecraft velocity is .25 P/SM. It is not necessary to return
- after exploring one star system, but you can explore several with
- one command. You will not know the results of the exploration
- until it returns. If the star system is destroyed while the
- shuttlecraft is en route, it will go on to the next unexplored
- star system (or return if there are no more to be explored).
- If the star system is destroyed (E.G. by torp hit or collision)
- while the shuttlecraft is exploring it, the shuttlecraft will
- be destroyed also.
-
- * * * * * * * * * COMPUTER (COMMAND 22.1) * * * * * * * * * * *
-
- There are six requests you can make of the computer:
- B - tells you where a black hole in the quadrant will take you.
- C - allows you to turn the cloaking device on or off if under
- ENTERPRISE control.
- G - tells you how much energy will be retuired to pull in the
- ghostship.
- R - gives you current rank of all starship captains.
- S - gives you shuttlecraft round trip time for stellar exploration.
- T - gives you the current time.
-
- * * * * * * * CLOAKING DEVICE (COMMAND 22.2) * * * * * * * * *
-
- The cloaking device when captured can be turned on or off. If the
- cloaking device is on the ENTERPRISE will not be displayed on a
- short range scan, but Kligons and Romulans will not be able to
- see the ENTERPRISE to fire at it.
-
- * * * * * * * * * GAME LEVELS (GENERAL 1) * * * * * * * * * * *
-
- There are 3 game levels, numbered 1 to 3.
- Game 1, the beginner's game, has the following limitations:
- 1. The enemy will not move between quadrants.
- 2. Romulans will not move within a quadrant.
- 3. There will never be more than 3 Klingon or 3 Romulan in a
- quadrant.
- 4. Klingons are not programmed to dodge your torpedos.
- 5. Phasers are not masked by intervening objects.
- Game 2, the basic game, the above limitations are removed.
- Game 3, the advanced game, adds the following features to the
- basic game:
- 1. Black holes - G and T entering are destroyed.
- E, K, and R entering are zapped to another quadrant.
- Black holes show up on your short range scan as a blank.
- Black holes have gravitational fields that reach throughout
- the quadrant and affect E,K,G, and T (not Romulans). You can,
- presumably, go into orbit around one although it is very tricky
- to attempt. If you are captured by one, it will take you to a
- specific quadrant, thus if you are willing to sustain the
- damage, you can take shortcuts through the galaxy. Black holes
- mask phaser fire almost entirely.
- 2. Supernovae - Every star has a minute chance of going supernova.
- When this occurs, everything in the quadrant is destroyed,
- except the ENTERPRISE, which is badly damaged. Supernova
- explosions will always damage your SR and LR scans.
- 3. Cloaking device - Certain Romulans will have a cloaking device
- which will make them invisible to your short range sensors.
- If you succeed in capturing it, you will become invisible to the
- enemy for a varying period of time! Use your troops. Warning -
- its crew strength will be higher than ordinary Romulans.
- 4. Nucleonic storms - These will not show up on your sensors at
- all, but if an object enters one, it will be thrown to some
- other point in the quadrant with random speed and bearing. The
- probability of a storm increases with the number of stars in a
- quadrant. E, G, K, R, S, and T are effected by storms.
-
- * * * * * * * * * GALAXY SIZE (GENERAL 2) * * * * * * * * * * *
-
- Enter the size in quadrants of the galaxy you wish to fight in. It
- must be an integer between 2 and 10 inclusive.
-
- * * * * * * * * * ENEMY VESSELS (GENERAL 3) * * * * * * * * * *
-
- You can specify a lower limit to the number of enemy vessels you will
- be fighting. The exact number will vary depending on the size of
- the galaxy you are fighting in and the mood the random number
- generator is in. You will never get more than 99 of each or fewer
- than 1.
-
- * * * * * * * * * RATING SYSTEM (GENERAL 4) * * * * * * * * * *
-
- Here is how the STAR TREK rating system works:
- TABLE I
- RANK POINTS NEEDED
- INDUCTEE 0.
- RECRUIT 1.
- CADET 10.
- MIDSHIPMAN 20.
- ENSIGN 30.
- LIEUTENANT JG 40.
- LIEUTENANT 50.
- LIEUTENANT COMMANDER 60.
- COMMANDER 70.
- CAPTAIN 80.
- REAR ADMIRAL 95.
- VICE ADMIRAL 110.
- ADMIRAL 125.
- FLEET ADMIRAL 140.
-
- TABLE II
- WIN(1) LOSS(2) GAME LEVEL(3) #ENEMY(4) MAX RANK(5)
- 1 1 1 6 - 24 LIEUTENANT
- 2 1 2 6 - 24 COMMANDER
- 3 1 3 6 - 24 COMMANDER
- 2 2 1 25 - 49 LIEUTENANT
- 4 2 2 25 - 49 REAR ADMIRAL
- 6 2 3 25 - 49 REAR ADMIRAL
- 3 3 1 50 - 99 LIEUTENANT
- 6 3 2 50 - 99 ADMIRAL
- 9 3 3 50 - 99 ADMIRAL
- 5 5 1 100 - 198 LIEUTENANT
- 10 5 2 100 - 198 ADMIRAL
- 15 5 3 100 - 198 FLEET ADMIRAL
-
- Notes for table II:
- 1 - A win is a score of 750 or higher. Points gained are on a
- percentage basis of the score divided by 1000. If you win by
- self destruct, however, you only get half the points.
- 2 - A loss is a rating of less than 750. Points lost are on a
- percentage basis of the score divided by 1000. Your total
- points cannot fall below 1 after you have become a recruit.
- 3 - 1 = BEGINNER GAME, 2 = BASIC GAME, 3 = ADVANCED GAME.
- 4 - This is the total # enemy you started out with. See table III
- for the size of the galaxy to specify to get the required #.
- 5 - This is the maximum rank you can achieve by playing at this
- level. Once you reach this rank, you will not gain points,
- even if you win (but you will lose points if you lose).
-
- Once you reach the rank of captain, a score of <900 is a loss. The
- only way to reach the rank of fleet admiral is to win a game
- (rating=1000) vs 198 enemy at level 3 playing at a timing factor of
- 10 or less. Once you do attain this exalted rank, however, you can
- never lose points and may play at any level to gain points.
-
- TABLE III
- GALACTIC SIZE MAXIMUM ENEMY POSSIBLE
- 2 6 (18 AT LEVELS 2 OR 3)
- 3 16 (18 AT LEVELS 2 OR 3)
- 4 30
- 5 48
- 6 70
- 7 96
- 8 126
- 9 160
- 10 198
- The minimum you can get at level 1 is 6 and at level 2 or 3 is 18. Of
- interest to the player is the following table showing, the number
- of starbases you will get depending on other considerations.
-
- TABLE IV
- GALACTIC SIZE # ENEMY # BASES
- 2-6 6- 61 1
- 6 62- 70 2
- 7 6- 33 1
- 7 34- 96 2
- 8 6- 19 1
- 8 20- 78 2
- 8 79-126 3
- 9 6- 12 1
- 9 13- 48 2
- 9 49-109 3
- 9 110-160 4
- 10 6- 7 1
- 10 8- 31 2
- 10 32- 71 3
- 10 72-127 4
- 10 128-198 5
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