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-
- The galaxy is divided into 64 quadrants with
- the following coordinates ( x - y )
-
- Y-- 1 2 3 4 5 6 7 8 #
- --------------------------------- X
- # : : : : : : : : : 1
- --------------------------------- # **********************
- # : : : : : : : : : 2 each quadrant is
- --------------------------------- # similarly divided into
- # : : : : : : : : : 3 64 sectors.
- --------------------------------- # **********************
- # : : : : : : : : : 4
- --------------------------------- #
- # : : : : : : : : : 5
- --------------------------------- #
- # : : : : : : : : : 6
- --------------------------------- #
- # : : : : : : : : : 7
- --------------------------------- #
- # : : : : : : : : : 8
- --------------------------------- #
-
-
- ::DEVICES::
-
- Warp engines:
-
- Course = a real number from 1 to 8.999.
- Numbers indicate direction starting at the right and
- going counter clockwise:
-
- 3
- 4 | 2
- \ | /
- 5---*---1
- / | \
- 6 | 8
- 7
-
- Warp factor = a real number from 0 to 12.
- Distance traveled = integer (warp factor) quadrants:
- warp .25 = the enterprise travels 1 sector.
- .5 = 4 sectors.
- 1 = 1 quadrant.
- 2 = 2 quadrants.
-
- For example, if you travel from:
- Quadrant 1 - 1, Sector 1 - 1, in direction 1 at warp 2
- you would stop at
- Quadrant 1 - 3, Sector 1 - 1, in the next stardate.
-
- When you change quadrants, however, the positions of
- all objects in the new quadrant (including the enterprise)
- are randomized to simulate 3-d travel.
-
- *** Note: Every use of the warp engines takes time.
- The amount of time used is proportional to the
- warp factor used.
- A warp factor of 4 uses 1 stardate.
- Ff the enterprise is blocked by something
- during intra-quadrant travel it will stop in front
- of it (and waste time) ***
-
- ***Note: there is a time portal available by traveling
- at warp 12. You may be carried either forward or
- backward in time, but there is also a .40 probability
- that you will be destroyed in a nuclear implosion.
- A warp factor of 12 may only be used after 9 solar years.
-
- ***Note: Ff the enterprise rams a klingon vessel, either
- deliberately or accidently, the klingon will be destroyed
- and the enterprise will be heavily damaged.
-
- Maintaining position:
-
- There is a command available to maintain position.
- it uses 1 stardate and 50 units of energy.
-
-
- Impulse engines:
-
- Impulse engines are a supplement to the warp
- engines. They cost 400 units of energy to engage,
- and there is a slight possibility of implosion.
-
-
- Teleportation unit:
-
- The teleporter instantaneously transports you
- to your base. It operates on power from the base.
- It can be used an unknown number of times, but not
- until the seventh solar year.
-
- Short range sensors:
-
- The short range sensors of the enterprise display
- a detailed view of the quadrant it is currently in.
- the Enterprise looks like /E/ of the screen.
- Klingon battle cruisers look like /K/ on the screen.
- starbases look like /B/ and stars look like /*/ .
- The Klingons may have powerful command ships, /C/.
-
-
- Docking:
-
- Docking is a two step procedure--first you
- must move adjacent to the base. Then conduct a
- short range scan.
- While docked, starbase shields protect the starship.
-
- ***Note: Condition yellow means you are dangerously
- low on energy and should make for a base posthaste.
-
-
-
-
- Experimental death ray:
-
- The experimental death ray, as its name implies,
- is unpredictable. However, one can certainly predict
- that, in a given situation, it will do whatever it
- darn well pleases. There is a good probability that it
- will destroy many klingons, but there could be some
- interesting side effects. It can probably only be
- fired once, but you never know. It cannot be used until
- 9 solar years have passed.
-
-
-
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-
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-
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-
- Long range sensors:
-
- The long range sensors of the enterprise display
- the number of objects in the 9 closest quadrants,
- with the enterprise in the central one.
- Each digit of the number in each box means something:
- The ones digit represents the number of stars.
- tens starbases.
- hundreds klingons.
- thousands supernova.
- For example:
- 319 means 3 klingons, 1 starbase, and 9 stars.
- 206 means 2 klingons, 0 starbases, and 6 stars.
- 7 means 0 klingons, 0 starbases, and 7 stars.
-
-
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-
-
- Energy shields:
-
- While the energy shields of a starship are activated,
- klingon attacks are nullified. Every time you move with
- your shields up, energy is used proportional to warp factor.
-
- Shield strength is a measure of how much energy
- the shields can ward off during attacks. It is
- printed after shield status in a S.R. scan.
- When attacked, shield strength is lowered, and
- the effect is cumulative. When strength reaches
- 0.0 the shields are disabled. Strength may be
- regained by docking.
-
-
-
-
-
-
-
-
-
-
- Phasers:
-
- Any portion of the energy available can be fired.
- the battle computer divides this amount among the
- Klingon cruisers in the quadrant and determines
- the various directions of fire. The effectiveness
- of a hit depends mostly on the distance to the
- target. A Klingon battle cruiser starts with 0
- units of energy. It can fire an amount equal to
- whatever energy it has left.
-
-
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-
-
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-
-
-
- Photon torpedoes:
-
- Initially the enterprise has 13 photon torpedoes.
- one torpedo destroys whatever it hits. The range
- of photon torpedoes (like phasers) is limited to
- the current quadrant. The course of a photon torpedo
- is set the same way as that of the enterprise.
- You may, if you wish, fire a spread of three torpedoes
- at once. There is a time lag in launching them, and
- they are fired in a counterclockwise sequence.
- For example, a torpedo course of 3.49 with a spread
- angle of 0.24 would fire torpedoes at directions
- 3.25, 3.49, and 3.73 .
-
-
- Damage control report:
-
- The damage control report lists the main devices and
- their state of repair. A negatime state of repair
- indicates a disabled device. Devices can be damaged or
- repaired by a space storm or truce, respectively.
- Also, damaged devices are repaired 2 units every stardate.
-
- Commands:
-
- 0 = Set course
- 1 = Short range sensor scan
- 2 = Long range sensor scan
- 3 = Fire phasers
- 4 = Fire photon torpedoes
- 5 = Damage control report
- 6 = Self-destruct
- 7 = Abandon ship
- 8 = Activate energy shields
- 9 = Deactivate energy shields
- 10 = Fire experimental death ray
- 11 = Activate teleportation unit
- 12 = Engage impulse engines
- 13 = Maintain position
- 14 = Print current position
-
- #*SEAN*#