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- Path: uunet!elroy.jpl.nasa.gov!decwrl!concert!lester.appstate.edu!pembvax1.pembroke.edu!rennie
- From: rennie@pembvax1.pembroke.edu
- Newsgroups: vmsnet.sources.games
- Subject: Star Trek - Part [03/18]
- Date: 7 Apr 93 10:43:52 EDT
- Organization: Pembroke State University
- Lines: 360
- Message-ID: <1993Apr7.104352.1@pembvax1.pembroke.edu>
- NNTP-Posting-Host: papa.pembroke.edu
- Xref: uunet vmsnet.sources.games:645
-
- -+-+-+-+-+-+-+-+ START OF PART 3 -+-+-+-+-+-+-+-+
- X
- X M A 3 7 5 8
- X
- X AND IT WILL BE DONE. IN AUTOMATIC MODE, EITHER TWO OR FOUR NUMBERS
- X MUST BE SUPPLIED.
- X
- X AUTOMATIC MODE UTILIZES THE SHIP'S "BATTLE COMPUTER". IF
- X THE COMPUTER IS DAMAGED, MANUAL MOVEMENT MUST BE USED.
- X`0C
- X 10
- X IT USES TIME AND ENERGY TO MOVE. HOW MUCH TIME AND HOW MUCH
- X ENERGY DEPENDS ON YOUR CURRENT WARP FACTOR, THE DISTANCE YOU MOVE,
- X AND WHETHER YOUR SHIELDS ARE UP. THE HIGHER THE WARP FACTOR, THE
- X FASTER YOU MOVE, BUT HIGHER WARP FACTORS REQUIRE MORE ENERGY.
- X YOU MAY MOVE WITH YOUR SHIELDS UP, BUT THIS DOUBLES THE ENERGY
- X REQUIRED.
- X
- X EACH TIME YOU MOVE IN A QUADRANT CONTAINING KLINGONS, THEY
- X HAVE A CHANCE TO ATTACK YOU. IN THIS CASE, THE "ENERGY LEFT"
- X MESSAGE YOU GET REFERS TO YOUR ENERGY AFTER THE ATTACK BUT BEFORE
- X THE MOVE. AS YOU MOVE, THE AMOUNT THAT THE KLINGONS HIT YOU WITH
- X IS DEPENDENT ON YOUR AVERAGE DISTANCE FROM THEM.
- X
- X ***************
- X * WARP FACTOR *
- X ***************
- X
- X MNEMONIC: WARP
- X SHORTEST ABBREVIATION: W
- X FULL COMMAND: WARP <NUMBER>
- X
- X YOUR WARP FACTOR CONTROLS THE SPEED OF YOUR STARSHIP. THE
- X LARGER THE WARP FACTOR, THE FASTER YOU GO AND THE MORE ENERGY
- X YOU USE.
- X
- X YOUR MINIMUM WARP FACTOR IS 1.0 AND YOUR MAXIMUM WARP FACTOR
- X IS 10.0 (WHICH IS 100 TIMES AS FAST AND USES 1000 TIMES AS MUCH
- X ENERGY). AT SPEEDS ABOVE WARP 6 THERE IS SOME DANGER OF CAUSING
- X DAMAGE TO YOUR WARP ENGINES; THIS DAMAGE IS LARGER AT HIGHER
- X WARP FACTORS AND ALSO DEPENDS ON HOW FAR YOU GO AT THAT WARP
- X FACTOR.
- X
- X AT EXACTLY WARP 10 THERE IS SOME PROBABILITY OF ENTERING A
- X SO-CALLED "TIME WARP" AND BEING THROWN FORWARD OR BACKWARD IN
- X TIME. THE FARTHER YOU GO AT WARP 10, THE GREATER IS THE PROBABILITY
- X OF ENTERING THE TIME WARP.
- X
- X *******************
- X * IMPULSE ENGINES *
- X *******************
- X
- X MNEMONIC: IMPULSE
- X SHORTEST ABBREVIATION: I
- X FULL COMMAND: IMPULSE <MANUAL OR AUTOMATIC> <DISPLACEMENT OR DESTINATI
- VON>
- X
- X THE IMPULSE ENGINES GIVE YOU A WAY TO MOVE WHEN YOUR WARP
- X ENGINES ARE DAMAGED. THEY MOVE YOU AT A SPEED OF 0.95 SECTORS
- X PER STARDATE, WHICH IS THE EQUIVALENT OF A WARP FACTOR OF ABOUT
- X 0.975, SO THEY ARE MUCH TOO SLOW TO USE EXCEPT IN EMERGENCIES.
- X
- X MOVEMENT COMMANDS ARE INDICATED JUST AS IN THE "MOVE" COMMAND.
- X
- X THE IMPULSE ENGINES REQUIRE 20 UNITS OF ENERGY TO ENGAGE,
- X PLUS 10 UNITS PER SECTOR (100 UNITS PER QUADRANT) TRAVELLED.
- X IT DOES NOT COST EXTRA TO MOVE WITH THE SHIELDS UP.
- X`0C
- X 11
- X *********************
- X * DEFLECTOR SHIELDS *
- X *********************
- X
- X MNEMONIC: SHIELDS
- X SHORTEST ABBREVIATION: SH
- X FULL COMMANDS: SHIELDS UP
- X SHIELDS DOWN
- X SHIELDS TRANSFER <AMOUNT OF ENERGY TO TRANSFER>
- X
- X YOUR DEFLECTOR SHIELDS ARE A DEFENSIVE DEVICE TO PROTECT YOU
- X FROM KLINGON ATTACKS (AND NEARBY NOVAS). AS THE SHIELDS PROTECT
- X YOU, THEY GRADUALLY WEAKEN. A SHIELD STRENGTH OF 75 PERCENT, FOR
- X EXAMPLE, MEANS THAT THE NEXT TIME A KLINGON HITS YOU, YOUR SHIELDS
- X WILL DEFLECT 75 PERCENT OF THE HIT, AND LET 25 PERCENT GET THROUGH
- X TO HURT YOU.
- X
- X IT COSTS 50 UNITS OF ENERGY TO RAISE SHIELDS, NOTHING TO LOWER
- X THEM. YOU MAY MOVE WITH YOUR SHIELDS UP; THIS COSTS NOTHING EXTRA
- X UNDER IMPULSE POWER, BUT DOUBLES THE ENERGY REQUIRED FOR WARP DRIVE.
- X
- X EACH TIME YOU RAISE OR LOWER YOUR SHIELDS, THE KLINGONS HAVE
- X ANOTHER CHANCE TO ATTACK. SINCE SHIELDS DO NOT RAISE AND LOWER
- X INSTANTANEOUSLY, THE HITS YOU RECEIVE WILL BE INTERMEDIATE BETWEEN
- X WHAT THEY WOULD BE IF THE SHIELDS WERE COMPLETELY UP OR COMPLETELY DOWN.
- X
- X YOU MAY NOT FIRE PHASERS THROUGH YOUR SHIELDS. HOWEVER,
- X YOU MAY USE THE "HIGH-SPEED SHIELD CONTROL" TO LOWER SHIELDS,
- X FIRE PHASERS, AND RAISE THE SHIELDS AGAIN BEFORE THE KLINGONS CAN
- X REACT. SINCE RAPID LOWERING AND RAISING OF THE SHIELDS REQUIRES
- X MORE ENERGY THAN NORMAL SPEED OPERATION, IT COSTS YOU 200 UNITS OF
- X ENERGY TO ACTIVATE THIS CONTROL. IT IS AUTOMATICALLY ACTIVATED WHEN
- X YOU FIRE PHASERS WHILE SHIELDS ARE UP. YOU MAY FIRE PHOTON TORPEDOES,
- X BUT THEY MAY BE DEFLECTED CONSIDERABLY FROM THEIR INTENDED COURSE
- X AS THEY PASS THROUGH THE SHIELDS (DEPENDING ON SHIELD STRENGTH).
- X
- X YOU MAY TRANSFER ENERGY BETWEEN THE SHIP'S ENERGY (GIVEN AS
- X <ENERGY> IN STATUS) AND THE SHIELDS. <TRANSFER> MAY BE ABBREVIATED
- X <T>. <AMOUNT OF ENERGY TO TRANSFER> IS THE NUMBER OF UNITS OF
- X ENERGY YOU WISH TO TAKE FROM THE SHIP'S ENERGY AND PUT INTO THE
- X SHIELDS. IF YOU SPECIFY A NEGATIVE NUMBER, ENERGY IS DRAINED
- X FROM THE SHIELDS TO THE SHIP. TRANSFERRING ENERGY CONSTITUTES A
- X TURN. IF YOU TRANSFER ENERGY TO THE SHIELDS WHILE UNDER ATTACK,
- X THEY WILL BE AT THE NEW ENERGY LEVEL WHEN YOU ARE NEXT HIT.
- X`0C
- X 12
- X ***********
- X * PHASERS *
- X ***********
- X
- X MNEMONIC: PHASERS
- X SHORTEST ABBREVIATION: P
- X FULL COMMANDS: PHASERS AUTOMATIC <AMOUNT TO FIRE> <NO>
- X PHASERS <AMOUNT TO FIRE> <NO>
- X PHASERS MANUAL <NO> <AMOUNT 1> <AMOUNT 2> ... <AMOUNT
- V N>
- X
- X PHASERS ARE ENERGY WEAPONS. AS YOU FIRE PHASERS AT KLINGONS,
- X YOU SPECIFY AN <AMOUNT TO FIRE> WHICH IS DRAWN FROM YOUR ENERGY
- X RESERVES. THE AMOUNT OF TOTAL HIT REQUIRED TO KILL AN ENEMY IS
- X PARTLY RANDOM, BUT ALSO DEPENDS ON SKILL LEVEL.
- X
- X THE AVERAGE HIT REQUIRED TO KILL AN ORDINARY KLINGON VARIES
- X FROM 200 UNITS IN THE NOVICE GAME TO 250 UNITS IN THE EMERITUS
- X GAME. COMMANDERS NORMALLY REQUIRE FROM 600 (NOVICE) TO 700
- X (EMERITUS). THE "SUPER-COMMANDER" REQUIRES FROM 875 (GOOD)
- X TO 1000 (EMERITUS). ROMULANS REQUIRE AN AVERAGE OF 350 (NOVICE)
- X TO 450 (EMERITUS).
- X
- X HITS ON ENEMIES ARE CUMULATIVE, AS LONG AS YOU DO NOT LEAVE
- X THE QUADRANT.
- X
- X IN GENERAL, NOT ALL THAT YOU FIRE WILL REACH THE KLINGONS.
- X THE FARTHER AWAY THEY ARE, THE LESS PHASER ENERGY WILL REACH THEM.
- X IF A KLINGON IS ADJACENT TO YOU, HE WILL RECEIVE ABOUT 90 PERCENT
- X OF THE PHASER ENERGY DIRECTED AT HIM; A KLINGON 5 SECTORS AWAY
- X WILL RECEIVE ABOUT 60 PERCENT, AND A KLINGON 10 SECTORS AWAY WILL
- X RECEIVE ABOUT 35 PERCENT. THERE IS SOME RANDOMNESS INVOLVED, SO
- X THESE FIGURES ARE NOT EXACT. PHASERS HAVE NO EFFECT BEYOND THE
- X BOUNDARIES OF THE QUADRANT YOU ARE IN.
- X
- X PHASERS MAY OVERHEAT (AND BE DAMAGED) IF YOU FIRE TOO LARGE
- X A BURST AT ONCE. FIRING UP TO 1500 UNITS IS SAFE. FROM 1500
- X ON UP, THE PROBABILITY OF OVERHEAT INCREASES WITH THE AMOUNT FIRED.
- X
- X IF PHASER FIRING IS AUTOMATIC, THE COMPUTER DECIDES HOW TO
- X DIVIDE UP YOUR <AMOUNT TO FIRE> AMONG THE KLINGONS PRESENT. IF
- X PHASER FIRING IS MANUAL, YOU SPECIFY HOW MUCH ENERGY TO FIRE AT
- X EACH KLINGON PRESENT (NEAREST FIRST), RATHER THAN JUST SPECIFYING
- X A TOTAL AMOUNT. YOU CAN ABBREVIATE "MANUAL" AND "AUTOMATIC" TO
- X ONE OR MORE LETTERS; IF YOU MENTION NEITHER, AUTOMATIC FIRING IS
- X USUALLY ASSUMED.
- X
- X A SAFETY INTERLOCK PREVENTS PHASERS FROM BEING FIRED THROUGH
- X THE SHIELDS. IF THIS WERE NOT SO, THE SHIELDS WOULD CONTAIN
- X YOUR FIRE AND YOU WOULD FRY YOURSELF. HOWEVER, YOU MAY UTILIZE
- X THE "HIGH-SPEED SHIELD CONTROL" TO DROP SHIELDS, FIRE PHASERS,
- X AND RAISE SHIELDS BEFORE THE ENEMY CAN REACT. SINCE IT TAKES
- X MORE ENERGY TO RAISE THE SHIELDS RAPIDLY AFTER A SHOT, IT COSTS
- X YOU 200 UNITS OF ENERGY EACH TIME YOU ACTIVATE THIS CONTROL. IT
- X IS AUTOMATICALLY ACTIVATED WHEN YOU FIRE PHASERS WHILE SHIELDS ARE UP.
- X BY SPECIFYING THE <NO> OPTION, SHIELDS ARE NOT RAISED AFTER FIRING.
- X
- X PHASERS HAVE NO EFFECT ON STARBASES (WHICH ARE SHIELDED) OR
- X ON STARS.
- X`0C
- X 13
- X ********************
- X * PHOTON TORPEDOES *
- X ********************
- X
- X MNEMONIC: PHOTONS
- X SHORTEST ABBREVIATION: PHO
- X FULL COMMANDS: PHOTONS <NUMBER> <TARG1> <TARG2> <TARG3>
- X
- X PHOTON TORPEDOES ARE PROJECTILE WEAPONS--YOU EITHER HIT WHAT
- X YOU AIM AT, OR YOU DON'T. THERE ARE NO "PARTIAL HITS".
- X
- X ONE PHOTON TORPEDO WILL USUALLY KILL ONE ORDINARY KLINGON,
- X BUT IT USUALLY TAKES ABOUT TWO FOR A KLINGON COMMANDER. PHOTON
- X TORPEDOES CAN ALSO BLOW UP STARS AND STARBASES, IF YOU AREN'T
- X CAREFUL.
- X
- X YOU MAY FIRE PHOTON TORPEDOES SINGLY, OR IN BURSTS OF TWO
- X OR THREE. EACH TORPEDO IS INDIVIDUALLY TARGETABLE. THE COMPUTER
- X WILL PROMPT YOU, ASKING FOR THE TARGET SECTOR FOR EACH TORPEDO.
- X ALTERNATELY, YOU MAY SPECIFY EACH TARGET IN THE COMMAND LINE.
- X
- X PHOTON TORPEDOES CANNOT BE AIMED PRECISELY--THERE IS ALWAYS
- X SOME RANDOMNESS INVOLVED IN THE DIRECTION THEY GO. PHOTON
- X TORPEDOES MAY BE FIRED WITH YOUR SHIELDS UP, BUT AS THEY PASS
- X THROUGH THE SHIELDS THEY ARE RANDOMLY DEFLECTED FROM THEIR
- X INTENDED COURSE EVEN MORE.
- X
- X PHOTON TORPEDOES ARE PROXIMITY-FUSED. THE CLOSER THEY
- X EXPLODE TO THE ENEMY, THE MORE DAMAGE THEY DO. THERE IS A HIT
- X "WINDOW" ABOUT 1 SECTOR WIDE. IF THE TORPEDO MISSES THE HIT
- X WINDOW, IT DOES NOT EXPLODE AND THE ENEMY IS UNAFFECTED.
- X PHOTON TORPEDOES ARE ONLY EFFECTIVE WITHIN THE QUADRANT. THEY
- X HAVE NO EFFECT ON THINGS IN ADJACENT QUADRANTS.
- X
- X IF MORE THAN ONE TORPEDO IS FIRED AND ONLY ONE TARGET
- X SECTOR IS SPECIFIED, ALL TORPEDOES ARE FIRED AT THAT SECTOR.
- X FOR EXAMPLE, TO FIRE TWO TORPEDOES AT SECTOR 3 - 4, YOU TYPE
- X
- X PHO 2 3 4 (OR) PHO 2 3 4 3 4
- X
- X TO FIRE TORPEDOES AT, CONSECUTIVELY, SECTORS 2 - 6, 1 - 10,
- X AND 4 - 7, TYPE
- X
- X PHO 3 2 6 1 10 4 7
- X
- X THERE IS NO RESTRICTION TO FIRE DIRECTLY AT A SECTOR. FOR
- X EXAMPLE, YOU CAN ENTER
- X
- X PHO 1 3 2.5
- X
- X TO AIM BETWEEN TWO SECTORS. HOWEVER, SECTOR NUMBERS MUST BE
- X 1 TO 10 INCLUSIVE.
- X`0C
- X 14
- X ********************
- X * DOCK AT STARBASE *
- X ********************
- X
- X MNEMONIC: DOCK
- X SHORTEST ABBREVIATION: D
- X
- X YOU MAY DOCK YOUR STARSHIP WHENEVER YOU ARE IN ONE OF THE
- X EIGHT SECTOR POSITIONS IMMEDIATELY ADJACENT TO A STARBASE. WHEN
- X YOU DOCK, YOUR STARSHIP IS RESUPPLIED WITH ENERGY, SHIELD ENERGY
- X PHOTON TORPEDOES, AND LIFE SUPPORT RESERVES. REPAIRS ALSO PROCEED
- X FASTER AT STARBASE, SO IF SOME OF YOUR DEVICES ARE DAMAGED,
- X YOU MAY WISH TO STAY AT BASE (BY USING THE "REST" COMMAND)
- X UNTIL THEY ARE FIXED. IF YOUR SHIP HAS MORE THAN ITS NORMAL
- X MAXIMUM ENERGY (WHICH CAN HAPPEN IF YOU'VE LOADED CRYSTALS)
- X THE SHIP'S ENERGY IS NOT CHANGED.
- X
- X YOU MAY NOT DOCK WHILE IN STANDARD ORBIT AROUND A PLANET.
- X
- X STARBASES HAVE THEIR OWN DEFLECTOR SHIELDS, SO YOU ARE
- X COMPLETELY SAFE FROM ATTACK WHILE DOCKED. YOU ARE ALSO SAFE
- X FROM LONG-RANGE TRACTOR BEAMS.
- X
- X ********
- X * REST *
- X ********
- X
- X MNEMONIC: REST
- X SHORTEST ABBREVIATION: R
- X FULL COMMAND: REST <NUMBER OF STARDATES>
- X
- X THIS COMMAND SIMPLY ALLOWS THE SPECIFIED NUMBER OF STARDATES
- X TO GO BY. THIS IS USEFUL IF YOU HAVE SUFFERED DAMAGES AND WISH
- X TO WAIT UNTIL REPAIRS ARE MADE BEFORE YOU GO BACK INTO BATTLE.
- X
- X IT IS NOT GENERALLY ADVISABLE TO REST WHILE YOU ARE UNDER
- X ATTACK BY KLINGONS.
- X
- X **************************
- X * CALL STARBASE FOR HELP *
- X **************************
- X
- X MNEMONIC: HELP
- X (NO ABBREVIATION)
- X
- X WHEN YOU GET INTO SERIOUS TROUBLE, YOU MAY CALL STARBASE FOR
- X HELP. STARBASES HAVE A DEVICE CALLED A "LONG-RANGE TRANSPORTER
- X BEAM" WHICH THEY CAN USE TO TELEPORT YOU TO BASE. THIS WORKS BY
- X DEMATERIALIZING YOUR STARSHIP AT ITS CURRENT POSITION AND (HOPEFULLY)
- X RE-MATERIALIZING IT ADJACENT TO THE NEAREST STARBASE. TELEPORTATION
- X IS INSTANTANEOUS, AND STARBASE SUPPLIES THE REQUIRED ENERGY--ALL YOU
- X HAVE TO DO IS LET THEM KNOW (VIA SUBSPACE RADIO) THAT YOU NEED HELP.
- X`0C
- X 15
- X THIS COMMAND SHOULD BE EMPLOYED ONLY WHEN ABSOLUTELY NECESSARY.
- X IN THE FIRST PLACE, CALLING FOR HELP IS AN ADMISSION ON YOUR PART
- X THAT YOU GOT YOURSELF INTO SOMETHING YOU CANNOT GET YOURSELF OUT
- X OF, AND YOU ARE HEAVILY PENALIZED FOR THIS IN THE FINAL SCORING.
- X SECONDLY, THE LONG-RANGE TRANSPORTER BEAM IS NOT RELIABLE--STARBASE
- X CAN ALWAYS MANAGE TO DEMATERIALIZE YOUR STARSHIP, BUT (DEPENDING
- X ON DISTANCE) MAY OR MAY NOT BE ABLE TO RE-MATERIALIZE YOU AGAIN.
- X THE LONG-RANGE TRANSPORTER BEAM HAS NO ABSOLUTE MAXIMUM RANGE;
- X IF YOU ARE IN THE SAME QUADRANT AS A STARBASE, YOU HAVE A GOOD
- X CHANCE (ABOUT 90 PERCENT) OF RE-MATERIALIZING SUCCESSFULLY.
- X YOUR CHANCES DROP TO ROUGHLY 50-50 AT JUST OVER 3 QUADRANTS.
- X
- X
- X
- X ****************
- X * ABANDON SHIP *
- X ****************
- X
- X MNEMONIC: ABANDON
- X (NO ABBREVIATION)
- X
- X YOU MAY ABANDON THE ENTERPRISE IF NECESSARY. IF THERE IS
- X STILL A STARBASE IN THE GALAXY, YOU WILL BE SENT THERE AND PUT
- X IN CHARGE OF A WEAKER SHIP, THE FAERIE QUEENE.
- X
- X THE FAERIE QUEENE CANNOT BE ABANDONED.
- X
- X *****************
- X * SELF-DESTRUCT *
- X *****************
- X
- X MNEMONIC: DESTRUCT
- X (NO ABBREVIATION)
- X
- X YOU MAY SELF-DESTRUCT, THUS KILLING YOURSELF AND ENDING THE
- X GAME. IF THERE ARE NEARBY KLINGONS, YOU MAY TAKE A FEW OF THEM
- X WITH YOU (THE MORE ENERGY YOU HAVE LEFT, THE BIGGER THE BANG).
- X
- X IN ORDER TO SELF-DESTRUCT YOU MUST REMEMBER THE PASSWORD YOU
- X TYPED IN AT THE BEGINNING OF THE GAME.
- X
- X
- X
- X ******************************
- X * TERMINATE THE CURRENT GAME *
- X ******************************
- X
- X MNEMONIC: TERMINATE
- X (NO ABBREVIATION)
- X
- X IMMEDIATELY CANCEL THE CURRENT GAME; NO CONCLUSION IS REACHED.
- X YOU WILL BE GIVEN AN OPPORTUNITY TO START A NEW GAME OR TO LEAVE
- X THE STAR TREK PROGRAM.
- X`0C
- X 16
- X ***************
- X * SENSOR-SCAN *
- X ***************
- X
- X MNEMONIC: SENSORS
- X SHORTEST ABBREVIATION: SE
- X
- X UTILIZING THE SHORT-RANGE SENSORS, SCIENCE OFFICER
- X SPOCK GIVES YOU A READOUT ON ANY PLANET IN YOUR QUADRANT.
- X PLANETS COME IN THREE CLASSES: M, N, AND O. ONLY CLASS M
- X PLANETS HAVE EARTH-LIKE CONDITIONS. SPOCK INFORMS YOU IF THE
- X PLANET HAS ANY DILITHIUM CRYSTALS. SENSOR SCANS ARE FREE.
- X
- X ************************
- X * ENTER STANDARD ORBIT *
- X ************************
- X
- X MNEMONIC: ORBIT
- X SHORTEST ABBREVIATION: O
- X
- +-+-+-+-+-+-+-+- END OF PART 3 +-+-+-+-+-+-+-+-
-