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- The usual disclaimer: This text file was made as a back up of the of
- the actual hardbound docs so that the owner of the game might have a
- backup! URK! Buy the game if you like it!
-
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-
- Fleet Operations Manual
- The manual for Rules of Engagement from Mindcraft
-
- This manual is a product of Skid Row-Amiga!
- All work done by Mictlantecuhtli, Stark, and the Corsair.
-
- This text file was also left computer unspecific for our comrades
- in the IBM scene (The Dream Team!) and Atari (EW! ICK!)
-
- "Let me tell you the story, bout the hole to hell, it used to be sacred,
- the wishing well, but the well dried up, and the bottom dropped out, up
- through the ground, you could hear the devil shout, hole to hell, I live
- in a house on the bad side of town (Skid Row!), there ain't no people,
- my friends don't come around, cause down in the basement, there;s a tiny
- hole, you look through the top, it's gonna take you for a roll, hole to
- hell." -Agony Column
-
- S programmed by
- K THOMAS R. CARBONE
- I
- D art direction & graphics
- MAURICE MOLYNEAUX
- R
- O music by
- W DAVE GOVETT
-
- S music produced by
- K GEORGE ALISTAlR SANGER, THE FAT MAN
- I
- D technical advisor
- MARK R. BRADSHAW
- R
- O best boy
- W JAMES SHELTON
-
- S missions by
- K HAYWOOD NICHOLS
- I THOMAS R. CARBONE
- D MAURICE MOLYNEAUX
- JAMES SHELTON
- R
- O manual written by
- W MAURICE MOLYNEAUX
- THOMAS R. CARBONE
- S
- K designed by
- I THOMAS R. CARBONE
- D MAURICE MOLYNEAUX
-
- R TABLE OF CONTENTS
- O
- W Contents
-
- S Introduction
- K Designer's Notes 1
- I About This Manual 3
- D Getting Started 4
- IBM/Tandy 4
- R Amiga 6
- O Atari ST/TT 6
- W
- Part I: A Shakedown Cruise
- S About the Tutorials 7
- K Mouse Tutorial 7
- I Keyboard Tutorial 17
- D
- Part II: The Story So Far...
- R Historical Briefing 27
- O Coded Situation Orders 29
- W Intelligence Reports 30
-
- S Part III: Mission Overview 35
- K
- I Part IV: The CCSI Interface
- D Interface Basics 46
- Controlling the CCSI 47
- R Button Symbol Table 47
- O A Sample Panel 48
- W
- Part V: The Main Panels
- S How to... 54
- K 100 MAIN MENU 54
- I 101 GAME/MISSION 55
- D 300 MASTER SHIP CONTROL 59
- 301 NAVIGATION 63
- R 302 COMMUNICATIONS 81
- O 303 TACTICAL 94
- W 401 SQUAD DEPLOYMENT 120
- 304 DATA RETRIEVAL 122
- S
- K INTRODUCTION
- I
- D TABLE OF CONTENTS
- _____________________________________________
-
- R Part VI: Tactics
- O Maneuvers 130
- W Fire Control Techniques 132
- Tactical Use of Asteroid Fields 133
- S Damage Control and Outpost Repair/Resupply 135
- K Tactical Use of Self-Destruction 136
- I Surrender Tactics 136
- D Forming Battle Groups 137
- Forming With the Flagship 139
- R Capturing Outposts 140
- O Dealing With Non-Objective Enemy Ships 141
- W
- Part VII: The Builder
- S Overview 143
- K 202 Captains 144
- I 203 Spacecraft Design 149
- D 204 Enemy Races 153
- 205 Solar Systems 160
- R 206 Mission 169
- O
- W Part VIII: The Interlocking Game System 185
-
- S Appendixes
- K
- I I All About Fleet Commanders 187
- D II Opposing Forces 191
- III FW Ship Stats & Parts List 196
- R IV Missile Types 201
- O V Panel ID Numbers 202
- W VI Importing Commanders, 203
- Captains, Systems, etc.
- S VII Mission Descriptions 205
- K
- I
- D INTRODUCTION
- Designers Notes
- R Back in 1989, when work on our previous game, Breach 2, had just commenced,
- O we began thinking about writing a real-time spaceship combat game. Those of
- W you familiar with our previous games know of our Universe series and that
- spaceship combat is not new to us.
- S
- K What is new, however, is the initial approach. The Universe games were
- I created as massive contests that covered many different aspects of
- D spacecraft operation (mining, piracy, trading, planetary assault, and
- transport). We wondered about taking an opposite approach. Supposing some of
- R these aspects of the Universe games were developed into full-fledged games
- O in their own right, playable on their own, and then suppose that these games
- W could also be linked together to form one huge game.
-
- S This is the concept behind the Interlocking Game System (IGS). A standard
- K specification was created and incorporated into what was then the current
- I project, Breach 2. Of course, once Breach 2 was released, IGS remained more
- D or less a concept, since there was no other game to link with.
-
- R Rules of Engagement is that missing link. Boarding enemy vessels and
- O assaulting alien outposts are the main ties to Breach 2. The games work
- W seemlessly, one loading the other, to create a single, integrated playing
- experience. Of course, Breach 2 is not required to play Rules of Engagement,
- S as the latter has automatic squad combat routines built in. However, these
- K two games when combined represent our first step in creating the ultimate
- I space game.
- D
- Naturally, everyone asks about future IGS modules. We do plan more in the
- R future. Imagine having three, four, or more complete games working as one!
- O That is our dream, and you can help to make it happen. If you have any
- W suggestions, drop us a line. Let us know what adventures you would like us
- to plot a course for.
- S
- K Engage Hyperdrive!
- I Omnitrend Software, Inc.
- D
- / | / |\
- R \ |/\ |/
- O / | \ |\
- W SKID ROW page 1
-
- S INTRODUCTION
- K
- I Design Philosophy
- D Like most computer simulators, Rules of Engagement is a highly detailed and
- fairly complex program. An ordinary aircraft flight simulator can easily
- R confuse the average gamer with its multitude of controls and options, and a
- O real-time starship simulation could easily become even more complex because
- W of the very nature of space and the laws of physics which apply. With fleets
- of starships travelling at greater than half the speed of light, combat
- S zones with a diameter greater than 50 Earths, and an overall arena billions
- K of kilometers on a side, a game like ROE could become hopelessly unwieldy.
- I
- D However, although we attempted to be as realistic as possible wherever we
- could, our primary goal was to make an interesting and entertaining game.
- R Real starship commanders, when and if they actually appear on the scene,
- O will no doubt have to be highly trained: understanding doppler shifts and
- W time-dilation at speeds approaching that of light, and have a keen knowledge
- of Newtonian mechanics. Obviously, this is a bit much to ask of the average
- S gamer. After all, who wants to calculate acceleration rates for orbital
- K injection around a planet or compensate for time slowing down as our ships
- I approached lightspeed?
- D
- Thus, certain "liberties" were taken with the game. There's no time dilation
- R as ships approach lightspeed, and your ships' sensors use a "HyperScanner"
- O field system in order to give you real-time updates on the positions of
- W targets in your vicinity. All this was done to keep the game playable.
-
- S In keeping with this simplification, it's logical to expect that, as
- K computers become more and more advanced, on such hypothetical starships a
- I commander would only have to tell the computer what he wanted and it would
- D do it. After all, at velocities approaching 300,000 kilometers per second
- (lightspeed), human reflexes are thousands of times too slow to react to
- R changes and threats. In reflection of this, in ROE the player operates all
- O aspects of the mission via a simple yet powerful computer interface. You
- W have a great deal of control, but all the mundane details-like taking care
- that the antiproton to deuterium ratio in the engines is correct, and that
- S the ship stays at the right distance relative to a target while you're busy
- K firing the weapons-are handled automatically.
- I
- D Even with this simplification, there's a lot to learn and understand. We've
- tried to make many of the ship's functions fairly automatic, allowing you to
- R adjust various devices and settings when you become more familiar with them.
- O Our design goal was to produce a full-featured, realistic, entertaining and
- W easy to play game. We think we've succeeded. We hope you agree.
-
- S SKID ROW page 2
- K
- I INTRODUCTION
- D
- About This Manual
- R In Omnitrend's "Universe" a potential Fleet Commander must first complete
- O four or more years at a military academy and then spend more years rising
- W through the ranks. The training received during this period is intensive,
- covering everything from diplomacy, discipline, and tactics to technology
- S and astrophysics. The size of this manual should make it clear that we're
- K not about to try to give you this background training. While realistic in
- I many ways, Rules of Engagement is nowhere near as complex to play as a
- D real starship would be to command and control.
-
- R This is not to say that you could just dive into the program and play the
- O game successfully without first reading at least portions of this manual.
- W However, we also understand that most of you will not want to have to read
- all of the relevant sections of the manual prior to playing the game the
- S first time. So, to give you a general idea of how ROE is played, Part I
- K (the tutorial) takes you through a very simple beginner mission with
- I step-by-step instructions. In this way you'll get to play ROE right away
- D and also get some familiarity with the program that will assist you in
- understanding the rest of the manual.
- R
- O For those of you unfamiliar with other games in Omnitrend's "Universe,"
- W Part II updates "The Story So Far...", which fills you in on the
- background of the game, lists your overall operational orders and also
- S contains intelligence reports on enemies, etc.
- K
- I Part III describes your goals, objectives and resources, what missions are
- D and how they are played. Part IV documents the ROE interface
- system (CCSI), describing the design features and general theory of
- R operation. Part V continues in this vein, describing the controls and
- O panels in the game itself, documenting each and every button, readout
- W and display.
-
- S Part VI describes tactics, techniques and strategies that may be useful in
- K successfully completing your missions.
- I
- D One of the most important features of ROE is that it allows you
- to design and build missions yourself. Part VII documents the "builder"
- R sections of the game and how the various editors are used to create new
- O missions or edit existing ones. Part VIII documents the Interlocking
- W Game System and how Breach 2 can be linked with ROE to make a larger game.
-
- S Finally, there are the Appendixes, which document technical details,
- K describe the supplied missions, etc.
- I
- D SKID ROW page 3
-
- R Getting Started
- O
- W (FOR ALL SYSTEMS)
-
- S Making Backup Disks
- K We suggest that you make back-up copies of all the game disks prior to
- I installation. In the event of an accident, you will be able to restore the
- D original disk(s) from your back-up copy.
-
- R Readme Files
- O If there is a README.TXT file on your game disk 1, it will contain
- W important information and instructions that were not available at the
- time this manual was printed.
- S
- K IBM/TANDY
- I
- D System Requirements
- IBM-PC, Tandy, or Compatible computer with at least 640K of memory, 2
- R floppy drives or a hard disk, MS-DOS (or PC-DOS) 3.0 or higher, and CGA,
- O EGA, VGA, or Tandy compatible graphics. A Microsoft, Tandy, or compatible
- W mouse is optional. AdLib, SoundBlaster, and Roland MT-32/LAPC-1 sound
- boards are supported. Extended memory (XMS) is supported.
- S
- K Installing the Game Onto a Hard Disk
- I Your game is shipped on either four 360K 5.25" disks or two 720K 3.5"
- D disks. Place disk 1 into either drive A or B. Type the letter of the
- drive containing disk followed by a colon (Example: A:) and press Enter.
- R Type ROESETUP and press Enter.
- O
- W Installing the 5.25" Version Onto Floppy Disks
- Your game is shipped on four 360K 5.25" disks. If your two floppy drives
- S are of different sizes (one 3.5" and the other 5.25"), it will be necessary
- K to copy some of the game disks onto disks of another size. When playing the
- I game, disks 1, 2 and 3 will be used in drive A. Disk 4 will always be used
- D in drive B. If drive A is 3.5", you will need to copy disks 1, 2 and 3 onto
- 3 3.5" disks. If drive B is 3.5", you will need to copy only disk 4 onto a
- R 3.5" disk.
- O
- W Once you have resolved any differences in the disk sizes, place game disk
- 1 in drive A. Type A: and press Enter. Type ROESETUP and press Enter.
- S
- K SKID ROW page 4
- I
- D Installing the 3.5" Version Onto Floppy Disks
- Your game is shipped on two 720K 3.5" disks. If your two floppy drives are
- R of different sizes (one 3.5" and the other 5.25"), it will be necessary to
- O copy some of the game disks onto disks of another size. When playing the
- W game, disk 1 will be used in drive A and disk 2 will be used in drive B.
- If your drive A is a 1.2mb 5.25" drive, you will need to copy disk 1 onto
- S a 1.2mb 5.25" disk. If drive B is a 1.2mb 5.25" drive, you will need to
- K copy disk 2 onto a 1.2mb 5.25" disk. If either of your drives are 360K
- I 5.25", you will need to obtain the 5.25" version of the game.
- D
- Once you have resolved any differences in disk sizes, place disk 1 in
- R drive A. Type A: and press Enter. Type ROESETUP and press Enter.
- O
- W Running the Game
- To play the game, type RULES and press Enter.
- S
- K Memory Requirements
- I Rules of Engagement requires almost all of the memory on a 640K computer.
- D If you receive an error message indicating you do not have enough memory,
- here is what you can do:
- R
- O 1) Be sure you are running the game from the DOS prompt. Running the game
- W from within a file manager (such as Windows or Deskmate) may not leave
- enough memory for the program.
- S
- K 2) Check the device drivers loaded in your CONFlG.SYS file. This includes
- I RAM disks, disk caches, and sound drivers. You may need to remove some or
- D all of your drivers. You will need to leave the mouse driver installed in
- order to use a mouse with the game.
- R
- O 3) Remove all TSR (terminate and stay resident) programs such as Sidekick.
- W
- 4) If you still receive the memory error, you may need to remove your mouse
- S driver as well. Also, selecting the internal speaker as opposed to one of
- K the sound boards will use less memory. Using the CGA graphics mode will
- I also save on required memory.
- D
- SKID ROW page 5
- R
- O GETTING STARTED
- W
- Using Extended Memory (XMS)
- S This game supports extended memory. In order for the game to use this
- K memory, you must have an extended memory driver present. HIMEM.SYS from
- I Microsoft and QEMM from Quarterdeck are examples of such drivers. Upon
- D running the game, a message will appear to indicate the game is using
- extended memory. The game will load data into this memory, reducing the
- R amount of disk access and thus speeding up the game.
- O
- W AMIGA
-
- S System Requirements
- K Any Amiga computer with at least 1 mb of memory.
- I
- D Installing the Game
- Place game disk 1 into drive DF0: and open up its window. Double-click
- R on the ROESETUP icon.
- O
- W Running the Game
- Double-click on the icon labeled RULES.
- S
- K ATARI ST/TT
- I
- D System Requirements
- Any Atari ST or TT computer with at least 1 mb of memory and one
- R double-sided drive. Supports improved colors on the STe computers.
- O
- W Installing the Game
- Since your game is shipped on double-sided disks, be sure that your
- S drive A is a double-sided drive. Place game disk 1 into drive A and open
- K up its window. Double-click on the ROESETUP icon.
- I
- D Running the Game
- Double-click on the icon labeled RULES.
- R
- O SKID ROW page 6
- W PART I: A SHAKEDOWN CRUISE
-
- S About the Tutorials
- K For your first mission, we recommend that you follow this tutorial in
- I order to familiarize yourself with the game screens and controls. The
- D tutorial is divided into two separate sections for mouse and keyboard use.
- If you are working with a system with a mouse compatible with this program,
- R follow the mouse tutorial. If not, follow the keyboard tutorial. Also
- O please refer to page 47 for a table of special symbols used on some game
- W buttons.
-
- S NOTE: If you can use a mouse, the keyboard commands are
- K still useful, as you can mix and match, using a combination of
- I mouse and keyboard action to play the game.
- D
- The mission "A Shakedown Cruise" is included for use with this tutorial
- R only. It has a very simple objective, extremely weak opposition, and is
- O not intended to provide any real challenge. Rather, it is designed to
- W provide you with an introduction to Rules of Engagement and how it is
- played. We recommend that you follow these instructions very carefully.
- S It may be difficult (or impossible) to successfully complete the mission
- K if you don't.
- I
- D Mouse Tutorial
- Start Rules of Engagement according to the instructions for your computer
- R (see Getting Started section).
- O
- W When the credit roll has ended (or you have bypassed it by pressing a key
- during the "chronology"), you will arrive in the game itself and be faced
- S with a computer interface panel labeled "GAME/MISSION 101", over which
- K is a green bar labeled "MAIN MENU 100". An animated Federated Worlds Armed
- I Forces logo appears at screen center. Along the top and left side of the
- D screen are a series of control buttons, all colored magenta/purple. The
- first thing you need to learn about controlling Rules of Engagement is
- R that the only "buttons" you can click on are magenta or blue (blue=cyan in
- O IBM CGA). "Highlighted" buttons are the active items. A highlighted
- W magenta button turns white, and a blue button/item turns cyan (in CGA the
- cyan items highlight to white).
- S
- K NOTE: In this mouse tutorial all on-screen buttons are listed in
- I boldface, capital letters, as in: "Click on the FIRE button..."
- D Panel labels are listed in capitalized non-bold text.
-
- R SKID ROW page 7
- O
- W Ignore the buttons across the top of the screen and under the BUILDER
- bracket. In this tutorial we are concerned only with the buttons under the
- S GAME and NEW GAME brackets.
- K
- I Mouse button note: Whenever the instructions tell you to "click"
- D the mouse it refers to the left mouse button. If use of the right
- mouse button is required you will be told to "click the right
- R mouse button".
- O
- W As you portray the Fleet Commander in the game, your first step must be to
- create your alter-ego. Click on the button labeled FLEET CMDR under NEW
- S GAME to create a new Fleet Commander. The animated logo is replaced by a
- K large item selector listing all existing Fleet Commanders (this box is
- I probably empty). At the bottom-right of the selector are four purple
- D buttons, one of which is labeled CREATE. Click on it. A small yellow and
- green (white and cyan in CGA) "usurper" box will appear, asking "Are you
- R sure you want to create a new Fleet Commander?" Click on YES to continue.
- O
- W Following a brief "Please stand by..." message, a larger box appears, this
- one featuring a picture of a Fleet Commander and a field for his/her name.
- S Click on the NAME button and a text editing frame with a thin cursor
- K appears in the FLEETCMDR NAME field. Type in the name of your choice (up
- I to 18 characters-you can use the Backspace key to edit) and then click your
- D mouse anywhere on the screen (or press the Enter/Return key on your
- keyboard). Your character is now named. Before actually creating the
- R character, you will probably want to decide what he/she looks like.
- O Clicking on the NEXT button cycles through the various options for your
- W character's appearance. Men and women of several ethnicities are available.
-
- S When you've selected an appearance, click on the box's CREATE button. The
- K CREATE COMMANDER box disappears and you will now see your new
- I character listed in the item selector, with the word "available" appearing
- D to the right of his/her name.
-
- R Now it's time to create a game. Click on the CREATE button under the NEW
- O GAME bracket at screen left (not the "CREATE" button at the bottom of the
- W screen). The contents of the selector will change to list available missions
- and Fleet Commanders. You must select a mission and a character in order to
- S start a new game. Click on the name of the mission A SHAKEDOWN CRUISE so
- K that it is highlighted, and then click on the name of your Fleet Commander
- I to highlight him/her. At the bottom-right of the selector is a MAKE GAME
- D button. Click on it.
-
- R SKID ROW page 8
- O
- W A usurper box will appear. Click on EDIT NAME and a text editing frame and
- cursor will appear in the GAME NAME field. Using the keyboard, type the
- S name "Tutorial", then click the mouse anywhere on the screen (or press the
- K Enter/Return key on your keyboard). Finally, you will want to select a
- I mission difficulty. Make sure that the blue BEGINNER button is highlighted.
- D If it is not, click on it. (You must be on beginner level to follow this
- tutorial as written!) Now click on the DONE button. You are returned to
- R the main screen.
- O
- W Click on the EXISTING button under the GAMES bracket. The selector will now
- list all existing game files. Make certain that the game TUTORIAL is
- S highlighted (click on its name if not), and then click on the PLAY button
- K at the bottom-right of the selector. A "Please stand by..." message will
- I appear. After a few moments, the screen will go black and then return
- D with an image of space. The mission title and author's name appear over a
- picture of a Federated World's Dreadnought. A moment later, the game
- R screen will appear.
- O
- W Across the top of the screen is a bar with a number 300 at the far left.
- This "300 bar" is the main menu of your ship's computer interface and is
- S present at all times during the game. It contains the buttons for
- K switching between various panels, controls for setting the game's
- I time-passage speed, damage readouts and the elapsed mission time clock
- D (CHRONO).
-
- R Below the 300 bar is the DATA RETRIEVAL panel (numbered 304). This is your
- O ship's computer, where you can check on the condition of your fleet, and
- W get background information on your mission, status, and data about the
- Captains on the ships under your command and the enemy you face.
- S
- K The current data display before you is the FLEET STAT readout. It lists all
- I of the ships under your command and their last reported status. The first
- D ship listed, identified as F01 ,is your own flagship (the FWS Yury Gagarin),
- a Destroyer. The other ships are: F02, a Scout (the FWS Explorer), and F03,
- R a Destroyer (the FWS Tau Ceti).
- O
- W Along the right side of the screen are buttons which will change the data
- displayed on this panel. Click on the BRIEFING button under MISSION. A
- S written briefing appears, describing exactly what you must do to
- K successfully complete your mission.
- I
- D SKID ROW page 9
-
- S When you've finished reading the briefing, click on the first icon (a
- K sextant) in the 300 bar at the top of the screen. This will move from the
- I DATA RETRIEVAL panel to the NAVIGATION controls. Your mission requires you
- D to capture enemy vessel EO1 (a scout) and destroy enemy ship E02 (a
- transport). Both the enemy ships and your own ships appear in the map which
- R dominates most of the panel. Each ship is indicated by a small arrow and
- O an associated number. When you first view the map, you will see only the
- W ship symbols. At the top of the map area are a series of buttons, only two
- of which, FWS and ENS, will be highlighted. If you click on the others
- S (STR=stars, AFD=asteroid fields, WAY=waypoints, OUT=outposts, and
- K PLN=planets), the map will then display those items as well (if any). The
- I only items you are concerned with in this mission are ships and
- D waypoints. All ships are already selected for display, so click on the WAY
- button above the map to see the system's one waypoint.
- R
- O When you first see the map you are in "mix" mode, which shows the entire
- W system. To center on your own ship, click on the LOCK-ON button at the right
- end of the TELEMETRY controls. The map will change and center on your ship,
- S showing an area 47 million kilometers in radius.
- K
- I In order to capture the enemy Scout ship, you must first intercept it. At
- D screen left is a selector which allows you to probe, chase or intercept
- anything in the polar system. The highlighted (white bar) item in the
- R list below the buttons for these functions indicates the current item.
- O Below this selector are buttons for selecting what type of item you are
- W interested in probing, chasing, etc. The default is ENS, for "Enemy Ships",
- and your target vessel should be highlighted, as it is the first of the
- S two enemy ships in the sector. Click on the PROBE button, and the list of
- K enemy ships is replaced by a scanner readout of the enemy ship
- I in question. You now have your prey identified, and it's time to move in.
- D
- Click on the CHASE button. The I.D. number of the enemy ship (E01) will
- R appear in the small readout to the right of the INTRCPT button, and the
- O small sextant icon alongside the HELM controls (lower-left corner of the
- W screen) will flash, indicating that your ship is in autopilot mode. Your
- ship is now moving in on the target at full speed, and will automatically
- S match course and speed when it has caught up with it.
- K
- I SKID ROW page 10
- D
-
- R It will take approximately 2 to 3 minutes of real-time to intercept the
- O target. In the meantime, you'll want to send your other ships after the
- W enemy Transport. Click on the dish-antenna icon (second button from the
- left) on the 300 bar. This will switch to the COMMUNICATIONS panel (302).
- S On this panel, you need to specify the order to send and the ship to
- K receive it. At the left-center of the screen is a selector labeled ORDER.
- I Click repeatedly on the button until the order "DESTROY ENEMY SHIP" appears
- D as the highlighted (white bar) item in the list. Now, click on the blue
- ACKNOWLEDGE button, highlighting it. This will tell the Captain(s) to whom
- R you are sending the order to send an acknowledgment when the order has
- O been obeyed.
- W
- Note that the FWS Explorer (F02) is the highlighted item in the SHIP
- S selector just below the ORDER box. You will notice that both of these
- K selectors are now linked to the larger selector to the right, which now
- I lists every ENEMY SHIP, and that a bar now connects this selector to a send
- D order box in the lower left-hand corner of the screen. Click on TRANSPORT
- (E02) in the large selector to highlight it and specify it as the ship you
- R want destroyed. To send the order to the FWS Explorer, click on the SEND ORD
- O button. If you wait a few moments, you should receive a response from the
- W Explorer, complete with a visual of the Captain of the ship.
-
- S Now you need to send the same order to the FWS Tau Ceti. The only thing you
- K need to do is click on the + button at the left end of the SHIP selector, so
- I that the Tau Ceti becomes the highlighted item there, and then click on
- D SEND ORD again. In a few seconds, the Captain of the Tau Ceti will also
- respond.
- R
- O While you're waiting to catch up with your target, you might as well take
- W some time to acquaint yourself with your opponents. Click on the Computer
- Panel icon in the 300 bar (fourth from the left) to return to DATA
- S RETRIEVAL. When the panel pops up, click on the ENEMY button under DOCKET.
- K The readout will now display an image of a member of the race/group you are
- I opposing, and text describing them. Clicking on the up and down buttons to
- D the left of the dossier text allows you to jump backwards and forwards
- through the screens of information about the enemy (if any).
- R
- O SKID ROW page 11
- W
- When you're finished researching your opponents, you might want to find
- S out about the Captains of the Explorer and Tau Ceti. Click on the FW
- K Captain button under DOCKET. The screen will now display information about
- I the Captain of the ship currently highlighted in FLEET STAT mode, which
- D probably means the stats for your own character will appear. If this is the
- case, click on the down button under the displayed Commander/Captain's name.
- R After a moment you will see a picture of Captain Telifero Lawson, and his
- O dossier to the right. The dossier scrolls like the background information
- W on the enemy, with the up and down buttons. When you are done reading
- Lawson's dossier, you can view that of the Captain of the Tau Ceti by
- S clicking again on the down button.
- K
- I By now your ship should have closed in on the target vessel. Go back to
- D NAVIGATION (sextant icon) and on the map you should see that your vessel
- is now much closer to the enemy ship than when you started. In fact, the
- R symbols representing your ship (F01) and the enemy (E01) may even be
- O overlapping. In any case, you'll probably want to zoom in for a tighter
- W view of the scene. Move the mouse pointer over the map area and, as you do,
- you'll notice that a set of brackets follow your movements. Using these
- S brackets frame an area which closely fits around your ship and the target,
- K and then click the mouse. The area you framed will now jump up to fill the
- I entire map. You can keep zooming in like this until you can clearly see the
- D distance separating your ship from the target.
-
- R NOTE: If you re-scale the map so much that the enemy ship
- O pops entirely out of view, you can back the zoom off by right-
- W clicking the mouse. Doing this will shrink the current map area
- to fit within the brackets. Left-clicking zooms in; right-clicking
- S zooms out.
- K
- I By now you should be or almost be within range to combat the enemy vessel.
- D Click on the Crosshair icon (3rd from the left) in the 300 bar to switch to
- the TACTICAL panel. Here is where you'll combat the enemy.
- R
- O In a beginner level mission your ship's defensive energy shields are
- W automatically raised the moment another ship fires on you. However, since
- the enemy ships in this mission have no operational weapons systems, this
- S will not happen. You can tell the status of the shields by looking at the
- K defense subpanel to the lower right. If the SHIELDS button is highlighted
- I and a green circle appears around the small picture of your ship there,
- D then the shields are on. Clicking on the SHIELDS button toggles them on
- and off. Just to get into the habit, raise the shields now.
- R
- O SKID ROW page 12
- W
- Before going into combat you'll want to power up your Enhanced Beam
- S Weapons (EBWs). At the top-center of the TACTICAL panel, directly under
- K the WEAR label, is a power meter. A small arrowhead is at the left end
- I of the scale, and the power readout below it reads 000%, indicating that
- D the EBW power is off. Click on the arrowhead and, while holding the mouse
- button down, drag the arrowhead as far to the right of the scale as it
- R will go. When you release the mouse button the EBW power should be set
- O to 100%.
- W
- The enemy Scout in this mission has most of its systems severely crippled,
- S but its shields are still partially intact. In order to capture the ship
- K you must board it, and in order to board it you need knock its shields and
- I engines out entirely. To knock out the shields you'll want some very
- D precise weapons control. Click on the GET button just above the EBW power
- meter. The combat map will disappear, replaced by expanded weaponry
- R controls. Note that the EBW FOCUS is currently set at NORM (normal). What
- O you want to do is click on PIN, for pinpoint firing, allowing you to
- W target specific systems. Now move down to the PINPOINT EBW SET box. The
- default system to target is the communications system (COMM). Click on the
- S SHLD button; you now have the shields targeted.
- K
- I Click on the highlighted GET button to deselect it and restore the map
- D display, then click on COMBAT ZONE to display a view with a radius of
- 500,000 kilometers. This is the maximum effective combat range of your
- R ship's weapons, and the approximate range of your target.
- O
- W At the center-left of the screen are a set of TARGET controls. Your target,
- Scout E01 appears in the selector bar. Click on ACQUIRE. The I.D. number of
- S the target is fed into target slot A, and, as long as the A button is
- K highlighted, your computer will attempt to keep the weapons pointing in the
- I direction of that target. As you can see, the targeting scope (the "viewer"
- D towards the upper-left of the panel) immediately turns to find and lock
- onto the target. When a lock is achieved a flashing ACQUISITION indicator
- R appears at the bottom of the targeting scope along with an image of the
- O target starship.
- W
- Before you start firing, check the range to the target, listed as the
- S number to the right of the R: at the top of the targeting scope. If the
- K number there is greater than 550,000 you are out of effective firing range.
- I Wait until the range is approximately 550,000 kilometers, and the enemy
- D ship symbol appears in the map display, before firing.
-
- R SKID ROW page 13
- O
- W At this point, you'll want to attack. To fire the EBWs, click on the upper
- of the two FIRE buttons to the right of the targeting scope, making certain
- S that the ACQUISITION indicator is present (if you fire while there is no
- K acquisition, you'll hit nothing). Each time you fire the EBW power level
- I drops, and you have to wait for the EBW power meter to build up before you
- D can fire again, otherwise you'll be hitting the target with very little
- energy. (The second FIRE button is for firing missiles. However since your
- R ship is carrying no missiles in this mission, clicking on it will have no
- O result.)
- W
- Directly to the left of the tactical icon are a set of six readouts, which
- S represent your computer's estimation of the damage the enemy ship's systems
- K have sustained (do not confuse these with the similar damage readouts for
- I your own ship, which appear in the 300 bar). Each time you fire, glance at
- D the tiny red bar to the right of the S (shields) meter there. When the bar
- alongside the S readout vanishes completely, then the enemy ship's shields
- R have been completely disabled (this could require as few as 3 or as many
- O as 9 full-power EBW hits to accomplish).
- W
- When the enemy's shields have been destroyed, click on GET and then move
- S the highlighter on PINPOINT EBW SET to DRIVE. Click on GET again to restore
- K the map, then continue firing on the enemy ship until red bar next to the D
- I vanishes completely, indicating that the enemy drive systems are completely
- D destroyed (this should require between 5 and 10 full-power EBW hits).
-
- R You are now ready to board the enemy vessel. The ATTITUDE controls in the
- O lower left-hand corner of the screen now come into play. These controls are
- W normally used to set your range to the target, your position relative to it,
- and which shield you want to keep towards it. In boarding situations you use
- S it to bring your starship within boarding range, which is from 0 to 5000
- K kilometers. Using the mouse, drag the yellow arrowhead next to the RANGE
- I meter all the way to the bottom of the scale, and then click on the POSIT
- D button just to the right of the ATTITUDE control box. Your ship will now
- take up a position alongside the enemy vessel. Wait until the R: readout
- R in the targeting scope is under 5000 and then click on the BOARD to
- O initiate the boarding sequence.
- W
- As soon as the SQUAD DEPLOYMENT (401) panel appears, you'll want to
- S pause the game. Click on the pause button (11) towards the right end of the
- K 300 bar. When the button is lit up, all action on the screen should freeze,
- I including the numbers under the BOARDING CHRONO readout, but the screen
- D should remain intact (if the screen clears to black, you did not set the
- game for beginner level). Clicking on this button again unpauses - but
- R you'll want to read the following section before allowing the game to
- O continue.
- W
- SKID ROW page 14
- S
- K Boarding an Enemy Vessel
- I
- D Your Fleet Commander character now becomes a Squad Leader and leads a
- group of marines (members of the Federated Worlds Special Forces--or
- R FWSF) in boarding the enemy vessel. The squad is transported to the enemy
- O vessel and must attempt to wrest control of a specified percentage of
- W systems away from the opposing crew.
-
- S NOTE: If you have Breach 2 and use the IGS system, it is in
- K boarding situations where Breach 2 will be loaded. In some
- I missions, such as this one, no Breach 2 scenarios have been
- D linked to a ship or outpost, so in this particular mission Breach
- 2 will not be loaded.
- R
- O The SQUAD DEPLOYMENT panel shows an image of a FWSF marine in full
- W combat gear to the left, and an image of the opposing force type to the
- right. The name of your commander, and his/her squad-level statistics
- S appear, as does the name of the enemy race/force and the rank of their
- K Captain. At the center of the display is a SYSTEMS CONTROL meter, which
- I shows how much of the enemy ship's systems you control and how much is
- D controlled by the enemy. A horizontal marker indicates the level of control
- you must reach in order to be victorious. When the meter for FWSF reaches
- R that marker, you have won control of the alien ship. As your meter
- O increases the meter for your opponents decreases, and vice-versa.
- W
- You have no actual control over the boarding sequence, other than choosing
- S to abort it by clicking on the WITHDRAW/UNDOCK button. As this mission is
- K very easy you'll have little trouble wresting control of the enemy ship
- I from your opponents. In fact, the BOARDING CHRONO will probably never even
- D reach 5 minutes before you are victorious.
-
- R To see all this happen unpause the game and let the fighting continue.
- O
- W When you have seized control of the ship a usurper box appears telling you
- that "The boarding action was successful." Click on OK on this box to
- S return to your own flagship.
- K
- I SKID ROW page 15
- D
- Completing the Mission
- R
- O In the time it took you to complete this task, the other ships under your
- W command should have intercepted and attacked Enemy Transport E02. Chances
- are they've sent reports to you while you were busy fighting the Scout.
- S Look at the Communications icon in the 300 bar. To the right of the antenna
- K symbol is a two digit number, which lists the number of messages "waiting"
- I for you. There should be at least two, maybe as many as six, waiting. Click
- D on the icon to go to COMMUNICATIONS. The last message received is the one
- displayed at the top of the list and sender's picture is the one shown.
- R Pressing the down button allows you to scroll back through the messages.
- O Chances are by now that the other ships have destroyed their target.
- W
- With two of your three mission objectives met, all that's left for you to
- S do is get your ships to Waypoint 1, as specified in your mission briefing.
- K To see which mission objectives have been met, click on the Computer Panel
- I icon (fourth from left) to return to DATA RETRIEVAL and click on the
- D OBJECTIVES button. All mission objectives will be displayed, with a check
- mark preceding all of those that have been met.
- R
- O Switch back to COMMUNICATIONS. On the ORDER selector, click on right until
- W the order "Proceed to Waypoint" appears as the highlighted item in the
- list. Note that the large selector to the right now lists all waypoints (in
- S this case, one: XO1). Since you want to send the order to both the Explorer
- K and Tau Ceti, just click on the ALL button to give the order to both ships
- I rather than sending them individual orders. If you wait a few moments you
- D should receive acknowledgments from both ships.
-
- R Finally, switch back to the NAVIGATION panel (sextant icon) and click on
- O the WAY button at the bottom of the AUTOPILOT box. A list of waypoints
- W appears, again with only one item listed/highlighted. Click on the INTRCPT
- button to make for it. Your ship will now proceed at full power towards
- S Waypoint 1. It will take a few minutes of game-time (under 3) to reach the
- K Waypoint. Since game time is equal to real time, this may take longer than
- I you want. To make time pass more quickly, click with the right-most mouse
- D button on the >> time-accelerator button above the CHRONO readout in the
- 300 bar. Right-clicking on this button causes the acceleration to jump from
- R 1 x REALTIME (no acceleration) to 32 x REALTIME, which means 32 seconds of
- O game time will pass for each second of real-time which passes. If you watch
- W the CHRONO readout you'll notice that just over a minute of game-time
- passes every two seconds. In a matter of moments, your ship and its
- S companions will reach the Waypoint and the mission will end. A box will
- K appear notifying you, "Your mission has been completed."
- I
- D SKID ROW page 16
- (we got lazy after this point...there are no more page #'s given!)
- R
- O When you click on this box's OK button, the screen clears and a computer
- W evaluation of your performance is displayed. Pressing any key returns
- you to the navigation screen.
- S
- K At this point, the mission clock is frozen, and all activity is ceased. It
- I is at this point you could switch from panel to panel, examining the final
- D mission status before leaving the mission. When you are finished, click on
- the disk icon button in the 300 bar. This will exit the mission and save
- R your Fleet Commander's stats.
- O
- W Congratulations! You have just completed your first mission as commander of
- a Federated Worlds force!
- S
- K Keyboard Tutorial
- I
- D Start Rules of Engagement according to the instructions for your computer
- (see Getting Started section).
- R
- O When the credit roll has ended (or you have bypassed it by pressing a key
- W during the "chronology"), you will arrive in the game itself and be faced
- with a computer interface panel labeled "GAME/MISSION 101", over which is a
- S green bar labeled "MAIN MENU 100". An animated Federated Worlds Armed
- K Forces logo appears at screen center. Along the top and left side of the
- I screen are a series of control buttons, all colored magenta/purple. The
- D first thing you need to learn about magenta or blue (blue=cyan in IBM CGA).
- "Highlighted" buttons are the active controlling Rules of Engagement is
- R that the only "buttons" you can use are Items. A highlighted magenta button
- O turns white, and a blue button/item turns cyan (in CGA the cyan items
- W highlight to white).
-
- S NOTE: In this keyboard tutorial all on-screen buttons are listed
- K in italicized, capital letters, as in: FIRE. Keyboard keys are
- I listed in boldface, as in: "Press X to..." Panel labels are listed
- D in capitalized non-bold text.
-
- R NOTE ON THE NUMERIC KEYPAD: The Num-Lock function
- O on PC keyboards is disabled by Rules of Engagement so that
- W users with smaller keyboards can use the cursor functions on
- the keypad. When a number key in indicated by the instructions,
- S press the key on the main keyboard, not the numeric pad.
- K
- I Each and every game button has a keyboard equivalent. But with only a few
- D exceptions (see page 47), the keyboard equivalents are listed right on the
- screen. Look at the INFO button at the top of the screen. There is a small
- R line, or overscore, above the letter 'I' on the button. This overscore
- O indicates what key to press on your computer keyboard to activate the
- W on-screen button. Look at the other magenta buttons on the screen and
- you'll see similar overscored letters (or function key numbers). When you
- S press the equivalent key for a button the button will either highlight or
- K flash (depending on its function). Ignore the buttons across the top of the
- I screen and under the BUILDER bracket. In this tutorial we are concerned
- D only with the buttons under the GAME and NEW GAME brackets.
-
- R As you portray the Fleet Commander in the game, your first step must be to
- O create your alter-ego. Press F to activate the button labeled FLEET CMDR
- W under NEW GAME to create a new Fleet Commander. The animated logo is
- replaced by a large item selector listing all existing Fleet Commanders
- S (this box is probably empty). At the bottom-right side of the selector are
- K four purple buttons, one of which is labeled CREATE. Press C to activate
- I it. A small yellow and green (white and cyan in CGA) "usurper" box will
- D appear, asking "Are you sure you want to create a new Fleet Commander?"
- "Press Y to continue." Following a brief "Please stand by..." message, a
- R larger box appears, this one featuring a picture of a Fleet Commander and a
- O field for his/her name. Press N and a text editing frame with a thin cursor
- W appears in the FLEET CMDR NAME fold. Type in the name of your choice (up to
- 18 characters you can use the Backspace key to edit) and then press
- S Enter/Return on your keyboard. Your character is now named. Before
- K actually creating the character, you will probably want to decide what
- I he/she looks like. Pressing the X button cycles through the various options
- D for your character's appearance. Men and women of several ethnicities are
- available.
- R
- O When you've selected an appearance, press C. The CREATE COMMANDER
- W box disappears and you will now see your new character listed in the item
- selector, with the word "available" appearing to the right of his/her name.
- S
- K Now it's time to create a game. Press T to activate the CREATE button under
- I the NEW GAME bracket at screen left. The contents of the selector will
- D change to list available missions and Fleet Commanders. You must select a
- mission and a character in order to start a new game. Use UP and DOWN keys
- R to move the highlighter for MISSION to A SHAKEDOWN CRUISE, and use the LEFT
- O and RIGHT keys to move the highlighter for FLEET CMDR to the name of your
- W Fleet Commander. Press G to make a new game.
-
- S A usurper box will appear. Press N to activate EDIT NAME and a text editing
- K frame and cursor will appear in the GAME NAME field. Using the keyboard,
- I type the name "Tutorial", then press Enter/Return. Finally, you will want
- D to select a mission difficulty. Make sure that the blue BEGINNER button is
- highlighted. If it is not, press B. (You must be on beginner level to
- R follow this tutorial as written!) Now press D for DONE. You are returned to
- O the main screen.
- W
- Press X to activate the EXISTING button under the GAMES bracket. The
- S selector will now list all existing game files. Make certain that the game
- K TUTORIAL is highlighted (press $ to get the highlighter on its name if
- I not), and then press P to PLAY the game. A "Please stand by..." message
- D will appear. After a few moments, the screen will go black and then return
- with an image of space. The mission title and author's name appear over a
- R picture of a Federated World's Dreadnought. A moment later, the game screen
- O will appear.
- W
- Across the top of the screen is a bar with a number 300 at the far left.
- S This "300 bar" is the main menu of your ship's computer interface and is
- K present at all times during the game. It contains the buttons for switching
- I between various panels, controls for setting the game's time-passage speed,
- D damage readouts and the elapsed mission time clock (CHRONO).
-
- R Below the 300 bar is the DATA RETRIEVAL panel (numbered 304). This is your
- O ship's computer, where you can check on the condition of your fleet, and
- W get background information on your mission, status, and data about the
- Captains on the ships under your command and the enemy you face.
- S
- K NOTE: You may notice that there are no keyboard equivalents listed
- I on these icons. Each button on the 300 bar is assigned a
- D function key, and they are numbered sequentially, left to
- right. The first icon is F1, the second F2, and so on.
- R
- O The current data display before you is the FLEET STAT readout. It lists all
- W of the ships under your command and their last reported status. The first
- ship listed, identified as F01, is your own flagship (the FWS Yury
- S Gagarin), a Destroyer. The other ships are: F02, a Scout (the FWS
- K Explorer), and F03, a Destroyer (the FWS Tau Ceti).
- I
- D Along the right side of the screen are buttons which will change the data
- played on this panel. Press B to access the BRIEFING button under MISSION.
- R A written briefing appears, describing exactly what you must do to
- O successfully complete your mission.
- W
- When you've finished reading the briefing, press F1 to activate the first
- S icon (a sextant) in the 300 bar at the top of the screen. This will move
- K from the DATA Retrieval panel to the NAVIGATION controls. Your mission
- I requires you to capture enemy vessel E01 (a scout) and destroy enemy ship
- D E02 (a transport). Both the enemy ships and your own ships appear in the
- map which dominates most of the panel. Each ship is indicated by a small
- R arrow and an associated number. When you first view the map, you will see
- O only the ship symbols. At the top of the map area are a series of buttons,
- W only two of which, FWS and ENS, will be highlighted. If you press the
- associated letter for the others (S=STR/stars, D=AFD/asteroid fields,
- S Y=WAY/waypoints, O=OUT/outposts, and L=PLN/planets), the map will then
- K display those items as well (if any). The only items you are concerned with
- I in this mission are ships and waypoints. All ships are already selected for
- D display, so press Y to view the system's one waypoint.
-
- R When you first see the map you are in mix mode, which shows the entire
- O system. To center on your own ship, press K to LOCK-ON with the TELEMETRY
- W controls. The map will change and center on your ship, showing an area
- 47 million kilometers in radius.
- S
- K In order to capture the enemy Scout ship, you must first intercept it. At
- I screen left is a selector which allows you to probe, chase or intercept
- D anything in the solar system. The highlighted (white bar) item in the list
- below the buttons for these functions indicates the current item. Below
- R this selector are buttons for selecting what type of item you are
- O interested in probing, chasing, etc. The default is ENS, for "Enemy Ships",
- W and your target vessel should be highlighted, as it is the first of the two
- enemy ships in the sector. Press B to activate the PROBE button, and the
- S list of enemy ships is replaced by a scanner readout of the enemy ship in
- K question. You now have your prey identified, and it's time to move in.
- I
- D Press C to initiate a CHASE. The I.D. number of the enemy ship (E01) will
- appear in the small readout to the right of the INTRCPT button, and the
- R small sextant icon alongside the HELM controls (lower-left corner of the
- O screen) will flash, indicating that your ship is in autopilot mode. Your
- W ship is now moving in on the target at full speed, and will automatically
- match course and speed when it has caught up with it.
- S
- K It will take approximately 2 to 3 minutes of real-time to intercept the
- I target. In the meantime, you'll want to send your other ships after the
- D enemy Transport. Press F2 to activate the dish-antenna icon on the 300
- bar. This will switch to the COMMUNICATIONS panel (302). On this panel, you
- R need to specify the order to send and the ship to receive it. At the
- O left-center of the screen is a selector labeled ORDER. Press the $key
- W repeatedly until the order "DESTROY ENEMY SHIP" appears as the highlighted
- (white bar) item in the list. Now press K to highlight the ACKNOWLEDGE
- S button. This will tell the Captain(s) to whom you are sending the order to
- K send an acknowledgment when the order has been obeyed.
- I
- D Note that the FWS Explorer (F02) is the highlighted item in the Ship
- selector just below the ORDER box. You will notice that both of these
- R selectors are now linked to the larger selector to the right, which now
- O lists every ENEMY SHIP, and that a bar now connects this selector to a send
- W order box in the lower left-hand corner of the screen. Use the Home and End
- keys to move the highlighter up and down until it rests on TRANSPORT (E02)
- S in the large selector, specifying it as the ship you want destroyed. To
- K send the order to the FWS Explorer, press S to activate the SEND ORD
- I button. If you wait a few moments, you should receive a response from the
- D Explorer, complete with a visual of the Captain of the ship.
-
- R Now you need to send the same order to the FWS Tau Ceti. The only thing you
- O need to do is press the + key so that the Tau Ceti becomes the highlighted
- W item in the SHIP selector, and then press S again to send the order. In a
- few seconds, the Captain of the Tau Ceti will also respond.
- S
- K While you're waiting to catch up with your target, you might as well take
- I some time to acquaint yourself with your opponents. Press F4 to activate
- D the Computer Panel icon in the 300 bar (fourth from the left) and return to
- DATA RETRIEVAL. When the panel pops up, press E to access ENEMY data under
- R DOCKET. The readout will now display an image of a member of the race/group
- O you are opposing, and text describing them. Pressing the PageUp and
- W PageDown keys allows you to jump backwards and forwards through the
- screens of information about the enemy (if any).
- S
- K When you're finished researching your opponents, you might want to find out
- I about the Captains of the Explorer and Tau Ceti. Press C to access the FW
- D Captain data under DOCKET. The screen will now display information about
- the Captain of the ship currently highlighted in FLEET STAT mode, which
- R probably means the stats for your own character will appear. If this is the
- O case, just press the DOWN key. After a moment you will see a picture of
- W Captain Telifero Lawson, and his dossier to the right. The dossier scrolls
- just like the background information on the enemy, using the PageUp and
- S PageDown keys. When you are done reading Lawson's dossier, you can view
- K that of the Captain of the Tau Ceti by pressing DOWN again.
- I
- D By now your ship should have closed in on the target vessel. Go back to
- NAVIGATION (press F1 for the sextant icon) and on the map you should see
- R that your vessel is now much closer to the enemy ship than when you
- O started. In fact, the symbols representing your ship (F01) and the enemy
- W (E01) may even be overlapping.
-
- S By now you should be or almost be within range to combat the enemy vessel.
- K Press F3 to activate the Crosshair icon in the 300 bar, thus switching to
- I the TACTICAL panel. Here is where you'll combat the enemy.
- D
- In a beginner level mission your ship's defensive energy shields are
- R automatically raised the moment another ship fires on you. However, since
- O the enemy ships in this mission have no operational weapons systems, this
- W will not happen. You can tell the status of the shields by looking at the
- defense subpanel to the lower right. If the SHIELDS button is highlighted
- S and a green circle appears around the small picture of your ship there,
- K then the shields are on. Pressing S toggles the shields on and off. Just to
- I get into the habit, raise the shields now.
- D
- Before going into combat you'll want to power up your Enhanced Beam
- R Weapons (EBWs). At the top-center of the TACTICAL panel, directly under the
- O WEAR label, is a power meter. A small arrowhead is at the left end of the
- W scale, and the power readout below it reads 000%, indicating that the EBW
- power is off. Press the End key on your keyboard, and you'll notice that
- S the RIGHT button below the meter will become highlighted and the arrowhead
- K will move towards the right end of the scale. When the EBW power reading is
- I at 100%, press the End key again.
- D
- The enemy Scout in this mission has most of its systems severely crippled,
- R but its shields are still partially intact. In order to capture the ship
- O you must board it, and in order to board it you need to knock its shields
- W and engines out entirely. To knock out the shields you'll want some very
- precise weapons control. Press G to toggle on the GET button above the EBW
- S power meter. The combat map will disappear, replaced by expanded weaponry
- K controls. Note that the EBW FOCUS is currently set at NORM (normal). What
- I you want to do is press N, for PIN, or 'pinpoint' firing. This allows you
- D to target specific systems. Now look at the PINPOINT EBW SET box. The
- default system to target is the communications system (COMM). Press the
- R plus (+) four times until the blue SHLD label is highlighted; you now have
- O the shields targeted.
- W
- Press G again to deactivate GET mode and restore the map display, then
- S press Z to switch the map to COMBAT ZONE, which displays a view with a
- K radius of 500,000 kilometers. This is the maximum effective combat range of
- I your ship's weapons, and the approximate range of your target.
- D
- At the center-left of the screen are a set of TARGET controls. Your target,
- R Scout E01 appears in the selector bar. Press Q to ACQUIRE the ship. The
- O I.D. number of the target is fed into target slot A, and, as long as the A
- W button is highlighted, your computer will attempt to keep the weapons
- pointing in the direction of that target. As you can see, the targeting
- S scope (the "viewer" towards the upper-left of the panel) immediately turns
- K to find and lock onto the target. When a lock is achieved a flashing
- I ACQUISITION indicator appears at the bottom of the targeting scope along
- D with an image of the target starship.
-
- R Before you start firing, check the range to the target, listed as the
- O number to the right of the R: at the top of the targeting scope. If the
- W number there is greater than 550,000 you are out of effective firing range.
- Wait until the range is approximately 550,000 kilometers, and the enemy
- S ship symbol appears in the map display, before firing.
- K
- I At this point, you'll want to attack. To fire the EBWs, press the F9 key,
- D which triggers the upper of the two FIRE buttons to the right of the
- targeting scope making certain that the ACQUISITION indicator is present
- R (if you fire while there is no acquisition, you'll hit nothing). Each time
- O you fire the EBW power level drops, and you have to wait for the EBW power
- W meter to build up before you can fire again, otherwise you'll be hitting
- the target with very little energy.
- S
- K (The second FIRE button, F10, is for firing missiles. However since your
- I ship is carrying no missiles in this mission, pressing it will have no
- D result.)
-
- R Directly to the left of the tactical icon are a set of six readouts, which
- O represent your computer's estimation of the damage the enemy ship's systems
- W have sustained (do not confuse these with the similar damage readouts for
- your own ship, which appear in the 300 bar). Each time you fire, glance at
- S the tiny red bar to the right of the S (shields) meter there. When the bar
- K alongside the S readout vanishes completely, then the enemy ship's shields
- I have been completely disabled (this could require as few as 3 or as many as
- D 9 full-power EBW hits to accomplish).
-
- R When the enemy's shields have been destroyed, press G to GET the extended
- O weapons controls. Use the plus key to move the highlighter on PINPOINT EBW
- W SET to DRIVE. Press G again to restore the map, then continue firing on the
- enemy ship until the red bar next to the D vanishes completely, indicating
- S that the enemy drive systems are completely destroyed (this should require
- K between 5 and 10 full-power EBW hits).
- I
- D You are now ready to board the enemy vessel. The ATTITUDE controls in the
- lower left-hand corner of the screen now come into play. These controls are
- R normally used to set your range to the target, your position relative to
- O it, and which shield you want to keep towards it. In boarding situations
- W you use it to bring your starship within boarding range, which is from 0 to
- 5000 kilometers. Press the 0 (zero) key, which will make the yellow
- S arrowhead next the RANGE move down. When it has reached the bottom of the
- K scale, press 0 again. Now press I to activate Posit button just to the
- I right of the ATTITUDE control box. Your ship will now take up a position
- D alongside the enemy vessel. Wait until the R: readout in the targeting
- scope is under 5000 and then press R (for BOARD) to initiate the boarding
- R sequence. As soon as the SQUAD DEPLOYMENT (401) panel appears, you'll want
- O to pause the game. Pressing F7 activates the pause button (11) towards the
- W right end of the 300 bar. When the button is lit up, all action on the
- screen should freeze, including the numbers under the BOARDING CHRONO
- S readout, but the screen should remain intact (if the screen clears to
- K black, you did not set the game for beginner level). Pressing F7 again
- I unpauses but you'll want to read the following section before allowing the
- D game to continue.
-
- R Boarding an Enemy Vessel
- O
- W Your Fleet Commander character now becomes a Squad Leader and leads a
- group of marines in boarding the enemy vessel. The squad is transported to
- S the enemy vessel and must attempt to wrest control of a specified
- K percentage of systems away from the opposing crew.
- I
- D NOTE: If you have Breach 2 and use the IGS system, it is in
- boarding situations where Breach 2 will be loaded. In some
- R missions, such as this one, no Breach 2 scenarios have been
- O linked to a ship or outpost, so in this particular mission
- W Breach 2 will not be loaded.
-
- S The SQUAD DEPLOYMENT panel shows an image of a FWSF marine in full combat
- K gear to the left, and an image of the opposing force type to the right. The
- I name of your commander, and his/her squad-level statistics appear, as does
- D the name of the enemy race/force and the rank of their Captain. At the
- center of the display is a SYSTEMS CONTROL meter, which shows how much of
- R the enemy ship's systems you control and how much is controlled by the
- O enemy. A horizontal marker indicates the level of control you must reach in
- W order to be victorious. When the meter for FWSF reaches that marker, you
- have won control of the alien ship. As your meter increases the meter for
- S your opponents decreases, and vice-versa.
- K
- I You have no actual control over the boarding sequence, other than choosing
- D to abort it by pressing W to activate the WITHDRAW/UNDOCK button. As this
- mission is very easy you'll have little trouble wresting control of the
- R enemy ship from your opponents. In fact, the BOARDING CHRONO will probably
- O never even reach 5 minutes before you are victorious.
- W
- To see all this happen unpause the game and let the fighting continue.
- S
- K When you have seized control of the ship a usurper box appears telling you
- I that "The boarding action was successful." Press O for OK on this box to
- D return to your own flagship.
-
- R Completing the Mission
- O
- W In the time it took you to complete this task, the other ships under your
- command should have intercepted and attacked Enemy Transport E02. Chances
- S are they've sent reports while you were busy fighting the Scout. Look at
- K the Communications icon in the 300 bar. To the right of the antenna symbol
- I is a two-digit number, which lists the number of messages "waiting" for
- D you. There should be at least two, maybe as many as six, waiting. Press F2
- to go to COMMUNICATIONS. The last message received is the one displayed at
- R the top of the list and sender's picture is the one shown. Pressing the
- O LEFT key allows you to scroll back through the messages. It's quite likely
- W that the other ships have destroyed their target by now.
-
- S With two of your three mission objectives met, all that's left for you to
- K do is get your ships to Waypoint 1, as specified in your mission briefing.
- I To see which mission objectives have been met, press F4 to return to DATA
- D RETRIEVAL and then press O to activate the OBJECTIVES button. All mission
- objectives will be displayed, with a checkmark preceding all of those that
- R have been met.
- O
- W Use F2 to switch back to COMMUNICATIONS. Press RIGHT until the order
- "Proceed to Waypoint" appears as the highlighted item in the ORDERS list.
- S Note that the large selector to the right now lists all waypoints (in this
- K case, one: X01). Since you want to send the order to both the Explorer and
- I Tau Ceti, just press L (for ALL) to give the order to both ships rather
- D than sending them individual orders. If you wait a few moments you should
- receive acknowledgments from both ships.
- R
- O Finally, use F1 to switch back to the NAVIGATION panel, and press W to
- W highlight the WAY button at the bottom of the Autopilot box. A list of
- waypoints appears, again with only one item listed/highlighted. Press I to
- S INTRCPT (intercept) it. Your ship will now proceed at full power towards
- K Waypoint 1. It will take a few minutes of game-time (under 3) to reach the
- I Waypoint. Since game-time is equal to real time, this may take longer than
- D you want. To make time pass more quickly, hold down a Shift key while
- pressing the F5 key, calling the time-accelerator button >> above the
- R CHRONO readout in the 300 bar. Pressing Shift-F8 causes the acceleration to
- O jump from 1 x REALTIME (no acceleration) to 32 x REALTIME, which means 32
- W seconds of game time will pass for each second of real-time which passes.
- If you watch the CHRONO readout you'll notice that just over a minute of
- S game-time passes every two seconds. In a matter of moments, your ship and
- K its companions will reach the Waypoint and the mission will end. A box will
- I appear notifying you, "Your mission has been completed." Press O to OK
- D this. The screen clears and a computer evaluation of your performance is
- displayed. Pressing any key returns you to the navigation screen.
- R
- O At this point, the mission clock is frozen, and all activity is ceased. It
- W is at this point you could switch from panel to panel, examining the final
- mission status before leaving the mission. When you are finished, press F5
- S to activate the disk icon button in the 300 bar. This will exit the mission
- K and save your Fleet Commander's stats.
- I
- D Congratulations! You have just completed your first mission as commander of
- a Federated Worlds force!
- R
- O PART II: THE STORY SO FAR
- W
- Historical Briefing
- S
- K The First Stellar Expansion began on May 10th, 2029, with the first
- I practical demonstration of the hyperdrive field effect. The test was
- D carried out in Building Number 4 of Area 117 of the Franklin Laboratories
- test range (a converted Army Ammunition Plant) at Hawthorne, Nevada, in
- R what was then the United States of America. Five years later, that
- O country's National Aeronautics and Space Administration deployed the
- W unmanned vehicles Odysseus I & II to test the practicality of hyperdrive as
- a method of interplanetary and interstellar travel. Odysseus I successfully
- S engaged hyperdrive, but its field effect was greater than anticipated, and
- K resulted in the destruction of both the probe and the Space Tug which had
- I launched it. Odysseus II was launched two months later, and its hyperdrive
- D activated only when it had left the vicinity of Earth and Luna. Odysseus II
- returned to Earth orbit three weeks later, having successfully
- R "hyperjumped" to the Oort Cloud at the perimeter of the Sol system, taken
- O readings and photos, and then returned.
- W
- In 2040, only 11 years after the hyperdrive field was first tested and
- S seven years after the Odysseus probes, the first practical starship, the
- K USSC Gerardus Mercator, with its crew of seven, made a successful jump of
- I over two lightyears through hyperspace. Less than 100 years after that
- D first manned jump, the colonies of Earth consisted of 8 planets and over 18
- billion inhabitants, scattered across several solar systems in the
- R "neighborhood" of Sol/Earth, and were known as the Home Cluster.
- O
- W Hyperspace proved to be rather curious. It was totally devoid of energy or
- matter, yet spacecraft could operate normally within its bounds. A trip
- S through it (a hyperjump) would take, regardless of the actual distance in
- K "normal" space, 6.8433 Earth days. There were, however, two limitations to
- I its use. One was the enormous amount of energy required to enter
- D hyperspace. The other was the so-called "Mass Limit", which, stated simply,
- placed a severe limit on the size of spacecraft that could enter
- R hyperspace.
- O
- W By the early 2100's the starships, powered by mass-conversion, were
- strained severely just to travel from one end of the Home Cluster to the
- S opposite end, and three ships were lost when the strain overloaded their
- K systems. The energy/fuel requirements for jumps beyond the Home Cluster
- I demanded starships larger than the Mass Limit permitted. Because of this
- D fact, and that all of the Home Cluster colonies remained dependant on Earth
- for support, the experts were predicting an end to the Expansion. As usual,
- R the experts were wrong.
- O
- W In 2105, a team of scientists, traveling through the far reaches of the Tau
- Ceti solar system, were shocked when they discovered a huge alien artifact
- S drifting Through space. Entire scientific communities came to study the
- K artifact and, several years later, the purpose of the great object was
- I discovered. It was a hyperspace booster, a device with the capability to
- D "push" spacecraft (and other objects) not tens but thousands of lightyears
- through hyperspace. Since the booster itself did not enter hyperspace (it
- R was calculated to exceed the Mass limit by a factor of over 7,453), a ship
- O right up to the Mass Limit could travel enormous distances using virtually
- W no power.
-
- S Years of research continued. Why had the Charon, the "gatekeepers" as the
- K scientists dubbed them, abandoned a working booster? Where had they gone?
- I The scientists were unable to say. The booster contained a mapping system
- D depicting millions of the galaxy's stars, but few of them had been
- specifically marked by the Charon.
- R
- O Eventually, elements of the Charon's control system were deciphered and
- W trial boosts began. They proved the booster to be fully functional and the
- technicians' knowledge of the control system was deemed adequate to allow
- S regular use. The Second Expansion was underway.
- K
- I Your home is in a cluster of stars known as the Local Group. For years the
- D Local Group had been receiving Development Assistance packages from the
- Home Cluster, to assist them in constructing new colonies and providing
- R updates to their technology. Fifty years ago, the shipments stopped coming.
- O Officially, the word was there hadn't been any indication that they would
- W stop. The next ten years were known as The Great Panic, a period of
- interstellar war and piracy that nearly destroyed human civilization in the
- S Local Group. Fortunately, at the peak of hostilities, a hyperspace booster
- K was discovered inside the Local Group. The knowledge that two-way
- I communication with the Home Cluster might be established acted to calm the
- D Local Group. A monumental plan was put into action to move the booster,
- entirely at sublight speeds, into orbit around Cetus Amicus. But, during
- R the twenty-plus years the move required, the Local Group gain fell into
- O turmoil, this time to emerge divided into two mutually hostile governments:
- W the Federated Worlds (FW) and the United Democratic Planets (UDP).
-
- S Following years of instability and chaos, the FW and UDP ceased hostilities
- K and formed an overreaching governmental agency known as the Local Group
- I Unification Organization, which was to oversee the slow re-unification of
- D the two nations.
-
- R Several years after the re-unification process began, the hyperspace
- O booster at Cetus Amicus was certified as operational. The Federated Worlds,
- W eager to reestablish contact with the Home Cluster, dispatched the FWS
- Union, under the command of Captain Alex G. Seward, to use the booster and
- S travel to Tau Ceti III the location of the Home Cluster's hyperspace
- K booster. Captain Seward completed his mission, overcoming a saboteur and
- I xenophobic locals, and uncovered the truth about the discontinuance of
- D Development Assistance packages to the Local Group. Seward's report of his
- findings, sent back to the Local Group via the Tau Ceti booster, led to an
- R investigation by the Federated Worlds Special Forces' Intelligence Division
- O (FWSF- ID). It was discovered that a conspiracy had been going on for those
- W fifty years of non-contact, involving high-level officials in not only the
- Home Cluster, but also in both the FW and UDP, many of whom were currently
- S serving on the Local Group Unification Organization's high council (NOTE:
- K specific details are CLASSIFIED at this time). Some of the investigation's
- I findings were leaked, and this caused the Unification Organization to
- D collapse. With both UDP and FW governments implicated in the conspiracy,
- both sides grew mistrustful and hostile. Following several military
- R incidents, the UDP declared war on the Federated Worlds.
- O
- W This is the situation which exists today.
-
- S
- K Coded Situation Orders
- I
- D NAVCOM ENCODED TRANSMISSION CODED LEVEL: ARCHER ABLE ONE
-
- R TO: FWAF Task Force Commander Code Number Te56 Ra8790u
- O
- W FM: Admiral V. Bresheliah, Marine Operations, H9 Axia
-
- S RE: OPERATION BLINDING LIGHT
- K
- I MG: You have been selected to command the FWAF Third Fleet. In this
- D capacity your responsibility will be to lead missions as part of Operation
- Blinding Light ("Operation Blinder" to the FWSF Marine squads your fleet
- R may deploy), a large-scale Fleet operation composed of a series of missions
- O in numerous solar systems. In each mission you will take command of the
- W flagship of a selected task force and lead the vessels of that force in
- accomplishing the goals of the mission.
- S
- K 'Your missions will be varied, ranging from escorting supply transports to
- I seek-and-destroy strikes in hostile systems. Although many missions may be
- D straightforward ship to ship combat in deep space, in others your task
- force may be required to capture enemy ships and/or outposts. In such
- R circumstances, you will deploy squads of FWSF Marines for boarding, rescue
- O and control operations against the selected targets.
- W
- It is important for you to remember that often you will be commanding not
- S just one ship, but entire groups of ships. Each of those ships has a
- K captain who, just like you, has his own responsibilities, strengths and
- I weaknesses. You must try to gain an understanding of those captains and
- D their abilities in order to make the most effective use of them.
-
- R Good luck,
- O Adm. Vikotor Bresheliah, FLFETOPS, FtA.
- W
- END TRANSMISSION
- S
- K
- I Intelligence Reports
- D
- The UDP
- R
- O In 2348 the United Democratic Planets (UDP) was formed, chiefly to avoid
- W coming under the regulations of the Federated Worlds (established three
- years earlier), which the UDP founders felt provided for far too much
- S individual liberty. UDP allied governments, as a whole, exert a great deal
- K more influence on the day-to-day lives of the citizenry than Federated
- I Worlds governments. The UDP has developed into a steadily increasing
- D threat to the stability of the Local Group and declared war on the
- Federated Worlds (FW) in early 2374. In that time the UDP has undertaken
- R both overt and covert operations aimed at the destruction of the FW.
- O
- W The UDP military has no special name or designation. They are simply UDP
- Forces. In terms of technology, the UDP tends to be roughly on-par with the
- S FW, although some of their equipment is slightly less sophisticated.
- K
- I Their soldiers are, on the whole, excellent, although in recent years a few
- D "cracks" have appeared in the loyalty of the rank and file. Beware of
- letting this type of information lessen your opinion of them, as an
- R experienced UDP starship commander is not to be taken lightly. They are
- O formidable.
- W
- Member and allied worlds of the UDP consist of: Arbest, Aureilse, Bahnir,
- S Baliolsol, Benison, Fevvel, Grotto, Miga Kambut, Milokarr, Myl, Rouvchorra,
- K Schrelos, Sirrial, and Stowe. The UDP has outposts in many systems, and
- I several important allies, including the "Aliens" and several species of
- D "Mute".
-
- R Aliens
- O
- W A generic term for creatures of unknown origin. The "Aliens" we refer to
- today are strange beings, apparently sapient, which have developed as an
- S increasing threat to the Federated Worlds in recent years. They are tall,
- K bipedal creatures with no arms and squat bodies. Their single-eyed and
- I beaked head is held high above the body by a powerful snakelike neck. Their
- D exact origin in unknown, but their ability to withstand, unprotected,
- environments ranging from hellish to vacuum, has led many scientists to
- R speculate that they originated either from a planet humans would categorize
- O as uninhabitable or were genetic engineering experiments. Little is known
- W about the Aliens except that they communicate using electromagnetic energy
- and infrared light, that they almost all seem to possess the ability to
- S attack with a psionic stun, and that their nervous systems have the
- K peculiar capability of building up an odd energetic charge which can then
- I be released through the creatures' "eye", resulting in a deadly beam.
- D
- Interestingly, although the Aliens are hostile to FW forces, they seem to
- R have struck up some kind of relationship with the UDP and some other
- O factions and races hostile to the FW, including the recently discovered and
- W highly dangerous Cybers, whose ships they have been detected on. Aliens are
- sometimes found controlling ships of their own, attacking any FW forces
- S they encounter. All FW attempts at communication with the Aliens have been
- K failures.
- I
- D Muties
-
- R "Mutie" is a common Local Group colloquialism for "mutant", and is most
- O commonly used in reference to proto-sapient beings originating on Tuoles
- W Laicr'mok - a planet in the LG-MD8 system, at the very perimeter of the
- Local Group. There are numerous varieties of muties, although the most
- S common are the "Beta Muties" (Mutai Laicr'mok Beta), disgusting, leg less
- K beings that move around on motorized treads.
- I
- D Several varieties of muties have been trained by the UDP to act as
- everything from servants to combat forces. They range in threat potential
- R from the pathetic to the formidable, so caution is advised.
- O
- W "Mutie" is also a popular insult amongst adolescents.
-
- S The Entymions
- K
- I The first known contact between FW and Entymion forces was when a fleet of
- D Entymion ships was detected in 2346 by the 'Demon's Lair' outpost in the
- Deimos star system. The Entymions have been tentatively identified as
- R originating outside of the Local Group. However, while this would seem to
- O imply that they possess an advanced form of hyperspace travel or a
- W hyperspace booster, neither appears to be the case. In fact, all evidence
- seems to point to the Entymions lacking even conventional hyperspace
- S engines! The Entymions apparently travel entirely at sublight velocities.
- K They appear to be long-lived and very patient creatures, who don't seem to
- I mind spending thirty or more years on each leg of a journey. That is not to
- D say, however, that the Entymions have no interest in hyperspace technology.
- Intelligence reports indicate that they have been known to ask numerous
- R questions about the Cetus Amicus hyperspace booster.
- O
- W Creatures of vast, cool intellect, they are surprisingly good fighters and
- have never been seen to back-down in combat. Strangely enough, they treat
- S each encounter between their kind and the Federated Worlds as if it were
- K the first, leading some xenosociologists to speculate that the Entymions
- I have no concept of war, hostilities, or even "grudges" as we know them. As
- D a result, no state of war exists between the Federated Worlds and the
- Entymions, although a number of conflicts have taken place.
- R
- O Priority One Report: Cybers
- W
- In recent months a new hostile force has been encountered in the Local
- S Group. They are humanoid beings who have been extensively modified with
- K biotechnical implants to become biomechanical beings commonly referred to
- I as "Cybers". Although encounters have been few, the Cybers have, in every
- D reported instance, been hostile to any and all governments and life forms,
- usually destroying the unfortunate few whom they have come face to face
- R with. The single exception to this hostility are Aliens, which have
- O reportedly been detected on Cyber vessels. The nature of this relationship
- W is unknown.
-
- S Cybers are extremely dangerous opponents, and it is better strategy to run
- K than fight when confronted by them. All of their ships we have encountered
- I thus far are equivalent to dreadnought class vessels, and very powerful.
- D The Cybers themselves are cunning opponents, quick to respond, aggressive
- in the extreme, and uncompromising.
- R
- O No one knows where the Cybers come from or what they want. However,
- W intelligence reports indicate that they apparently have an extremely small
- presence in the Local Group: perhaps only a few dozen ships, and no known
- S bases (except those of other races which they raid). No Cyber body has yet
- K been captured so it has been thus far impossible to determine if they are
- I modified humans of common descent to those on the Local Group and Home
- D Cluster, which some biologists speculate must be the case. The two
- prevailing theories about the Cybers origin are:
- R
- O 1. They were a splinter colony in the Local Group who for some reason
- W chose to modify themselves biomechanically and have only recently
- made themselves known.
- S
- K 2. They are from "outside" the Local Group and arrived here either by
- I accident (unlikely) or through some kind of hyperspace booster.
- D
-
- R Local Group Starchart - Updated
- O
- W For the past century and a half the Local Group's boundaries were
- established its a rectangular volume of space 48 lightyears "wide" (X
- S axis), 33 lightyears 'deep" (Y axis) and 34 Lightyears "high" (Z axis), for
- K a total volume of 50,490 cubic Lightyears. In 2369, Tim Markarian, Dean of
- I Astrophysics at Axia Polytech, proposed extending the Local Group's
- D boundaries to encompass a cube 60x60x60 lightyears, centered on the star
- Hope. This new definition more than quadrupled the volume of the Local
- R Group to 216,000 cubic lightyears, and added 27 new stars, bringing the
- O total to 47. Not all of the 27 new stars have yet been visited, and so far
- W only one of those few that have been visited has been identified as having
- a habitable planet (specifically, the red dwarf star LG-MD8, around which
- S orbits the unsavory planet called Tuoles Laicr'mok garbage dump of the UDP
- K and the home of the "Muties").
- I
- D It is unlikely that most missions will stray beyond the established
- pre-2369 Local Group star systems, but for your future reference, and in
- R the unlikely event that you are required to command a task force to some
- O previously unexplored system, the newly updated map is not provided here.
- W
-
- S
- K PART III: MISSION OVERVIEW
- I
- D What the Game Is
-
- R Having gotten your first sample of Rules of Engagement through the
- O tutorial, you now have some idea of what the game is about and how it is
- W played. This section provides brief descriptions about key aspects of the
- game, allowing you to form a better mental picture of the nature of your
- S objectives in the game, the opposition your face, and what resources are
- K available to you and your opponents.
- I
- D
- You as the Fleet Commander
- R
- O Rules of Engagement is a role-playing game in which you take on the role of
- W a Fleet Commander deployed to lead Federated Worlds forces in specific
- missions against enemy or rebel forces. Your overall objective is to
- S advance your Fleet Commander. This is accomplished by successfully
- K completing missions, which raises the total score for the Commander. When
- I certain scores are reached, the Commander is promoted.
- D
- NOTE: For detailed information about Fleet Commanders, see Appendix I.
- R
- O
- W The Concept of the Mission
-
- S A mission is a single, specific military operation. Each time you play a
- K game you are engaged in a particular mission. In Rules of Engagement there
- I are no broad "campaigns" of linked operations. Each mission stands on its
- D own.
-
- R In the mission you take the helm of the flagship of a group of Federated
- O Worlds starships. The force under your command can consist of as few as one
- W ship, and up into entire armadas of vessels.
-
- S
- K Mission Locales
- I
- D Each mission takes place in a particular solar system (also: star system),
- containing between one and two stars, and various numbers or planets,
- R asteroid fields, outposts and waypoints. The system map is 4 x 4 billion
- O kilometers, with an overall map area of 16 quintillion square kilometers.
- W All game action takes place on a two-dimensional plane through the center
- of the system. You cannot collide with objects in the system, as they are
- S treated as if just below the plane your ships, and the enemy, are on. Thus,
- K when your ship appears to be flying through the sun or a planet, it is
- I actually passing over it.
- D
- You cannot leave the system. Your ship's navigational subsystem has an
- R inhibitor which will prevent your vessel from leaving the system map and
- O venturing into the void of interstellar space.
- W
- A few things to know about the systems:
- S
- K The size and class of the star(s) in the system can effect your
- I communications systems. The hotter the star, the more interference
- D it creates. Furthermore, the closer you are to the star, the higher
- the interference.
- R
- O Asteroid fields are no menace to navigation, however, the more dense
- W an asteroid field is, the more difficult it is to scan outside it.
-
- S A ship caught in a dense asteroid field is at a disadvantage because
- K it may be effectively sensor-blind while opposing ships outside of
- I the field are probably still be able to see it.
- D
- Planets have no affect on your ship (although they may harbor
- R outposts).
- O
- W
- Time-Limits & Real-Time Missions
- S
- K Some missions have time limits built in, forcing you to complete the
- I mission within a certain time-frame. If you do not meet all of the
- D objectives within a particular mission's time limit, you will have failed
- to successfully complete the mission, and the game will end.
- R
- O The CHRONO readout in the 300 bar at the top of all of the game screens
- W displays a continually updated mission clock, registering how many hours,
- minutes and seconds have passed since the mission began. The total mission
- S lime remaining can be seen under the Objectives display on the DATA
- K RETRIEVAL panel.
- I
- D Unlike Omnitrend's Breach 2, in which time passes in 30 second "rounds",
- almost everything that happens in Rules of Engagement occurs in real-time.
- R One second of time in the "real" world equals one second of game-time,
- O which means, if you don't pay attention, you could suddenly find yourself
- W having less than five minutes in which to get your ships to a point in
- space that would take ten minutes to reach at, maximum velocity, and thus
- S lose the mission.
- K
- I
- D E=MC^2. It's the Law
-
- R According to Einstein's Special Theory of Relativity, no object in normal
- O space can accelerate beyond the speed of light roughly 300,000 kilometers
- W per second. In the Universe games this limitation is circumvented by use
- of "hyperspace' engines, which allow ships to pop out of normal space in
- S one location and, 6.8 days later, emerge at a location many lightyears
- K away. However, hyperspace travel is impractical within a solar system (who
- I wants to take 6.8 days to cross a distance you could travel in hours?), and
- D thus all ships are trapped by the "lightspeed barrier".
-
- R At maximum, the fastest ships in the game can reach 99% of lightspeed. All
- O missiles travel at 99.9999% lightspeed. Enhanced Beam Weapons and commu-
- W nications signals, being energy, can travel at lightspeed, but no faster.
-
- S Now, 300,000 kilometers per second might sound fast (and it is), but it's
- K still not infinitely fast, something you'll pick up on soon enough when you
- I realize that it can take 3.7 hours for a message at that velocity to cross
- D a 4 billion kilometer axis of the solar system map!
-
- R The lightspeed limitation returns the "fog of war" aspect to space combat
- O that most computer games and simulations seem to ignore. Simply put, you
- W can't flash all over the map instantaneously, nor yell for help and expect
- the cavalry to come running right away.
- S
- K
- I Captains
- D
- You have direct control of only the mission's flagship. All other ships
- R under your command have their own Captains, whom you must manage and
- O deploy. Using your ship's communications system, you can send orders to
- W these Captains, instructing them to undertake various actions.
-
- S One thing that is very important to understand is that each Captain has a
- K distinct personality which will affect how he or she acts and responds to
- I your orders. Some will attempt to meet mission objectives without awaiting
- D orders from you, others won't budge without a direct order. Some will
- follow your orders to the letter, others won't listen to you at all. Some
- R are clever tacticians, others have the IQ of a black hole. Some are so
- O loyal that they will blow themselves to bits on your order, while others
- W just don't give a damn about you, orders, or the Federated Worlds, and will
- surrender to hostile forces at the drop of a hat.
- S
- K As a result, one of the most important aspects of a mission is to decide
- I which Captain is right for what job. This is done by reviewing each
- D Captain's docket, which can be accessed via your flagship's Data Retrieval
- system.
- R
- O
- W Communications
-
- S The Communications system is one of the six primary systems of your ship.
- K Through it you deploy your forces and keep tabs on them. This system keeps
- I track of messages received, and contains a list of orders which you can
- D send to the Captains under your command. You can direct Captains to
- particular targets or patrols, or even contact the enemy and order them to
- R surrender.
- O
- W
- Battle Groups
- S
- K Deploying Captains individually can be time-consuming, particularly when
- I you want several of them to do the same thing - like defend an outpost or
- D attack a specific ship. This problem is alleviated by the formation of
- Battle Groups, in which two or more ships undertake actions as a unit.
- R Battle Groups are formed by ordering one Captain to form a group, and then
- O instructing other ships to join the group. Once the Group is formed, all of
- W the ships in the group will act on whatever the Group Captain does, with
- the net result being that you can control many ships by sending orders to
- S only one.
- K
- I Naturally, this is not a perfect system, as, again, the personalities of
- D given Captains come into play. Some Captains rebel against authority, and
- still others won't take orders from Captains who have less experience than
- R they do. As a result, forming Battle Groups often requires even more
- O attention to the personalities of the Captains than normal.
- W
-
- S Enemies
- K
- I In each mission you will find yourself facing a specific enemy force
- D composed of a particular faction or race. Like a Captain under your
- command, these enemies have "group traits" which affect their actions and
- R reactions. A particular enemy might be very aggressive, and would be more
- O likely to attack your forces or outposts than less aggressive creatures.
- W They might be exceptionally clever tacticians, but also possess poor
- diplomatic skills, thus making it unlikely they could convince neutral
- S outposts to help them.
- K
- I As with your Captains, a docket of information about your opponents is
- D available from your DATA RETRIEVAL system.
-
- R
- O Federated Worlds Ships (FWS)
- W
- All of the vessels under your command are ships of the Federated Worlds.
- S There are six classes of ships, each potentially more powerful than the
- K last (depending on how they are equipped and armed). The starship classes
- I are: Transport, Scout, Destroyer, Cruiser, Heavy Cruiser, and Dreadnought.
- D In optimal configuration, Dreadnoughts are the most powerful ships in the
- fleet, and Transports the weakest. However, since some large warships are
- R equipped with less than the best parts, sometimes a Dreadnought can end up
- O being less capable than a Cruiser.
- W
- For detailed information on Federated Worlds ships, see Appendix III.
- S
- K
- I Enemy Ships
- D
- Enemy forces have access to ships comparable to those in your forces'
- R inventory. They conform to the same six categories: Transport, Scout,
- O Destroyer, Cruiser, Heavy Cruiser, and Dreadnought.
- W
-
- S Navigation
- K
- I Another of your ship's six key systems. Most navigation is a fully
- D automatic process, although manual control is possible. Through your ship's
- navigational system you can keep track of objects and ships in the system,
- R and with the touch of a button probe, intercept, or chase any one of them.
- O
- W
- Combat
- S
- K This involves two or more opposed ships moving within one million
- I kilometers and firing on each other. All ships are armed with a form of EBW
- D (Enhanced Beam Weapon), and some may also carry varying numbers and types
- of missiles.
- R
- O Ships are protected by defensive energy shields, which minimize damage from
- W hostile fire. However, the shield system can itself be damaged and
- destroyed, and even the best shields are not 100% effective at preventing
- S damage. Failure to raise the shields in combat is a sure way to invite
- K destruction.
- I
- D Ships are "destroyed" when all six of their primary systems have been
- rendered totally inoperative and irreparable.
- R
- O
- W Damage
-
- S Every ship has six primary systems, each of which can sustain damage.
- K Undamaged systems work with 100% effectiveness. As a system is damaged,
- I the functions related to that system begin to fail, until eventually the
- D related functions become inoperable. A system that is at 0% operational
- capacity is considered destroyed and cannot be repaired. Damage is
- R sustained in combat with hostile forces, the one exception being when
- O communications equipment sustains damage when you push the system to its
- W limits.
-
- S If a system is at least partially operational, it can be repaired. However,
- K the more damaged a system is, the longer it takes for your ship's damage
- I control teams to deal with the problems. Using the Damage Control settings
- D on your ship's DATA RETRIEVAL panel, you can distribute your repair
- personnel to priority systems. Furthermore, docking with an outpost may be
- R helpful, as many outposts are capable of fixing your systems more quickly
- O and completely than your own crew.
- W
- Partially damaged systems lose functionality as follows:
- S
- K Communications Reduced comm range and interference tolerance
- I Reduced sensor range
- D Possible loss of sensor probe operation
-
- R Computer Loss of information on Data Retrieval displays
- O
- W Life Support If below 50%, crew will begin to suffocate
-
- S Shields Reduced shield recharging rate
- K
- I Weapons Reduced EBW power
- D
- Drives Reduced maximum speed and acceleration
- R
- O
- W Boarding
-
- S Some missions may require you to capture an enemy vessel. To capture a
- K vessel you must board it and seize control of a certain percentage of
- I critical systems. To board an enemy ship you must first destroy its shield
- D and drive systems, and then move your ship within 5,000 kilometers range.
-
- R Boarding is normally a fully automatic process, however, if you have Breach
- O 2, the Interlocking Game System allows Rules of Engagement to lock into
- W that game and utilize it for such ship boarding sequences (see "Part VIII:
- The Interlocking Game System").
- S
- K
- I Outposts
- D
- Outposts are bases. They can be planet-bound facilities or free- floating
- R space stations. Each outpost has two levels of sophistication of interest
- O to starship commanders, related to the outpost's ability to repair
- W starships and re-supply their missile stocks. The higher the
- sophistication, the more help the outpost can provide.
- S
- K Outposts can have one of three alliances: to you, the enemy, or neutral.
- I
- D
- Friendly
- R
- O (FW) outposts will come to your aid if your dock with them, enemy outposts
- W will aid enemy ships, and neutral outposts may or may not help either side
- (depending on the diplomatic skill of the ship commander wishing to dock).
- S
- K If an outpost is hostile, the only option you have is to capture it. If a
- I neutral outpost denies you docking permission, you may also attempt to
- D capture it. Capturing an outpost involves a procedure similar to that used
- in capturing an enemy ship, except that only the outpost's shields must be
- R disabled before boarding, and your ship must move within 1,000 kilometers.
- O Naturally, enemy forces can attempt to capture neutral or Federated Worlds
- W outposts as well, and will probably attempt to retake their own facilities
- that you have occupied.
- S
- K Capturing a particular enemy outpost may actually be set as an objective
- I for a particular mission.
- D
- As with boarding an enemy ship, if you have Breach 2, the Interlocking Game
- R System allows Rules of Engagement to lock into that game and utilize it for
- O such outpost boarding sequences (see Part VIII of this manual).
- W
-
- S Mission Briefing
- K
- I Each mission contains a briefing that you can review at any time by
- D accessing your ship's DATA RETRIEVAL panel. The briefing will detail the
- background of the mission, and may also contain hints on how to deal with
- R the enemies and avoid potential pitfalls.
- O
- W
- Objectives
- S
- K One or more objectives will have to be met in order to complete a given
- I mission. The objectives for a given mission are available for review at any
- D time on your ship's DATA RETRIEVAL panel. Those objectives that are checked
- off have been met. A complete list of possible objectives follows:
- R
- O All Ships to Waypoint 1 - All surviving FW ships must reach Waypoint 1
- W (X01). If more than one objective is required, this is always the last one
- that must be met, as it represents the final destination of all your
- S forces.
- K
- I Ship n to Waypoint n - You must safely guide the specified ship to the
- D specified waypoint.
-
- R One Ship to Each Waypoint - Your Fleet must "control" strategic points in
- O space. One FW ship must be located at each waypoint in the system in order
- W for the mission to end successfully.
-
- S NOTE: Any one of the preceding three waypoint-related objectives maybe
- K in a given mission, but only one. You can't very well have one
- I ship at each waypoint and also get all ships to the first
- D waypoint, can you?
-
- R Capture Outpost n - At the end of the mission the specified outpost
- O (-outpost ID) must be under the control of your forces.
- W
- Capture Enemy Ship n - Your forces must disable and then board/capture the
- S specified enemy ship (-enemy ship ID). Since ships cannot be recaptured by
- K the enemy (they are rendered dead when boarded),this can be done at any
- I time during the mission.
- D
- Neutralize n% of Enemy Fleet - Your forces must successfully neutralize
- R (either capture or destroy) the specified percentage (n = percentage) of
- O enemy ships in the system.
- W
- Control n % of Outposts - At the end of the mission your forces must
- S simultaneously control the specified percentage (n = percentage) of
- K outposts in the system in which the mission takes place.
- I
- D It sometimes gets tricky trying to figure out in which order to carry out
- these objectives, but the simplest approach is to deal with those that
- R cannot be changed by enemy actions first (like destroying ships) and then
- O deal with "final position" objectives last (like moving ships to particular
- W waypoints).
-
- S As stated earlier, some missions also have a time limit. If a time limit is
- K set, when the limit is reached, the mission will end. Therefore, it is
- I important to fulfill the mission objectives before this limit is reached.
- D
-
- R Skill Levels
- O
- W There are three skill levels you can play, Beginner, Intermediate, and
- Advanced. The differences are as follows:
- S
- K Beginner
- I - Missiles and EBW's from FW ships never miss (unless fired outside
- D of correct range or jammed).
- - Enemy missiles and EBW's do only 50% normal damage.
- R - FW ships have unlimited visibility of enemy ships.
- O - When pausing game, screen does not blank.
- W - Shields raise automatically when hit.
-
- S Intermediate
- K - Missiles and EBW's from FW ships are subject to the normal weapons'
- I accuracy.
- D - Enemy missiles and EBW's do only 75% normal damage.
- - Enemy ships are only detectable when within sensor range of an FW
- R ship.
- O - When pausing game, the screen blacks out.
- W - Shields must be raised manually.
-
- S Advanced
- K Same as Intermediate, except:
- I - Enemy missiles and EBW's do normal damage.
- D
- If you successfully played the same mission at both Beginner and Advanced
- R levels, and took identical action with identical results in both games, you
- O would notice that you received a lower score for the Beginner game. This is
- W done to balance for the many advantages gained in playing the Beginner
- level, which is easier than an Intermediate game and much easier than
- S playing a game at Advanced level.
- K
- I
- D Saving a Game in Progress
-
- R You have the ability to save a game at any time simply by activating the
- O disk icon in the game's 300 bar. This means that you can stop playing at
- W any point and resume the game later.
-
- S In fact, when using the IGS you can save the game from within Breach 2, and
- K when you tell Rules of Engagement to resume the game it automatically
- I returns you to your position within Breach 2! (See Part VIII of this manual
- D for more details on the IGS.)
-
- R
- O Ending a Game
- W
- A game will end when:
- S - all of the mission objectives are met (win)
- K - an objective you were meant to capture is destroyed (lose)
- I - your flagship is destroyed (lose)
- D - your Fleet Commander is killed in a boarding action (lose)
- - you end a game by quitting and deleting it (lose)
- R - your flagship surrenders to enemy forces (lose)
- O
- W If you win a game, your Fleet Commander's statistics will be updated. If
- you lose the game, the game file is erased and the Fleet Commander stats
- S will be updated to reflect the loss.
- K
- I Note that after winning or losing a mission, a mission summary will appear.
- D After reading this summary, pressing any key will return you to the last
- game panel you were operating. The mission clock will be frozen, and all
- R activity will have ceased. This allows you to examine the final positions
- O and status of your ships, read any unread communications, and examine any
- W other data in any of the game panels. Once you have finished, activate the
- disk icon button to exit the mission and save your Fleet Commander's stats.
- S
- K
- I Playing With Other IGS Products
- D
- The Interlocking Game System is a unique method of allowing separate games
- R to combine with one another to form one huge game. Rules of Engagement is
- O able to load Omnitrend's previous IGS game, Breach 2, as if the two were
- W one large game. It is possible that in future Rules of Engagement may be
- able to load or be loaded by other IGS modules, meaning that your role
- S playing character (the Fleet Commander in the case of Rules of Engagement)
- K can adventure through many games.
- I
- D Currently, Rules of Engagement is an IGS controlling module, which loads
- non-controlling modules (like Breach 2). Check with your dealer or contact
- R Mindcraft for information on other IGS games.
- O
- W NOTE: A detailed description of the IGS system can be found
- in part VIII of this manual.
- S
- K
- I Creating Your Own Missions
- D
- You can create new missions or modify existing ones by using the various
- R 'builder' panels accessible from the Rules of Engagement GAME/MISSION
- O menu. Part VII of this manual documents the builder panels and their use.
- W
-
- S Where to Go from Here
- K
- I By now you are probably wondering when you will be able to play a game
- D other than the tutorial mission. well, now that you have an overview of
- various aspects of Rules of Engagement, it's time to go on to the specifics
- R of playing and controlling the game. The next section of this manual ("Part
- O IV: The CCSI Interface") documents the game's interface, describing not
- W only how to operate it, but the most efficient way in which to use it.
- Following that, "Part V: The Main Panels" documents each of the actual game
- S panels, giving you button-by-button and function-by-function information.
- K Finally, "Part VI: Tactics" documents tactics, strategies, and playing tips
- I which will help you learn the game and successfully complete missions.
- D
-
- R
- O PART IV: THE CCSI INTERFACE
- W
- Command and Control - Overview
- S
- K During the brief peace that existed during the period of the Local Group
- I Unification Organization (2368-2374 CE [Common Era]), the Federated Worlds
- D Armed Forces (FWAF) suffered from a number of critical budget cutbacks
- which seriously affected the operational readiness of Federated Worlds
- R defenses. Many starships were decommissioned, and a large percentage of
- O FWAF combat personnel were discharged or retired. During this period, the
- W only major new military expenditures were related to refitting key
- starships with new systems. One major program undertaken by the FWAF during
- S this period was the complete overhaul of the computer and control systems
- K of all combat-ready starships. This was done to keep up with the latest
- I innovations in related technology. Several years earlier, (2364CE) a
- D contract was awarded to the Intelligence Corporation to develop a new
- Command & Control Systems Interface (CCSI) which would become the standard
- R on all Federated Worlds starships. The final specification produced by
- O Intelligence was then incorporated into all CCSI related computer system
- W produced for the FWAF - including those produced by manufacturers other
- than Intelligence.
- S
- K Past experience had taught the FWAF that simplification of CCSI systems was
- I of vital importance. The old CCSI standard had worked very well, but over
- D many years its deficiencies had become increasingly apparent. What the FWAF
- sought was a fully integrated system in which the data displays and
- R controls were one and the same. Furthermore, it specified that the overall
- O number of controls be reduced. Intelligence's design reflects these
- W concerns.
-
- S
- K Interface Basics
- I
- D When you sit down in front of a CCSI panel for the first time you are
- struck by the simplicity of it. Gone are the rows of data displays, buttons
- R and keyboard banks. In their place is a single glassy panel, on which is
- O displayed a digital representation of a control board. This is a
- W touch-screen which is operated by pressing on the display's simulated
- "buttons" and touching or "dragging" other controls. Since the controls
- S are part of the display rather than separate equipment, the system can mix
- K information displays with the controls themselves, allowing the user to
- I keep his/her/its eyes focused on the data at all times. This cuts down on
- D response time, and, since related controls can be displayed with
- mode-specific information, there is less chance of confusion over which
- R controls relate to what function.
- O
- W Furthermore, in the interest of preventing confusion over distinct and
- unrelated functions, the CCSI displays only related controls at any one
- S time. If you are accessing communications functions, the navigational
- K controls are not displayed. Likewise, if you are reading the docket of one
- I of the Captains under your command, the weaponry systems are not shown.
- D
-
- R Controlling the CCSI
- O
- W The FWAF computer systems work with multifunction touch-sensitive displays.
- Chances are your actual personal computer isn't this sophisticated, so you
- S must operate the interface using a mouse and/or keyboard. Control of the
- K CCSI panels is covered in this section, with operational details for both
- I mouse and keyboard users. "Pressing" a button in the lingo of these
- D instructions means to click on it with the mouse or press the keyboard
- equivalent.
- R
- O
- W Button Symbol Table
-
- S Key equivalents are listed on most buttons as the overscored letter or
- K symbol. In some cases the button symbols themselves represent keys. The
- I following is a list of button symbols and their keyboard equivalents:
- D
- SYMBOL KEYBOARD EQUIVALENT
- R
- O 0 to 9 number keys (on the main keyboard)
- W F1 to F10 function keys
- + + (plus) key
- S - - (minus) key
- K LEFT left-arrow key (cursor pad)
- I RIGHT right-arrow key (cursor pad)
- D UP up-arrow key (cursor pad)
- DOWN down-arrow key (cursor pad)
- R 7 (PAD) Home key
- O 1 (PAD) End key
- W 9 (PAD) PageUp key
- 3 (PAD) PageDown key
- S
- K NOTE: When the manual refers to the PageUp, PageDown, Home, and End
- I "buttons" or "controls", the on-screen representation of the
- D button will contain the symbols displayed in the table above.
-
- R
- O A Sample Panel
- W
- Each CCSI panel is made up of several distinct "parts", some or all of
- S which may change as you access different systems.
- K
- I
- D PANELS & PANEL NUMBERS
-
- R A "panel" in CCSI terms is a large group of related controls, such as
- O controls associated with Data Retrieval or equipping starships. Groups of
- W related sub-functions within a panel are known as "sub-panels".
-
- S Each and every panel display has an identifying number. These numbers are
- K always three-digit values. The first digit in the number tells you
- I something about the panel you are working with. For instance, all shipboard
- D CCSI panels are of the 300 series, meaning that the number of any such
- panel will begin with a 3, as with Navigation being panel 301 and Tactical
- R being panel 303.
- O
- W Panel series are as follows:
-
- S 000 series Usurper boxes
- K 100 series Game/Mission
- I 200 series Mission Builder
- D 300 series Ship CCSI
- 400 series FWSF Marine deployment
- R
- O
- W MASTER CONTROL BAR
-
- S This bar contains those controls and displays common to all related panels.
- K For example, the Master Control Bar on a starship panel contains the
- I mission clock and all of the controls necessary to access various systems.
- D This bar is always present, while separate control panels displayed below
- it can and do change. Master Control Bars are always green (cyan in CGA),
- R although control buttons and displays within it can be other colors.
- O
- W
- ACTION BUTTONS
- S
- K Action buttons are controls which do something. Activating one has an imme-
- I diate result, such as changing a mode or firing a missile. They represent
- D "buttons" of the type you "press/touch". Using an action button as simple
- as clicking on it with the mouse or pressing the equivalent key on your
- R computer keyboard.
- O
- W Action buttons are easily identified because they are always rectangular
- and magenta in color. The bright color indicates that these are controls
- S rather than a inactive part of the display.
- K
- I There are two types of action buttons. The first is the "trigger" type,
- D which activates a particular function and then deactivates it. Trigger
- buttons will "flash" white a few times when pressed and then return to
- R their normal color. The second type of action button is the "switch" type,
- O which, when pressed, remains active until another function deactivates it
- W or it is selected again to toggle it "off". When such a switch is "on" it
- remains white to indicate its status.
- S
- K A few examples are in order. A FIRE button is a "trigger" type, firing a
- I weapon and then stopping. On the other hand, an ACQUIRE button which locks
- D the weapons system onto a target or a GET button that calls up another
- display is a "switch".
- R
- O In some cases, such as when two or more action buttons call up wholly
- W different displays, only one button may be active/highlighted at any one
- time. In other cases, such as when choosing what to display on a map, many
- S related action buttons can be active at the same time.
- K
- I
- D SELECTION BUTTONS
-
- R Selection buttons differ from action buttons in that selection buttons
- O don't actually do anything in of themselves. They are used to make a choice
- W from a selection of two or more items which will be acted on by associated
- action buttons. For example, on a starship's Tactical panel there is a Beam
- S Width control with three selection buttons (wide beam, normal beam, and
- K pinpoint fire). The act of selecting any one of these buttons does nothing
- I by itself, as you are simply telling the CCSI which option you wish to use
- D when you next press the diction button (FIRE).
-
- R Selection Buttons are always blue in color and a highlighted item is
- O displayed as a lighter blue (cyan and white in CGA). In all cases selection
- W buttons can be clicked on using the mouse. When using the keyboard in a few
- modes it is necessary to use the arrow keys or related "scroll" action
- S buttons to highlight the selection (notably on standard item selectors [see
- K below] and on two sub-menus in the Tactical panel).
- I
- D Generally, when in clusters of two or more related selections, only one
- selection button may be active/highlighted at any one time.
- R
- O
- W STANDARD SELECTOR
-
- S When you are offered a list of items to choose from, the usual way of
- K presenting the list is through a standard selector. The selector features
- I numerous selector buttons, each of which can contain an item (all items are
- D listed alphabetically). The current selection is whichever item is
- highlighted. To select an item with the mouse, you merely click on it. To
- R select an item with the keyboard, simply press the UP and DOWN keys to move
- O the highlighter bar to the item you want. In the case of side-by-side
- W selector lists, you must use the LEFT and RIGHT keys to move through the
- right-hand list.
- S
- K (Furthermore, on your ship's communications panel, scrolling the
- I highlighted item on the standard selector is accomplished by use of the
- D Home and End keys.)
-
- R If a list contains more items than can be displayed at one time, you can
- O press on the "page-forward" and "page-back" buttons alongside the list.
- W Keyboard users will have to press the keyboard equivalent listed on these
- buttons (it varies from panel to panel).
- S
- K As with all selection buttons, simply highlighting an item out of the list
- I will not do anything until you press a related action button.
- D
-
- R SCROLLER SELECTOR
- O
- W In some places, the standard selector becomes impractical because of
- limited display space. In such cases, a "scroller" selector is employed,
- S which works somewhat differently from the standard selector. A scroller
- K selector usually lists only three items at any one time, with the second
- I item being automatically highlighted. By pressing on the scroll-up and
- D scroll-down action buttons (or pressing their key equivalents), the list of
- items will scroll, allowing you to place any item in the list on the
- R highlighted bar. The highlighted item is the choice to be acted on by
- O associated action buttons.
- W
- You cannot "click" on any item in a scroller selector, as there are no
- S "buttons" to pick. The scroller list is gray with a white highlight instead
- K of the usual selection button colors of blue with a light-blue highlighter
- I (cyan and white in CGA).
- D
- Scroller sectors sometimes have related action buttons in a bar just above
- R and/or below the selector itself.
- O
- W (On the Tactical panel there is a miniature version of the scroller
- selector which lists only one item at a time.)
- S
- K
- I THERMOMETER SCALE
- D
- These are used to set values that require a wide possible range or fine-
- R adjustments of a value. The scale bar represents the potential range of the
- O value, and the small arrowhead parallel to the scale indicates the current
- W value's position along the scale. These scales are used throughout the
- program, for everything from setting map view radii to adjusting the power
- S level of your weapons.
- K
- I To operate such meters, simply move the arrowhead pointer along the scale
- D until the desired value appears (either parallel to the scale or in a value
- readout nearby). To adjust the setting with the mouse, click and hold the
- R mouse button on the arrowhead and drag the arrowhead along the scale. To
- O adjust the value with the keyboard, press the indicated 'move' key once to
- W start the arrowhead moving, and press the key again to stop it.
-
- S These keys start moving the arrowhead slowly, but the longer the arrowhead
- K moves the faster it goes. This acceleration makes it possible to move
- I across large ranges quickly, but can make fine-positioning problematic. To
- D avoid this when making small adjustments, quickly tap the arrowhead move
- keys on and off, which will not give the arrowhead time to accelerate.
- R
- O NOTE: In many cases, these scales are rather 'coarse', and
- W fine positioning using the mouse is impossible. Mouse users
- can use the keyboard commands to fine-tune their settings on
- S such scales.
- K
- I
- D VALUE READOUT
-
- R Several types of these readouts are seen on CCSI panels. Their purpose is
- O to list information about settings or related controls.
- W
- For example, a value readout alongside a thermometer scale for setting EBW
- S power would display the percentage of hitting power selected (000% to
- K 100%) or, one alongside CHASE an INTERCEPT controls would identify the
- I item you are pursuing.
- D
- The most common value readouts are small boxes, pinkish-orange in color
- R (cyan in CGA), which are usually just large enough to hold the values to be
- O displayed. The second type or value readout simply displays white numbers
- W on black backgrounds.
-
- S
- K STATUS METERS
- I
- D A status meter is a bar that, when at maximum length, indicates that the
- item in question is at 100%. As the bar shrinks, it indicates the current
- R percentage. Such bars are used in the Master Control Bar to indicate the
- O approximate operational capability of each of your ship's six primary
- W systems. Similar readouts appear on the Tactical panel to show you the
- operational capability of the systems of targeted ships and outposts, and
- S one is used to show the power-up status of the EBWs.
- K
- I
- D USURPER BOXES
-
- R Occasionally, when you access a particular mode or function a yellow and
- O green bordered (cyan and white in CGA) subpanel will pop up. This is known
- W as a "usurper" box because it usurps control from whatever panel you are
- working with. When a usurper box is present you cannot work with any
- S controls outside of the usurper's own. You must send the usurper box away
- K (usually by operating a CANCEL, ABORT, DONE, or OK button) before you can
- I again work with other controls.
- D
- Usurper boxes are most commonly used for alert messages and warnings.
- R Other time then act as sub-menus, providing extra options to those
- O displayed on the main panel you are working with.
- W
- If a usurper box features no action buttons (magenta), such as when the
- S "One moment please..." messages appear, then the box is under system
- K control and will automatically disappear when the computer is ready to
- I proceed.
- D
- Usurper boxes are easy to identify because they tend to pop up in the
- R middle of the screen, and are bordered primarily in yellow with a green bar
- O across the top. The green bar will contain a three-digit panel number,
- W always starting with 0 (zero), as with 001 or 015.
-
- S
- K TEXT EDITING FIELDS
- I
- D There isn't much need for typing in Rules of Engagement, but occasionally
- you are required to enter a name for a game, mission, character, etc. In
- R these situations, you will be confronted with a text editing field. To type
- O in the field you must activate the associated action button (like NAME,
- W EDIT NAME or such), which will result in the appearance of a thin
- rectangular frame in the text field, inside which is a slim vertical
- S cursor. Each text editing field can hold up to 18 characters of text. You
- K can use the Backspace key on your computer keyboard to delete existing
- I text. The cursor and delete keys have no effect. Most common alpha-numeric
- D keys can be used in such fields. All text will appear in uppercase
- (capital) letters.
- R
- O To exit a text editing field, simply click your mouse anywhere on the
- W screen, or press the Enter/Return key on your keyboard.
-
- S NOTE: The large "dossier" type text fields in the builder panels
- K work differently, and are documented in Part VII of this manual.
- I
- D
-
- R PART V: THE MAIN PANELS
- O
- W How to...
-
- S This section explains each and every panel in the game, with the exception
- K of the builder panels (see Part VII). Each panel's purpose and functioning
- I is detailed.
- D
- Screen buttons are listed in uppercase bold text, with the key equivalent
- R listed, in parenthesis, immediately following the button text, as in: "use
- O BUTTON (B) to..."
- W
- Please note that many options will bring up alert messages, such as "are
- S you sure you want to delete...", and the usurper boxes bearing these
- K messages are not always noted in the text because, as a rule, what to do
- I when one appears is fairly self-evident.
- D
- Each panel is listed by number and name. Operation of the controls on these
- R panels are as described in "Part IV: The CCSI Interface", unless otherwise
- O noted.
- W
- This is a Master Control Bar which appears only on the starting menu screen
- S of the game (Panel 101). It contains only three controls, all action
- K buttons (magenta); they are as follows:
- I
- D HELP (F1)
- This button brings up an enlarged version of the standard usurper
- R message box (001) which briefly explains how to create and start a
- O game. The only button on this box is an OK (O) control to exit.
- W
- INFO (I)
- S This calls up usurper box 000, which lists the game's copyright
- K information and credits. There are two buttons in this box, the first,
- I MORE (M), cycles to the next page of credits, and the second, DONE
- D (D), exits the box. The last page of credits features only the DONE
- button.
- R
- O QUIT (Q)
- W This quits the program. When you select it, you are asked if you
- really want to leave the game, and your options are YES (Y) and
- S NO (N).
- K
- I
- D This menu dominates the majority of the game's opening screen, and provides
- access to all aspects of Rules of Engagement. From here you can create and
- R edit Fleet Commanders, start games, and access the mission
- O builders/editors. Along the left side of the panel are eight action buttons
- W divided into three categories. The categories are:
-
- S GAMES
- K Options related to existing (saved) game files.
- I
- D NEW GAME
- Options related to the making of new games files and the creation and
- R handling of Fleet Commander characters.
- O
- W BUILDER
- Options under this are related to mission elements and accessing the
- S mission builder panels.
- K
- I Initially, none of the action buttons in these categories are activated,
- D and a large FWAF logo dominates the screen. When any of the 101 panel
- action buttons are used, this logo disappears (and will not reappear unless
- R you play and exit a game or restart the program.)
- O
- W Only one of these eight buttons can be active at one time.
-
- S When any of these action buttons are selected, a large selector, listing
- K all items related to that mode, becomes "linked" to that button. Operation
- I of this selector is like all standard selectors; click the mouse on, or use
- D UP and DOWN to highlight, the item you want to act upon. Use the PageUp and
- PageDown buttons to page through long listings.
- R
- O At the bottom-right of the selector are action buttons representing the
- W options related to the current items listed. Most of these selector buttons
- will act on the item highlighted, although a few (notably "create" and
- S "make" buttons) will add new items to the listing rather than acting on the
- K selected one.
- I
- D Following is a description of each of the buttons and the category they
- fall into:
- R
- O EXISTING (X)
- W This button is the only item under the GAMES bracket. When
- highlighted, this button brings up a listing of all existing game
- S files. These include games newly created and not yet started, as well
- K as games saved in progress. Each game is listed by the name you gave
- I it, and the mission being played is displayed to the right of the
- D game name.
-
- R You have two options in this mode. The first option, DELETE (D),
- O removes whatever existing game file is highlighted in the list. When a
- W game is deleted, the Fleet Commander used in that game is removed
- from the game file, placed back on the "available" list, and the game
- S itself is erased.
- K
- I The second option, PLAY (P), loads the highlighted game file and
- D begins game play (jumping directly to panel 304 if the game has not
- been previously played and saved in another mode).
- R
- O
- W FLEET CMDR (F)
- When highlighted, this button brings up a listing of all existing
- S Fleet Commanders, listing their names and status. A commander whose
- K name is followed by "AVAILABLE" is ready to use in a new game. If the
- I name is followed by a "N/A" (Not Available) flag, the Commander is
- D involved in an existing game and cannot be used in a new game or
- deleted until the game he/she is involved in is completed or deleted.
- R
- O There are four possible actions you can take with regard to the Fleet
- W Commander listing, the controls for which are all clustered at the
- bottom-right of the selector.
- S
- K CONVERT (V) will read all Breach 2 Squad Leaders in the user-selectable
- I directory and convert them to Rules of Engagement Fleet Commander
- D characters (see Appendix VI for details on operating this feature).
-
- R DELETE (D) will remove the selected Commander from the list permanently.
- O You will prompted "Are you sure...?" before the deletion is carried
- W out. If you attempt to delete a Commander that is currently involved
- in an existing game, you will be notified: "That Fleet Commander is
- S currently commanding a game. You must delete the game first."
- K
- I EXAMINE (E) calls up a box which lists information about the selected
- D commander, including, name, rank, vital statistics, and commendations.
-
- R
- O CREATE (C) does not act on the highlighted item; it creates a new Fleet
- W Commander. When you answer YES (Y) to the "Are you sure...?" prompt,
- usurper box 009 appears, in which you name your character and select
- S his/her appearance.
- K
- I
- D 009 OPERATION
-
- R Selecting NAME (N) on this box causes a text editing frame and cursor to
- O appear in the FLEET CMDR NAME field, where you can type in a name up to 18
- W characters in length (see "Part IV: The CCSI - Interface" for details on
- text editing fields). When you have completed the name, click the mouse
- S anywhere on the screen or press Enter/Return on your keyboard.
- K
- I Selecting NEXT (X) cycles through the six different options for Fleet
- D Commander appearance. When both the name and appearance are to your liking,
- selecting CREATE (C) on the box will exit to 101 and add your new character
- R to the Commander listing. If you decide you don't want a new Commander.
- O ABORT (O) will exit without creating a character.
- W
- CREATE (T)
- S This splits the large selector horizontally and lists all existing
- K missions and Fleet Commanders so that you can create a new game file.
- I To create a game, highlight the name of the mission your want to play
- D in the first column and the name of the Commander you wish to use in
- the second column.
- R
- O KEYBOARD NOTE: In the second column of the selector in this mode, use
- W the LEFT and RIGHT keys on your keyboard to move the highlighter up
- and down the Commander list, and the indicated + and - keys to page
- S through the listing (if there are more than 15 selections).
- K
- I Once you have selected a mission and a Commander, activating MAKE
- D GAME (G) will open a small dialog box (010) in which you must name
- the game and select a difficulty level.
- R
- O
- W 010 OPERATION
-
- S The EDIT NAME (N) button allows you to enter/edit the game name (see Part
- K IV for details on text editing fields). When you have completed the name,
- I click the mouse anywhere on the screen or press Enter/Return on your
- D keyboard. Three blue selector buttons provide choices for game difficulty.
- The difficulty button highlighted when you use DONE (D) to make the game
- R file sets the difficulty level. BEGINNER (B), INTERMEDIATE (I), and
- O ADVANCED (V). (See Skill Levels in Part III of this manual for details on
- W mission difficulties and how they affect playing the game and the Fleet
- Commander character's score).
- S
- K
- I BUILDER BRACKET
- D
- The remainder of the buttons on panel 101 are related to the BUILDER
- R section of the program, which allows you to edit existing missions and
- O mission elements or create new ones. The actual functioning of the panels
- W called by each of these buttons is documented in Part VII of this manual.
- However, in brief, here is what each button will list and allow you to
- S access:
- K
- I CAPTAINS (A)
- D
- FW Captains - the commanders of ships in missions.
- R
- O SHIPS(S)
- W
- FW starships, commanded by either the Fleet Commander or a FW Captain.
- S
- K RACES (R)
- I
- D Enemy forces/alien races, who are your opponents in missions.
-
- R SYSTEMS (S)
- O
- W The solar systems in which missions take place.
-
- S MISSIONS (M)
- K
- I The missions you undertake when playing the game.
- D
- When any builder button is active, the selector lists all items of that
- R type. The selector options for all builder items are identical:
- O
- W DELETE (D) Delete the highlighted item in the current list.
-
- S EDIT (E) Enter the selected builder panel and edit the highlighted
- K item in the current list.
- I
- D CREATE (C) Enter the selected builder panel and create a new item to be
- placed in the current list.
- R
- O This is a Master Control Bar which appears above all of the in-game
- W starship control panels (301-304). It contains several important readouts
- and the controls which provide access to all other panel modes.
- S
- K The 300 bar contains five large action buttons and three smaller ones, each
- I of which contains an icon. Of the five large buttons, only one of the first
- D four can highlighted at any one time. The fifth large button (containing
- the disk icon) and three small ones to the far right are of the trigger
- R switch type, activating and immediately deactivating themselves.
- O
- W KEYBOARD NOTE: The action buttons in the 300 bar do not
- have key equivalents listed on-button, however, they do all
- S have keyboard equivalents. Each button is triggered by a
- K function key, starting with F1 and ending with F8. The left most
- I button is F1,the second is F2, and so on.
- D
- Starting at the left end of the bar and moving to the right, the five large
- R icons are:
- O
- W SEXTANT (F1)
-
- S When highlighted, this button brings up your ship's NAVIGATION panel (301),
- K from which you can steer your ship, probe items in the vicinity, and
- I consider your strategy.
- D
- ANTENNA (F2)
- R
- O When highlighted, this button brings up your ship's COMMUNICATIONS panel.
- W Immediately to the right of the icon, but still in the button, is a
- two-digit number which will usually read "00". This readout displays the
- S total number of messages, tip to a maximum of 99, received by the Comm
- K system since you last accessed it if at all). When you access the
- I COMMUNICATION panel, this number resets to 00.
- D
- CROSSHAlR (F3)
- R
- O When highlighted, this button brings up the TACTICAL (303) panel, which
- W includes all weapons and defensive systems controls, and from which you
- launch all attacks and fight all battles.
- S
- K CCSI PANEL (F4)
- I
- D When highlighted, this button brings up the DATA RETRIEVAL (304) panel in
- whatever mode it was last in (there are eight sub-modes). See the
- R description of panel 304 for details.
- O
- W DISK(F5)
-
- S This icon is a trigger button which allows you to save the game and exit
- K the mission.
- I
- D When activated during a mission, it brings up a usurper box which asks, "Do
- you want to save your current game position?", with the options being: YES
- R (Y) saves the game as it stands and exits to panel 101, so you can resume
- O later where you left off; NO (N) exits to 101 without saving the current
- W position, so that when you restart the game it will resume at the beginning
- of the mission or at the last place you did save the position; CANCEL (C)
- S aborts the exit routine and returns immediately to the game.
- K
- I When activated after the successful or unsuccessful completion of a
- D mission, it will exit the mission and update your Fleet Commander's stats
- accordingly.
- R
- O
- W SYSTEM STATUS METERS
-
- S Immediately to the right of the DISK button is a small readout featuring
- K six letters, above each of which is a thin bar/meter. These represent the
- I status of each of your ship's six primary systems. If the status meter for
- D a system reaches the top of the 300 bar, that system is 100% operational.
- Each time a system sustains an additional 10% of damage, the meter's height
- R slips a notch. Once a meter is completely depleted, the system in question
- O is 0% operational, and technically "destroyed". (See "Part VI: Tactics" for
- W details on system damage and damage control.) Below each meter is a letter
- identifying the system represented by that particular meter. The list of
- S letters read "CPLSWD" and stands for:
- K
- I C Communications
- D P comPuter
- L Life support
- R S Shields
- O W Weapons
- W D Drive/propulsion
-
- S
- K CHRONO
- I
- D The readout under this label is the ship's "mission chronometer", a clock
- which shows the elapsed mission time in the following format:
- R
- O HOURS:Minutes:SECONDS.
- W
- This clock is always running unless the game is paused or you have accessed
- S a panel with its own clock (such as 401 MARINE DEPLOYMENT when boarding
- K an outpost or ship). The default is for the clock to run at realtime speed,
- I with one second of gametime equaling one second of realtime. This can be
- D changed by using the slowtime and speedtime controls << and >> described
- below. (The CHRONO readout may freeze momentarily when you switch panels or
- R modes. This is done so that you are not out of control of the mission
- O during the time your personal computer is busy loading graphics or other
- W data.)
-
- S Time X n
- K This readout shows the current rate of gametime versus realtime passage,
- I with n representing the multiplication factor of gametime. Gametime
- D defaults to realtime (x1), where one second of gametime equals one second
- of realtime. At almost any time this can be changed, up or down, doubled to
- R two (x2), four (x4), eight (x8), sixteen (x16), and finally thirty-two
- O times realtime (x32) (where each second of realtime equals 32 seconds of
- W game time).
-
- S The TIME X n factor is controlled by the three small action buttons
- K immediately above the TIME X readout. They are described next.
- I
- D << (F6)
-
- R This button is a trigger which, when activated, immediately divides the
- O current gametime multiplication factor in half. For example, if the
- W gametime setting is at x8 before you activate the << button, it will read
- x4 after you have activated it. The minimum gametime rate is x1.
- S
- K Rightclicking on << (Shift-F6) immediately jumps the speed back to realtime
- I (x1) regardless of the current rate.
- D
- || (F7)
- R
- O This button toggles the PAUSE mode on and off. When highlighted, it freezes
- W the game and chronometer, as well as disables all other buttons and
- controls.
- S
- K NOTE: In actual combat, you would not be able to stop time in
- I the heat of battle and leisurely weigh your options. Thus, at
- D Intermediate and Advanced difficulty, pausing the game results
- in the screen being cleared of everything but the 300 bar.
- R At Beginner difficulty the screen is not cleared when the game
- O is paused.
- W
- >> (F8)
- S
- K This button is a trigger which, when activated, immediately doubles the
- I current gametime multiplication factor. For example, if the gametime
- D setting is at x8 before you activate the >> button, it will read x16 after
- you have activated it. The maximum gametime rate is x32, where 32 seconds
- R of gametime pass for every second of realtime. Right-clicking on >>
- O (Shift-F8) immediately jumps the speed to maximum (x32) regardless of the
- W current rate.
-
- S This panel relates specifically to maneuvering your ship and studying the
- K "field of battle". The panel is dominated by a map display, which fills the
- I center and right end of the panel. To the far left are three banks of
- D controls, related to: what telemetry is being displayed on the map;
- computer controlled autopilot navigation; and manual helm control.
- R
- O
- W TELEMETRY
-
- S This selects from which FW ship, if any, the sensor data displayed by the
- K map comes. As each ship has a limited scanning range, the ability to
- I display sensor information from any of your ships is of great strategic
- D value as it allows you to "see" more than your ship's own sensors can.
- Furthermore, use of it allows you to see what any ship in your fleet is up
- R to at any given moment.
- O
- W The ship whose telemetry information is displayed is selected by using a
- scroller selector and an associated LOCK-OK (K) action button. Use the
- S PageUp and PageDown buttons to scroll the list until the ship you want
- K information from appears highlighted, and then activate LOCK-ON to have the
- I map display that ship"s sensor information.
- D
- Just above the TELEMETRY controls is a small action button labeled MIX (X).
- R The purpose of this button is to "mix" all received telemetry with the
- O overall solar system map to produce a single "overview". Activating MIX
- W causes any Lock-Ons to be disengaged and an entire solar system map to be
- displayed, allowing you to see where all of your forces are relative to the
- S system's sun(s), planets, outposts, asteroid fields and waypoints. The mix
- K mode map defaults to full-system view with a radius of 2 billion
- I kilometers. The scale of the zoom can be changed using the map-scale
- D controls (see the MAP description for details).
-
- R Mix mode is useful for overall strategic planning, but it has some limits;
- O particularly, it displays the locations of all known items in the system,
- W but unknown items, such as enemy ships that are not in sensor range of any
- of your FW forces, are not displayed.
- S
- K NOTE: If you are playing a game at beginner level, the map can always
- I display the current position of enemy ships, in sensor range
- D or not. This only works on beginner missions!
-
- R
- O AUTOPILOT
- W
- The controls in this bank comprise your ship's autopilot and strategic
- S scanners. The purpose of this bank is to allow you to pick targets, get
- K information about them via scanning/probing, and move towards them. Above
- I this bank's scroller selector is a value display and buttons which will act
- D on the highlighted item in the selector. Below this bank's selector are a
- set of seven buttons which change what type of item is listed in the
- R selector. All AUTOPILOT buttons and readouts dire listed as follows.
- O
- W
- PROBE (B)
- S
- K Scans the item highlighted in the AUTOPILOT scroller selector and provides
- I information about it. When you probe each of the following subjects
- D (selected using the buttons at the bottom of the AUTOPILOT controls), the
- indicated information is displayed:
- R
- O
- W STAR Name, I.D. number, type and radius.
- ASTEROID I.D. number and density.
- S WAYPOINT I.D. number and range at time of probe.
- K OUTPOST Name, I.D. number, alliance, status and
- I sophistication.
- D PLANET Name, I.D. number, type and radius.
- FW SHIP Name, I.D. number, class, range and status
- R (if destroyed)
- O ENEMY I.D. Number, class, range and status.
- W
- When PROBE has been activated the scroller selector is replaced by the
- S probe data, and the PROBE button itself changes to a NAV (V) button, which
- K will restore the scroller selector to its normal status.
- I
- D
- CHASE (C) and INTRCPT (I)
- R
- O These buttons activate the autopilot system, which immediately sets
- W course to pursue the currently highlighted item in the Autopilot
- selector or the item currently being probed.
- S
- K Only one of these two buttons can be activated at one time.
- I
- D In CHASE mode, your ship will proceed at full-power until it approaches
- the target, and will then match velocity with it at a specified range
- R 500,000 from starships, etc.). The chase mode is best used when
- O pursuing moving targets, such as FW and enemy ships.
- W
- In INTRCPT mode, your ship will proceed at full-power until it ap-
- S proaches the target, and will then slow to a complete stop within a
- K specified range of it (500 kilometers from outposts, etc.). Once the
- I interception has been completed, your ship remains stopped and will not
- D automatically adjust its position if the target moves. The intercept
- function is most useful when pursuing (relatively) stationary targets,
- R such as outposts, planets and asteroid fields.
- O
- W The act of chasing or intercepting a particular target can be overridden
- or altered by activating any of the controls which affect the ship's
- S heading and velocity, such as using the controls on HELM or the
- K tactical maneuvering controls on the TACTICAL (303) panel.
- I
- D Specific AUTOPILOT overrides work as follows:
-
- R - In chase mode, selecting CHASE again with a different subject
- O selected will change the course and target.
- W - In chase mode, activating INTRCPT (l) will alter the autopilot
- settings to intercept and stop relative to the current target or
- S a newly selected one.
- K - In intercept mode, selecting INTRCPT again with a different
- I subject selected will change the course and target.
- D - In intercept mode selecting CHASE will alter the autopilot set-
- tings to keep up active pursuit of the current target or a newly
- R selected one.
- O - In either mode, switching to manual helm control by using the
- W MANUAL (M), GET (G) or HALT (H) buttons on the HELM
- panel(see the HELM description below).
- S - Activating one of the tactical maneuvering controls on the
- K TACTICAL panel (303) will override any Autopilot or HELM
- I settings until you restore control to the NAVIGATION panel.
- D
-
- R THE CHASE/INTERCEPT TARGET I.D.
- O
- W This value display appears immediately to the right of the INTRCPT
- button. Its function is to list the I.D. number of the item
- S last/currently being chased or intercepted. If either the CHASE or
- K INTRCPT buttons are highlighted, the value in this readout indicates the
- I current subject being pursued.
- D
- If the crosshair/tactical icon on the HELM is flashing (it will be
- R static white in CGA), the CHASE and INTRCPT buttons will be off, however
- O the I.D. readout still indicates the last subject being pursued,
- W although the pursuit has been overridden by the tactical maneuvering
- controls. Disengaging the tactical maneuver in this case is accomplished
- S either by using CHASE or INTRCPT to go after the same or a new target,
- K activating manual helm control (see MANUAL, GET or HALT below),
- I or by using the TACTICAL panel's small sextant button on the TACTIC
- D control subset (see the section on panel 303 TACTICAL for details).
-
- R If the manual helm controls (MANUAL, GET and HALT) are used, the
- O autopilot is disengaged and the TARGET I.D. is cleared.
- W
-
- S THE AUTOPILOT SELECTOR & BUTTONS
- K
- I The AUTOPILOT selector works like all scroller selectors. This
- D particular one displays I.D. numbers and names for seven different
- categories of lists, selected by the action buttons along the bottom of
- R the selector. Only one of these buttons can be active at any one time.
- O
- W The buttons are:
-
- S STR (S) Lists all stars (max of 2) in the system.
- K AFD (A) Lists all asteroid fields in the system.
- I WAY (W) Lists all waypoints in the system.
- D OUT (O) Lists all outposts in the system.
- PLN (P) Lists all planets in the system.
- R FWS (F) Lists all FW starships in the system.
- O ENS (N) Lists all enemy ships in sensor range of FW
- W ships (in beginner mode all enemy ship are
- listed).
- S
- K
- I HELM
- D
- This bank of controls allows you to steer your ship, "manually" setting a
- R course and velocity. This subpanel contains six action buttons, two
- O navigational control status indicators, draggable "dial" and velocity meter
- W controls, and several value readouts. The bank's MANUAL button must be
- active before most of these controls will do anything.
- S
- K This is a sextant indicator light. The actual icon will remain black
- I unless the Autopilot controls are active. If an AUTOPILOT mode is
- D active, the icon will flash on and off to indicate that navigation
- control is currently under the autopilot (in CGA the icon turns white
- R and does not flash).
- O
- W This is a crosshair indicator light. The actual icon will remain black
- unless the TACTIC controls on the TACTICAL panel (303) are active.
- S If the TACTIC controls are in use, this icon will flash on and off to
- K indicate that navigation control is currently overridden by the tactical
- I system (in CGA the icon turns white and does not flash).
- D
-
- R MANUAL (M)
- O
- W This action button activates manual helm control, making your ship take
- up the course and speed set using the Heading Dial and the Velocity
- S Meter (see below). If the Autopilot controls ate active (noted by the
- K flashing small sextant light), MANUAL shuts them off and takes control.
- I If the TACTIC controls are active (noted by the flashing crosshair
- D light), MANUAL takes control from them.
-
- R You can manually change course or speed at any time by tweaking the
- O controls in this section and activating MANUAL.
- W
- OPERATIONAL OVERVIEW: To utilize manual control you must set course and
- S speed using the Heading Dial and Velocity meter and make sure that the
- K MANUAL (M) (manual helm control) button has been activated. Using the
- I chase and intercept, or halt and tactical maneuvering controls, turns
- D manual helm control off.
-
- R The manual helm control mode is also automatically activated when the GET
- O and HALT buttons are used (see below).
- W
-
- S THE HEADING DIAL
- K
- I This dial represents a heading in degrees, set relative to the "plane of
- D the ecliptic" of the current solar system. Headings can be from 000 to
- 359 degrees, allowing your ship to move in any direction on the map.
- R Heading 000 is due "north" on the dial and map, heading 090 is due
- O "east", 180 is due "south", and 270 is due "west".
- W
- The following is a breakdown of the elements of the Heading Dial.
- S
- K Current Heading Readout
- I
- D This displays the current heading of your ship. The value in this
- readout changes to reflect your ship's course changes. The
- R Current Heading Readout is not specifically linked to the
- O manual helm controls, and reflects the ship's heading whether
- W navigation is under autopilot, manual, or tactical control.
-
- S Desired Heading Readout
- K
- I This displays the desired heading you want your ship to take
- D when under manual helm control. The value displayed here is
- determined by the position of the Desired Heading Cursor (see
- R next item) on the outside of the Dial. When you set a new
- O desired heading this readout will change instantly to reflect it.
- W If MANUAL is activated, the Current Heading Readout (see
- above) will begin to change to match the desired heading as
- S your ship takes up the new course.
- K
- I Desired Heading Cursor
- D
- This operates much like the arrowhead pointer on a standard
- R "thermometer scale" (see "Part IV: The CCSI Interface"),
- O except that rather than going from one end of a straight scale to
- W another, this pointer circles a dial - encountering no start and end
- points. The position of the cursor on the outside of the dial
- S indicates your desired heading in degrees. The actual numerical value
- K of the heading is displayed in the Desired Heading Readout
- I (see above).
- D
- There are two ways to change the desired heading: dragging the
- R pointer, or using the Turn Clockwise and Turn Counter-Clockwise
- O controls (see below).
- W
- To drag the pointer you must have a compatible mouse. Click the left
- S mouse button on the pointer, and, while holding the button down,
- K "drag" the pointer around the dial to the desired position. As you
- I move the pointer, the Desired Heading Readout will change to reflect
- D the new setting. When you release the mouse button, the pointer will
- stay where you left it.
- R
- O Turn Clockwise
- W
- This function is activated by the + button, and its purpose is to move
- S the Desired Heading Cursor around the Heading Dial in a clockwise
- K direction. When you activate the + button by clicking on it with the
- I mouse, it stays on only as long as you hold the mouse button down. If
- D using the keyboard, the button stays "on" and the pointer moves
- clockwise until you press another key.
- R
- O Turn Counter-Clockwise
- W
- This function is activated by the $ button, and its purpose is to
- S move the Desired Heading Cursor around the Heading Dial in a
- K counter-clockwise direction.
- I
- D When you activate the $ button by clicking on it with the mouse,
- it stays "on" only as long as you hold the mouse button down.
- R If using the keyboard, the button stays on and the pointer
- O moves counter-clockwise until you press another key.
- W
- NOTE: If the Velocity Meter (see below) is set to .000c your ship
- S will not be moving and your new Desired Heading setting won't
- K make a heck of a lot of difference.
- I
- D
- VELOCITY METER
- R
- O This portion of the helm is where you can adjust your velocity for manual
- W helm control situations. There are a number of items associated with the
- Velocity Meter.
- S
- K VELOCITY NOTE: All velocities in Rules of Engagement are presented as
- I metric values on scale where the number 1 equals the speed of light (c).
- D Thus, a velocity of .75 equals 75% of lightspeed.
-
- R Maximum Potential Velocity Readout
- O
- W The symbol here is an arrow pointing at a "stop" line, which indicates that
- the number to the right of the symbol is your ship's maximum potential
- S velocity. The maximum velocity is determined by the type of engines your
- K ship carries. Smaller ships are limited in the size and power of engine
- I types they can be equipped with.
- D
- This readout always represents the maximum velocity at which your ship
- R could travel if the drive systems were undamaged. If the drive has
- O sustained damage, you will not be able to reach this maximum until the
- W drive is repaired.
-
- S Velocity Range Scale
- K
- I This is an "angled" version of the standard "thermometer" scale (see Part
- D IV). It represents the potential velocity range of your vessel, going from
- "halted" (no velocity) at the bottom left, to your vessel's top velocity at
- R the upper-right (the numeric value is displayed in the Maximum Potential
- O Velocity Readout to the left). The position of the Desired Velocity Pointer
- W (see next item) on this scale indicates the manual helm control velocity.
-
- S Desired Velocity Pointer
- K
- I This pointer is similar to pointers on standard "thermometer" scales (see
- D Part IV). Its position along the Velocity Range Scale determines the
- desired velocity you want your ship to use when under manual helm control.
- R
- O There are two ways to change the desired velocity; dragging the pointer up
- W and down the sale using a mouse, or using the Increase and Decrease
- Velocity buttons (see below).
- S
- K To drag the pointer you must have a compatible mouse. Click the left mouse
- I button on the pointer, and, while holding the button down, "drag" the
- D pointer up and down the scale to the desired position. When you release the
- mouse button, the pointer will stay where you left it and, if the MANUAL
- R button is active, your ship will immediately begin making velocity
- O adjustments. If in manual mode, you can see the velocity change happening
- W by watching the Current Velocity Readout (see below).
-
- S Increase Velocity Button
- K
- I This function is activated by the UP button, and its purpose is to move the
- D Desired Velocity Pointer up the Velocity Range Scale. When you activate the
- UP button by clicking on it with the mouse, it stays "on" only as long as
- R you hold the mouse button down. If using the keyboard, the button stays
- O "on" and the pointer attempts to move up the meter until you press another
- W key.
-
- S Decrease Velocity Button
- K
- I This function is activated by the DOWN button, and its purpose is to move
- D the Desired Velocity PointerDown the Velocity Range Scale. When you
- activate the DOWN button by clicking on it with the mouse, it stays "on"
- R only as long as you hold the mouse button down. If using the keyboard, the
- O button stays "on" and the pointer attempts to move down the meter until you
- W press another key.
-
- S Current Velocity Readout
- K
- I This readout, appearing in a frame below the Desired Velocity Meter shows a
- D continuously updated readout of your ship's current velocity. Under manual
- control or in intercept mode, the value will level off at a particular
- R number. In chase or tactical maneuvering modes, the value will fluctuate as
- O your 'ship automatically adjusts its position relative to targets.
- W
-
- S HALT (H)
- K
- I This button is of the trigger type, and causes your ship to execute a
- D full-power breaking manuever and come to a complete stop (relative to the
- current solar system). Activating HALT automatically switches on manual
- R helm control (MANUAL will be highlighted) and moves the Desired Velocity
- O Pointer to 000. HALT overrides all chase, intercept, manual helm and
- W tactical maneuvering controls.
-
- S
- K GET (G)
- I
- D This button is of the trigger type, and its function is to copy the current
- navigation settings into the HELM box and switch to manual helm control.
- R The heading and velocity of your ship at the moment you trigger GET is set
- O on the heading dial and velocity scales, regardless of whether
- W navigational control is under autopilot (chase or intercept) or tactical
- control.
- S
- K See Maneuvers in Part VI of this manual for examples of using this control
- I in a mission.
- D
-
- R THE MAP
- O
- W This large display is used primarily for planning strategy and determining
- manual helm control settings. It displays either the telemetry data from
- S the last ship selected using the LOCK-ON (K) button, or a "system overview"
- K map if MIX (X) is active.
- I
- D The view scale of the map is adjustable, allowing you to see large views
- for planning strategy or closing in to tighter zooms for viewing action in
- R detail.
- O
- W The map is made up of four elements: the map view itself; the item
- selection buttons; the view radius controls; and the horizontal and
- S vertical coordinate scales.
- K
- I The following is a breakdown of the elements of the map elements.
- D
- Map Display Area
- R
- O This is where the actual map is displayed. The map is a square area the
- W exact center and size of which is variable depending on a ship's position
- and sensor ability.
- S
- K The map display can present views ranging from a minimum radius of 75
- I kilometers to a maximum of 2 billion kilometers (the radius can be adjusted
- D using the View Radius Controls, see below), although the 2 billion
- kilometer radius is available only in "mix" mode (see above).
- R
- O View Radius Controls
- W
- These are along the map's left side, and their purpose is to allow you to
- S adjust the map's "zoom" level to show varying volumes of space.
- K
- I There are only three actual controls, all of which mouse users will
- D probably have little use for (see Mouse Map Radius Control below).
-
- R First and foremost is the zoom scale, which is simply a thermometer scale
- O the full height of the map. This scale represents no "set" range, rather,
- W the range it represents varies depending on the source of the telemetry. In
- mix mode it presents a range from 2 billion (top of the scale) to 75
- S (bottom) kilometers. When Locked-Onto a ship, it represents a range from
- K that ship's sensor-maximum (top) to 75 kilometers (bottom).
- I
- D Alongside the zoom scale is a radius indicator an arrowhead type
- pointer which indicates where in the potential "zoom" range your view
- R is currently set. If the arrowhead is halfway down the scale, your are
- O currently viewing an area only half as large as potentially possible
- W from the current telemetry source.
-
- S The radius indicator is actually a control, and mouse users can "drag"
- K it up and down the scale to adjust the view radius.
- I
- D Keyboard users need to use the increase radius (+) and decrease radius (-)
- buttons at the top and bottom of the zoom scale. The + button causes the
- R radius indicator to move up the scale, widening the view. Likewise, the (-)
- O button causes the radius indicator to move down the scale, shrinking the
- W view radius. As is typical with thermometer type scales, the (+) and (-)
- buttons activate an "accelerating movement" routine; the longer the button
- S is active, the faster the radius indicator will move (see Part IV for
- K details on Thermometer Scales and their operation).
- I
- D Keyboard users must simply activate the buttons and then press any key when
- they wish to stop the radius indicator's motion. Mouse users who want to
- R use these buttons must simply hold down the left mouse button for as long
- O as they want the arrowhead to move.
- W
- Mouse Map Radius Control
- S
- K If you are playing the game with a mouse, it is the easiest way to adjust
- I the map radius. If you move the mouse pointer over the map itself, you'll
- D see that a set of four "brackets" appear, framing an area of the map. As
- you move the mouse pointer you can adjust the size of the area framed.
- R Clicking the left mouse button causes the map to instantly zoom in to show
- O only the area you "framed". The VIEW RADIUS readout changes to reflect the
- W radius of the area currently displayed. You can use this method of scaling
- in over and over again. The only time you can't zoom in on the map any more
- S is when the view radius reaches 75 kilometers.
- K
- I Backing "out" from a zoom involves the same technique, except that you use
- D the right mouse button. When you right-click the mouse, the map changes
- its zoom level so that the area you were viewing when you clicked now fits
- R inside the brackets. In effect, right-clicking does the reverse of
- O left-clicking. Left-clicking blows up the area in the brackets to fill the
- W map display, while right clicking shrinks the image filling the map to fit
- within the area defined by the brackets.
- S
- K Horizontal & Vertical Coordinate Scales
- I
- D These scales represents the entire "width" and "height" of the solar system
- map, from -2 billion to +2 billion. The mark at the middle of either scale
- R represents coordinate 0, the center of the system on that axis. The
- O arrowhead pointers which appear alongside each of these scales shows you
- W where the current centered object is within the system. The specific
- coordinate the arrowheads point to are listed as the HORZ COORD: and VERT
- S COORD: readouts.
- K
- I NOTE: These Coordinate Scales are readouts only, and you
- D cannot manually adjust the map center. Remember, the map
- center is always either a ship (Lock-On mode) or the system
- R center (mix mode).
- O
- W Once you learn how the coordinate system works, such as that a # horizontal
- coordinate is to the right of system center and a - vertical coordinate is
- S below the system center (on the map), then you can tell where a given ship
- K is simply by Locking-Onto it and checking its coordinates. A ship with a
- I horizontal coordinate of -2,000,000 (-2 million) and a vertical coordinate
- D of 3,000,500,000 (3 billion, 500 million) would be just left of the
- system's center and 75% of the way towards the "south" end of the map from
- R the system's center.
- O
- W
- ITEM SELECTION BUTTONS
- S
- K Across the top of the map is one value readout, and eight action
- I buttons. All but one of the buttons are used to select what items will
- D appear in the map display.
-
- R LOCK-ON I.D. READOUT
- O
- W Between the MIX and PRJ buttons is a value redout which displays the
- identification number of the ship currently Locked-On to using the
- S TELEMETRY controls. This I.D. number will always be for a Federated World
- K ship (F01 - F99).
- I
- D If the MIX button is activated, this readout will display the word "MIX" to
- let you know that no single ship's telemetry is the source of the current
- R map display.
- O
- W PRJ (J)
-
- S Immediately to the right of MIX and the LOCK-ON I.D. READOUT is the PRJ
- K button, which toggles the "project course" mode on and off. When PRJ is
- I active, an animated "blip" is drawn moving outward from the FW ship
- D currently Locked-Onto as the telemetry source. This "blip" is used to show
- that vessel's current heading. The vessel whose course is being projected
- R appears at the center of the map, and its I.D. number appears in the
- O LOCK-ON I.D. READOUT (see above).
- W
- If MIX is active no projected course will be displayed, since no particular
- S ship is the subject of a "mix" display.
- K
- I
- D VIEW-ITEM SELECTOR BUTTONS
-
- R The remaining seven buttons along the top of the map allow you to select
- O which items you want the map to display at any given time. This is done to
- W permit you to selectively display data relevant to your current operations.
- For instance, when tracking down enemy ships, you may not want solar system
- S items (like planets, etc.) cluttering up the view.
- K
- I These buttons are:
- D
- STR (R) Displays all stars (max of 2) in the system.
- R AFD (D) Displays all asteroid fields in the system.
- O WAY (Y) Displays all waypoints in the system.
- W OUT (U) Displays all outposts in the system.
- PLN (L) Displays all planets in the system.
- S FWS (S) Displays all FW starships in the system.
- K ENS (E) Displays all enemy ships in sensor range of
- I
- D FW ships (in beginner mode all enemy ship are listed).
-
- R The view-item buttons are not exclusive, and you can have none, all, or any
- O combination of them active at any one time; such as having OUT, ENS and FWS
- W switched on.
-
- S
- K READING THE MAP
- I
- D The map display is fairly easy to "read" and understand. Each type of item
- is identified by a symbol and always accompanied by an identification
- R number. For instance, Federated Worlds starships are displayed as small
- O green (white in CGA) vector symbols (arrows). The following chart shows the
- W I.D. numbers, symbols and colors used for each type of item displayed on
- the map.
- S
- K A few notes on map symbology:
- I - The vector/arrows representing ships are rather simple indicators of a
- D ship's actual heading. The vectors can point in one of eight
- directions, corresponding to headings of 0, 45, 90, 135, 180, 225,
- R 270, and 3l5 degrees. Actual headings can be any number between 0 and
- O 359, so the vectors represent only "approximate" headings, not actual
- W ones.
-
- S - When a ship has been captured or destroyed, the symbol for it changes
- K from a vector to a small circle.
- I
- D - Planets appear as small filled circles until the map display zooms in
- tightly enough so that the planet's actual size can be accurately
- R reflected by an octagonal outline.
- O
- W - If several items are very close together on the map, sometimes the
- symbol or I.D. number for each may become obscured by those of other
- S items. This can be dealt with by changing the map's scale or by
- K choosing not to show certain items through use of the View Selection
- I Buttons (see above).
- D
- Furthermore, each system has a definite "border" which is exactly 2 billion
- R kilometers out from the system center. The map displays this "border" as a
- O solid line, and your ship cannot cross it. Built-in inhibitors prevent
- W your ship from leaving the system and racing into empty interstellar space.
- The entire border can be seen in mix mode.
- S
- K
- I SENSOR RANGE LIMITATIONS
- D
- Normally, the map displays the telemetry of the ship currently Locked-Onto
- R (see TELEMETRY). Ships do not have infinite scanning range, and as a
- O consequence when Locked-Onto a ship the map will display an area only as
- W large as that ship's sensors can scan. In mix mode the map can display a
- view up to 2 billion kilometers in radius, but when viewing telemetry from
- S a Destroyer equipped with the best equipment it can carry, the view is
- K limited to 47 million kilometers in radius, about 1/43rd (2.35%) the map's
- I maximum view radius (equivalent to an area representing a mere 5.5% of the
- D map area). In mix mode sensor range limitations do not come into play
- insofar as the solar system components and your ships go, as you always
- R know where they are. It is enemy forces that are the wildcard, and which
- O are not displayed unless they happen to he within sensor range of one of
- W your ships. Again, in beginner skill level games the location of all enemy
- ships can be determined at any time, as sensor range limits are disabled in
- S beginner level.
- K
- I 302 COMMUNICATIONS
- D
- This is the very heart of your feet command. It is from where you dispatch
- R orders to and receive reports from the captains under your command.
- O
- W The COMMUNICATIONS panel is one of the easiest to operate, having very
- simple controls. As you can see, it consists of three scroller selectors,
- S one standard selector, and a handful of buttons and readouts. The panel is
- K divided into two parts: the upper third is the Received Message section,
- I and the lower two-thirds is the Dispatch Order section.
- D
-
- R QUICK OPERATIONAL OVERVIEW
- O
- W The COMMUNICATIONS PANEL has a number of options, but sending orders and
- reading received messages is fairly simple. Here's a quick reference for
- S operating the panel:
- K
- I To check to see if you have any waiting messages:
- D
- 1. From any panel other than COMMUNICATIONS, look
- R at the dish-antenna button on the 300 bar at the top of
- O the screen. If the number to the right of the icon is
- W greater than 00, then you have waiting messages. Use
- the icon to go to COMMUNICATIONS.
- S
- K To review waiting messages:
- I
- D 1. Make sure you are on 302 COMMUNICATIONS.
- 2. The most recently received message will appear on the
- R highlighted line under the RECEIV MSG DISP label,
- O and a visual of the sender will appear to the right.
- W 3. To see previous messages, use the RIGHT to scroll back,
- highlighting each message and displaying its visual.
- S You can also use LEFT to go forward through the list.
- K
- I To send an order to a single ship:
- D
- 1. If transmitting to an FW ship, make certain that FWS
- R (F) is highlighted under ORDER. If transmitting to an
- O enemy ship, highlight ENM (N).
- W 2. Use the LEFT and RIGHT buttons to highlight an order under
- ORDER.
- S 3. If the order you have selected requires you to pick an
- K item in the standard selector (bottom-right), highlight
- I the item in question using the mouse or by moving the
- D highlighter with the Home and End buttons.
- 4. Use the - and + buttons under SHIP to highlight the
- R name of the ship to which you want to send the order.
- O 5. Activate SEND ORDER (S).
- W
- To send an order to all ships of a given type:
- S
- K 1. If transmitting to an FW ship, make certain that FWS
- I (F) is highlighted under ORDER. If transmitting to an
- D enemy ship, highlight ENM (N).
- 2. Use the LEFT and RIGHT buttons to highlight an order under
- R ORDER.
- O 3. If the order you have selected requires you to pick an
- W item in the standard selector (bottom-right), highlight
- the item in question using the mouse or by moving the
- S highlighter with the Home and End buttons.
- K 4. Activate ALL (L).
- I
- D
- PANEL BREAKDOWN
- R
- O The following is a breakdown of all of the sections, readouts and controls
- W of panel 302 COMMUNICATIONS.
-
- S This section is used to view the messages you have received. A scroller
- K selector allows you to move through the messages, and a Vidcomm display
- I shows you an image of the Captain, or enemy, who sent it.
- D
- The left end of this section consists of the scroller selector with which
- R you can scan all messages (if any) received by your ship. As each message
- O is received, it is placed at the "top" of the list, and pushes all other
- W messages "down". The most recently received message is always at the top of
- the list.
- S
- K Whenever you move to the COMMUNICATIONS panel from another, or if you
- I receive a message while already in COMMUNICATIONS, the list is
- D automatically set to the top so that you can immediately see the last
- message received.
- R
- O SCROLL FORWARD/NEXT MESSAGE BUTTON
- W
- Activating this button UP will scroll up one item through the list of
- S received messages, going from the message you are currently viewing to the
- K next one received. If you are viewing the last message received, this
- I button will have no effect.
- D
- SCROLL BACKWARD/PREVIOUS MESSAGE BUTTON
- R
- O Activating this button DOWN will scroll down one item through the list of
- W received messages, going from the message you are currently viewing to the
- previous one received. If you are viewing the first message received, this
- S button will have no effect.
- K
- I MESSAGE ORIGINATOR I.D.
- D
- This displays the I.D. number of the originator of the message on that
- R line.
- O
- W MESSAGE DISPLAY
-
- S This displays the actual text of the messages. The highlighted line (top)
- K is the currently selected message, the "visual" for which is displayed in
- I the Vidcomm display to the far right.
- D
- MESSAGE TIMESTAMP DISPLAY
- R
- O To the right of each message is it's timestamp, specifically, the time on
- W the mission clock (CHRONO) when the message was transmitted, not the time
- when you received it. Because of this, it is possible for messages to seem
- S out of order because a message recently received from a very distant ship
- K would have an earlier time stamp than a previously received message sent
- I from a nearby ship.
- D
- BOOST BUTTON
- R
- O The BOOST (B) button is a toggle which, when activated, overrides the
- W power-level safety on your ship's communications circuits, so that the
- incoming signal strength is increased by from 1 to 15 points (depending on
- S what communications system your ship carries). Using it carries a penalty,
- K however, as it continually strains and damages your communications system.
- I If you need it, it is recommended that you turn it on only when absolutely
- D necessary (see next item).
-
- R INCOMING & TRANSMIT SIGNAL STRENGTH METERS
- O
- W To the immediate right of BOOST are the vertical "thermometer" scales, R
- and T. The left scale (R) shows you the strength of received/incoming
- S signals. The strength of the last message received is indicated by the
- K small green pointer (cyan in CGA) to the left of the scale. If a message is
- I too weak to be received, or is blocked by system interference, a "MESSAGE
- D GARBLED" alert appears in the MESSAGE DISPLAY, in which case you might want
- to use BOOST (see above) to try to enhance incoming signals so that you can
- R read them.
- O
- W The right scale (T) displays two pieces of related information. The red
- horizontal line indicates the estimated minimum level the outgoing signals'
- S strength must reach in order to be properly received, and the cyan pointer
- K shows the current actual signal strength of your communications system. If
- I the pointer is above the line, then your transmitter is powerful enough to
- D reach other ships in the system. If it is below the line, your transmitter
- is too weak to be received. If your transmissions are too weak to be
- R received normally, as a last-ditch effort, you can use the EMERG PWR button
- O to boost your transmitter strength (see EMERGENCY POWER BUTTON below).
- W
- VlDCOMM DISPLAY
- S
- K Your vessel's communications equipment is of the classic Vidcomm variety,
- I and in this portion of the panel a video "snapshot" of the sender of the
- D currently highlighted message is displayed. This video image allows you to
- quickly identify the message's origin.
- R
- O The Vidcomm display may sometime display varying amounts of static. The
- W static is a result of the distance between ships and the level of stellar
- interference encountered by the ship transmitting the message (see next
- S item).
- K
- I INTERFERENCE METER
- D
- Stars are not simply light and heat sources for planets, they are vast
- R thermonuclear reactors, radiating tremendous amounts of energy.
- O Furthermore, stars are not all alike. Their size can vary tremendously, as
- W can their chemical composition. There are six primary classes into which
- stars can fall, each identified by a letter; they are: B, A, F, G, K, and
- S M. B class is the hottest star type, and M is the coolest. Hotter stars
- K release more energy, and hence generate more energetic interference than
- I coolers ones. (You can check the class of any stars in the current system
- D by using PROBE on the 301 NAVIGATION panel.)
-
- R Why is it important to know about star types? The more interference a star
- O or stars generate, the more likely it is that your transmissions may be
- W blocked. The INTERFER meter is a "thermometer" type scale representing the
- current level of interference generated by stellar bodies (stars) in the
- S system. The yellow pointer (white in CGA) indicates the current
- K interference level, and the red line represents the point at which the
- I interference will impede transmissions. As long as the pointer is below the
- D line, interference should not be a problem. If it is above the line, you
- may have problems transmitting orders.
- R
- O If the arrowhead is below the line, then your transmissions may be blocked
- W by the interference and a "BLOCKED" message will appear in the SENT readout
- at the bottom-left of the panel (see TRANSMITTER CHRONO below). Stellar
- S interference is greater the closer you are to a star, so you can attempt to
- K minimize its effects by navigating away from any stars. If the interference
- I is still too great, you can attempt to use the EMERGENCY POWER BUTTON (next
- D item).
-
- R EMERGENCY POWER BUTTON
- O
- W The EMERG PWR (E) button is a toggle which, when activated, overrides the
- power-level safety on your ship's transmitter, so that when you send a
- S message, the signal strength is increased by 28 points. Emergency Power is
- K used when the interference levels are so high that they impede
- I transmissions from your ship (see above). When EMERG PWR is active, the
- D communications system sustains six percentage points of damage every time
- you transmit an order.
- R
- O The bulk of the COMMUNICATIONS panel is taken up by the controls you use
- W for selecting and sending orders. To the left are two selectors, the first
- is used 10 select an order, and the second is for picking which ship to
- S send the order to. For some orders all you have to do is pick the order
- K and ship, and then activate SEND ORD or ALL to transmit the order. For
- I other orders, such as ATTACK ENEMY SHIP, the standard selector to the right
- D becomes active, and you must specify another selection - such as which
- enemy ship to attack.
- R
- O TO WHOM BUTTONS
- W
- These are toggle action buttons, one of which is always highlighted. If FWS
- S (F) is selected, then the orders in the ORDER list below are those you can
- K send to FW ships. If ENM (N) is selected, the orders that appear in the
- I ORDER list are those you send to hostile spacecraft.
- D
- The SHIP selector is also affected by which of these buttons is
- R highlighted. When FWS is highlighted, the SHIP selector lists FW ships, and
- O when ENM is highlighted, it lists enemy ships.
- W
- ACKNOWLEDGE TOGGLE
- S
- K ACKNOWLEDGE (K) is a selection button which lets you set whether or not you
- I wish an "acknowledge order" flag to be transmitted with each message. If
- D ACKNOWLEDGE is off, Captains may or may not send messages when they carry
- out orders. If it is on, you are telling them that you want them to
- R acknowledge your orders and report on the status of their action as they
- O carry those orders out. As always, some Captains may not respond to this.
- W
- PREVIOUS ORDER
- S
- K The LEFT button scrolls up through the ORDER list to the order previous to
- I the currently highlighted one (if any).
- D
- NEXT ORDER
- R
- O The RIGHT button scrolls down through the ORDER list to the order
- W immediately following the currently highlighted one (if any).
-
- S ORDER LIST
- K
- I This scroller selector allows you to scroll through the orders for the type
- D of ship selected with the To Whom buttons. Three orders can be seen at any
- one time, and the one on the highlighted (white) line is the currently
- R selected order. The list is scrolled using the LEFT and RIGHT buttons (see
- O above).
- W
- A listing and description of all orders appears at the end of the section
- S on the COMMUNICATIONS panel.
- K
- I PREVIOUS SHIP
- D
- The - button scrolls up through the SHIP list to the ship previous to the
- R currently highlighted one (if any).
- O
- W NEXT SHIP
-
- S The + button scrolls down through the SHIP list to the ship previous to the
- K currently highlighted one (if any).
- I
- D SHIP I.D.
-
- R These fields list the I.D. numbers for the ships listed in the SHIP list to
- O the right.
- W
- SHIP LIST
- S
- K This scroller selector allows you to scroll through the list of ships of
- I the type selected using the To Whom buttons (above). Three ship names can
- D be seen at any one time, and the one on the highlighted (white) line is the
- currently selected order. The list is scrolled using the - and + buttons
- R (see above).
- O
- W If FWS is highlighted as the To Whom button, the names of all FW ships in
- the system can be scrolled through. If ENM is highlighted as the To Whom
- S button, all enemy ships currently within sensor range of your forces will
- K be listed (in beginner level missions all enemy ships will be listed).
- I
- D REPORT STATUS TOGGLE
-
- R This action button, ALL SHIPS REP STAT TO fi (A), is a toggle, which, when
- O flipped on, automatically sends an order to all FW ships under your
- W command, instructing their computers to transmit status reports to your
- ship's computer once every minute. The data transmitted by the ships
- S appears on the Fleet STAT mode of panel 304 (see 304 DATA RETRIEVAL for
- K details).
- I
- D When you toggle this button off another order is sent, instructing all
- ships to discontinue sending minutely update reports.
- R
- O Why would you possibly want this off? If your ships are constantly sending
- W messages to you, the steady stream of transmissions makes it easier for
- enemy ships to track them down.
- S
- K TRANSMITTER CHRONO
- I
- D There are three time readouts displayed here. Any time you send a message
- to a single ship the readouts here are updated and tell you:
- R
- O SENT The time when you sent the last order. It
- W reports "BLOCKED" if stellar interference is
- too strong and blocks your transmissions.
- S
- K RECEIVE The estimated time when the selected ship will
- I receive the last transmitted order.
- D
- EST ACK The earliest time you could possibly expect an
- R acknowledgement message to the last transmitted
- O order (assuming the ACKNOWLEDGE toggle is on -
- W see above).
-
- S SEND ORDER BUTTONS
- K
- I There are two action buttons here, SEND ORD (S) and ALL (L). SEND ORD sends
- D the currently highlighted order in the ORDER list to the ship highlighted
- in the SHIP list. It sends the order only to that ship, via a directional,
- R coded transmission. On the other hand, ALL sends the currently highlighted
- O order to every ship (of the type selected using the To Whom buttons) in the
- W system.
-
- S LIST HELP BUTTON
- K
- I This is for keyboard users. The scroller selectors on this panel utilize
- D the arrow keys that would normally be used to scroll a standard selector,
- like the one below this button. So, the standard selector on this panel
- R uses the Home and End buttons to scroll the highlighter along the listing
- O in the selector (if any). Because it's easy to forget these keys, LIST HELP
- W (H) is provided. If you forget which keys to use, activating LIST HELP
- causes a box to appear, with a message reminding you of which keys move the
- S highlighter.
- K
- I SUBJECT I.D.
- D
- These list the I.D. numbers for all items currently listed in the selector.
- R
- O SUBJECT NAME
- W
- This is a standard selector, which operates as any other standard selector
- S (see Part IV).
- K
- I KEYBOARD NOTE: Because the arrow keys are used elsewhere on this panel, to
- D scroll the highlighter bar on this selector use the Home and End keys.
-
- R What the selector lists, if anything, is not under direct player
- O control. Depending on the order highlighted, this selector may or may
- W not display related items for your to chose. For example, the order
- "PATROL PLANETS" tells a ships to fly around the planets in the system,
- S but does not name specific planets, and therefore the selector contains
- K no selections. However, the order "CAPTURE OUTPOST" requires you to
- I specify a target for the ships(s) you are commanding, and thus in this
- D case the selector lists all outposts in the system.
-
- R PREVIOUS PAGE
- O
- W The PageUp button jumps to the previous "page" of items in the selector
- (if any).
- S
- K NEXT PAGE
- I
- D The PageDown button jumps to the next or following "page" of items in the
- selector (if any).
- R
- O Orders
- W
- The following is a listing of all orders available on the COMMUNICATIONS
- S panel. The first 16 are for Federated Worlds ships only, and the remaining
- K two are for sending to enemy ships. As always, the personalities of the
- I Captains and enemies will determine whether or not they will follow the
- D orders you send.
-
- R MANEUVER AT WILL
- O
- W Instructs Captain of the FW vessels(s) in question to do whatever they
- think is appropriate. As this is an essential "blank check" order, you
- S should carefully review the dockets of any Captains before sending this
- K order (dockets are available on panel 304 DATA RETRIEVAL).
- I
- D HOLD POSITION
-
- R Instructs the Captain of the vessel(s) in question to come to an immediate
- O stop and take no action without further orders.
- W
- FORM WITH Flagship
- S
- K Instructs the Captain of the vessel(s) in question to follow the flagship
- I (your ship) wherever it goes. This order merely instructs the ships to
- D follow you, and the Captains of those vessels may or may not engage in the
- actions your ship undertakes.
- R
- O RESUPPLY AT OUTPOST
- W
- Instructs the Captain of the vessel(s) in question to proceed to and
- S resupply at the Outpost highlighted in the standard selector. If the
- K outpost is FW, the ship will have no trouble getting supplies and repairs.
- I If it is a neutral outpost, the Captain's diplomacy is needed to negotiate
- D for supplies, etc. If you order a Captain to resupply at an enemy Outpost,
- he/she will have to capture it first, and therefore it is the same order as
- R CAPTURE OUTPOST when the subject is held by the enemy. (The allegiance of
- O any Outpost can be determined by probing it from 301 NAVIGATION.)
- W
- CAPTURE OUTPOST
- S
- K Instructs the Captain of the vessel(s) in question to proceed to, attack,
- I and then attempt to board and capture the Outpost highlighted in the
- D standard selector. You can capture both enemy and neutral outposts, though
- it's easier to first try asking (RESUPPLY AT OUTPOST) a neutral Outpost
- R before using hostilities. If the outpost is FW, there is no reason to
- O attempt to capture it. (The allegiance of any Outpost can be determined by
- W probing it from 301 NAVIGATION.)
-
- S Enemy ships can capture Outposts as well, so you may find yourself having
- K to order one of your ships to retake an FW Outpost seized by the enemy.
- I
- D CAPTURE ENEMY SHIP
-
- R Instructs the Captain of the vessel(s) in question to intercept, attack,
- O and then attempt to board and capture the enemy ship highlighted in the
- W standard selector.
-
- S DESTROY ENEMY SHIP
- K
- I Instructs the Captain of the vessel(s) in question to intercept, attack,
- D and then attempt to destroy the enemy ship highlighted in the standard
- selector.
- R
- O PROCEED TO WAYPOINT
- W
- Instructs the Captain of the vessel(s) in question to proceed to the
- S Waypoint highlighted in the standard selector.
- K
- I PATROL OUTPOSTS
- D
- Instructs the Captain of the vessel(s) in question to move from Outpost to
- R Outpost within the system, much like a guard or sentry.
- O
- W PATROL PLANETS
-
- S Instructs the Captain of the vessel(s) in question move from planet to
- K planet within the system. Used to initiate a "search pattern" or sentry
- I action by the selected ships.
- D
- REPORT STATUS
- R
- O This order is similar to the ALL SHIPS REP STAT TO ff button (see above),
- W but instructs only the selected ship to send a single update message. As
- with ALL SHIPS REP...,the report goes not to the Communications panel, but
- S to 304 DATA RETRIEVAL.
- K
- I FORM BATTLE GROUP
- D
- Instructs the Captain of the vessel in question to form a Battle Group and
- R take charge as the Group Leader. All ships instructed to join that Battle
- O Group then come under the immediate command of the Group Leader's Captain.
- W This gives a great deal of authority to the Captain in question, so make
- sure you've picked the right Captain for the job.
- S
- K JOIN BATTLE GROUP
- I
- D Instructs the Captain of the vessel(s) in question to intercept, follow,
- and otherwise follow the orders of the Captain of the ship designated the
- R Group Leader of the Battle Group currently highlighted in the standard
- O selector. Battle Groups are always identified by an I.D. starting with G,
- W as in G01 or G12.
-
- S DISBAND FROM BATTLE GROUP
- K
- I Instructs the Captain of the vessel(s) in question to disengage from the
- D Battle Group currently highlighted in the standard selector, and to no
- longer follow the orders of the Captain of that Group.
- R
- O ACTIVATE SELF-DESTRUCT
- W
- Instructs the Captain of the vessel(s) in question to proceed to
- S immediately arm and initiate the DESTRUCT function on their vessel. If the
- K Captain obeys, 15 seconds after receiving the order, the ship(s) in
- I question will explode. Make sure your own, or any other FW ships or enemy
- D targets to be captured, are not in the vicinity. Any vessel within 4
- million kilometers of a self-destructing starship will be instantly
- R destroyed, and those under 100 million kilometers range risk severe damage
- O or destruction.
- W
- SURRENDER TO ENEMY SHIP
- S
- K Instructs the Captain of the vessel(s) in question to proceed surrender to
- I the enemy ship currently highlighted in the standard selector. Since your
- D score and performance is ranked depending on many factors, including FW
- casualties, in many cases it's better to instruct a doomed ship to
- R surrender rather than be destroyed, for at least the crew then has a chance
- O for survival. Of course, whether or not the enemy accepts the surrender is
- W an entirely different matter.
-
- S The following orders are sent only to enemy ships:
- K
- I SURRENDER TO FW FORCES
- D
- Instructs the captain of the enemy vessel(s) in question to surrender to
- R one of the FW ships in the system.
- O
- W THE FW Flagship SURRENDERS
-
- S If you issue this order you yourself are offering to surrender your ship to
- K the selected enemy ship. This is used only to avoid the complete
- I destruction of your vessel, which would result in a lower score than
- D surrendering. Of course, whether or not the enemy accepts your surrender
- is an entirely different matter.
- R
- O
- W 303 TACTICAL
-
- S As the name implies, this panel is from where you undertake most tactical
- K action. All combat and defense related activities are carried out from
- I this panel, including ship to ship combat, docking with friendly outposts
- D and boarding hostile ships and outposts.
-
- R The TACTICAL panel is, by far, the most complex one you will work with. In
- O some instances you may be faced with as many as 56 buttons at one time, in
- W addition to thermometer and dial type scales, etc. The reason for this
- complexity is the vast number of actions that must be available from the
- S TACTICAL panel. You can lock onto targets, undertake tactical manuevers,
- K set your desired position and range from a target, toggle defensive systems
- I on and off, study the combat area, dock, pick weapons settings... and, of
- D course, the most important thing, fire on enemy ships.
-
- R Actually, this panel is composed seven interrelated subpanels, not all of
- O which can be seen at the same time. They are:
- W
- Target Sys Targeting scope and lock-on controls
- S Weap Set Fire and weaponry setting controls
- K Tactical Map A combat map
- I Attitude Set Sets your position and range to a target
- D Tactic Tactical manuevers and actions
- Defense Subsys Defensive system controls and readouts
- R Destruct Self-destruct control
- O
- W Operational Overview
-
- S Tactical is most commonly used for combat and combat related actions.
- K Before you can combat a ship you must lock it into the TARGET system. Once
- I a target is locked in, you can, if within firing range, attack it using
- D Enhanced Beam Weapons (EBW) or missiles (if your ship is carrying any). The
- EBW strength and beam-width is selectable, as are which types of missiles
- R you choose to fire (if your ship is stocked with two or more types).
- O
- W Navigational control of your ship in combat can either be left to the 301
- NAVIGATION panel or overridden using one of the TACTIC buttons, which allow
- S you to take up certain positions relative to the current target, evade,
- K escape, board or dock with it. The ATTITUDE controls allow you to set the
- I actual position and range that you want relative to a target when using
- D some of the TACTIC modes.
-
- R The DEFENSE subsystem allows you to raise and lower your ship's defensive
- O shields as well as toggle on Anti-Missile CounterMeasures (AMCM).
- W
- In a situation where your ship is severely crippled and there is no way to
- S avoid destruction at the hands of your enemy, the DESTRUCT option allows
- K you to destroy your own ship before they get the chance, and, in some
- I cases, allows you to take some of the enemy ships out with you.
- D
- Damage sustained by your own ship is displayed, as always, in the 300 bar
- R at the top of the screen.
- O
- W This section of TACTICAL occupies the upper-left quarter of the panel, and
- consists of a Target Damage Meter, Targeting Scope, Target Readouts, and
- S Target Selection Controls.
- K
- I This subpanel is operated by first selecting a target by using the Target
- D Selection Controls, awaiting a target acquisition, and then executing
- firing/docking/boarding actions (using other subpanels) when within the
- R correct range.
- O
- W Breakdown of the Target Sys subpanel is as follows:
-
- S TARGET DAMAGE READOUTS
- K
- I Immediately to the right of the TACTICAL panel label are small readouts:
- D six letters, to the right of each of which is a small bar/meter. These
- represent the status of each of the currently targeted ship's six primary
- R systems. If the status meter for a system is complete/full, that system is
- O 100% operational. Each time a system sustains an additional 10% of damage,
- W the meter's length slips a notch. Once a meter is completely depleted, the
- system in question is 0% operational, and technically "destroyed".
- S
- K NOTE: A ship may repair damaged systems, but once a system is 0%
- I operational (destroyed), it cannot be repaired without the
- D help of a sufficiently sophisticated outpost.
-
- R Alongside each meter is a letter identifying the system represented by that
- O particular meter. The list of letters read "CPLSWD" and stand for:
- W
- C Communications
- S P comPuter
- K L Life support
- I S Shields
- D W Weapons
- D Drive/propulsion
- R
- O TARGETING SCOPE
- W
- This consists of a "viewer" which displays computer simulations of targets
- S as well as target and targeting related information. Targets are displayed
- K as computer generated images which do not change size as their range
- I alters, although the viewing angle of target vessels will change to reflect
- D that ship's current heading.
-
- R In addition to target visuals, there are a number of readouts displayed
- O within the scope. They are as follows:
- W
- Target Position
- S
- K The readout which appears to the right of the T: flag shows the currently
- I selected target's position in degrees (0 to 359), relative to your ship's
- D position in the solar system. The value 0 (zero) is always due "north" on
- the system map.
- R
- O Weap Sys Bearing
- W
- The readout which appears to the right of the B: flag displays the current
- S bearing of your ship's weapon system in degrees (0 to 359), relative to
- K your ship's position in the solar system.
- I
- D The EBW projectors and missile launchers are directional, and can be
- rotated in any direction. And the value alongside the B: flag will change
- R as your weapons system constantly attempts to keep the selected target, if
- O any, centered.
- W
- For a lock to be achieved on the currently selected target, the readout
- S here must match that of the Target Position readout (T:, see above).
- K
- I If no targets have yet been locked into the Targets A-D selectors (see
- D below), then the Weap Sys Bearing will read 0 (zero).
-
- R Range
- O
- W The readout which appears to the right of the R: flag displays the
- currently selected target's range from your vessel in kilometers. Range is
- S very important to know, because if you are beyond particular distances,
- K certain actions are futile. For instance, a target ship that is under
- I 550,000 kilometers away is considered within the effective firing range of
- D EBWs, while missile ranges may be considerably less.
-
- R The operational range of each range-restricted system or function is
- O explained in the section on its operation. However, for quick reference,
- W the following is the effective maximum range of each of listed items. You
- should be under the specified range to use that item or system:
- S
- K Item/System Maximum Range
- I EBW 550,000 km *
- D Missiles variable **
- Board ship/outpost 5,000 km
- R Dock w/outpost 1,000 km
- O
- W * - Actual EBW maximum range is 3 million kilometers, However,
- as it takes ten seconds for a beam to cross that distance,
- S and ships rarely stand still for you to shoot at, the
- K effective combat range for EBW fire is considered to be
- I just over half a million kilometers.
- D
-
- R ** - Dependent upon a given missile type's fueled flying time
- O and the course and velocity of the target (see Missile
- W Selection Buttons (Full) under Weap Set, below).
-
- **** Now Read Part 2 *****
-