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- Y Y AAAAA N N K K EEEEE EEEEE
- Y Y A A NN N K K E E
- Y Y AAAAA N N N KK EEE EEE
- Y A A N N N KK E E
- Y A A N NN K K E E
- Y A A N N K K EEEEE EEEEE
-
- TTTTTTT RRRR AAAAA DDDD EEEEE RRRR !!
- T R R A A D D E R R !!
- T RRRR AAAAA D D EEE RRRR !!
- T RR A A D D E RR !!
- T R R A A D D E R R
- T R R A A DDDD EEEEE R R !!
-
-
- by Alan Davenport
-
-
-
-
- It is a period of great instability. Mankind has broken the time and
- distance barrier to the stars with inexpensive warp driven space ships. Anyone
- with enough credits can buy a ship and head out into the void. Chaos rules.
- The central Earth government found that it is impossible to maintain law and
- order throughout the vastness of space and on the countless outposts that have
- appeared almost overnight. The only law is of survival. The only hope for
- survival is in strength. The only way to strength is through ruthless trading
- of basic goods. It seems that all ports always have too much or too little of
- one thing or another. You've purchased your ship, barely able to afford the
- minimum of holds, defensive fighters, a few remote sensor robots, some shield
- energy, and a few days cloaking charge. An ant to be squashed by the more
- powerful trader barons. However, you are smart. You are confident that you can
- hide out long enough to equip your ship with more powerful arms and holds and
- that you will one day be a trader baron to be feared!
-
-
- As you sit down on the bridge of your new ship, you admire its compact
- and efficient design. Since you spent your every last credit on this beauty,
- and on equipping her, you live on the bridge. Your first move is to power up
- the ship's computer and start browsing its operations manual....
-
-
- M - Move
-
- Each location in the galaxy is called a sector. Each sector can have
- from 1 to 6 flux paths called "warps" which appear on the sector display.
- Warps lead to other sectors, usually close by, but occasionally reach long
- distances. To move, select a sector NUMBER to move to and enter the number
- after pressing "M".
-
-
- S - Sensors
-
- Just moving around blindly will get you killed real fast. It's best to
- use your sensors. They will show you what is in the adjacent sectors. Whether
- they have a port, a planet, are mined, has other players or have a defense
- force in them.
-
-
- R - Launch a Sensor Robot
-
- There are times when you will want to check a path to see if it is
- safe to travel. Or you may be hunting for planets, ports or other players. A
- sensor robot will display all these. Launching one takes one turn. They can be
- bought cheaply at Earth. It is not advisable to run out of them. Robots are
- not reusable and some forces do not like their sector scanned and will try to
- destroy any sensor robots passing through. Be careful when using robots. A
- path that showed as "safe" may not be safe forever!
-
-
- P - Port
-
- To earn credits, you must transport goods from port to port. Some
- ports sell raw materials (Ore), Some sell food (Organics) and others sell end
- products (Equipment). It is more than just buying from one port and selling
- that product to another. Some ports are rather inflexible in their prices.
- Other port's prices vary greatly. All vary to some extent with supply and
- demand. You must use common sense in trading. If you suck a port dry (buy all
- there is to sell) or saturate a port (sell them so much that they don't want
- any more) you are going to be getting prices a lot less than if you spread
- your trading out.
-
-
- B - Buy a Port
-
- You can purchase the deed to any port except Earth. Ports are rather
- expensive but once you own one, the money it makes becomes yours less 10%
- taxes taken out by the Government PER DAY for defenses. The port will remain
- in your name until your death or someone "buys you out". It is best to buy
- ports on well traveled routes or nearby the home system (Earth) since they are
- more heavily traded.
-
-
- $ - Take Credits from your Ports
-
- Use this command to electronically transfer the credits earned by your
- ports to your ship.
-
-
- A - Attack Another Player
-
- It's a rough universe. You may be harassed, attacked, or even KILLED
- by other players. You may attack other ships in self defense or maybe you got
- up on the wrong side of your cabin today and just feel mean. You attack with
- your "defensive" fighters. You may pick how many you wish to attack with and
- that group will fight until they kill off the attacked ship or are themselves
- killed completely off.
-
- If you manage to kill off the ship you are attacking, you will be able
- to recover whatever portion of the ship that wasn't destroyed and that you
- have room to carry.
-
- While moving around you may run into defensive forces. These forces
- will try to prevent you from entering their sector (unless they were dropped
- by a team member.) If you run into one, you may either try to fight them off
- or run away using emergency warp. If you attack, your force will either fight
- until it is killed off or wins the battle. If you attack with a large enough
- force, the defending fighters may decide that it is futile to resist and will
- offer to surrender. If you accept their surrender, they join YOUR forces. If
- however you reject their surrender, they will fight to the death (for what
- other choice have they?)
-
- Being cloaked improves your chances in battle.
-
- Your ship is equipped with a cloaking device. This device will make
- your ship invisible to other ships and improve your chances in battle. It is
- NOT foolproof however but being cloaked greatly protects you from most
- hazards. Unfortunately, the cloaking device requires a great deal of energy.
- This energy is not in the same form as produced by your ships engines and is
- quite expensive. It may only be bought at EARTH (Sector 1 port). Cloaking
- energy cannot be stored for any length of time. Once you buy cloaking energy,
- you immediately become cloaked and your cloaking device will continue to
- function until it exhausts all the available cloaking energy.
-
- Having a lot of shield energy will help you survive attacks.
-
- Your ship is equiped with shields. These shields will protect your
- ship when it is attacked by either other ships or missiles and if you hit
- sector mines. Shield power may be purchased at Earth.
-
-
- I - Info on Your Ship
-
- This command tells you the current status of your mother ship. It will
- tell you much good information that you require to survive and is available at
- most menus, even if it is not displayed.
-
-
- D - Drop a Sector Mine
-
- Sector mines may be bought at Earth. They may be dropped off in a
- sector and will seek out and explode on ANYONE who enters the sector after it
- is armed, (including YOU!) doing great damage. They are dangerous but are
- useful for laying traps for your enemies.
-
-
- Q - Quit Back to the BBS.
-
- You should be able to figure this one out.
-
-
- Z - Instructions
-
- You should be able to figure this one out too!
-
-
- T - Team Menu
-
- There is safety in numbers. You may team up with up to 3 others. The
- resources of Team Members are shared. Defense forces will allow passage of
- other team members. Planets with ground defenses will allow team members to
- land, etc. Items appearing on the team menu will vary. Only what is actually
- available for use will show up. When you create a NEW team, you will become
- the Team Captain. The team captain has extra functions and can banish team
- members, change the team password, etc. (You pick the team password when you
- create a new team. Other players will use this password to join your team.)
- You will remain the team captain until you die or quit the team. If this
- happens, the next team member who logs onto the game will be promoted to
- captain.
-
-
- F - Drop Defensive Fighters in a Sector
-
- If you wish to keep others out of a sector you may leave a portion of
- your ships defensive fighters there. They will try to prevent anyone who is
- not a team member from entering the sector. If someone runs into them who is
- not a team member, they will either have to use emergency warp or try to fight
- their way into the sector. If they choose to fight they will use their
- fighters against your defensive fighters.
-
- If they attack with overwhelming odds your defense force may decide it
- is hopeless and surrender! Don't leave too small defense forces unless you
- like wasting fighters.
-
-
- L - Land on or Create a Planet
-
- Something that you might want to drop fighters to defend is a Planet.
- Planets are much more efficient at producing items than ports. Any excess
- goods produced by planets are stored in warehouses and you can take this
- excess for FREE. Planets produce Ore, Organics, Equipment, Fighters, Mines and
- Missiles. They also have a bank where you can deposit excess credits at 5%
- interest per day compounded by the minute!
-
- If you try to [L]and in a sector where there is no planet, the planet
- builders "Genesis, Incorporated" will ask you if you wish them to build a
- planet here. When you buy a planet, it will have a defense level of 1 and will
- produce 1 unit of each item per day (Except mines and missiles.) Not very
- impressive. HOWEVER you can quickly build up a planet by transferring cargo to
- it. A planet will also slowly increase production if you just leave it alone.
- If there is 10 times the daily production of ore, organincs or equipment in
- storage in the warehouses, production for that item will slowly increase. The
- bigger the planet, the faster the increase. Production of fighters is the
- average of the daily production of ore, organics, and equipment. Missile
- production per day is total production of ore, organics and equipment / 1000.
- Mine production per day is total production of ore, orgranincs and equipment /
- 2500. There is no upper limit on how big a planet can grow however over
- populated planets stand the chance of being hit by a plague.
-
- Obviously, you don't want just anyone in the universe to come along be
- able to plunder your planets! Especially when they reach a decent level of
- productivity. To defend your planets you can either drop defensive fighters in
- the same sector and/or build up ground defenses. Ground defenses will keep
- anyone who is not on your team from landing on your planets. Ground defenses
- are quite expensive but anyone attacking them will spend much more on their
- attack then you had to spend to build the defenses! Any ground forces on a
- planet grow at a rate of 1% per day.
-
- When you land at a planet, you will have the option of taking [1]Ore,
- [2]Organics, [3]Equipment, [4]Fighters, [5]Missiles, [6]Mines or [A]ll (Take
- as much as you can carry taking the most valuable items first.) You may also
- [T]ransfer any ore, organics, equipment you are carrying to the planet. If the
- amount of the item transferred stored on the planet exceeds 10 times the daily
- production, the productivity will be increased for that item. This is the BEST
- way of building powerful planets quickly. You may also transfer excessive
- mines, missiles and fighters to the planet. This is a good way to share
- resources with team members.
-
- Every Planet has a bank. You may deposit credits there which will earn
- interest at the rate of 5% daily. At the bank, you specify how much you want
- in the account. ANYONE who is allowed to land at the planet can withdraw the
- credits. This is a good way for team members to share resources. Depositing
- credits on an undefended planet is foolish.
-
- If too many people know where your planet is, you may hire Xannoron
- Movers to move your planet to a new location. This takes a good deal of time
- (10 turns per sector) but is a fairly safe procedure. There IS a very small
- chance of the planet blowing up due to excessive stress, but that is "Bad
- Business" and Xannoron Movers is usually quite careful. Moving two planets
- into one another can have disastrous results.
-
-
- ! - Launch a Cruise Missile
-
- Missiles are expensive but catastrophically destructive devices that
- you can buy at Earth. missiles will attack (and potentially destroy) ANYTHING
- that does not belong to you or your team members. You should buy a few as soon
- as you can afford them. They have many uses. When you launch one, you will be
- asked which sector you wish to send it to. Missiles are single-minded and will
- attack the FIRST thing they find that is on their "hit-list". Be careful you
- don't hit the wrong target!
-
-
- C - The Ship's Computer
-
- The computer is the single most useful item on board your ship. It has
- many useful functions that can be selected by number. Each one is described
- below:
-
- 1 - Exit Computer Control
-
- Easy, no description needed.
-
- 2 - Port Report
-
- This will allow you to see the prices and amount of products
- of any port in a sector that is not defended by an enemy. You
- enter the sector the port is in and the computer gives you the
- data.
-
- 3 - Autopilot
-
- This is the single most useful computer function. You enter
- the sector you wish to go to and the computer will program the
- navigation computer with the path data and you will be
- transported there (one sector at a time) automatically.
-
- 4 - Rank Players
-
- This function will generate a scoreboard showing the relative
- power of each player, team, and alien forces in the game.
-
- 5 - Sub-Space Radio
-
- The computer controlled radio will allow you to send messages
- to an individual player, your entire team, or ALL players.
- Using the radio, you can send a short message to anyone.
-
- 6 - Review Radio Messages
-
- Radio messages are stored for a short time in your computer's
- memory. You may use this function to reread incoming messages,
- unexpired broadcast messages to all, or unread messages that
- you have transmitted to others.
-
- 7 - Set Sectors to Avoid using the Autopilot
-
- There are times that you will wish to AVOID passing through
- dangerous sectors. The trouble with this is that the shortest
- path found using the autopilot may pass THROUGH one of these
- sectors! Using this computer option, you can command the
- computer to NOT choose paths through certain sectors. Up to
- thirty sectors may be eliminated.
-
- 8 - Display Galactic Newspaper
-
- Almost everything that happens in the galaxy is recorded in
- the electronic newspaper. The list of what is displayed is
- rather extensive. A serious trader ALWAYS reads the newspaper
- on a daily basis for important information.
-
- 9 - Planet Report
-
- Similar to the function #2 port report, this will display the
- information or the status of any undefended planet.
-
- 10 - Path Finder
-
- This will allow you to check the path between any two sectors.
- It is useful for finding safe paths around dangerous areas.
-
- 11 - Display Defense Forces
-
- This function will display all of your defense forces, their
- locations and strengths.
-
- 12 - Check Port Profits
-
- This function will display all of your ports that have earned
- credits from trading. The totals of barren ports, ports with
- credits, and total credits earned are displayed.
-
- 13 - Find Your Planets
-
- This function will list the sector numbers of each planet that
- you have placed ground forces on.
-
- 14 - Find Nearest Ports
-
- This function is extremely useful when trading. It will save
- you endless wandering looking for a port to trade your goods
- at. It shows ports nearest your sector first then increasing
- in distance until you cancel the function.
-
-
- G - Initiate Genesis
-
- It has been written that one day, a Trader Baron will arise who will
- eliminate all of the evil in the universe. Only one true of heart and of great
- power may do this. Are you the one to fulfill the prophesy?
-
-
- W - Emergency Warps
-
- If you run into a fighter force too strong for you, or are trapped in
- a sector and wish to escape, you may raise your engine power to emergency warp
- levels. This uses a great deal of turns and you risk engine overload. If your
- engines overload, you will lose all turns for that day. Emergency Warps are
- for just that, EMERGENCIES! You should only use it in the greatest of need!
-
-
- *** Miscellaneous Other Information ***
-
-
- The Xannor
-
- Man has encountered one, and only ONE other intelligent race in the
- galaxy; The Xannor. Unfortunately, they are completely aggressive and
- (apparently) impossible to eradicate. They wander around and attack anything
- and anyone they can find. They drop mines all over the place, sit in sectors
- and refuse to leave, and fire missiles seemingly at random. In short, they are
- arrogant little ------'s! The only good Xannor is a dead Xannor and the
- government will grant you 1 turn for every 250 Xannor killed. The Government
- will also greatly reward you if you can find their home system and destroy the
- defense forces there. It is rumored that the Xannor home planet is quite a
- prize for the brave and more powerful players to plunder!
-
-
- The Mercenaries
-
- The government daily collects 10% (!!) taxes from port profits and
- uses this money to hire mercenaries. These mercenaries will fight any Xannor
- they find but also may plunder any planets they find, or join up with defense
- forces of other traders! They are an unpredictable and dangerous but it is
- rumored that they may be bribed to join up with traders. They will join up
- cheaply with you (for life with a powerful trader baron is better than working
- for the government!) but care must be exercised to not insult them or they
- will attack you to the death! If you pay them enough, they will join up with
- you and will remain loyal forever more. Nothing is certain however and care
- should be exercised with them. If you are (heaven forbid!) killed, your old
- defense forces will become mercenaries.
-
-
- Entering Commands
-
-
- As a beginner, you will likely enter commands one at a time at the
- various prompts however if you continue to do so you will never be more than a
- mediocre player. The key to winning is to gain as much power as fast as
- possible. The key to speed is stacking commands. Commands can be stacked
- separated by semicolons. You may stack as many commands as you wish (within
- reason). An example of how to land at a planet, take all, and leave is below:
-
- L;A;L
-
- Command strings will cancel if something unusual happens. (i.e. you
- run into a defense force, etc.) You can also cancel execution of a command
- string yourself by hitting CONTROL-X.
-
- Some times you will want to constantly reuse a command string. You can save a
- command for reuse by placing a slash ( / ) at the end of the command string.
- The example for land-all-leave above would then look like this;
-
- L;A;L/
-
- To REPLAY the commands, hit CONTROL-R. Any command recorded is remembered
- until you log out of the game. Any new command recorded erases the previous
- entry.
-
-
- Repeating commands
-
- You also may repeat a command up to 30 times while only entering it
- ONCE. To do this you enter your command string as usual, but put a "/R#" at
- the end of it where "#" is a number from 2 to 30. Say you were trading between
- two ports in sectors 555 and 666. A command string to do this would look like
- this:
-
- M;555;P;1000;Y;1000;Y;M;666;P;1000;Y;1000;Y
-
- You COULD put a slash on the end and then hit control-R to replay the
- command but if you want to do a lot of trading, even this can get tedious. A
- better way would be to use the repeat function. Let's say that you wanted to
- trade between the two ports 30 times. To do this you would put "/R30" at the
- end of the command. In this case, the command would look like this:
-
- M;555;P;1000;Y;1000;Y;M;666;P;1000;Y;1000;Y/R30
- ^^^^
- See?
-
- That would trade between the two ports 30 times. Now let's say you
- want to trade 30 MORE times. In this case, you can just hit control-R to
- replay the above command 30 MORE times!
-
- If you want to CANCEL the command before it finishes, you can hit
- control-X. This will work for ANY command not just for repeat commands. This
- can be useful if you realize you made a mistake and want to abort! (-:
-
-
- Global Commands
-
- Many commands of the most commonly used commands in the game are
- global. That is, they are available at almost every menu prompt even if they
- are NOT displayed. The global commands are [I] - Info, [P] - Port, [L] - Land,
- [C] - Computer, and [M] - Move. There are a few others but those five are
- available almost everywhere.
-
-
- The Final Word
-
- That's it for the instructions. There are lots of not-so-obvious
- features and functions that you will discover as you become more and more
- proficient at the game. Don't be afraid to experiment. A lot of things that
- seem random really aren't and can be used to your playing advantage as you
- learn all the tricks. Remember, others will be learning too and the key to
- winning is by being the most resourceful player!
-
- Alan Davenport
- 29 January, 1992
- BBS # 1-717-686-3037
- 9600 HST
- Fidonet 1:13/75
- Door Distribution System Headquarters
-