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1 .\" $NetBSD: trek.me,v 1.4 2014/09/30 20:46:59 christos Exp $
2 .\"
3 .\" Copyright (c) 1980, 1993
4 .\" The Regents of the University of California. All rights reserved.
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18 .\" THIS SOFTWARE IS PROVIDED BY THE REGENTS AND CONTRIBUTORS ``AS IS'' AND
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29 .\"
30 .\" @(#)trek.me 8.1 (Berkeley) 6/8/93
31 .\"
32 .if n .na
33 .de pp
34 . sp 2
35 . ti +5
36 ..
37 .ie t .ds f \fB
38 .el .ds f \fI
39 .de he
40 ' sp
41 ' tl 'Star Trek''USD:31-%'
42 'sp 3
43 ..
44 .oh 'Star Trek''USD:31-%'
45 .eh 'USD:31-%''Star Trek'
46
47 \" .wh 0 he
48 .de fo
49 ' bp
50 ..
51 .wh -3 fo
52 .sp 16
53 .ce 1000
54 .ie n \{\
55 . tr |
56 |****||||*****||||||*||||||****|
57 *||||||||||*|||||||*|*|||||*|||*
58 |***|||||||*||||||*****||||****|
59 ||||*||||||*||||||*|||*||||*||*|
60 ****|||||||*||||||*|||*||||*|||*
61 .sp 2
62 *****||||****|||||*****||||*|||*
63 ||*||||||*|||*||||*||||||||*||*|
64 ||*||||||****|||||***||||||***||
65 ||*||||||*||*|||||*||||||||*||*|
66 ||*||||||*|||*||||*****||||*|||*
67 .sp 2
68 . tr ||
69 by
70 .\}
71 .el \{\
72 . ps 24
73 . vs 28p
74 . ft B
75 STAR
76
77 TREK
78
79 . ps
80 . vs
81 . ft
82 . ft I
83 by
84 .f ft
85 .\}
86
87 Eric Allman
88 University of California
89 Berkeley
90 .ce 0
91 \".bp
92 .ce
93 \*fINTRODUCTION\fR
94 .pp
95 Well, the federation is once again at war with the Klingon empire.
96 It is up to you,
97 as captain of the U.S.S. Enterprise,
98 to wipe out the invasion fleet and save the Federation.
99 .pp
100 For the purposes of the game
101 the galaxy is divided into 64 quadrants
102 on an eight by eight grid,
103 with quadrant 0,0 in the upper left hand corner.
104 Each quadrant is divided into 100 sectors
105 on a ten by ten grid.
106 Each sector contains one object
107 (e.g., the Enterprise, a Klingon, or a star).
108 .pp
109 Navigation is handled in degrees,
110 with zero being straight up
111 and ninety being to the right.
112 Distances are measured in quadrants.
113 One tenth quadrant is one sector.
114 .pp
115 The galaxy contains starbases,
116 at which you can dock to refuel,
117 repair damages, etc.
118 The galaxy also contains stars.
119 Stars usually have a knack for getting in your way,
120 but they can be triggered into going nova
121 by shooting a photon torpedo at one,
122 thereby (hopefully) destroying any adjacent Klingons.
123 This is not a good practice however,
124 because you are penalized for destroying stars.
125 Also, a star will sometimes go supernova,
126 which obliterates an entire quadrant.
127 You must never stop in a supernova quadrant,
128 although you may "jump over" one.
129 .pp
130 Some starsystems
131 have inhabited planets.
132 Klingons can attack inhabited planets
133 and enslave the populace,
134 which they then put to work building more Klingon battle cruisers.
135 \".bp
136 .ce
137 \*fSTARTING UP THE GAME\fR
138 .pp
139 To request the game, issue the command
140 .sp
141 .ti +15
142 .ft B
143 /usr/games/trek
144 .ft
145 .sp
146 from the shell.
147 If a filename is supplied,
148 a log of the game is written onto that file.
149 (Otherwise, no
150 file is written.)
151 If the
152 ``\fB\-a\fP'' flag is stated before the filename,
153 the log of the game is appended to the file.
154 .pp
155 The game will ask you what length game
156 you would like.
157 Valid responses are "short", "medium", and "long".
158 You may also type "restart",
159 which restarts a previously saved game.
160 Ideally,
161 the length of the game does not affect the difficulty,
162 but currently the shorter games tend to be harder than the longer ones.
163 .pp
164 You will then be prompted for the skill,
165 to which you must respond
166 "novice", "fair", "good", "expert",
167 "commodore", or "impossible".
168 You should start out with a novice
169 and work up,
170 but if you really want to see
171 how fast you can be slaughtered,
172 start out with an impossible game.
173 .pp
174 In general,
175 throughout the game,
176 if you forget what is appropriate
177 the game will tell you what it expects
178 if you just type in
179 a question mark.
180 \".bp
181 .ce
182 \*fISSUING COMMANDS\fR
183 .pp
184 If the game expects you to enter a command,
185 .hc ^
186 it will say ^"Command:\ "
187 and wait for your response.
188 Most commands can be abbreviated.
189 .pp
190 At almost any time you can type more than one thing on a line.
191 For example,
192 to move straight up one quadrant,
193 you can type
194 .ti +12
195 move 0 1
196 .br
197 or you could just type
198 .ti +12
199 move
200 .br
201 and the game would prompt you with
202 .ti +12
203 Course:
204 .br
205 to which you could type
206 .ti +12
207 0 1
208 .br
209 The "1" is the distance,
210 which could be put on still another line.
211 Also, the "move" command
212 could have been abbreviated
213 "mov", "mo", or just "m".
214 .pp
215 If you are partway through a command
216 and you change your mind,
217 you can usually type "-1"
218 to cancel the command.
219 .pp
220 Klingons generally cannot hit you
221 if you don't consume anything
222 (e.g., time or energy),
223 so some commands are considered "free".
224 As soon as you consume anything though -- POW!
225 .bp
226 .de **
227 .if \\n+l .**
228 .as x *
229 ..
230 .de bl
231 .sp
232 .ie t \fB\\$1\fR
233 .el \{\
234 . ne 3
235 . nr l \\w'\\$1' -\\w'*'
236 . ds x ****
237 . **
238 \\*x
239 . br
240 * \\$1 *
241 . br
242 \\*x
243 .\}
244 .sp
245 .in +8
246 .nf
247 ..
248 .de FF
249 .in -8
250 .fi
251 ..
252 .if !\n(.V .ta \w'Full Commands: '+1
253 .if \n(.V .ta \w'Full Commands: 'u
254 .ce
255 \*fTHE COMMANDS\fR
256 .bl "Short Range Scan"
257 Mnemonic: srscan
258 Shortest Abbreviation: s
259 Full Commands: srscan
260 srscan yes/no
261 Consumes: nothing
262 .FF
263 .pp
264 The short range scan
265 gives you a picture
266 of the quadrant you are in,
267 and (if you say "yes")
268 a status report
269 which tells you
270 a whole bunch
271 of interesting stuff.
272 You can get a status report alone
273 by using the
274 .ul
275 status
276 command.
277 An example follows:
278 .sp
279 .in +4
280 Short range sensor scan
281 .TS
282 le1 ce1 ce1 ce1 ce1 ce1 ce1 ce1 ce1 ce1 ce1 le3 l1 l.
283 0 1 2 3 4 5 6 7 8 9
284 0 . . . . . . . * . * 0 stardate 3702.16
285 1 . . E . . . . . . . 1 condition RED
286 2 . . . . . . . . . * 2 position 0,3/1,2
287 3 * . . . . # . . . . 3 warp\ factor 5.0
288 4 . . . . . . . . . . 4 total\ energy 4376
289 5 . . * . * . . . . . 5 torpedoes 9
290 6 . . . @ . . \ . . . 6 shields down,\ 78%
291 7 . . . . . . . . . . 7 Klingons\ left 3
292 8 . . . K . . . . . . 8 time\ left 6.43
293 9 . . . . . . * . . . 9 life\ support damaged,\ reserves\ =\ 2.4
294 0 1 2 3 4 5 6 7 8 9
295 .TE
296 Distressed Starsystem Marcus XII
297 .sp
298 .in +8
299 .ti -8
300 The cast of characters is as follows:
301 .nf
302 .ta \w'E 'u
303 E the hero
304 K the villain
305 # the starbase
306 * stars
307 @ inhabited starsystem
308 \&. empty space
309 a black hole
310 .in -12
311 .fi
312 .pp
313 The name of the starsystem is listed underneath
314 the short range scan.
315 The word "distressed", if present,
316 means that the starsystem
317 is under attack.
318 .pp
319 Short range scans are absolutely free.
320 They use no time, no energy,
321 and they don't give the Klingons
322 another chance to hit you.
323 .bl "Status Report"
324 Mnemonic: status
325 Shortest Abbreviation: st
326 Consumes: nothing
327 .FF
328 .pp
329 This command gives you information
330 about the current status
331 of the game and your ship, as follows:
332 .in +8
333 .de qq
334 .sp
335 .ti -4
336 ..
337 .qq
338 Stardate -- The current stardate.
339 .qq
340 Condition -- as follows:
341 .in +4
342 .nf
343 RED -- in battle
344 YELLOW -- low on energy
345 GREEN -- normal state
346 DOCKED -- docked at starbase
347 CLOAKED -- the cloaking device is activated
348 .fi
349 .in -4
350 .qq
351 Position -- Your current quadrant and sector.
352 .qq
353 Warp Factor -- The speed you will move at
354 when you move under warp power
355 (with the
356 .ul
357 move
358 command).
359 .qq
360 Total Energy -- Your energy reserves.
361 If they drop to zero,
362 you die.
363 Energy regenerates,
364 but the higher the skill of the game,
365 the slower it regenerates.
366 .qq
367 Torpedoes -- How many photon torpedoes you have left.
368 .qq
369 Shields -- Whether your shields are up or down,
370 and how effective they are if up
371 (what percentage of a hit they will absorb).
372 .qq
373 Klingons Left -- Guess.
374 .qq
375 Time Left -- How long the Federation can hold out
376 if you sit on your fat ass and do nothing.
377 If you kill Klingons quickly,
378 this number goes up,
379 otherwise,
380 it goes down.
381 If it hits zero,
382 the Federation is conquered.
383 .qq
384 Life Support -- If "active", everything is fine.
385 If "damaged", your reserves tell you
386 how long you have
387 to repair your life support
388 or get to a starbase
389 before you starve, suffocate,
390 or something equally unpleasant.
391 .qq
392 Current Crew -- The number of crew members
393 left.
394 This figures does not include officers.
395 .qq
396 Brig Space -- The space left in your brig
397 for Klingon captives.
398 .qq
399 Klingon Power -- The number of units
400 needed to kill a Klingon.
401 Remember, as Klingons fire at you
402 they use up their own energy,
403 so you probably need somewhat less
404 than this.
405 .qq
406 Skill, Length -- The skill and length
407 of the game you are playing.
408 .in -8
409 .pp
410 Status information is absolutely free.
411 .bl "Long Range Scan"
412 Mnemonic: lrscan
413 Shortest Abbreviation: l
414 Consumes: nothing
415 .FF
416 .pp
417 Long range scan gives you information about the
418 eight quadrants
419 that surround the quadrant
420 you're in.
421 A sample long range scan follows:
422 .sp
423 .ev 1
424 .in +12
425 Long range scan for quadrant 0,3
426 .sp
427 .ie t \{\
428 .TS
429 l1 c1 ce1 c1 ce1 c1 ce1 c
430 l1 l s s s s s s s
431 l1 c1 ce1 c1 ce1 c1 ce1 c
432 l1 l s s s s s s s.
433 2 3 4
434 _
435 ! * ! * ! * !
436 _
437 .T&
438 l1 c1 re1 c1 re1 c1 re1 c
439 l1 l s s s s s s s
440 l1 c1 re1 c1 re1 c1 re1 c
441 l1 l s s s s s s s.
442 0 ! 108 ! 6 ! 19 !
443 _
444 1 ! 9 ! /// ! 8 !
445 _
446 .TE
447 .\}
448 .el \{\
449 .nf
450 2 3 4
451 -------------------
452 ! * ! * ! * !
453 -------------------
454 0 ! 108 ! 6 ! 19 !
455 -------------------
456 1 ! 9 ! /// ! 8 !
457 -------------------
458 .fi
459 .\}
460 .ev
461 .pp
462 The three digit numbers
463 tell the number of objects
464 in the quadrants.
465 The units digit tells the number of stars,
466 the tens digit the number of starbases,
467 and the hundreds digit is the number of Klingons.
468 "*" indicates the negative energy barrier
469 at the edge of the galaxy,
470 which you cannot enter.
471 "///" means that that is a supernova quadrant
472 and must not be entered.
473 .bl "Damage Report"
474 Mnemonic: damages
475 Shortest Abbreviation: da
476 Consumes: nothing
477 .FF
478 .pp
479 A damage report tells you what devices are damaged
480 and how long it will take to repair them.
481 Repairs proceed faster
482 when you are docked
483 at a starbase.
484 .bl "Set Warp Factor"
485 Mnemonic: warp
486 Shortest Abbreviation: w
487 Full Command: warp factor
488 Consumes: nothing
489 .FF
490 .pp
491 The warp factor tells the speed of your starship
492 when you move under warp power
493 (with the
494 .ul
495 move
496 command).
497 The higher the warp factor,
498 the faster you go,
499 and the more energy you use.
500 .pp
501 The minimum warp factor is 1.0
502 and the maximum is 10.0.
503 At speeds above warp 6
504 there is danger of the warp engines
505 being damaged.
506 The probability of this
507 increases at higher warp speeds.
508 Above warp 9.0 there is a chance of entering
509 a time warp.
510 .bl "Move Under Warp Power"
511 Mnemonic: move
512 Shortest Abbreviation: m
513 Full Command: move course distance
514 Consumes: time and energy
515 .FF
516 .pp
517 This is the usual way of moving.
518 The course is in degrees and the distance is in quadrants.
519 To move one sector specify a distance of 0.1.
520 .pp
521 Time is consumed proportionately to
522 the inverse of the warp factor squared,
523 and directly to the distance.
524 Energy is consumed as the warp factor cubed,
525 and directly to the distance.
526 If you move with your shields up
527 it doubles the amount of energy consumed.
528 .pp
529 When you move in a quadrant containing Klingons,
530 they get a chance to attack you.
531 .pp
532 The computer detects navigation errors.
533 If the computer is out,
534 you run the risk of running into things.
535 .pp
536 The course is determined by the
537 Space Inertial Navigation System
538 [SINS].
539 As described in
540 Star Fleet Technical Order TO:02:06:12,
541 the SINS is calibrated,
542 after which it becomes the base for navigation.
543 If damaged,
544 navigation becomes inaccurate.
545 When it is fixed,
546 Spock recalibrates it,
547 however,
548 it cannot be calibrated extremely accurately
549 until you dock at starbase.
550 .bl "Move Under Impulse Power"
551 Mnemonic: impulse
552 Shortest Abbreviation: i
553 Full Command: impulse course distance
554 Consumes: time and energy
555 .FF
556 .pp
557 The impulse engines give you a chance to maneuver
558 when your warp engines are damaged;
559 however, they are incredibly slow
560 (0.095 quadrants/stardate).
561 They require 20 units of energy to engage,
562 and ten units per sector to move.
563 .pp
564 The same comments about the computer and the SINS
565 apply as above.
566 .pp
567 There is no penalty to move under impulse power
568 with shields up.
569 .bl "Deflector Shields"
570 Mnemonic: shields
571 Shortest Abbreviation: sh
572 Full Command: shields up/down
573 Consumes: energy
574 .FF
575 .pp
576 Shields protect you from Klingon attack
577 and nearby novas.
578 As they protect you,
579 they weaken.
580 A shield which is 78% effective
581 will absorb 78% of a hit
582 and let 22% in to hurt you.
583 .pp
584 The Klingons have a chance to attack you
585 every time you raise or lower shields.
586 Shields do not rise and lower
587 instantaneously,
588 so the hit you receive
589 will be computed with the shields
590 at an intermediate effectiveness.
591 .pp
592 It takes energy to raise shields,
593 but not to drop them.
594 .bl "Cloaking Device"
595 Mnemonic: cloak
596 Shortest Abbreviation: cl
597 Full Command: cloak up/down
598 Consumes: energy
599 .FF
600 .pp
601 When you are cloaked,
602 Klingons cannot see you,
603 and hence they do not fire at you.
604 They are useful for entering
605 a quadrant
606 and selecting a good position,
607 however,
608 weapons cannot be fired through
609 the cloak
610 due to the huge energy drain
611 that it requires.
612 .pp
613 The cloak up command
614 only starts the cloaking process;
615 Klingons will continue
616 to fire at you
617 until you do something
618 which consumes time.
619 .bl "Fire Phasers"
620 Mnemonic: phasers
621 Shortest Abbreviation: p
622 Full Commands: phasers automatic amount
623 phasers manual amt1 course1 spread1 ...
624 Consumes: energy
625 .FF
626 .pp
627 Phasers are energy weapons;
628 the energy comes from your ship's reserves
629 ("total energy" on a srscan).
630 It takes about 250 units of hits
631 to kill a Klingon.
632 Hits are cumulative as long as you stay
633 in the quadrant.
634 .pp
635 Phasers become less effective
636 the further from a Klingon you are.
637 Adjacent Klingons receive about
638 90% of what you fire,
639 at five sectors about 60%,
640 and at ten sectors about 35%.
641 They have no effect outside of the quadrant.
642 .pp
643 Phasers cannot be fired while shields are up;
644 to do so would fry you.
645 They have no effect on starbases or stars.
646 .pp
647 In automatic mode
648 the computer decides how to divide up the energy
649 among the Klingons present;
650 in manual mode you do that yourself.
651 .pp
652 In manual mode firing
653 you specify a direction,
654 amount (number of units to fire)
655 and spread (0 -> 1.0)
656 for each of the six phaser banks.
657 A zero amount
658 terminates the manual input.
659 .bl "Fire Photon Torpedoes"
660 Mnemonic: torpedo
661 Shortest Abbreviation: t
662 Full Command: torpedo course [yes/no] [burst angle]
663 Consumes: torpedoes
664 .FF
665 .pp
666 Torpedoes are projectile weapons -- there are no partial hits.
667 You either hit your target or you don't.
668 A hit on a Klingon destroys him.
669 A hit on a starbase destroys that starbase
670 (woops!).
671 Hitting a star usually causes it to go nova,
672 and occasionally supernova.
673 .pp
674 Photon torpedoes cannot be aimed precisely.
675 They can be fired with shields up,
676 but they get even more random
677 as they pass through the shields.
678 .pp
679 Torpedoes may be fired in bursts of three.
680 If this is desired,
681 the burst angle is the angle
682 between the three shots,
683 which may vary from one to fifteen.
684 The word "no"
685 says that a burst is not wanted;
686 the word "yes"
687 (which may be omitted
688 if stated on the same line as the course)
689 says that a burst is wanted.
690 .pp
691 Photon torpedoes
692 have no effect
693 outside the quadrant.
694 .bl "Onboard Computer Request"
695 Mnemonic: computer
696 Shortest Abbreviation: c
697 Full Command: computer request; request;...
698 Consumes: nothing
699 .FF
700 .pp
701 The computer command gives you access to the facilities
702 of the onboard computer,
703 which allows you to do all sorts of fascinating stuff.
704 Computer requests are:
705 .in +8
706 .qq
707 score -- Shows your current score.
708 .qq
709 course quad/sect -- Computes the course and distance from wherever
710 you are to the given location.
711 If you type "course /x,y"
712 you will be given the course
713 to sector x,y in the current quadrant.
714 .qq
715 move quad/sect -- Identical to the course
716 request,
717 except that the move is executed.
718 .qq
719 chart -- prints a chart of the known galaxy,
720 i.e.,
721 everything that you have seen with a long range scan.
722 The format is the same as on a long range scan,
723 except that "..." means
724 that you don't yet know what is there,
725 and ".1." means that you know that a starbase
726 exists, but you don't know anything else.
727 "$$$" mans the quadrant
728 that you are currently in.
729 .qq
730 trajectory -- prints the course and distance
731 to all the Klingons in the quadrant.
732 .qq
733 warpcost dist warp_factor -- computes the cost in time and energy
734 to move `dist' quadrants at warp `warp_factor'.
735 .qq
736 impcost dist -- same as warpcost for impulse engines.
737 .qq
738 pheff range -- tells how effective your phasers are
739 at a given range.
740 .qq
741 distresslist -- gives a list of currently distressed
742 starbases
743 and starsystems.
744 .in -8
745 .pp
746 More than one request may be stated
747 on a line
748 by separating them
749 with semicolons.
750 .bl "Dock at Starbase"
751 Mnemonic: dock
752 Shortest Abbreviation: do
753 Consumes: nothing
754 .FF
755 .pp
756 You may dock at a starbase
757 when you are in one of the eight
758 adjacent sectors.
759 .pp
760 When you dock you are resupplied
761 with energy, photon torpedoes, and life support reserves.
762 Repairs are also done faster at starbase.
763 Any prisoners you have taken
764 are unloaded.
765 You do not receive points
766 for taking prisoners
767 until this time.
768 .pp
769 Starbases have their own deflector shields,
770 so you are safe from attack while docked.
771 .bl "Undock from Starbase"
772 Mnemonic: undock
773 Shortest Abbreviation: u
774 Consumes: nothing
775 .FF
776 .pp
777 This just allows you to leave starbase
778 so that you may proceed on your way.
779 .bl "Rest"
780 Mnemonic: rest
781 Shortest Abbreviation: r
782 Full Command: rest time
783 Consumes: time
784 .FF
785 .pp
786 This command allows you to rest to repair damages.
787 It is not advisable to rest while under attack.
788 .bl "Call Starbase For Help"
789 Mnemonic: help
790 Shortest Abbreviation: help
791 Consumes: nothing
792 .FF
793 .pp
794 You may call starbase for help via your subspace radio.
795 Starbase has long range transporter beams to get you.
796 Problem is,
797 they can't always rematerialize you.
798 .pp
799 You should avoid using this command unless absolutely necessary,
800 for the above reason and because it counts heavily against you
801 in the scoring.
802 .bl "Capture Klingon"
803 Mnemonic: capture
804 Shortest Abbreviation: ca
805 Consumes: time
806 .FF
807 .pp
808 You may request that a Klingon surrender
809 to you.
810 If he accepts,
811 you get to take captives
812 (but only as many as your brig
813 can hold).
814 It is good if you do this,
815 because you get points for captives.
816 Also,
817 if you ever get captured,
818 you want to be sure that the Federation
819 has prisoners to exchange for you.
820 .pp
821 You must go to a starbase
822 to turn over your prisoners
823 to Federation authorities.
824 .bl "Visual Scan"
825 Mnemonic: visual
826 Shortest Abbreviation: v
827 Full Command: visual course
828 Consumes: time
829 .FF
830 .pp
831 When your short range scanners are out,
832 you can still see what is out "there"
833 by doing a visual scan.
834 Unfortunately,
835 you can only see three sectors at one time,
836 and it takes 0.005 stardates to perform.
837 .pp
838 The three sectors in the general direction
839 of the course specified
840 are examined
841 and displayed.
842 .bl "Abandon Ship"
843 Mnemonic: abandon
844 Shortest Abbreviation: abandon
845 Consumes: nothing
846 .FF
847 .pp
848 The officers escape the Enterprise in the shuttlecraft.
849 If the transporter is working
850 and there is an inhabitable starsystem
851 in the area,
852 the crew beams down,
853 otherwise you leave them to die.
854 You are given an old but still usable ship,
855 the Faire Queene.
856 .bl "Ram"
857 Mnemonic: ram
858 Shortest Abbreviation: ram
859 Full Command: ram course distance
860 Consumes: time and energy
861 .FF
862 .pp
863 This command is identical to "move",
864 except that the computer
865 doesn't stop you
866 from making navigation errors.
867 .pp
868 You get very nearly slaughtered
869 if you ram anything.
870 .bl "Self Destruct"
871 Mnemonic: destruct
872 Shortest Abbreviation: destruct
873 Consumes: everything
874 .FF
875 .pp
876 Your starship is self-destructed.
877 Chances are you will destroy
878 any Klingons
879 (and stars,
880 and starbases)
881 left in your quadrant.
882 .bl "Terminate the Game"
883 Mnemonic: terminate
884 Shortest Abbreviation: terminate
885 Full Command: terminate yes/no
886 .FF
887 .pp
888 Cancels the current game.
889 No score is computed.
890 If you answer yes,
891 a new game will be started,
892 otherwise trek exits.
893 .bl "Call the Shell"
894 Mnemonic: shell
895 Shortest Abbreviation: shell
896 .FF
897 .pp
898 Temporarily escapes to the shell.
899 When you exit the shell
900 you will return to the game.
901 \".bp
902 .ce
903 \*fSCORING\fR
904 .in +4
905 .pp
906 The scoring algorithm is rather complicated.
907 Basically,
908 you get points for each Klingon you kill,
909 for your Klingon per stardate kill rate,
910 and a bonus if you win the game.
911 You lose
912 points for the number of Klingons left
913 in the galaxy
914 at the end of the game,
915 for getting killed,
916 for each star, starbase, or inhabited starsystem
917 you destroy,
918 for calling for help,
919 and for each casualty you incur.
920 .pp
921 You will be promoted
922 if you play very well.
923 You will never get a promotion if you
924 call for help,
925 abandon the Enterprise,
926 get killed,
927 destroy a starbase or inhabited starsystem,
928 or destroy too many stars.
929 .bp
930 .ce 1
931 \*fCOMMAND SUMMARY\fP
932 .TS
933 l l l.
934 Command Requires Consumes
935
936 \*fabandon\fR shuttlecraft, -
937 transporter
938 \*fca\fRpture subspace radio time
939 \*fcl\fRoak \*fu\fRp/\*fd\fRown cloaking device energy
940 \*fc\fRomputer request; ... computer -
941 \*fda\fRmages - -
942 \*fdestruct\fR computer -
943 \*fdo\fRck - -
944 \*fhelp\fR subspace radio -
945 \*fi\fRmpulse course distance impulse engines, time, energy
946 computer, SINS
947 \*fl\fRrscan L.R. sensors -
948 \*fm\fRove course distance warp engines, time, energy
949 computer, SINS
950 \*fp\fRhasers \*fa\fRutomatic amount phasers, computer energy \*fp\fRhasers \*fm\fRanual
951 \ \ amt1 course1 spread1 ... phasers energy
952 \*ft\fRorpedo course [\*fy\fRes] angle/\*fn\fRo torpedo tubes torpedoes
953 \*fram\fR course distance warp engines, time, energy
954 computer, SINS
955 \*fr\fRest time - time
956 \*fshell\fR - -
957 \*fsh\fRields \*fu\fRp/\*fd\fRown shields energy
958 \*fs\fRrscan [\*fy\fRes/\*fn\fRo] S.R. sensors -
959 \*fst\fRatus - -
960 \*fterminate\fR \*fy\fRes/\*fn\fRo - -
961 \*fu\fRndock - -
962 \*fv\fRisual course - time
963 \*fw\fRarp warp_factor - -
964 .TE