From 7b3695fe926941c32773bb17c54c444ad4186057 Mon Sep 17 00:00:00 2001 From: cgd Date: Sat, 22 Apr 1995 10:40:47 +0000 Subject: src/games/trek from Lite --- trek/USD.doc/Makefile | 10 + trek/USD.doc/spell.ok | 72 ++++ trek/USD.doc/trek.me | 967 ++++++++++++++++++++++++++++++++++++++++++++++++++ 3 files changed, 1049 insertions(+) create mode 100644 trek/USD.doc/Makefile create mode 100644 trek/USD.doc/spell.ok create mode 100644 trek/USD.doc/trek.me (limited to 'trek') diff --git a/trek/USD.doc/Makefile b/trek/USD.doc/Makefile new file mode 100644 index 00000000..342141c7 --- /dev/null +++ b/trek/USD.doc/Makefile @@ -0,0 +1,10 @@ +# @(#)Makefile 8.1 (Berkeley) 6/8/93 + +DIR= usd/31.trek +SRCS= trek.me +MACROS= -me + +paper.ps: ${SRCS} + ${TBL} ${SRCS} | ${ROFF} > ${.TARGET} + +.include diff --git a/trek/USD.doc/spell.ok b/trek/USD.doc/spell.ok new file mode 100644 index 00000000..d9d0405e --- /dev/null +++ b/trek/USD.doc/spell.ok @@ -0,0 +1,72 @@ +Allman +Faire +Klingon +Klingons +L.R +Onboard +Queene +S.R +Spock +Starbase +Starbases +Stardate +Starsystem +TO:02:06:12 +Torpedoes +Trek''USD:34 +U.S.S +USD:34 +XII +amt1 +anual +arp +atus +ca +ck +cl +course1 +da +dist +distresslist +ds +es +est +filename +fo +ft +hasers +ields +impcost +isual +lrscan +mages +mo +mov +mpulse +na +ndock +omputer +onboard +orpedo +ove +partway +pheff +pture +rscan +shuttlecraft +spread1 +srscan +st +starbase +starbases +stardate +stardates +starsystem +starsystems +ta +torpedoes +trek.me +utomatic +warpcost +woops +x,y diff --git a/trek/USD.doc/trek.me b/trek/USD.doc/trek.me new file mode 100644 index 00000000..0244da5f --- /dev/null +++ b/trek/USD.doc/trek.me @@ -0,0 +1,967 @@ +.\" Copyright (c) 1980, 1993 +.\" The Regents of the University of California. All rights reserved. +.\" +.\" Redistribution and use in source and binary forms, with or without +.\" modification, are permitted provided that the following conditions +.\" are met: +.\" 1. Redistributions of source code must retain the above copyright +.\" notice, this list of conditions and the following disclaimer. +.\" 2. Redistributions in binary form must reproduce the above copyright +.\" notice, this list of conditions and the following disclaimer in the +.\" documentation and/or other materials provided with the distribution. +.\" 3. All advertising materials mentioning features or use of this software +.\" must display the following acknowledgement: +.\" This product includes software developed by the University of +.\" California, Berkeley and its contributors. +.\" 4. Neither the name of the University nor the names of its contributors +.\" may be used to endorse or promote products derived from this software +.\" without specific prior written permission. +.\" +.\" THIS SOFTWARE IS PROVIDED BY THE REGENTS AND CONTRIBUTORS ``AS IS'' AND +.\" ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE +.\" IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE +.\" ARE DISCLAIMED. IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE +.\" FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL +.\" DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS +.\" OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) +.\" HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT +.\" LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY +.\" OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF +.\" SUCH DAMAGE. +.\" +.\" @(#)trek.me 8.1 (Berkeley) 6/8/93 +.\" +.if n .na +.de pp +. sp 2 +. ti +5 +.. +.ie t .ds f \fB +.el .ds f \fI +.de he +' sp +' tl 'Star Trek''USD:31-%' +'sp 3 +.. +.oh 'Star Trek''USD:31-%' +.eh 'USD:31-%''Star Trek' + +\" .wh 0 he +.de fo +' bp +.. +.wh -3 fo +.sp 16 +.ce 1000 +.ie n \{\ +. tr | +|****||||*****||||||*||||||****| +*||||||||||*|||||||*|*|||||*|||* +|***|||||||*||||||*****||||****| +||||*||||||*||||||*|||*||||*||*| +****|||||||*||||||*|||*||||*|||* +.sp 2 +*****||||****|||||*****||||*|||* +||*||||||*|||*||||*||||||||*||*| +||*||||||****|||||***||||||***|| +||*||||||*||*|||||*||||||||*||*| +||*||||||*|||*||||*****||||*|||* +.sp 2 +. tr || +by +.\} +.el \{\ +. ps 24 +. vs 28p +. ft B +STAR + +TREK + +. ps +. vs +. ft +. ft I +by +.f ft +.\} + +Eric Allman +University of California +Berkeley +.ce 0 +\".bp +.ce +\*fINTRODUCTION\fR +.pp +Well, the federation is once again at war with the Klingon empire. +It is up to you, +as captain of the U.S.S. Enterprise, +to wipe out the invasion fleet and save the Federation. +.pp +For the purposes of the game +the galaxy is divided into 64 quadrants +on an eight by eight grid, +with quadrant 0,0 in the upper left hand corner. +Each quadrant is divided into 100 sectors +on a ten by ten grid. +Each sector contains one object +(e.g., the Enterprise, a Klingon, or a star). +.pp +Navigation is handled in degrees, +with zero being straight up +and ninety being to the right. +Distances are measured in quadrants. +One tenth quadrant is one sector. +.pp +The galaxy contains starbases, +at which you can dock to refuel, +repair damages, etc. +The galaxy also contains stars. +Stars usually have a knack for getting in your way, +but they can be triggered into going nova +by shooting a photon torpedo at one, +thereby (hopefully) destroying any adjacent Klingons. +This is not a good practice however, +because you are penalized for destroying stars. +Also, a star will sometimes go supernova, +which obliterates an entire quadrant. +You must never stop in a supernova quadrant, +although you may "jump over" one. +.pp +Some starsystems +have inhabited planets. +Klingons can attack inhabited planets +and enslave the populace, +which they then put to work building more Klingon battle cruisers. +\".bp +.ce +\*fSTARTING UP THE GAME\fR +.pp +To request the game, issue the command +.sp +.ti +15 +.ft B +/usr/games/trek +.ft +.sp +from the shell. +If a filename is supplied, +a log of the game is written onto that file. +(Otherwise, no +file is written.) +If the +``\fB\-a\fP'' flag is stated before the filename, +the log of the game is appended to the file. +.pp +The game will ask you what length game +you would like. +Valid responses are "short", "medium", and "long". +You may also type "restart", +which restarts a previously saved game. +Ideally, +the length of the game does not affect the difficulty, +but currently the shorter games tend to be harder than the longer ones. +.pp +You will then be prompted for the skill, +to which you must respond +"novice", "fair", "good", "expert", +"commodore", or "impossible". +You should start out with a novice +and work up, +but if you really want to see +how fast you can be slaughtered, +start out with an impossible game. +.pp +In general, +throughout the game, +if you forget what is appropriate +the game will tell you what it expects +if you just type in +a question mark. +\".bp +.ce +\*fISSUING COMMANDS\fR +.pp +If the game expects you to enter a command, +.hc ^ +it will say ^"Command:\ " +and wait for your response. +Most commands can be abbreviated. +.pp +At almost any time you can type more than one thing on a line. +For example, +to move straight up one quadrant, +you can type +.ti +12 +move 0 1 +.br +or you could just type +.ti +12 +move +.br +and the game would prompt you with +.ti +12 +Course: +.br +to which you could type +.ti +12 +0 1 +.br +The "1" is the distance, +which could be put on still another line. +Also, the "move" command +could have been abbreviated +"mov", "mo", or just "m". +.pp +If you are partway through a command +and you change your mind, +you can usually type "-1" +to cancel the command. +.pp +Klingons generally cannot hit you +if you don't consume anything +(e.g., time or energy), +so some commands are considered "free". +As soon as you consume anything though -- POW! +.bp +.de ** +.if \\n+l .** +.as x * +.. +.de bl +.sp +.ie t \fB\\$1\fR +.el \{\ +. ne 3 +. nr l \\w'\\$1' -\\w'*' +. ds x **** +. ** +\\*x +. br +* \\$1 * +. br +\\*x +.\} +.sp +.in +8 +.nf +.. +.de FF +.in -8 +.fi +.. +.if !\n(.V .ta \w'Full Commands: '+1 +.if \n(.V .ta \w'Full Commands: 'u +.ce +\*fTHE COMMANDS\fR +.bl "Short Range Scan" +Mnemonic: srscan +Shortest Abbreviation: s +Full Commands: srscan + srscan yes/no +Consumes: nothing +.FF +.pp +The short range scan +gives you a picture +of the quadrant you are in, +and (if you say "yes") +a status report +which tells you +a whole bunch +of interesting stuff. +You can get a status report alone +by using the +.ul +status +command. +An example follows: +.sp +.in +4 +Short range sensor scan +.TS +le1 ce1 ce1 ce1 ce1 ce1 ce1 ce1 ce1 ce1 ce1 le3 l1 l. + 0 1 2 3 4 5 6 7 8 9 +0 . . . . . . . * . * 0 stardate 3702.16 +1 . . E . . . . . . . 1 condition RED +2 . . . . . . . . . * 2 position 0,3/1,2 +3 * . . . . # . . . . 3 warp\ factor 5.0 +4 . . . . . . . . . . 4 total\ energy 4376 +5 . . * . * . . . . . 5 torpedoes 9 +6 . . . @ . . \ . . . 6 shields down,\ 78% +7 . . . . . . . . . . 7 Klingons\ left 3 +8 . . . K . . . . . . 8 time\ left 6.43 +9 . . . . . . * . . . 9 life\ support damaged,\ reserves\ =\ 2.4 + 0 1 2 3 4 5 6 7 8 9 +.TE +Distressed Starsystem Marcus XII +.sp +.in +8 +.ti -8 +The cast of characters is as follows: +.nf +.ta \w'E 'u +E the hero +K the villain +# the starbase +* stars +@ inhabited starsystem +\&. empty space + a black hole +.in -12 +.fi +.ev +.pp +The name of the starsystem is listed underneath +the short range scan. +The word "distressed", if present, +means that the starsystem +is under attack. +.pp +Short range scans are absolutely free. +They use no time, no energy, +and they don't give the Klingons +another chance to hit you. +.bl "Status Report" +Mnemonic: status +Shortest Abbreviation: st +Consumes: nothing +.FF +.pp +This command gives you information +about the current status +of the game and your ship, as follows: +.in +8 +.de qq +.sp +.ti -4 +.. +.qq +Stardate -- The current stardate. +.qq +Condition -- as follows: +.in +4 +.nf +RED -- in battle +YELLOW -- low on energy +GREEN -- normal state +DOCKED -- docked at starbase +CLOAKED -- the cloaking device is activated +.fi +.in -4 +.qq +Position -- Your current quadrant and sector. +.qq +Warp Factor -- The speed you will move at +when you move under warp power +(with the +.ul +move +command). +.qq +Total Energy -- Your energy reserves. +If they drop to zero, +you die. +Energy regenerates, +but the higher the skill of the game, +the slower it regenerates. +.qq +Torpedoes -- How many photon torpedoes you have left. +.qq +Shields -- Whether your shields are up or down, +and how effective they are if up +(what percentage of a hit they will absorb). +.qq +Klingons Left -- Guess. +.qq +Time Left -- How long the Federation can hold out +if you sit on your fat ass and do nothing. +If you kill Klingons quickly, +this number goes up, +otherwise, +it goes down. +If it hits zero, +the Federation is conquered. +.qq +Life Support -- If "active", everything is fine. +If "damaged", your reserves tell you +how long you have +to repair your life support +or get to a starbase +before you starve, suffocate, +or something equally unpleasant. +.qq +Current Crew -- The number of crew members +left. +This figures does not include officers. +.qq +Brig Space -- The space left in your brig +for Klingon captives. +.qq +Klingon Power -- The number of units +needed to kill a Klingon. +Remember, as Klingons fire at you +they use up their own energy, +so you probably need somewhat less +than this. +.qq +Skill, Length -- The skill and length +of the game you are playing. +.in -8 +.pp +Status information is absolutely free. +.bl "Long Range Scan" +Mnemonic: lrscan +Shortest Abbreviation: l +Consumes: nothing +.FF +.pp +Long range scan gives you information about the +eight quadrants +that surround the quadrant +you're in. +A sample long range scan follows: +.sp +.ev 1 +.in +12 +Long range scan for quadrant 0,3 +.sp +.ie t \{\ +.TS +l1 c1 ce1 c1 ce1 c1 ce1 c0 +l1 l s s s s s s s0 +l1 c1 ce1 c1 ce1 c1 ce1 c0 +l1 l s s s s s s s0. + 2 3 4 + _ + ! * ! * ! * ! + _ +.T& +l1 c1 re1 c1 re1 c1 re1 c0 +l1 l s s s s s s s0 +l1 c1 re1 c1 re1 c1 re1 c0 +l1 l s s s s s s s0. +0 ! 108 ! 6 ! 19 ! + _ +1 ! 9 ! /// ! 8 ! + _ +.TE +.\} +.el \{\ +.nf + 2 3 4 + ------------------- + ! * ! * ! * ! + ------------------- +0 ! 108 ! 6 ! 19 ! + ------------------- +1 ! 9 ! /// ! 8 ! + ------------------- +.fi +.\} +.ev +.pp +The three digit numbers +tell the number of objects +in the quadrants. +The units digit tells the number of stars, +the tens digit the number of starbases, +and the hundreds digit is the number of Klingons. +"*" indicates the negative energy barrier +at the edge of the galaxy, +which you cannot enter. +"///" means that that is a supernova quadrant +and must not be entered. +.bl "Damage Report" +Mnemonic: damages +Shortest Abbreviation: da +Consumes: nothing +.FF +.pp +A damage report tells you what devices are damaged +and how long it will take to repair them. +Repairs proceed faster +when you are docked +at a starbase. +.bl "Set Warp Factor" +Mnemonic: warp +Shortest Abbreviation: w +Full Command: warp factor +Consumes: nothing +.FF +.pp +The warp factor tells the speed of your starship +when you move under warp power +(with the +.ul +move +command). +The higher the warp factor, +the faster you go, +and the more energy you use. +.pp +The minimum warp factor is 1.0 +and the maximum is 10.0. +At speeds above warp 6 +there is danger of the warp engines +being damaged. +The probability of this +increases at higher warp speeds. +Above warp 9.0 there is a chance of entering +a time warp. +.bl "Move Under Warp Power" +Mnemonic: move +Shortest Abbreviation: m +Full Command: move course distance +Consumes: time and energy +.FF +.pp +This is the usual way of moving. +The course is in degrees and the distance is in quadrants. +To move one sector specify a distance of 0.1. +.pp +Time is consumed proportionately to +the inverse of the warp factor squared, +and directly to the distance. +Energy is consumed as the warp factor cubed, +and directly to the distance. +If you move with your shields up +it doubles the amount of energy consumed. +.pp +When you move in a quadrant containing Klingons, +they get a chance to attack you. +.pp +The computer detects navigation errors. +If the computer is out, +you run the risk of running into things. +.pp +The course is determined by the +Space Inertial Navigation System +[SINS]. +As described in +Star Fleet Technical Order TO:02:06:12, +the SINS is calibrated, +after which it becomes the base for navigation. +If damaged, +navigation becomes inaccurate. +When it is fixed, +Spock recalibrates it, +however, +it cannot be calibrated extremely accurately +until you dock at starbase. +.bl "Move Under Impulse Power" +Mnemonic: impulse +Shortest Abbreviation: i +Full Command: impulse course distance +Consumes: time and energy +.FF +.pp +The impulse engines give you a chance to maneuver +when your warp engines are damaged; +however, they are incredibly slow +(0.095 quadrants/stardate). +They require 20 units of energy to engage, +and ten units per sector to move. +.pp +The same comments about the computer and the SINS +apply as above. +.pp +There is no penalty to move under impulse power +with shields up. +.bl "Deflector Shields" +Mnemonic: shields +Shortest Abbreviation: sh +Full Command: shields up/down +Consumes: energy +.FF +.pp +Shields protect you from Klingon attack +and nearby novas. +As they protect you, +they weaken. +A shield which is 78% effective +will absorb 78% of a hit +and let 22% in to hurt you. +.pp +The Klingons have a chance to attack you +every time you raise or lower shields. +Shields do not rise and lower +instantaneously, +so the hit you receive +will be computed with the shields +at an intermediate effectiveness. +.pp +It takes energy to raise shields, +but not to drop them. +.bl "Cloaking Device" +Mnemonic: cloak +Shortest Abbreviation: cl +Full Command: cloak up/down +Consumes: energy +.FF +.pp +When you are cloaked, +Klingons cannot see you, +and hence they do not fire at you. +They are useful for entering +a quadrant +and selecting a good position, +however, +weapons cannot be fired through +the cloak +due to the huge energy drain +that it requires. +.pp +The cloak up command +only starts the cloaking process; +Klingons will continue +to fire at you +until you do something +which consumes time. +.bl "Fire Phasers" +Mnemonic: phasers +Shortest Abbreviation: p +Full Commands: phasers automatic amount + phasers manual amt1 course1 spread1 ... +Consumes: energy +.FF +.pp +Phasers are energy weapons; +the energy comes from your ship's reserves +("total energy" on a srscan). +It takes about 250 units of hits +to kill a Klingon. +Hits are cumulative as long as you stay +in the quadrant. +.pp +Phasers become less effective +the further from a Klingon you are. +Adjacent Klingons receive about +90% of what you fire, +at five sectors about 60%, +and at ten sectors about 35%. +They have no effect outside of the quadrant. +.pp +Phasers cannot be fired while shields are up; +to do so would fry you. +They have no effect on starbases or stars. +.pp +In automatic mode +the computer decides how to divide up the energy +among the Klingons present; +in manual mode you do that yourself. +.pp +In manual mode firing +you specify a direction, +amount (number of units to fire) +and spread (0 -> 1.0) +for each of the six phaser banks. +A zero amount +terminates the manual input. +.bl "Fire Photon Torpedoes" +Mnemonic: torpedo +Shortest Abbreviation: t +Full Command: torpedo course [yes/no] [burst angle] +Consumes: torpedoes +.FF +.pp +Torpedoes are projectile weapons -- there are no partial hits. +You either hit your target or you don't. +A hit on a Klingon destroys him. +A hit on a starbase destroys that starbase +(woops!). +Hitting a star usually causes it to go nova, +and occasionally supernova. +.pp +Photon torpedoes cannot be aimed precisely. +They can be fired with shields up, +but they get even more random +as they pass through the shields. +.pp +Torpedoes may be fired in bursts of three. +If this is desired, +the burst angle is the angle +between the three shots, +which may vary from one to fifteen. +The word "no" +says that a burst is not wanted; +the word "yes" +(which may be omitted +if stated on the same line as the course) +says that a burst is wanted. +.pp +Photon torpedoes +have no effect +outside the quadrant. +.bl "Onboard Computer Request" +Mnemonic: computer +Shortest Abbreviation: c +Full Command: computer request; request;... +Consumes: nothing +.FF +.pp +The computer command gives you access to the facilities +of the onboard computer, +which allows you to do all sorts of fascinating stuff. +Computer requests are: +.in +8 +.qq +score -- Shows your current score. +.qq +course quad/sect -- Computes the course and distance from wherever +you are to the given location. +If you type "course /x,y" +you will be given the course +to sector x,y in the current quadrant. +.qq +move quad/sect -- Identical to the course +request, +except that the move is executed. +.qq +chart -- prints a chart of the known galaxy, +i.e., +everything that you have seen with a long range scan. +The format is the same as on a long range scan, +except that "..." means +that you don't yet know what is there, +and ".1." means that you know that a starbase +exists, but you don't know anything else. +"$$$" mans the quadrant +that you are currently in. +.qq +trajectory -- prints the course and distance +to all the Klingons in the quadrant. +.qq +warpcost dist warp_factor -- computes the cost in time and energy +to move `dist' quadrants at warp `warp_factor'. +.qq +impcost dist -- same as warpcost for impulse engines. +.qq +pheff range -- tells how effective your phasers are +at a given range. +.qq +distresslist -- gives a list of currently distressed +starbases +and starsystems. +.in -8 +.pp +More than one request may be stated +on a line +by separating them +with semicolons. +.bl "Dock at Starbase" +Mnemonic: dock +Shortest Abbreviation: do +Consumes: nothing +.FF +.pp +You may dock at a starbase +when you are in one of the eight +adjacent sectors. +.pp +When you dock you are resupplied +with energy, photon torpedoes, and life support reserves. +Repairs are also done faster at starbase. +Any prisoners you have taken +are unloaded. +You do not receive points +for taking prisoners +until this time. +.pp +Starbases have their own deflector shields, +so you are safe from attack while docked. +.bl "Undock from Starbase" +Mnemonic: undock +Shortest Abbreviation: u +Consumes: nothing +.FF +.pp +This just allows you to leave starbase +so that you may proceed on your way. +.bl "Rest" +Mnemonic: rest +Shortest Abbreviation: r +Full Command: rest time +Consumes: time +.FF +.pp +This command allows you to rest to repair damages. +It is not advisable to rest while under attack. +.bl "Call Starbase For Help" +Mnemonic: help +Shortest Abbreviation: help +Consumes: nothing +.FF +.pp +You may call starbase for help via your subspace radio. +Starbase has long range transporter beams to get you. +Problem is, +they can't always rematerialize you. +.pp +You should avoid using this command unless absolutely necessary, +for the above reason and because it counts heavily against you +in the scoring. +.bl "Capture Klingon" +Mnemonic: capture +Shortest Abbreviation: ca +Consumes: time +.FF +.pp +You may request that a Klingon surrender +to you. +If he accepts, +you get to take captives +(but only as many as your brig +can hold). +It is good if you do this, +because you get points for captives. +Also, +if you ever get captured, +you want to be sure that the Federation +has prisoners to exchange for you. +.pp +You must go to a starbase +to turn over your prisoners +to Federation authorities. +.bl "Visual Scan" +Mnemonic: visual +Shortest Abbreviation: v +Full Command: visual course +Consumes: time +.FF +.pp +When your short range scanners are out, +you can still see what is out "there" +by doing a visual scan. +Unfortunately, +you can only see three sectors at one time, +and it takes 0.005 stardates to perform. +.pp +The three sectors in the general direction +of the course specified +are examined +and displayed. +.bl "Abandon Ship" +Mnemonic: abandon +Shortest Abbreviation: abandon +Consumes: nothing +.FF +.pp +The officers escape the Enterprise in the shuttlecraft. +If the transporter is working +and there is an inhabitable starsystem +in the area, +the crew beams down, +otherwise you leave them to die. +You are given an old but still usable ship, +the Faire Queene. +.bl "Ram" +Mnemonic: ram +Shortest Abbreviation: ram +Full Command: ram course distance +Consumes: time and energy +.FF +.pp +This command is identical to "move", +except that the computer +doesn't stop you +from making navigation errors. +.pp +You get very nearly slaughtered +if you ram anything. +.bl "Self Destruct" +Mnemonic: destruct +Shortest Abbreviation: destruct +Consumes: everything +.FF +.pp +Your starship is self-destructed. +Chances are you will destroy +any Klingons +(and stars, +and starbases) +left in your quadrant. +.bl "Terminate the Game" +Mnemonic: terminate +Shortest Abbreviation: terminate +Full Command: terminate yes/no +.FF +.pp +Cancels the current game. +No score is computed. +If you answer yes, +a new game will be started, +otherwise trek exits. +.bl "Call the Shell" +Mnemonic: shell +Shortest Abbreviation: shell +.FF +.pp +Temporarily escapes to the shell. +When you exit the shell +you will return to the game. +\".bp +.ce +\*fSCORING\fR +.in +4 +.pp +The scoring algorithm is rather complicated. +Basically, +you get points for each Klingon you kill, +for your Klingon per stardate kill rate, +and a bonus if you win the game. +You lose +points for the number of Klingons left +in the galaxy +at the end of the game, +for getting killed, +for each star, starbase, or inhabited starsystem +you destroy, +for calling for help, +and for each casualty you incur. +.pp +You will be promoted +if you play very well. +You will never get a promotion if you +call for help, +abandon the Enterprise, +get killed, +destroy a starbase or inhabited starsystem, +or destroy too many stars. +.bp +.ce 1 +\*fCOMMAND SUMMARY\fP +.TS +l l l. +Command Requires Consumes + +\*fabandon\fR shuttlecraft, - + transporter +\*fca\fRpture subspace radio time +\*fcl\fRoak \*fu\fRp/\*fd\fRown cloaking device energy +\*fc\fRomputer request; ... computer - +\*fda\fRmages - - +\*fdestruct\fR computer - +\*fdo\fRck - - +\*fhelp\fR subspace radio - +\*fi\fRmpulse course distance impulse engines, time, energy + computer, SINS +\*fl\fRrscan L.R. sensors - +\*fm\fRove course distance warp engines, time, energy + computer, SINS +\*fp\fRhasers \*fa\fRutomatic amount phasers, computer energy \*fp\fRhasers \*fm\fRanual +\ \ amt1 course1 spread1 ... phasers energy +\*ft\fRorpedo course [\*fy\fRes] angle/\*fn\fRo torpedo tubes torpedoes +\*fram\fR course distance warp engines, time, energy + computer, SINS +\*fr\fRest time - time +\*fshell\fR - - +\*fsh\fRields \*fu\fRp/\*fd\fRown shields energy +\*fs\fRrscan [\*fy\fRes/\*fn\fRo] S.R. sensors - +\*fst\fRatus - - +\*fterminate\fR \*fy\fRes/\*fn\fRo - - +\*fu\fRndock - - +\*fv\fRisual course - time +\*fw\fRarp warp_factor - - +.TE -- cgit v1.2.3-56-ge451