trekmanual.nr revision 1.1
1.br 2.po 10 3.if n \!. 4.sp 15 5.tr ^ \" 6.ce 88 7^****^^^^*****^^^^^^*^^^^^^****^ 8*^^^^^^^^^^*^^^^^^^*^*^^^^^*^^^* 9^***^^^^^^^*^^^^^^*****^^^^****^ 10^^^^*^^^^^^*^^^^^^*^^^*^^^^*^^*^ 11****^^^^^^^*^^^^^^*^^^*^^^^*^^^* 12 13 14*****^^^^****^^^^^*****^^^^*^^^* 15^^*^^^^^^*^^^*^^^^*^^^^^^^^*^^*^ 16^^*^^^^^^****^^^^^***^^^^^^***^^ 17^^*^^^^^^*^^*^^^^^*^^^^^^^^*^^*^ 18^^*^^^^^^*^^^*^^^^*****^^^^*^^^* 19 20 21by 22 23Eric Allman 24University of California 25Berkeley 26.ce 0 27.tr ^^ 28.de HE 29'sp 4 30'tl 'STAR TREK''%' 31'sp 3 32.. 33.de FO 34'bp 35.. 36.wh 0 HE 37.wh -5 FO 38.de pp 39.sp 40.ti +4 41.. 42.bp 1 43.ce 44INTRODUCTION 45.pp 46Well, the federation is once again at war with the Klingon empire. 47It is up to you, 48as captain of the U.S.S. Enterprise, 49to wipe out the invasion fleet and save the Federation. 50.pp 51For the purposes of the game 52the galaxy is divided into 64 quadrants 53on an eight by eight grid, 54with quadrant 0,0 in the upper left hand corner. 55Each quadrant is divided into 100 sectors 56on a ten by ten grid. 57Each sector contains one object 58(e.g., the Enterprise, a Klingon, or a star). 59.pp 60Navigation is handled in degrees, 61with zero being straight up 62and ninty being to the right. 63Distances are measured in quadrants. 64One tenth quadrant is one sector. 65.pp 66The galaxy contains starbases, 67at which you can dock to refuel, 68repair damages, etc. 69The galaxy also contains stars. 70Stars usually have a knack for getting in your way, 71but they can be triggered into going nova 72by shooting a photon torpedo at one, 73thereby (hopefully) destroying any adjacent Klingons. 74This is not a good practice however, 75because you are penalized for destroying stars. 76Also, a star will sometimes go supernova, 77which obliterates an entire quadrant. 78You must never stop in a supernova quadrant, 79although you may "jump over" one. 80.pp 81Some starsystems 82have inhabited planets. 83Klingons can attack inhabited planets 84and enslave the populace, 85which they then put to work building more Klingon battle cruisers. 86.bp 87.ce 88STARTING UP THE GAME 89.pp 90To request the game, issue the command 91.sp 92.ti +12 93/usr/games/trek 94.sp 95from the shell. 96If a filename is stated, 97a log of the game is written 98onto that file. 99If omitted, 100the file is not written. 101If the "-a" flag is stated before the filename, 102that file is appended to 103rather than created. 104.pp 105The game will ask you what length game 106you would like. 107Valid responses are "short", "medium", and "long". 108Ideally the length of the game does not 109affect the difficulty, 110but currently the shorter games 111tend to be harder than the longer ones. 112You may also type "restart", 113which restarts a previously saved game. 114.pp 115You will then be prompted for the skill, 116to which you must respond 117"novice", "fair", "good", "expert", 118"commadore", or "impossible". 119You should start out with a novice 120and work up, 121but if you really want to see how fast 122you can be slaughtered, 123start out with an impossible game. 124.pp 125In general, 126throughout the game, 127if you forget what is appropriate 128the game will tell you what it expects 129if you just type in 130a question mark. 131.pp 132To get a copy of these rules, 133execute the command 134.sp 135.ti +12 136nroff /usr/games/trekmanual.nr 137.sp 138.bp 139.ce 140ISSUING COMMANDS 141.pp 142If the game expects you to enter a command, 143.hc ^ 144it will say ^"Command:\ " 145and wait for your response. 146Most commands can be abbreviated. 147.pp 148At almost any time you can type more than one thing on a line. 149For example, 150to move straight up one quadrant, 151you can type 152.ti +12 153move 0 1 154.br 155or you could just type 156.ti +12 157move 158.br 159and the game would prompt you with 160.ti +12 161Course: 162.br 163to which you could type 164.ti +12 1650 1 166.br 167The "1" is the distance, 168which could be put on still another line. 169Also, the "move" command 170could have been abbreviated 171"mov", "mo", or just "m". 172.pp 173If you are partway through a command 174and you change your mind, 175you can usually type "-1" 176to cancel the command. 177.pp 178Klingons generally cannot hit you 179if you don't consume anything 180(e.g., time or energy), 181so some commands are considered "free". 182As soon as you consume anything though -- POW! 183.bp 184.de ** 185.if \\n+l .** 186.as x * 187.. 188.de bl 189.nr l \\w'\\$1' -\\w'*' 190.ds x **** 191.** 192.sp 3 193.ne 3 194\\*x 195.br 196.if t *\h'\w'*'u'\fB\\$1\fP\h'\w'*'u'* 197.if n * \\$1 * 198.br 199\\*x 200.sp 201.in +8 202.nf 203.. 204.de FF 205.in -8 206.fi 207.. 208.if !\n(.V .ta \w'Full Commands: '+1 209.if \n(.V .ta \w'Full Commands: 'u 210.ce 211THE COMMANDS 212.bl "Short Range Scan" 213Mnemonic: srscan 214Shortest Appreviation: s 215Full Commands: srscan 216 srscan yes/no 217Consumes: nothing 218.FF 219.pp 220The short range scan 221gives you a picture 222of the quadrant you are in, 223and (if you say "yes") 224a status report 225which tells you 226a whole bunch 227of interesting stuff. 228You can get a status report alone 229by using the 230.ul 231status 232command. 233An example follows: 234.sp 235.nf 236.in +4 237Short range sensor scan 238 0 1 2 3 4 5 6 7 8 9 2390 . . . . . . . * . * 0 stardate 3702.16 2401 . . E . . . . . . . 1 condition RED 2412 . . . . . . . . . * 2 position 0,3/1,2 2423 * . . . . # . . . . 3 warp factor 5.0 2434 . . . . . . . . . . 4 total energy 4376 2445 . . * . * . . . . . 5 torpedoes 9 2456 . . . @ . . . . . 6 shields down, 78% 2467 . . . . . . . . . . 7 Klingons left 3 2478 . . . K . . . . . . 8 time left 6.43 2489 . . . . . . * . . . 9 life support damaged, reserves = 2.4 249 0 1 2 3 4 5 6 7 8 9 250Distressed Starsystem Marcus XII 251 252.in +8 253.ti -8 254The cast of characters is as follows: 255E the hero 256K the villain 257# the starbase 258* stars 259@ inhabited starsystem 260\&. empty space 261 a black hole 262.in -12 263.fi 264.pp 265The name of the starsystem is listed underneath 266the short range scan. 267The word "distressed", if present, 268means that the starsystem 269is under attack. 270.pp 271Short range scans are absolutely free. 272They use no time, no energy, 273and they don't give the Klingons 274another chance to hit you. 275.bl "Status Report" 276Mnemonic: status 277Shortest Abbreviation: st 278Consumes: nothing 279.FF 280.pp 281This command gives you information 282about the current status 283of the game and your ship, as follows: 284.in +8 285.de qq 286.sp 287.ti -4 288.. 289.qq 290Stardate -- The current stardate. 291.qq 292Condition -- as follows: 293.in +4 294.nf 295RED -- in battle 296YELLOW -- low on energy 297GREEN -- normal state 298DOCKED -- docked at starbase 299CLOAKED -- the cloaking device is activated 300.fi 301.in -4 302.qq 303Position -- Your current quadrant and sector. 304.qq 305Warp Factor -- The speed you will move at 306when you move under warp power 307(with the 308.ul 309move 310command). 311.qq 312Total Energy -- Your energy reserves. 313If they drop to zero, 314you die. 315Energy regenerates, 316but the higher the skill of the game, 317the slower it regenerates. 318.qq 319Torpedoes -- How many photon torpedoes you have left. 320.qq 321Shields -- Whether your shields are up or down, 322and how effective they are if up 323(what percentage of a hit they will absorb). 324.qq 325Klingons Left -- Guess. 326.qq 327Time Left -- How long the Federation can hold out 328if you sit on your fat ass and do nothing. 329If you kill Klingons quickly, 330this number goes up, 331otherwise, 332it goes down. 333If it hits zero, 334the Federation is conquered. 335.qq 336Life Support -- If "active", everything is fine. 337If "damaged", your reserves tell you 338how long you have 339to repair your life support 340or get to a starbase 341before you starve, suffocate, 342or something equally unpleasant. 343.qq 344Current Crew -- The number of crew members 345left. 346This figures does not include officers. 347.qq 348Brig Space -- The space left in your brig 349for Klingon captives. 350.qq 351Klingon Power -- The number of units 352needed to kill a Klingon. 353Remember, as Klingons fire at you 354they use up their own energy, 355so you probably need somewhat less 356than this. 357.qq 358Skill, Length -- The skill and length 359of the game you are playing. 360.in -8 361.pp 362Status information is absolutely free. 363.bl "Long Range Scan" 364Mnemonic: lrscan 365Shortest Abbreviation: l 366Consumes: nothing 367.FF 368.pp 369Long range scan gives you information about the 370eight quadrants 371that surround the quadrant 372you're in. 373A sample long range scan follows: 374.sp 375.in +12 376.nf 377Long range scan for quadrant 0,3 378 379 2 3 4 380 ------------------- 381 ! * ! * ! * ! 382 ------------------- 3830 ! 108 ! 6 ! 19 ! 384 ------------------- 3851 ! 9 ! /// ! 8 ! 386 ------------------- 387.sp 388.in -12 389.fi 390.pp 391The three digit numbers 392tell the number of objects 393in the quadrants. 394The units digit tells the number of stars, 395the tens digit the number of starbases, 396and the hundreds digit is the number of Klingons. 397"*" indicates the negative energy barrier 398at the edge of the galaxy, 399which you cannot enter. 400"///" means that that is a supernova quadrant 401and must not be entered. 402.bl "Damage Report" 403Mnemonic: damages 404Shortest Abbreviation: da 405Consumes: nothing 406.FF 407.pp 408A damage report tells you what devices are damaged 409and how long it will take to repair them. 410Repairs proceed faster 411when you are docked 412at a starbase. 413.bl "Set Warp Factor" 414Mnemonic: warp 415Shortest Abbreviation: w 416Full Command: warp factor 417Consumes: nothing 418.FF 419.pp 420The warp factor tells the speed of your starship 421when you move under warp power 422(with the 423.ul 424move 425command). 426The higher the warp factor, 427the faster you go, 428and the more energy you use. 429.pp 430The minimum warp factor is 1.0 431and the maximum is 10.0. 432At speeds above warp 6 433there is danger of the warp engines 434being damaged. 435The probability of this 436increases at higher warp speeds. 437Above warp 9.0 there is a chance of entering 438a time warp. 439.bl "Move Under Warp Power" 440Mnemonic: move 441Shortest Abbreviation: m 442Full Command: move course distance 443Consumes: time and energy 444.FF 445.pp 446This is the usual way of moving. 447The course is in degrees and the distance is in quadrants. 448To move one sector specify a distance of 0.1. 449.pp 450Time is consumed proportionately to 451the inverse of the warp factor squared, 452and directly to the distance. 453Energy is consumed as the warp factor cubed, 454and directly to the distance. 455If you move with your shields up 456it doubles the amount of energy consumed. 457.pp 458When you move in a quadrant containing Klingons, 459they get a chance to attack you. 460.pp 461The computer detects navigation errors. 462If the computer is out, 463you run the risk of running into things. 464.pp 465The course is determined by the 466Space Inertial Navigation System 467[SINS]. 468As described in 469Star Fleet Technical Order TO:02:06:12, 470the SINS is calibrated, 471after which it becomes the base for navigation. 472If damaged, 473navigation becomes inaccurate. 474When it is fixed, 475Spock recalibrates it, 476however, 477it cannot be calibrated extremely accurately 478until you dock at starbase. 479.bl "Move Under Impulse Power" 480Mnemonic: impulse 481Shortest Abbreviation: i 482Full Command: impulse course distance 483Consumes: time and energy 484.FF 485.pp 486The impulse engines give you a chance to maneuver 487when your warp engines are damaged; 488however, they are incredibly slow 489(0.095 quadrants/stardate). 490They require 20 units of energy to engage, 491and ten units per sector to move. 492.pp 493The same comments about the computer and the SINS 494apply as above. 495.pp 496There is no penalty to move under impulse power 497with shields up. 498.bl "Deflector Shields" 499Mnemonic: shields 500Shortest Abbreviation: sh 501Full Command: shields up/down 502Consumes: energy 503.FF 504.pp 505Shields protect you from Klingon attack 506and nearby novas. 507As they protect you, 508they weaken. 509A shield which is 78% effective 510will absorb 78% of a hit 511and let 22% in to hurt you. 512.pp 513The Klingons have a chance to attack you 514every time you raise or lower shields. 515Shields do not rise and lower 516instantaneously, 517so the hit you receive 518will be computed with the shields 519at an intermediate effectiveness. 520.pp 521It takes energy to raise shields, 522but not to drop them. 523.bl "Cloaking Device" 524Mnemonic: cloak 525Shortest Abbreviation: cl 526Full Command: cloak up/down 527Consumes: energy 528.FF 529.pp 530When you are cloaked, 531Klingons cannot see you, 532and hence they do not fire at you. 533They are useful for entering 534a quadrant 535and selecting a good position, 536however, 537weapons cannot be fired through 538the cloak 539due to the huge energy drain 540that it requires. 541.pp 542The cloak up command 543only starts the cloaking process; 544Klingons will continue 545to fire at you 546until you do something 547which consumes time. 548.bl "Fire Phasers" 549Mnmemonic: phasers 550Shortest Abbreviation: p 551Full Commands: phasers automatic amount 552 phasers manual amt1 course1 spread1 ... 553Consumes: energy 554.FF 555.pp 556Phasers are energy weapons; 557the energy comes from your ship's reserves 558("total energy" on a srscan). 559It takes about 250 units of hits 560to kill a Klingon. 561Hits are cumulative as long as you stay 562in the quadrant. 563.pp 564Phasers become less effective 565the further from a Klingon you are. 566Adjacent Klingons receive about 56790% of what you fire, 568at five sectors about 60%, 569and at ten sectors about 35%. 570They have no effect outside of the quadrant. 571.pp 572Phasers cannot be fired while shields are up; 573to do so would fry you. 574They have no effect on starbases or stars. 575.pp 576In automatic mode 577the computer decides how to divide up the energy 578among the Klingons present; 579in manual mode you do that yourself. 580.pp 581In manual mode firing 582you specify a direction, 583amount (number of units to fire) 584and spread (0 -> 1.0) 585for each of the six phaser banks. 586A zero amount 587terminates the manual input. 588.bl "Fire Photon Torpedoes" 589Mnemonic: torpedo 590Shortest Abbreviation: t 591Full Command: torpedo course [yes/no] [burst angle] 592Consumes: torpedoes 593.FF 594.pp 595Torpedoes are projectile weapons -- there are no partial hits. 596You either hit your target or you don't. 597A hit on a Klingon destroys him. 598A hit on a starbase destroys that starbase 599(woops!). 600Hitting a star usually causes it to go nova, 601and occasionally supernova. 602.pp 603Photon torpedoes cannot be aimed precisely. 604They can be fired with shields up, 605but they get even more random 606as they pass through the shields. 607.pp 608Torpedoes may be fired in bursts of three. 609If this is desired, 610the burst angle is the angle 611between the three shots, 612which may vary from one to fifteen. 613The word "no" 614says that a burst is not wanted; 615the word "yes" 616(which may be omitted 617if stated on the same line as the course) 618says that a burst is wanted. 619.pp 620Photon torpedoes 621have no effect 622outside the quadrant. 623.bl "Onboard Computer Request" 624Mnemonic: computer 625Shortest Abbreviation: c 626Full Command: computer request; request;... 627Consumes: nothing 628.FF 629.pp 630The computer command gives you access to the facilities 631of the onboard computer, 632which allows you to do all sorts of fascinating stuff. 633Computer requests are: 634.in +8 635.qq 636score -- Shows your current score. 637.qq 638course quad/sect -- Computes the course and distance from whereever 639you are to the given location. 640If you type "course /x,y" 641you will be given the course 642to sector x,y in the current quadrant. 643.qq 644move quad/sect -- Identical to the course 645request, 646except that the move is executed. 647.qq 648chart -- prints a chart of the known galaxy, 649i.e., 650everything that you have seen with a long range scan. 651The format is the same as on a long range scan, 652except that "..." means 653that you don't yet know what is there, 654and ".1." means that you know that a starbase 655exists, but you don't know anything else. 656"$$$" mans the quadrant 657that you are currently in. 658.qq 659trajectory -- prints the course and distance 660to all the Klingons in the quadrant. 661.qq 662warpcost dist warp_factor -- computes the cost in time and energy 663to move `dist' quadrants at warp `warp_factor'. 664.qq 665impcost dist -- same as warpcost for impulse engines. 666.qq 667pheff range -- tells how effective your phasers are 668at a given range. 669.qq 670distresslist -- gives a list of currently distressed 671starbases 672and starsystems. 673.in -8 674.pp 675More than one request may be stated 676on a line 677by seperating them 678with semicolons. 679.bl "Dock at Starbase" 680Mnemonic: dock 681Shortest Abbreviation: do 682Consumes: nothing 683.FF 684.pp 685You may dock at a starbase 686when you are in one of the eight 687adjacent sectors. 688.pp 689When you dock you are resupplied 690with energy, photon torpedoes, and life support reserves. 691Repairs are also done faster at starbase. 692Any prisoners you have taken 693are unloaded. 694You do not recieve points 695for taking prisoners 696until this time. 697.pp 698Starbases have their own deflector shields, 699so you are safe from attack while docked. 700.bl "Undock from Starbase" 701Mnemonic: undock 702Shortest Abbreviation: u 703Consumes: nothing 704.FF 705.pp 706This just allows you to leave starbase 707so that you may proceed on your way. 708.bl "Rest" 709Mnemonic: rest 710Shortest Abbreviation: r 711Full Command: rest time 712Consumes: time 713.FF 714.pp 715This command allows you to rest to repair damages. 716It is not advisable to rest while under attack. 717.bl "Call Starbase For Help" 718Mnemonic: help 719Shortest Abbreviation: help 720Consumes: nothing 721.FF 722.pp 723You may call starbase for help via your subspace radio. 724Starbase has long range transporter beams to get you. 725Problem is, 726they can't always rematerialize you. 727.pp 728You should avoid using this command unless absolutely necessary, 729for the above reason and because it counts heavily against you 730in the scoring. 731.bl "Capture Klingon" 732Mnemonic: capture 733Shortest Abbreviation: ca 734Consumes: time 735.FF 736.pp 737You may request that a Klingon surrender 738to you. 739If he accepts, 740you get to take captives 741(but only as many as your brig 742can hold). 743It is good if you do this, 744because you get points for captives. 745Also, 746if you ever get captured, 747you want to be sure that the Federation 748has prisoners to exchange for you. 749.pp 750You must go to a starbase 751to turn over your prisoners 752to Federation authorities. 753.bl "Visual Scan" 754Mnemonic: visual 755Shortest Abbreviation: v 756Full Command: visual course 757Consumes: time 758.FF 759.pp 760When your short range scanners are out, 761you can still see what is out "there" 762by doing a visual scan. 763Unfortunately, 764you can only see three sectors at one time, 765and it takes 0.005 stardates to perform. 766.pp 767The three sectors in the general direction 768of the course specified 769are examined 770and displayed. 771.bl "Abandon Ship" 772Mnemonic: abandon 773Shortest Abbreviation: abandon 774Consumes: nothing 775.FF 776.pp 777The officers escape the Enterprise in the shuttlecraft. 778If the transporter is working 779and there is an inhabitable starsystem 780in the area, 781the crew beams down, 782otherwise you leave them to die. 783You are given an old but still usable ship, 784the Faire Queene. 785.bl "Ram" 786Mnemonic: ram 787Shortest Abbreviation: ram 788Full Command: ram course distance 789Consumes: time and energy 790.FF 791.pp 792This command is identical to "move", 793except that the computer 794doesn't stop you 795from making navigation errors. 796.pp 797You get very nearly slaughtered 798if you ram anything. 799.bl "Self Destruct" 800Mnemonic: destruct 801Shortest Abbreviation: destruct 802Consumes: everything 803.FF 804.pp 805Your starship is self-destructed. 806Chances are you will destroy 807any Klingons 808(and stars, 809and starbases) 810left in your quadrant. 811.bl "Terminate the Game" 812Mnemonic: terminate 813Shortest Abbreviation: terminate 814Full Command: terminate yes/no 815.FF 816.pp 817Cancels the current game. 818No score is computed. 819If you answer yes, 820a new game will be started, 821otherwise trek exits. 822.bl "Call the Shell" 823Mnemonic: shell 824Shortest Abbreviation: shell 825.FF 826.pp 827Temporarily escapes to the shell. 828When you log out of the shell 829you will return to the game. 830.bp 831.ce 832SCORING 833.in +4 834.pp 835The scoring algorithm is rather complicated. 836Basically, 837you get points for each Klingon you kill, 838for your Klingon per stardate kill rate, 839and a bonus if you win the game. 840You lose 841points for the number of Klingons left 842in the galaxy 843at the end of the game, 844for getting killed, 845for each star, starbase, or inhabited starsystem 846you destroy, 847for calling for help, 848and for each casualty you incur. 849.pp 850You will be promoted 851if you play very well. 852You will never get a promotion if you 853call for help, 854abandon the Enterprise, 855get killed, 856destroy a starbase or inhabited starsystem, 857or destroy too many stars. 858.bp 859.ce 860REFERENCE PAGE 861.sp 2 862.ta 36 56 863.nf 864.ul 865Command Uses Consumes 866 867ABANDON shuttlecraft, - 868 transporter 869CApture subspace radio time 870CLoak Up/Down cloaking device energy 871Computer request; request;... computer - 872DAmages - - 873DESTRUCT computer - 874DOck - - 875HELP subspace radio - 876Impulse course distance impulse engines, time, energy 877 computer, SINS 878Lrscan L.R. sensors - 879Move course distance warp engines, time, energy 880 computer, SINS 881Phasers Automatic amount phasers, computer energy 882Phasers Manual amt1 course1 spread1 ... phasers energy 883Torpedo course [Yes] angle/No torpedo tubes torpedoes 884RAM course distance warp engines, time, energy 885 computer, SINS 886Rest time - time 887SHELL - - 888SHields Up/Down shields energy 889Srscan [Yes/No] S.R. sensors - 890STatus - - 891TERMINATE Yes/No - - 892Undock - - 893Visual course - time 894Warp warp_factor - - 895.fi 896