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Length: 3697 (0xe71) Types: TextFile Names: »00.t«
└─⟦b20c6495f⟧ Bits:30007238 EUUGD18: Wien-båndet, efterår 1987 └─⟦this⟧ »EUUGD18/General/Trek73/man/00.t«
.ND .ds CF - % - .ds LH STAR .ds CH .ds RH TREK .nr PO 0.5i .nr LL 6.5i .nr PD 0 .na .LP .FS (R) Star Trek is a registered trademark of Paramount Pictures. .FE .FS (TM) Star Fleet Battles is a trademark held jointly by Task Force Games and Amarillo Design Bureau. .FE .ce 3 T R E K 7 3 .sp Version 4.0 .sp A Star Trek Battle Simulation .sp .PP Trek73 is a computer-simulated battle based on the famous Star Trek television series and the board game Star Fleet Battles. Via computer terminal, you can clash with enemy battle cruisers, such as Klingon D-7's and Romulan Sparrowhawks, and use the same strategies that Captain Kirk has used. Like Kirk, you control a Federation vessel similar to the Enterprise; a computer program directs the enemy. Victory can fall into several categories: .sp .PP Decisive Victory -- You completely destroy or cripple the attacking force. .sp .PP Tactical Victory -- You out-maneuver the enemy using high-speed escapes, corbomite bluffs, `play dead' tactics; or the enemy surrenders. .sp .PP Moral Victory -- You surrender or self-destruct and destroy each other. .sp .PP All distances are measured in megameters, one million meters (abbreviated `M'). Speed is expressed in `Warp Factors'. Each warp factor equals 100M per second.\** .FS Although technically incorrect, it does save the player from having to compute cube roots. .FE All angles are expressed in common degrees from zero to 360, measured counter-clockwise from the x-axis, similar to reading a protractor. Only two dimensions are used.\** .FS This saves the player from having to work out problems in spherical trigonometry. .FE .sp .PP Play is as follows: .sp .PP 1. You issue one of a number of commands (fire phasers, change course, launch antimatter pods, surrender, etc.) by typing the appropriate code number into the keyboard; .sp .PP 2. The enemy, under programmed instructions, issues a similar command; .sp .PP 3. Both your commands are executed (phasers are fired, probes are launched, damages are assessed, courses changed, etc.) while the vessels move through space; .sp .PP 4. Unless certain end-game conditions are met (you destroy the enemy, the enemy destroys you, your out-maneuver the enemy, you both destroy each other, or one party surrenders) the above steps are repeated. .sp .PP Appendix 1 depicts the Enterprise's power circuits. .sp .PP Appendix 2 displays certain weapon and shield angles. .sp .PP Appendix 3 lists certain weapon and vessel specifications. .sp .PP Appendix 4 lists initial deployment of resources. .sp .PP Appendix 5 contains the designer's notes. .sp 2 .LP .in 1i .ta .5i .nf CODE COMMAND ==== ======= .sp 1 Fire Phasers 2 Fire Photon Torpedos 3 Lock Phasers Onto Target 4 Lock Tubes Onto Target 5 Manually Rotate Phasers 6 Manually Rotate Tubes 7 *Phaser Status 8 *Tube Status 9 Load/Unload Torpedo Tubes 10 Launch Antimatter Probe .sp 11 Probe Control (Detonate, Redirect, Lock) 12 *Position Report 13 *Position Display 14 Pursue An Enemy Vessel 15 Run From An Enemy Vessel 16 Manually Change Course And Speed 17 *Damage Report 18 Scan Enemy (Damage Report Of Enemy) 19 Alter Power Distribution 20 Jettison Engineering .sp 21 Detonate Engineering 22 Alter Torpedo And Phaser Firing Parameters 23 Attempt Defenseless Ruse 24 Attempt Corbomite Bluff(s) 25 Surrender 26 Ask Enemy to Surrender 27 Initiate Self-Destruct Sequence 28 Abort Self-Destruct 29 *Survivors Report 30 *Print Version Number .sp 31 *Save Game 32 *Reprints Above List .sp *Does Not Use A Turn .in 0 .fi .bp