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Length: 8375 (0x20b7) Types: TextFile Names: »02.t«
└─⟦b20c6495f⟧ Bits:30007238 EUUGD18: Wien-båndet, efterår 1987 └─⟦this⟧ »EUUGD18/General/Trek73/man/02.t«
.sp .LP 11. Probe Control. .PP [y | [n [Probe] [y | [n [Target | [<CR> Course]]]]]] .PP Probe control allows you to detonate or redirect probes which may have missed. .sp .LP 12. Position Report. .PP Position reports are vital since valuable information on courses, bearings and ranges are given to aid the formation of good strategy. .PP Each ship is listed along with its current speed, course, and bearing. Also listed is your relative bearing to that ship. A relative bearing of 0 means you are pointed directly at the ship, whereas a relative bearing of 180 means you are pointed directly away from the ship. Next is the reverse relative bearing, which gives the relative bearing of you with respect to the ship listed. .PP Cloaked ships show up with an asterisk (*) before the name, and the information displayed is the last available information on those ships. If no position report has been performed prior to the enemy ship engages a cloaking device, no information will be available on that ship. This command does not use a turn. .sp .LP 13. Position Display. .PP [Radius of scan] .PP Position displays, similar to radar scans, show objects which surround your vessel. The Enterprise is indicated by a `+', jettisoned engineering sections by a `#', probes by a `*', torpedos by a `:', and enemy vessels by the first letter of their names. Enemy vessels that are cloaked appear as lower case letters. This command does not use a turn. .sp .LP 14. Pursue An Enemy Vessel. .PP [Target Name] [Warp Factor] .PP This order instructs the ship's navigation to face an enemy vessel whenever possible. Obviously it is impossible to pursue a cloaked vessel. .sp .LP 15. Run From An Enemy Vessel. .PP [Target Name] [Warp Factor] .PP This order, just the opposite of order #14, instructs the navigation to keep the stern of the Enterprise towards an enemy vessel whenever possible. Running from a cloaked vessel is not very useful. .sp .LP 16. Manually Change Course and Speed. .PP [Course] [Warp Factor] .PP This order instructs navigation to maintain a fixed course and speed. The following information applies to the above three orders: .sp .PP Your maximum rotation rate when turning is: .ce degrees per sec = 5 * (11 - current warp speed) .sp .PP Accordingly, you can turn 55 degrees at warp one, 50 at warp two, and so on down to 10 degrees at warp nine. In other words, the faster you travel, the less maneuverable you are. You are also less maneuverable if your warp drive is damaged or destroyed. Your maximum speed is warp nine, the enemy's is warp eleven. .sp .LP 17. Damage Report. .PP This report informs you of the status of your ship. A destroyed computer make commands 3 (lock phasers), 4 (lock torpedos), 14 (pursue), 15 (run), 27 (initiate self-destruct), and 28 (abort self-destruct) impossible to execute. You will be required to manually rotate phasers and torpedos, and manually change course and speed. Destroyed sensors makes commands 13 (position display) and 18 (scan) impossible. A destroyed probe launcher prevents you from launching probes (command 10). A destroyed warp drive slows your maximum speed to warp 0.99 and severely limits your maneuverability. See order 20 about jettisoned engineering section. When your crew of 450 dies, your vessel is as good as dead. There are 350 men aboard each enemy vessel. .sp .PP All of the above systems can be partially damaged. A damaged warp drive (common) lowers your maximum speed and maneuverability. A damaged probe launcher (sometimes) may refuse to launch. Damaged sensors (rare) may not be able to return position displays or be able to scan an enemy. A damaged computer (very rare) will sometimes refuse to lock onto targets, and in addition, when damaged, may lose some of the locks held by the weapons or by the helm. .sp .PP Shield percentage is calculated by its energy drain times its operating efficiency. Efficiency starts at 100 and declines with each hit. No damages of any kind are incurred when a shield absorbs its first hit, no matter how great the hit. Shield one is 1.5 times as strong as the other three shields. .sp .PP `Efficiency' indicates the number of energy units being burned per warp factor per second. This number is initially one (.75 for enemy) and increases per hit. .sp .PP `Regeneration' indicates the number of energy units being gained per second. Initially set at 10, this number decreases per hit. .sp .PP `Fuel capacity' indicates the number of matter-antimatter pods a vessel has aboard. This number rapidly decreases with each torpedo or probe fired. .sp .PP `Fuel' indicates the number of matter-antimatter pods which are filled with energy. This number rapidly decreases when maintaining high warp speeds or firing phasers. .sp .LP 18. Scan Enemy (Damage Report of Enemy). .PP [Ship Name | Probe id | #Ship Name] .PP This command gives a damage report of an enemy ship in the same format as command 17. You cannot scan an enemy who is cloaked. .PP By giving the id number of a probe, information about it can be gathered. The same information can be gathered about a ship's jettisoned engineering by prepending a '#' before the ship's name. .sp .LP 19. Alter Power Distribution. .PP [Shld 1 drain [* | ... Sh 4]] [Phsr 1 drain [* | ... Ph 4]] .PP The synopsis of this command can be confusing. The first set of numbers gives the drains for each shield. All four shield drains can be specified, but if a star is used immediately after a shield drain (eg, 19 0.5 1*), then the remaining shields will all be given a drain equal to the number preceding the '*'. (Thus, in the above example, shield 1's drain is 0.5, whereas shields 2, 3, and 4 have a drain of 1). The same applies to the phaser drains. .sp .PP The power circuits of all vessels are illustrated in Appendix 2. Dilithium crystals produce energy much like generators. This power is then used to maintain warp speeds, recharge antimatter pods in the engine reserve, recharge phaser banks, or maintain shield power. Your initial regeneration is ten, however, the shields normally drain four units and the engines require one unit per each warp-second. .sp .PP Shields can be thought of as electromagnets. The more energy put into them, the stronger their force field becomes. Therefore, a shield's overall percentage is calculated by the following formula: .sp .ce shield percentage = (energy in)(effective %) .sp .PP Notice that dropping power to a shield has the same effect as having it hit. Notice also that if your regeneration drops below four, you may have to discharge your phaser banks if you wish to maintain full shield power. .sp .PP Phaser banks, similar to batteries, not only discharge (when firing), but also recharge. Initially, they are set to recharge fully in one second (+10) so that you can continually use them. However, they can discharge fully (-10) in one second to provide extra power to shields, warp engines, or engine reserve. .sp .PP Under most conditions, you need not concern yourself with power distribution unless some special need arises. Distribution, for the most part, is automatic. Regeneration is calculated first; that power is placed in reserve, along with any discharged phaser units. Shield drain is calculated next, then the cloaking device, then phaser and engine drains. .sp .PP Be concerned with wasting power by indiscriminately firing phasers and torpedos, maintaining speeds over warp three, or dumping scores of units onto antimatter probes. Huge power losses cannot be made up in battle. .sp .LP 20. Jettison Engineering. .PP Although this order was never executed in the television series, it is quite possible. Jettisoning engineering has serious consequences, but it may be your only course of action. .sp .PP One would jettison engineering if being pursed by vessels, probes or torpedos, or as a suicidal gesture. .sp .PP The following things happen when engineering is jettisoned: You lose all your fuel and reserve capacity; you lose your regeneration; you lose your warp drive; your lose your probe launcher; you lose your shields until you designate phasers to discharge; the engineering section itself decelerates to a stop; a ten second time delay on it is set (hopefully, when it does explode, you are far from its effects); you lose your cloaking device; your phasers and torpedos are now free to fire in any direction.