MirBSD manpage: 31.trek(USD)

     Star Trek                                                     USD:31-1

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                                  Eric Allman
                            University of California


          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.

          For the purposes of the game the galaxy is divided into 64 qua-
     drants 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).

          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.

          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.

          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.

     USD:31-2                                                     Star Trek

                              STARTING UP THE GAME

          To request the game, issue the command


     from the shell.

          The game will ask you what length game you would like. Valid
     responses are "short", "medium", and "long". You may also type "res-
     tart", which restarts a previously saved game, ./trek.dump, if it
     exists.  Ideally, the length of the game does not affect the diffi-
     culty, but currently the shorter games tend to be harder than the
     longer ones.

          You will then be prompted for the skill, to which you must
     respond "novice", "fair", "good", "expert", "commodore", or "impossi-
     ble". You should start out with novice and work up, but if you really
     want to see how fast you can be slaughtered, start out with an impos-
     sible game.

          In general, throughout the game, if you forget what is appropri-
     ate the game will tell you what it expects if you just type in a ques-
     tion mark.

                                ISSUING COMMANDS

          If the game expects you to enter a command, it will say
     "Command: " and wait for your response. Most commands can be abbrevi-

          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
                 move 0 1
     or you could just type
     and the game would prompt you with
     to which you could type
                 0 1
     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".

          If you are partway through a command and you change your mind,
     you can usually type "-1" to cancel the command.

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          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!

     USD:31-4                                                     Star Trek

                                  THE COMMANDS

     * Short Range Scan *

             Mnemonic: srscan
             Shortest Abbreviation: s
             Full Commands: srscan
                            srscan yes/no
             Consumes: nothing

          The short range scan gives you a picture of the quadrant you are
     in. An example follows:

         Short range sensor scan

           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

         Distressed Starsystem Marcus XII

         The cast of characters is as follows:
                 E   the hero
                 K   the villain
                 #   the starbase
                 *   stars
                 @   inhabited starsystem
                 .   empty space
                     a black hole

          The name of the starsystem is listed underneath the short range
     scan. The word "distressed", if present, means that the starsystem is
     under attack.

          Short range scans are absolutely free. They use no time, no
     energy, and they don't give the Klingons another chance to hit you.

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     * Status Report *

             Mnemonic: status
             Shortest Abbreviation: st
             Consumes: nothing

          This command gives you information about the current status of
     the game and your ship, as follows:

         Stardate -- The current stardate.

         Condition -- as follows:
                 RED -- in battle
                 YELLOW -- low on energy
                 GREEN -- normal state
                 DOCKED -- docked at starbase
                 CLOAKED -- the cloaking device is activated

         Position -- Your current quadrant and sector.

         Warp Factor -- The speed you will move at when you move under warp
             power (with the move command).

         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.

         Torpedoes -- How many photon torpedoes you have left.

         Shields -- Whether your shields are up or down, and how effective
             they are if up (what percentage of a hit they will absorb).

         Klingons Left -- Guess.

         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.

         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.

         Current Crew -- The number of crew members left. This figure does
             not include officers.

         Brig Space -- The space left in your brig for Klingon captives.

         Klingon Power -- The number of units needed to kill a Klingon.

     USD:31-6                                                     Star Trek

             Remember, as Klingons fire at you they use up their own
             energy, so you probably need somewhat less than this.

         Skill, Length -- The skill and length of the game you are playing.

          Status information is absolutely free.

     * Long Range Scan *

             Mnemonic: lrscan
             Shortest Abbreviation: l
             Consumes: nothing

          Long range scan gives you information about the eight quadrants
     that surround the quadrant you're in. A sample long range scan fol-

                 Long range scan for quadrant 0,3

                      2     3     4
                  | ____|_____|_____|
                  |   * |   * |   * |
                  | ____|_____|_____|
                 0|  108|    6|   19|
                  | ____|_____|_____|
                 1|    9|  ///|    8|
                  | ____|_____|_____|

          The three digit numbers tell the number of objects in the qua-
     drants. The units digit tells the number of stars, the tens digit the
     number of starbases, and the hundreds digit the number of Klingons.
     "*" indicates the negative energy barrier at the edge of the galaxy,
     which you cannot enter. "///" denotes a supernova quadrant, which must
     not be entered.

     * Damage Report *

             Mnemonic: damages
             Shortest Abbreviation: da
             Consumes: nothing

          A damage report tells you what devices are damaged and how long
     it will take to repair them. Repairs proceed faster when you are

     Star Trek                                                     USD:31-7

     docked at a starbase.

     * Set Warp Factor *

             Mnemonic: warp
             Shortest Abbreviation: w
             Full Command: warp warp_factor
             Consumes: nothing

          The warp factor tells you the speed of your starship when you
     move under warp power (with the move command). The higher the warp
     factor, the faster you go, and the more energy you use.

          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.

     * Move Under Warp Power *

             Mnemonic: move
             Shortest Abbreviation: m
             Full Command: move course distance
             Consumes: time and energy

          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

          Time is consumed proportionately to the inverse of the warp fac-
     tor 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.

          When you move in a quadrant containing Klingons, they get a
     chance to attack you.

          The computer detects navigation errors. If the computer is out,
     you run the risk of running into things.

          The course is determined by the Space Inertial Navigation System
     [SINS]. As described in Star Fleet Technical Order TO:02:06:12, the

     USD:31-8                                                     Star Trek

     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.

     * Move Under Impulse Power *

             Mnemonic: impulse
             Shortest Abbreviation: i
             Full Command: impulse course distance
             Consumes: time and energy

          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.

          The same comments about the computer and the SINS apply as above.

          There is no penalty to move under impulse power with shields up.

     * Deflector Shields *

             Mnemonic: shields
             Shortest Abbreviation: sh
             Full Command: shields up/down
             Consumes: energy

          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.

          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

          It takes energy to raise shields, but not to drop them.

     * Cloaking Device *

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             Mnemonic: cloak
             Shortest Abbreviation: cl
             Full Command: cloak up/down
             Consumes: energy

          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.

          The cloak up command only starts the cloaking process; Klingons
     will continue to fire at you until you do something which consumes

     * Fire Phasers *

             Mnemonic: phasers
             Shortest Abbreviation: p
             Full Commands: phasers automatic amount
                     phasers manual amt1 course1 spread1 ...
             Consumes: energy

          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

          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.

          Phasers cannot be fired while shields are up; to do so would fry
     you. They have no effect on starbases or stars.

          In automatic mode the computer decides how to divide up the
     energy among the Klingons present; in manual mode you do that your-

          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.

     USD:31-10                                                    Star Trek

     * Fire Photon Torpedoes *

             Mnemonic: torpedo
             Shortest Abbreviation: t
             Full Command: torpedo course [yes/no] [burst angle]
             Consumes: torpedoes

          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 (whoops!). Hitting a
     star usually causes it to go nova, and occasionally supernova.

          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.

          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.

          Photon torpedoes have no effect outside the quadrant.

     * Onboard Computer Request *

             Mnemonic: computer
             Shortest Abbreviation: c
             Full Command: computer request; ...
             Consumes: nothing

          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:

         score -- Shows your current score.

         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 qua-

         move quad/sect -- Identical to the course request, except that the
             move is executed.

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         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.
             "$$$" means the quadrant that you are currently in.

         trajectory -- prints the course and distance to all the Klingons
             in the quadrant.

         warpcost dist warp_factor -- computes the cost in time and energy
             to move `dist' quadrants at warp `warp_factor'.

         impcost dist -- same as warpcost for impulse engines.

         pheff range -- tells how effective your phasers are at a given

         distresslist -- gives a list of currently distressed starbases and

          More than one request may be stated on a line by separating them
     with semicolons.

     * Dock at Starbase *

             Mnemonic: dock
             Shortest Abbreviation: do
             Consumes: nothing

          You may dock at a starbase when you are in one of the eight adja-
     cent sectors.

          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.

          Starbases have their own deflector shields, so you are safe from
     attack while docked.

     * Undock from Starbase *

             Mnemonic: undock
             Shortest Abbreviation: u

     USD:31-12                                                    Star Trek

             Consumes: nothing

          This just allows you to leave starbase so that you may proceed on
     your way.

     * Rest *

             Mnemonic: rest
             Shortest Abbreviation: r
             Full Command: rest time
             Consumes: time

          This command allows you to rest to repair damages. It is not
     advisable to rest while under attack.

     * Call Starbase For Help *

             Mnemonic: help
             Shortest Abbreviation: help
             Consumes: nothing

          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.

          You should avoid using this command unless absolutely necessary,
     for the above reason and because it counts heavily against you in the

     * Capture Klingon *

             Mnemonic: capture
             Shortest Abbreviation: ca
             Consumes: time

          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.

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          You must go to a starbase to turn over your prisoners to Federa-
     tion authorities.

     * Visual Scan *

             Mnemonic: visual
             Shortest Abbreviation: v
             Full Command: visual course
             Consumes: time

          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.

          The three sectors in the general direction of the course speci-
     fied are examined and displayed.

     * Abandon Ship *

             Mnemonic: abandon
             Shortest Abbreviation: abandon
             Consumes: nothing

          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.

     * Ram *

             Mnemonic: ram
             Shortest Abbreviation: ram
             Full Command: ram course distance
             Consumes: time and energy

          This command is identical to "move", except that the computer
     doesn't stop you from making navigation errors.

          You get very nearly slaughtered if you ram anything.

     USD:31-14                                                    Star Trek

     * Self Destruct *

             Mnemonic: destruct
             Shortest Abbreviation: destruct
             Consumes: everything

          Your starship is self-destructed. Chances are you will destroy
     any Klingons (and stars, and starbases) left in your quadrant.

     * Save the Game *

             Mnemonic: dump
             Shortest Abbreviation: dump

          Saves the current game in ./trek.dump if possible.  Game play
     continues after the dump.

     * Terminate the Game *

             Mnemonic: terminate
             Shortest Abbreviation: terminate
             Full Command: terminate yes/no

          Cancels the current game. No score is computed. If you answer
     yes, a new game will be started; otherwise, trek exits.


              The scoring algorithm is rather complicated. Basically, you
         get points for each Klingon you kill, for your Klingon per star-
         date 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.

              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.

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                                  COMMAND SUMMARY

         Command                                   Requires            Consumes

         abandon                                   shuttlecraft,       -
         capture                                   subspace radio      time
         cloak up/down                             cloaking device     energy
         computer request; ...                     computer            -
         damages                                   -                   -
         destruct                                  computer            -
         dock                                      -                   -
         dump                                      -                   -
         help                                      subspace radio      -
         impulse course distance                   impulse engines     time, energy
                                                   computer, SINS
         lrscan                                    L.R. sensors        -
         move course distance                      warp engines        time, energy
                                                   computer, SINS
         phasers automatic amount                  phasers, computer   energy
         phasers manual amt1 course1 spread1 ...   phasers             energy
         ram course distance                       warp engines        time, energy
                                                   computer, SINS
         rest time                                 -                   time
         shields up/down                           shields             energy
         srscan [yes/no]                           S.R. sensors        -
         status                                    -                   -
         terminate yes/no                          -                   -
         torpedo course [yes/no] [burst angle]     torpedo tubes       torpedoes
         undock                                    -                   -
         visual course                             -                   time
         warp warp_factor                          -                   -

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