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.page.ps60,70
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.c;TREK USERS MANUAL
.s2.c;Version 2.0 - January 1981
.s7.nt Description
TREK is a space game for up to eight players.  It requires VT100s
equipped with the Advanced Video Option.
.en.lm50.s-7.nf
Cliff Zimmerman
ML1-4/F16
Maynard, Mass
(617)493-6294
.lm.f
.NONUMBER.PAGE.LITERAL !TOC BEGIN
                          TABLE OF CONTENTS
 
 
 
1.0  INTRODUCTION  . . . . . . . . . . . . . . . . . . . . . . . . . 1
 
2.0  STARTUP SITUATION . . . . . . . . . . . . . . . . . . . . . . . 1
 
3.0  STARSHIP BASICS . . . . . . . . . . . . . . . . . . . . . . . . 1
 
4.0  STARSHIP COMPONENTS . . . . . . . . . . . . . . . . . . . . . . 2
4.1  Warp Drive  . . . . . . . . . . . . . . . . . . . . . . . . . . 2
4.2  Directional Computer  . . . . . . . . . . . . . . . . . . . . . 2
4.3  Targeting Computer  . . . . . . . . . . . . . . . . . . . . . . 2
4.4  Sensors . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
4.5  Library Computer  . . . . . . . . . . . . . . . . . . . . . . . 3
4.6  Target List . . . . . . . . . . . . . . . . . . . . . . . . . . 3
4.7  Weapons . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
 
5.0  THE CONSOLE . . . . . . . . . . . . . . . . . . . . . . . . . . 3
5.1  The Viewer  . . . . . . . . . . . . . . . . . . . . . . . . . . 3
5.2  The Message Area And Status Line  . . . . . . . . . . . . . . . 4
5.3  The Command Keypad  . . . . . . . . . . . . . . . . . . . . . . 4
 
6.0  THE COMMANDS  . . . . . . . . . . . . . . . . . . . . . . . . . 4
6.1  Immediate Commands  . . . . . . . . . . . . . . . . . . . . . . 4
6.2  Common Commands . . . . . . . . . . . . . . . . . . . . . . . . 4
 
7.0  APPENDIX A - SHIP ORIENTATION DIAGRAM . . . . . . . . . . . .  10
 
8.0  APPENDIX B - DESCRIPTION OF OBJECTS . . . . . . . . . . . . .  11
 
9.0  APPENDIX C - DIFFERENCES BETWEEN VERSIONS 1.0 AND 2.0 . . . .  12
.END LITERAL.NUMBER1.PAGE !TOC  35 LINES
.nm1.ft !TOC before this line
.t TREK Version 2.0
.hl1 Introduction
TREK is a space game for up to 8 players.  It is designed for VT100
terminals that have the Advanced Video Option.  Each player plays at
a separate terminal logged into a separate job.
.s
The game represents a battle between the United Federation of Planets
and the Klingon Empire.  The object is to drive the opposing side from
the galaxy by capturing planets and destroying enemy bases and ships.
.s
The first player to run the game selects either a tournament game or
a random game.  In tournament games the locations of objects are
the same from run to run.  To select a tournament game, enter a number
from 1 to 9.  Enter any other character to select a random game.
.s
A list of ships in play is displayed, followed by a list of available ships.
Select the ship you want to control by entering its initial.
.s
If you attempt to enter the game when another player is starting up, you
may be asked to stand by until the other player is finished.
.hl1 Startup Situation
Each side begins with four starships and four starbases.  The ships
operate automatically until a player enters the game and takes control of
one of them.  The player retains control until he or she leaves the game
or until the ship is destroyed.
.s
Ships operating automatically perform normal ship functions.  They may
attack enemy ships, capture planets, and come to the aid of other ships.
They may also attack enemy bases when their side controls more than
eight planets.
.s
The starbases serve as refueling points for the ships, as do captured
planets.
Bases and captured planets attack enemy ships and inform friendly ships
when enemies are nearby.
.s
Captured planets look for opportunities to
rebel.  The fewer bases and planets you control, the more likely your
planets are to rebel.
.hl1 Starship Basics
The ship you command is an object in three-dimensional space.  You may
rotate and move the ship anywhere in the galaxy.
.s
The galaxy has no external reference grid.  The location of an object
in space is always given relative to the ship you command.
.s
An object location is given as a bearing, an elevation, and a range.  The
bearing and elevation are simple spherical coordinates.  Looking forward
along the long axis of the ship, the bearing is the angle to the left or
right (negative on the left, positive on the right) and the elevation is
the angle up or down (negative is down, positive is up).  The range is
the absolute distance from your ship to an object.  See the diagram in
Appendix A.
.s
Each ship begins with 3000 units of ship energy and 2000 units of
shield energy, although the total may be somewhat less at the time
control is taken.  Ship energy is expended when the ship is moved,
when weapons are fired, or when energy is transferred from ship to ship.
Shield energy is expended when the shields
absorb hits from enemy weapons.  The shields require at least 100
units of energy or they collapse.  When shields are down the effect
of enemy weapons is doubled.  Energy loss continues until ship
energy goes negative and the ship explodes.
.s
Ships may be refueled at starbases or friendly planets.  In
emergencies energy may be transferred from ship to ship.
.hl1 Starship Components
.hl2 Warp Drive
The warp engines move the ship forward or backward.  The distance
moved depends upon the warp factor.  Initially, the distance is
equal to 2 to the power of the warp factor.  Warp 0 moves the
ship 1 unit, warp 9 moves the ship 512 units.  You can change the
distances associated with the warp factors.
.s
The energy cost is computed in milliunits equal to the
distance squared.
.hl2 Directional Computer
The directional computer controls the orientation of the ship.  It is
activated whenever the ship is rotated.  Changing the orientation of
the ship changes the relative location of every other object in space.
.hl2 Targeting Computer
The targeter controls, among other things, the direction of weapons fire
and long range sensor scans.
It is analogous to a gun turret that can be aimed in any
direction relative to the ship.  When the ship orientation changes the
target orientation also changes, except when the target is locked on an
object.
.hl2 Sensors
The ship has short range sensors that scan in every direction and long
range sensors that scan in the target direction.
.hl2 Library Computer
The library computer maintains a catalog of the last known positions of
objects.  The library represents a pool of information shared by
all of the ships on a side.  Initially the library contains the locations
of your starbases and the ships on your side.
Thereafter any object scanned by the sensors is automatically cataloged
into the library.  Stars and planetary interceptors are not cataloged.
.hl2 Target List
The target list connects the sensors and the library with the targeter
and the directional computer.  The target list contains up to four
objects obtained from either the sensors or the library.  Coordinates
from the list can be fed directly into the target and directional
computers by referencing the number that precedes the list entry.
.hl2 Weapons
The ship is equipped with phasers and photon torpedoes.  Both
weapons apply energy to a target that must be absorbed
by the target's shields.
Phaser energy may be anything from 1 to 1000 units (default is 200
units).  Torpedo energy is fixed at 200 units per torpedo.
.s
Phasers have a maximum range of 1024 units.  Torpedoes have a maximum
range of 2048 units.
.s
Phasers have a firing cost computed in milliunits equal to the
phaser energy squared.  In addition, there is a time delay in milliseconds
equal to a hundredth of the firing cost to allow the phasers to cool
and recharge.
Torpedoes have a fixed launch cost of 20 units.
.hl1 The Console
.hl2 The Viewer
The viewer at the top of the screen displays the forward view into space
along the long axis of the ship.  The cursor in the center of the viewer
is the 0,0 point for bearing and elevation measurements.  If the target
is within the range of the viewer but not at the center it is
displayed as a second cursor.
.s
The numbers along the top and bottom of the viewer frame are bearing angles.
The numbers along the sides are elevation angles.
.s
See Appendix B for a description of objects as they appear in the viewer.
.hl2 The Message Area and Status Line
The message area at the lower left contains a status line and a blank area
for messages.  The target list is displayed here.
The status line contains displays for ship energy, shield
energy and status, and warp factor.  The shaded field is the command echo
area.
.hl2 The Command Keypad
The command keypad at the lower right corresponds to the VT100 numeric
keypad.
.hl1 The Commands
There are immediate commands and common commands.  Immediate commands are
executed as soon as the command key is pressed.  Common commands are
executed when the EXE key is pressed.  To repeat a command press
the EXE key again.
.s
.hl2 Immediate Commands
.s
SHORT RANGE SENSOR SCAN (PF1-4)
.s.lm4
The four function keys at the top of the keypad activate the short range
sensor.  A short range scan scans space for any object of a given type
within 1024 distance units of the ship, as follows:
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PF1##-##Scan for Federation starships and bases
.br
PF2##-##Scan for Klingon cruisers and bases
.br
PF3##-##Scan for planets and interceptors
.br
PF4##-##Scan for any of the above
.s.lm4
Note that stars are ignored by the short range sensors.
.s2.lm
LONG RANGE SENSOR SCAN (LR SCAN)
.s.lm4
The LR SCAN key activates the long range sensor.  A long range scan scans
at the target coordinates for the nearest object within 2048 distance
units.
.lm
.hl2 Common Commands
The common command format is a command abbreviation followed by
one, two, or no
modifiers.  The modifiers may be one or two numbers or a combination of a
direction and a number.
.s
The command abbreviation is one or two letters.  If the abbreviation
contains two letters, both must be entered.  A command can also be
entered from the keypad by pressing the appropriate keypad key.
.s
Numbers, including the minus sign, can be entered from the keypad or from
the main keyboard.  Two numbers are separated by a period, a tab, or a space.
.s
If two numbers represent bearing and elevation, the bearing is the
first number, the elevation the second number.
.s
Directions are entered using the arrow keys or the special function (PF) keys
on the keypad.  The PF keys are functionally identical to the arrow keys.
You may enter direction and number or number and direction.
.s
The keypad ERA key erases a single field.
.s
The common commands are listed below:
.s.lm
AL##LIST ALL OBJECTS IN THE LIBRARY
.s.lm4
Moves objects from the library to the target list and displays them four
at a time.  If more than four objects are available, the keypad MOR key
will flash.  Press the MOR key to see the next group of four.
.s.lm
AS##REQUEST ASSISTANCE (SEE RA)
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BA##LIST ALL BASES AND FRIENDLY PLANETS
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BN##LIST THE NEAREST BASE AND THE NEAREST FRIENDLY PLANET
.s.lm
CA##CAPTURE A PLANET
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Planet must be within 512 units of the ship.  The planet will defend itself
by sending up interceptors.  When the interceptors are destroyed, enter
CA again to complete the capture.
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CA        Capture a targeted planet
CA nbr    Capture a listed planet
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FB##LIST ALL FEDERATION BASES IN THE LIBRARY
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FE##LIST ALL FEDERATION OBJECTS IN THE LIBRARY
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FP##LIST ALL FEDERATION PLANETS IN THE LIBRARY
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FS##LIST ALL FEDERATION SHIPS IN THE LIBRARY
.s.lm
HE##DISPLAY HELP TEXTS DESCRIBING COMMANDS
.s.lm4
HE and H display a list of commands.  For help on a specific command,
enter the command and a question mark.
.s.lm
KB##LIST ALL KLINGON BASES IN THE LIBRARY
.s.lm
KL##LIST ALL KLINGON OBJECTS IN THE LIBRARY
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KP##LIST ALL KLINGON PLANETS IN THE LIBRARY
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KS##LIST ALL KLINGON SHIPS IN THE LIBRARY
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LI##SEARCH FOR A SPECIFIC OBJECT
.s.lm4
Searches the library for a planet or base having a specific number.  If
no number is given, redisplays the target list.
.s.nf
LI nbr    Search for a specific object
LI        Redisplay the target list
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LO##LOCK ON AN OBJECT
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Object must be within 1024 units.  The lock is broken when the object
moves out of range or the target is repositioned.  Target is reset to
0,0 when the lock is broken.
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LO        Lock on a targeted object
LO nbr    Lock on a listed object
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MO##MOVE THE SHIP (ROLL THE SHIP)
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Move the ship forward (up arrow) or backward (down arrow), or in
the target direction, or toward a listed object, or toward a
specific bearing and elevation.  Movement is at the current warp factor.
Warp factor may be overridden if moving forward or backward.
.s
Movement left or right is interpreted as a roll (rotation along the
long axis) and must be followed by an angle.
.s.nf
MO        Move in the target direction
MO up w   Move forward (warp is optional)
MO dn w   Move backward (warp is optional)
MO nbr    Move toward a listed object
MO b e    Move toward the bearing and elevation given
MO lf a   Roll left
MO ri a   Roll right
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NP##LIST ALL NEUTRAL PLANETS IN THE LIBRARY
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PH##FIRE PHASERS AT TARGETED OBJECT
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You may specify phaser energy from 1 to 1000.  Default is 200 units.
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PH        Fire 200 unit phaser
PH ene    Fire phaser of given energy
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PL##LIST ALL PLANETS IN THE LIBRARY
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Q###QUIT (EXIT FROM THE GAME)
.s.lm
R###CLEAR AND REDISPLAY THE SCREEN
.s.lm
RA##SOUND RED ALERT
.s.lm4
RA, YA, SA, and AS relay your ship status to other ships on your side.
RA (red alert) and AS (request assistance) cause automatic ships to
come to your aid.  If an automatic ship finds you in a low energy state,
it will transfer energy to you.  YA (yellow alert) and SA (secure from
alert) cancel RA and AS.
.s.lm
RE##REFUEL AND RELOAD
.s.lm4
Ship must be within 512 units of starbase or friendly planet.  Refuel
rate is 500 units at starbases, 250 units at planets.  Reload rate
is 5 torpedoes at starbases, 3 torpedoes at planets.
.s.lm
RF##RAPID-FIRE WEAPONS
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Turns the keypad phaser and torpedo keys into immediate commands.  When in
rapid fire mode, pressing the phaser key fires the phasers, pressing
the torpedo key fires torpedos.  Phaser energy up to 1000 and torpedo
count up to 3 may be specified.  Default is 200 unit phaser and 1 torpedo.
Enter RF alone to return to normal mode.
.s.nf
RF ph to  Set rapid fire for given phasers and torpedos
RF        Return to normal mode.
.s.lm.f
RO##ROTATE THE SHIP
.s.lm4
Rotate the ship in a specific direction, or in the target direction,
or toward a listed object, or toward a specific bearing and elevation.
Rotation in a direction may be followed by an angle.  If no angle
is given, the targeter searches for an object in the given direction
and the ship is rotated toward the nearest object found.
.s.nf
RO        Rotate in the target direction
RO dir    Find a target and rotate toward it
RO dir a  Rotate by an angle in a direction
RO nbr    Rotate toward a listed object
RO b e    Rotate toward a bearing and elevation
.s.lm.f
RT##REFRESH WITH VT100 SELF-TEST
.s.lm4
Invokes the VT100 self-test routine and then refreshes the display.  If
the terminal appears to be displaying the wrong characters, RT may correct
the problem.
.s.lm.f
SA##SECURE FROM ALERT (SEE RA)
.s.lm
SE##SEND A MESSAGE
.s.lm4
Send a message to one or more ships.  Displays initial of your ship and a
colon in the message area.  Enter your message and type EXE to send.  Keypad
ERA key cancels the command.
.s.nf
SE ALL    Send to all ships
SE F      Send to all Federation ships
SE K      Send to all Klingon ships
SE init   Send to ship with init as its initial
.s.lm.f
SH##SET SHIELDS
.s.lm4
Raise or lower shields.  Set shields to a specific energy (difference
is taken from or released to ship energy).
.s.nf
SH up     Raise shields
SH dn     Lower shields
SH ene    Set shield energy
.s.lm.f
ST##DISPLAY ACTIVE STATUS
.s.lm4
Displays the number of ships, bases, and captured planets available to each
side.
.s.lm
TA##SET THE TARGET
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Target on an object, or in a specific direction, or toward a bearing
and elevation.  TA followed by no modifiers causes the targeter to
search the viewer for the object that is closest to the current
target position.  TA with a direction but no angle restricts the
search to the given direction.  If the current target position is
not within range of the viewer, TA with no modifiers resets the
target to 0,0.
.s.nf
TA        Search for a target
TA dir    Search for a target in a specific direction
TA dir a  Move the target by an angle in a direction
TA nbr    Set the target at a listed object
TA b e    Set the target at a bearing and elevation
.s.lm.f
TO##FIRE PHOTON TORPEDOES
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Fire from 1 to 3 torpedoes in the target direction.  Default is 1
torpedo.
.s.nf
TO        Fire one torpedo
TO nbr    Fire a number of torpedoes
.s.lm.f
TR##TRANSFER ENERGY TO ANOTHER SHIP
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Up to 1000 units of ship energy may be transferred.  The transferring
ship first targets on the receiving ship.  Both ships must have their
shields down.  If the receiving ship has shields up, the shields will
absorb the energy.
.s.nf
TR ene    Transfer energy
.s.lm.f
US##DISPLAY A LIST OF CURRENT PLAYERS
.s.lm
WR##SET WARP FACTOR
.s.lm4
Sets the warp factor.  If a distance is given, the distance is assigned
to the warp factor.  WR with no modifiers displays current warp settings.
.s.nf
WR w      Set warp factor
WR w dis  Assign a distance to a warp factor
WR        Display current settings
.s.lm.f
X###EXIT FROM THE PROGRAM
.s.lm4
If you exit via the X or Q command, or if you control-C out, or if
your ship is destroyed, you must wait 2 minutes before reentering the game.
.s.lm
YA##SOUND YELLOW ALERT (SEE RA)
.lm
.ps60,70
.page
.hl1 Appendix A - Ship Orientation Diagram
.s3
.nf.nj
                        +Z(up)               P(object)
                         .                   .
  
  
  
  
  
                                             .             +X(forward)
                                             A              .
                                r                      .
    -Y(left)                                           B
     .                          e
  
                                b
  
                         .
                        O
  
  
     .                                       .
    -X(reverse)          .                  +Y(right)
                        -Z(down)
.f.j
.s3
Draw lines connecting the dots next to the following points:
.s.nf.nj
    +X and -X        +Y and -Y        +Z and -Z
     O and P          O and A          P and A          A and B
.s.f.j
The ship faces forward along line X.  In the viewer, the line Z
is up and down, the line Y is left to right.
.s
The angles OBA, OAP, and PAB are right angles.
.s
The object P is in the upper left of the viewer.  Its bearing angle
is the angle between lines OA and OB.  Its elevation is the angle
between lines OP and OA.  Its range is the distance from point O
to point P.
.s
In this case P has a negative bearing (to the left of center) and
a positive elevation (above center).
.page
.hl1 Appendix B - Description of Objects
Objects are displayed in the viewer as follows:
.s.nf.nj
    Federation starbase      O=O=O      ooo
    Klingon Starbase         8=8=8      ===
    Federation Starship      o-V-o      -v-
    Klingon Star Cruiser     o-0-o      -o-
    Planet                    (@)        o
    Interceptor               IoI        H
    Star                       *         *
.s.f.j
The further away an object is, the smaller it becomes.  All objects
except stars eventually disappear.
.page
.hl1 Appendix C - Differences Between Versions 1.0 and 2.0
The main difference between versions 1.0 and 2.0 is that all eight ships
are active in version 2.0.  In version 1.0 the only active ships were the
players' ships.  As a consequence, the objective of the game has changed in
that it is officially over when all four ships on a
side have been destroyed.
.s
Another major difference is that a new queueing mechanism is used in
version 2.0.
The old routines sometimes caused illegal UUOs or lock-ups with LED L1 on.
This shouldn't happen in version 2.0.
.s
Other differences are that planets can rebel in version 2.0, you can set
rapid-fire mode phaser energy and torpedo counts, messages are displayed
at the bottom of the screen, and there are a few new commands.  The ST
command has changed its meaning from self-test to status.  RT replaces it.
Also, an option has been added that allows the KL version of the game to
be compiled to run on KI's.