docs: Move trek(6) USD papers into share/doc
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1.\" Copyright (c) 1980, 1993
2.\" The Regents of the University of California. All rights reserved.
3.\"
4.\" Redistribution and use in source and binary forms, with or without
5.\" modification, are permitted provided that the following conditions
6.\" are met:
7.\" 1. Redistributions of source code must retain the above copyright
8.\" notice, this list of conditions and the following disclaimer.
9.\" 2. Redistributions in binary form must reproduce the above copyright
10.\" notice, this list of conditions and the following disclaimer in the
11.\" documentation and/or other materials provided with the distribution.
6693db17 12.\" 3. Neither the name of the University nor the names of its contributors
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13.\" may be used to endorse or promote products derived from this software
14.\" without specific prior written permission.
15.\"
16.\" THIS SOFTWARE IS PROVIDED BY THE REGENTS AND CONTRIBUTORS ``AS IS'' AND
17.\" ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
18.\" IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
19.\" ARE DISCLAIMED. IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE
20.\" FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
21.\" DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS
22.\" OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
23.\" HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
24.\" LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY
25.\" OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
26.\" SUCH DAMAGE.
27.\"
28.\" @(#)trek.me 8.1 (Berkeley) 6/8/93
29.\" $FreeBSD: src/games/trek/USD.doc/trek.me,v 1.1.1.1.14.1 2000/11/28 17:06:48 ru Exp $
1de703da 30.\" $DragonFly: src/games/trek/USD.doc/trek.me,v 1.2 2003/06/17 04:25:25 dillon Exp $
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31.\"
32.if n .na
33.de pp
34. sp 2
35. ti +5
36..
37.ie t .ds f \fB
38.el .ds f \fI
39.de he
40' sp
41' tl 'Star Trek''USD:31-%'
42'sp 3
43..
44.oh 'Star Trek''USD:31-%'
45.eh 'USD:31-%''Star Trek'
46
47\" .wh 0 he
48.de fo
49' bp
50..
51.wh -3 fo
52.sp 16
53.ce 1000
54.ie n \{\
6693db17 55. tr |
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56|****||||*****||||||*||||||****|
57*||||||||||*|||||||*|*|||||*|||*
58|***|||||||*||||||*****||||****|
59||||*||||||*||||||*|||*||||*||*|
60****|||||||*||||||*|||*||||*|||*
61.sp 2
62*****||||****|||||*****||||*|||*
63||*||||||*|||*||||*||||||||*||*|
64||*||||||****|||||***||||||***||
65||*||||||*||*|||||*||||||||*||*|
66||*||||||*|||*||||*****||||*|||*
67.sp 2
68. tr ||
69by
70.\}
71.el \{\
72. ps 24
73. vs 28p
74. ft B
75STAR
76
77TREK
78
79. ps
80. vs
81. ft
82. ft I
83by
84.f ft
85.\}
86
87Eric Allman
88University of California
89Berkeley
90.ce 0
91\".bp
92.ce
93\*fINTRODUCTION\fR
94.pp
95Well, the federation is once again at war with the Klingon empire.
96It is up to you,
97as captain of the U.S.S. Enterprise,
98to wipe out the invasion fleet and save the Federation.
99.pp
100For the purposes of the game
101the galaxy is divided into 64 quadrants
102on an eight by eight grid,
103with quadrant 0,0 in the upper left hand corner.
104Each quadrant is divided into 100 sectors
105on a ten by ten grid.
106Each sector contains one object
107(e.g., the Enterprise, a Klingon, or a star).
108.pp
109Navigation is handled in degrees,
110with zero being straight up
111and ninety being to the right.
112Distances are measured in quadrants.
113One tenth quadrant is one sector.
114.pp
115The galaxy contains starbases,
116at which you can dock to refuel,
117repair damages, etc.
118The galaxy also contains stars.
119Stars usually have a knack for getting in your way,
120but they can be triggered into going nova
121by shooting a photon torpedo at one,
122thereby (hopefully) destroying any adjacent Klingons.
123This is not a good practice however,
124because you are penalized for destroying stars.
125Also, a star will sometimes go supernova,
126which obliterates an entire quadrant.
127You must never stop in a supernova quadrant,
128although you may "jump over" one.
129.pp
130Some starsystems
131have inhabited planets.
132Klingons can attack inhabited planets
133and enslave the populace,
134which they then put to work building more Klingon battle cruisers.
135\".bp
136.ce
137\*fSTARTING UP THE GAME\fR
138.pp
139To request the game, issue the command
140.sp
141.ti +15
142.ft B
143/usr/games/trek
144.ft
145.sp
146from the shell.
147If a filename is supplied,
148a log of the game is written onto that file.
149(Otherwise, no
150file is written.)
151If the
152``\fB\-a\fP'' flag is stated before the filename,
153the log of the game is appended to the file.
154.pp
155The game will ask you what length game
156you would like.
157Valid responses are "short", "medium", and "long".
158You may also type "restart",
159which restarts a previously saved game.
160Ideally,
161the length of the game does not affect the difficulty,
162but currently the shorter games tend to be harder than the longer ones.
163.pp
164You will then be prompted for the skill,
165to which you must respond
166"novice", "fair", "good", "expert",
167"commodore", or "impossible".
168You should start out with a novice
169and work up,
170but if you really want to see
171how fast you can be slaughtered,
172start out with an impossible game.
173.pp
174In general,
175throughout the game,
176if you forget what is appropriate
177the game will tell you what it expects
178if you just type in
179a question mark.
180\".bp
181.ce
182\*fISSUING COMMANDS\fR
183.pp
184If the game expects you to enter a command,
185.hc ^
186it will say ^"Command:\ "
187and wait for your response.
188Most commands can be abbreviated.
189.pp
190At almost any time you can type more than one thing on a line.
191For example,
192to move straight up one quadrant,
193you can type
194.ti +12
195move 0 1
196.br
197or you could just type
198.ti +12
199move
200.br
201and the game would prompt you with
202.ti +12
203Course:
204.br
205to which you could type
206.ti +12
2070 1
208.br
209The "1" is the distance,
210which could be put on still another line.
211Also, the "move" command
212could have been abbreviated
213"mov", "mo", or just "m".
214.pp
215If you are partway through a command
216and you change your mind,
217you can usually type "-1"
218to cancel the command.
219.pp
220Klingons generally cannot hit you
221if you don't consume anything
222(e.g., time or energy),
223so some commands are considered "free".
224As soon as you consume anything though -- POW!
225.bp
226.de **
227.if \\n+l .**
228.as x *
229..
230.de bl
231.sp
232.ie t \fB\\$1\fR
233.el \{\
234. ne 3
235. nr l \\w'\\$1' -\\w'*'
236. ds x ****
237. **
238\\*x
239. br
240* \\$1 *
241. br
242\\*x
243.\}
244.sp
245.in +8
246.nf
247..
248.de FF
249.in -8
250.fi
251..
252.if !\n(.V .ta \w'Full Commands: '+1
253.if \n(.V .ta \w'Full Commands: 'u
254.ce
255\*fTHE COMMANDS\fR
256.bl "Short Range Scan"
257Mnemonic: srscan
258Shortest Abbreviation: s
259Full Commands: srscan
260 srscan yes/no
261Consumes: nothing
262.FF
263.pp
264The short range scan
265gives you a picture
266of the quadrant you are in,
267and (if you say "yes")
268a status report
269which tells you
270a whole bunch
271of interesting stuff.
272You can get a status report alone
273by using the
274.ul
275status
276command.
277An example follows:
278.sp
279.in +4
280Short range sensor scan
281.TS
282le1 ce1 ce1 ce1 ce1 ce1 ce1 ce1 ce1 ce1 ce1 le3 l1 l.
283 0 1 2 3 4 5 6 7 8 9
2840 . . . . . . . * . * 0 stardate 3702.16
2851 . . E . . . . . . . 1 condition RED
2862 . . . . . . . . . * 2 position 0,3/1,2
2873 * . . . . # . . . . 3 warp\ factor 5.0
2884 . . . . . . . . . . 4 total\ energy 4376
2895 . . * . * . . . . . 5 torpedoes 9
2906 . . . @ . . \ . . . 6 shields down,\ 78%
2917 . . . . . . . . . . 7 Klingons\ left 3
2928 . . . K . . . . . . 8 time\ left 6.43
2939 . . . . . . * . . . 9 life\ support damaged,\ reserves\ =\ 2.4
294 0 1 2 3 4 5 6 7 8 9
295.TE
296Distressed Starsystem Marcus XII
297.sp
298.in +8
299.ti -8
300The cast of characters is as follows:
301.nf
302.ta \w'E 'u
303E the hero
304K the villain
305# the starbase
306* stars
307@ inhabited starsystem
308\&. empty space
309 a black hole
310.in -12
311.fi
312.pp
313The name of the starsystem is listed underneath
314the short range scan.
315The word "distressed", if present,
316means that the starsystem
317is under attack.
318.pp
319Short range scans are absolutely free.
320They use no time, no energy,
321and they don't give the Klingons
322another chance to hit you.
323.bl "Status Report"
324Mnemonic: status
325Shortest Abbreviation: st
326Consumes: nothing
327.FF
328.pp
329This command gives you information
330about the current status
331of the game and your ship, as follows:
332.in +8
333.de qq
334.sp
335.ti -4
336..
337.qq
338Stardate -- The current stardate.
339.qq
340Condition -- as follows:
341.in +4
342.nf
343RED -- in battle
344YELLOW -- low on energy
345GREEN -- normal state
346DOCKED -- docked at starbase
347CLOAKED -- the cloaking device is activated
348.fi
349.in -4
350.qq
351Position -- Your current quadrant and sector.
352.qq
353Warp Factor -- The speed you will move at
354when you move under warp power
355(with the
356.ul
357move
358command).
359.qq
360Total Energy -- Your energy reserves.
361If they drop to zero,
362you die.
363Energy regenerates,
364but the higher the skill of the game,
365the slower it regenerates.
366.qq
367Torpedoes -- How many photon torpedoes you have left.
368.qq
369Shields -- Whether your shields are up or down,
370and how effective they are if up
371(what percentage of a hit they will absorb).
372.qq
373Klingons Left -- Guess.
374.qq
375Time Left -- How long the Federation can hold out
376if you sit on your fat ass and do nothing.
377If you kill Klingons quickly,
378this number goes up,
379otherwise,
380it goes down.
381If it hits zero,
382the Federation is conquered.
383.qq
384Life Support -- If "active", everything is fine.
385If "damaged", your reserves tell you
386how long you have
387to repair your life support
388or get to a starbase
389before you starve, suffocate,
390or something equally unpleasant.
391.qq
392Current Crew -- The number of crew members
393left.
394This figures does not include officers.
395.qq
396Brig Space -- The space left in your brig
397for Klingon captives.
398.qq
399Klingon Power -- The number of units
400needed to kill a Klingon.
401Remember, as Klingons fire at you
402they use up their own energy,
403so you probably need somewhat less
404than this.
405.qq
406Skill, Length -- The skill and length
407of the game you are playing.
408.in -8
409.pp
410Status information is absolutely free.
411.bl "Long Range Scan"
412Mnemonic: lrscan
413Shortest Abbreviation: l
414Consumes: nothing
415.FF
416.pp
417Long range scan gives you information about the
418eight quadrants
419that surround the quadrant
420you're in.
421A sample long range scan follows:
422.sp
423.in +12
424Long range scan for quadrant 0,3
425.TS
426l ce ce ce
427l | _ | _ | _ |
428l | c | c | c |
429l | _ | _ | _ |
430l | r | r | r |
431l | _ | _ | _ |
432l | r | r | r |
433l | _ | _ | _ |.
434 2 3 4
435
436 * * *
437
4380 108 6 19
439
4401 9 /// 8
441
442.TE
443.in -12
444.pp
445The three digit numbers
446tell the number of objects
447in the quadrants.
448The units digit tells the number of stars,
449the tens digit the number of starbases,
450and the hundreds digit is the number of Klingons.
451"*" indicates the negative energy barrier
452at the edge of the galaxy,
453which you cannot enter.
454"///" means that that is a supernova quadrant
455and must not be entered.
456.bl "Damage Report"
457Mnemonic: damages
458Shortest Abbreviation: da
459Consumes: nothing
460.FF
461.pp
462A damage report tells you what devices are damaged
463and how long it will take to repair them.
464Repairs proceed faster
465when you are docked
466at a starbase.
467.bl "Set Warp Factor"
468Mnemonic: warp
469Shortest Abbreviation: w
470Full Command: warp factor
471Consumes: nothing
472.FF
473.pp
474The warp factor tells the speed of your starship
475when you move under warp power
476(with the
477.ul
478move
479command).
480The higher the warp factor,
481the faster you go,
482and the more energy you use.
483.pp
484The minimum warp factor is 1.0
485and the maximum is 10.0.
486At speeds above warp 6
487there is danger of the warp engines
488being damaged.
489The probability of this
490increases at higher warp speeds.
491Above warp 9.0 there is a chance of entering
492a time warp.
493.bl "Move Under Warp Power"
494Mnemonic: move
495Shortest Abbreviation: m
496Full Command: move course distance
497Consumes: time and energy
498.FF
499.pp
500This is the usual way of moving.
501The course is in degrees and the distance is in quadrants.
502To move one sector specify a distance of 0.1.
503.pp
504Time is consumed proportionately to
505the inverse of the warp factor squared,
506and directly to the distance.
507Energy is consumed as the warp factor cubed,
508and directly to the distance.
509If you move with your shields up
510it doubles the amount of energy consumed.
511.pp
512When you move in a quadrant containing Klingons,
513they get a chance to attack you.
514.pp
515The computer detects navigation errors.
516If the computer is out,
517you run the risk of running into things.
518.pp
519The course is determined by the
520Space Inertial Navigation System
521[SINS].
522As described in
523Star Fleet Technical Order TO:02:06:12,
524the SINS is calibrated,
525after which it becomes the base for navigation.
526If damaged,
527navigation becomes inaccurate.
528When it is fixed,
529Spock recalibrates it,
530however,
531it cannot be calibrated extremely accurately
532until you dock at starbase.
533.bl "Move Under Impulse Power"
534Mnemonic: impulse
535Shortest Abbreviation: i
536Full Command: impulse course distance
537Consumes: time and energy
538.FF
539.pp
540The impulse engines give you a chance to maneuver
541when your warp engines are damaged;
542however, they are incredibly slow
543(0.095 quadrants/stardate).
544They require 20 units of energy to engage,
545and ten units per sector to move.
546.pp
547The same comments about the computer and the SINS
548apply as above.
549.pp
550There is no penalty to move under impulse power
551with shields up.
552.bl "Deflector Shields"
553Mnemonic: shields
554Shortest Abbreviation: sh
555Full Command: shields up/down
556Consumes: energy
557.FF
558.pp
559Shields protect you from Klingon attack
560and nearby novas.
561As they protect you,
562they weaken.
563A shield which is 78% effective
564will absorb 78% of a hit
565and let 22% in to hurt you.
566.pp
567The Klingons have a chance to attack you
568every time you raise or lower shields.
569Shields do not rise and lower
570instantaneously,
571so the hit you receive
572will be computed with the shields
573at an intermediate effectiveness.
574.pp
575It takes energy to raise shields,
576but not to drop them.
577.bl "Cloaking Device"
578Mnemonic: cloak
579Shortest Abbreviation: cl
580Full Command: cloak up/down
581Consumes: energy
582.FF
583.pp
584When you are cloaked,
585Klingons cannot see you,
586and hence they do not fire at you.
587They are useful for entering
588a quadrant
589and selecting a good position,
590however,
591weapons cannot be fired through
592the cloak
593due to the huge energy drain
594that it requires.
595.pp
596The cloak up command
597only starts the cloaking process;
598Klingons will continue
599to fire at you
600until you do something
601which consumes time.
602.bl "Fire Phasers"
603Mnemonic: phasers
604Shortest Abbreviation: p
605Full Commands: phasers automatic amount
606 phasers manual amt1 course1 spread1 ...
607Consumes: energy
608.FF
609.pp
610Phasers are energy weapons;
611the energy comes from your ship's reserves
612("total energy" on a srscan).
613It takes about 250 units of hits
614to kill a Klingon.
615Hits are cumulative as long as you stay
616in the quadrant.
617.pp
618Phasers become less effective
619the further from a Klingon you are.
620Adjacent Klingons receive about
62190% of what you fire,
622at five sectors about 60%,
623and at ten sectors about 35%.
624They have no effect outside of the quadrant.
625.pp
626Phasers cannot be fired while shields are up;
627to do so would fry you.
628They have no effect on starbases or stars.
629.pp
630In automatic mode
631the computer decides how to divide up the energy
632among the Klingons present;
633in manual mode you do that yourself.
634.pp
635In manual mode firing
636you specify a direction,
637amount (number of units to fire)
638and spread (0 -> 1.0)
639for each of the six phaser banks.
640A zero amount
641terminates the manual input.
642.bl "Fire Photon Torpedoes"
643Mnemonic: torpedo
644Shortest Abbreviation: t
645Full Command: torpedo course [yes/no] [burst angle]
646Consumes: torpedoes
647.FF
648.pp
649Torpedoes are projectile weapons -- there are no partial hits.
650You either hit your target or you don't.
651A hit on a Klingon destroys him.
652A hit on a starbase destroys that starbase
653(woops!).
654Hitting a star usually causes it to go nova,
655and occasionally supernova.
656.pp
657Photon torpedoes cannot be aimed precisely.
658They can be fired with shields up,
659but they get even more random
660as they pass through the shields.
661.pp
662Torpedoes may be fired in bursts of three.
663If this is desired,
664the burst angle is the angle
665between the three shots,
666which may vary from one to fifteen.
667The word "no"
668says that a burst is not wanted;
669the word "yes"
670(which may be omitted
671if stated on the same line as the course)
672says that a burst is wanted.
673.pp
674Photon torpedoes
675have no effect
676outside the quadrant.
677.bl "Onboard Computer Request"
678Mnemonic: computer
679Shortest Abbreviation: c
680Full Command: computer request; request;...
681Consumes: nothing
682.FF
683.pp
684The computer command gives you access to the facilities
685of the onboard computer,
686which allows you to do all sorts of fascinating stuff.
687Computer requests are:
688.in +8
689.qq
690score -- Shows your current score.
691.qq
692course quad/sect -- Computes the course and distance from wherever
693you are to the given location.
694If you type "course /x,y"
695you will be given the course
696to sector x,y in the current quadrant.
697.qq
698move quad/sect -- Identical to the course
699request,
700except that the move is executed.
701.qq
702chart -- prints a chart of the known galaxy,
703i.e.,
704everything that you have seen with a long range scan.
705The format is the same as on a long range scan,
706except that "..." means
707that you don't yet know what is there,
708and ".1." means that you know that a starbase
709exists, but you don't know anything else.
710"$$$" mans the quadrant
711that you are currently in.
712.qq
713trajectory -- prints the course and distance
714to all the Klingons in the quadrant.
715.qq
716warpcost dist warp_factor -- computes the cost in time and energy
717to move `dist' quadrants at warp `warp_factor'.
718.qq
719impcost dist -- same as warpcost for impulse engines.
720.qq
721pheff range -- tells how effective your phasers are
722at a given range.
723.qq
724distresslist -- gives a list of currently distressed
725starbases
726and starsystems.
727.in -8
728.pp
729More than one request may be stated
730on a line
731by separating them
732with semicolons.
733.bl "Dock at Starbase"
734Mnemonic: dock
735Shortest Abbreviation: do
736Consumes: nothing
737.FF
738.pp
739You may dock at a starbase
740when you are in one of the eight
741adjacent sectors.
742.pp
743When you dock you are resupplied
744with energy, photon torpedoes, and life support reserves.
745Repairs are also done faster at starbase.
746Any prisoners you have taken
747are unloaded.
748You do not receive points
749for taking prisoners
750until this time.
751.pp
752Starbases have their own deflector shields,
753so you are safe from attack while docked.
754.bl "Undock from Starbase"
755Mnemonic: undock
756Shortest Abbreviation: u
757Consumes: nothing
758.FF
759.pp
760This just allows you to leave starbase
761so that you may proceed on your way.
762.bl "Rest"
763Mnemonic: rest
764Shortest Abbreviation: r
765Full Command: rest time
766Consumes: time
767.FF
768.pp
769This command allows you to rest to repair damages.
770It is not advisable to rest while under attack.
771.bl "Call Starbase For Help"
772Mnemonic: help
773Shortest Abbreviation: help
774Consumes: nothing
775.FF
776.pp
777You may call starbase for help via your subspace radio.
778Starbase has long range transporter beams to get you.
779Problem is,
780they can't always rematerialize you.
781.pp
782You should avoid using this command unless absolutely necessary,
783for the above reason and because it counts heavily against you
784in the scoring.
785.bl "Capture Klingon"
786Mnemonic: capture
787Shortest Abbreviation: ca
788Consumes: time
789.FF
790.pp
791You may request that a Klingon surrender
792to you.
793If he accepts,
794you get to take captives
795(but only as many as your brig
796can hold).
797It is good if you do this,
798because you get points for captives.
799Also,
800if you ever get captured,
801you want to be sure that the Federation
802has prisoners to exchange for you.
803.pp
804You must go to a starbase
805to turn over your prisoners
806to Federation authorities.
807.bl "Visual Scan"
808Mnemonic: visual
809Shortest Abbreviation: v
810Full Command: visual course
811Consumes: time
812.FF
813.pp
814When your short range scanners are out,
815you can still see what is out "there"
816by doing a visual scan.
817Unfortunately,
818you can only see three sectors at one time,
819and it takes 0.005 stardates to perform.
820.pp
821The three sectors in the general direction
822of the course specified
823are examined
824and displayed.
825.bl "Abandon Ship"
826Mnemonic: abandon
827Shortest Abbreviation: abandon
828Consumes: nothing
829.FF
830.pp
831The officers escape the Enterprise in the shuttlecraft.
832If the transporter is working
833and there is an inhabitable starsystem
834in the area,
835the crew beams down,
836otherwise you leave them to die.
837You are given an old but still usable ship,
838the Faire Queene.
839.bl "Ram"
840Mnemonic: ram
841Shortest Abbreviation: ram
842Full Command: ram course distance
843Consumes: time and energy
844.FF
845.pp
846This command is identical to "move",
847except that the computer
848doesn't stop you
849from making navigation errors.
850.pp
851You get very nearly slaughtered
852if you ram anything.
853.bl "Self Destruct"
854Mnemonic: destruct
855Shortest Abbreviation: destruct
856Consumes: everything
857.FF
858.pp
859Your starship is self-destructed.
860Chances are you will destroy
861any Klingons
862(and stars,
863and starbases)
864left in your quadrant.
865.bl "Terminate the Game"
866Mnemonic: terminate
867Shortest Abbreviation: terminate
868Full Command: terminate yes/no
869.FF
870.pp
871Cancels the current game.
872No score is computed.
873If you answer yes,
874a new game will be started,
875otherwise trek exits.
876.bl "Call the Shell"
877Mnemonic: shell
878Shortest Abbreviation: shell
879.FF
880.pp
881Temporarily escapes to the shell.
882When you exit the shell
883you will return to the game.
884\".bp
885.ce
886\*fSCORING\fR
887.in +4
888.pp
889The scoring algorithm is rather complicated.
890Basically,
891you get points for each Klingon you kill,
892for your Klingon per stardate kill rate,
893and a bonus if you win the game.
894You lose
895points for the number of Klingons left
896in the galaxy
897at the end of the game,
898for getting killed,
899for each star, starbase, or inhabited starsystem
900you destroy,
901for calling for help,
902and for each casualty you incur.
903.pp
904You will be promoted
905if you play very well.
906You will never get a promotion if you
907call for help,
908abandon the Enterprise,
909get killed,
910destroy a starbase or inhabited starsystem,
911or destroy too many stars.
912.bp
913.ce 1
914\*fCOMMAND SUMMARY\fP
915.TS
916l l l.
917Command Requires Consumes
918
919\*fabandon\fR shuttlecraft, -
920 transporter
921\*fca\fRpture subspace radio time
922\*fcl\fRoak \*fu\fRp/\*fd\fRown cloaking device energy
923\*fc\fRomputer request; ... computer -
924\*fda\fRmages - -
925\*fdestruct\fR computer -
926\*fdo\fRck - -
927\*fhelp\fR subspace radio -
928\*fi\fRmpulse course distance impulse engines, time, energy
929 computer, SINS
930\*fl\fRrscan L.R. sensors -
931\*fm\fRove course distance warp engines, time, energy
932 computer, SINS
933\*fp\fRhasers \*fa\fRutomatic amount phasers, computer energy \*fp\fRhasers \*fm\fRanual
934\ \ amt1 course1 spread1 ... phasers energy
935\*ft\fRorpedo course [\*fy\fRes] angle/\*fn\fRo torpedo tubes torpedoes
936\*fram\fR course distance warp engines, time, energy
937 computer, SINS
938\*fr\fRest time - time
939\*fshell\fR - -
940\*fsh\fRields \*fu\fRp/\*fd\fRown shields energy
941\*fs\fRrscan [\*fy\fRes/\*fn\fRo] S.R. sensors -
942\*fst\fRatus - -
943\*fterminate\fR \*fy\fRes/\*fn\fRo - -
944\*fu\fRndock - -
945\*fv\fRisual course - time
946\*fw\fRarp warp_factor - -
947.TE