


      TRK(6)                      (UNIX 5.2)                     TRK(6)



      NAME
           trk - star trek

      SYNTAX
           /usr/games/trk [ +-x/ ] [ range ]

      DESCRIPTION
           The Federation of Planets is at war with the Klingon Empire,
           and as captain of the USS Enterprise, you must destroy the
           invasion fleet.  In the game, the galaxy is divided into 64
           quadrants 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 ninty 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.

      STARTING THE GAME
           To start the game:
                $ /usr/games/trk [-a] filename

           If a filename is stated, a log of the game is written onto
           that file.  If omitted, the file is not written.  -a
           specifies the log file is to be appended to, not created
           anew.  The game will ask you what length game you would
           like.  Valid responses are "short", "medium", and "long".
           Ideally, the length of the game does not affect the
           difficulty, but currently the shorter games tend to be
           harder than the longer ones.  You may also type "restart",
           which restarts a previously saved game.  You will then be
           prompted for the skill, to which you must respond "novice",
           "fair", "good", "expert", "commadore", or "impossible".  You
           should start out with a novice and work up, but if you
           really want to see how fast you can be slaughtered, start
           out with an impossible game.  In general, throughout the
           game, if you forget what is appropriate the game will tell
           you what it expects if you just enter a question mark.




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      ISSUING COMMANDS
           If the game expects you to enter a command, it will say
           "Command: " and wait for your response.  Most commands can
           be abbreviated.  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
                       move
           and the game would prompt you with
                       Course:
           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.  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!


      THE COMMANDS
      ===== Short Range Scan =====
           Mnemonic: srscan
           Shortest Appreviation: s
           Full Commands: srscan
                          srscan yes/no
           Consumes: nothing

           The short range scan gives you a picture of the quadrant you
           are in, and (if you say "yes") a status report which tells
           you a whole bunch of interesting stuff.  You can get a
           status report alone by using the status command.  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




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               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.


      ===== 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



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

           Klingons Left
                Number of Klingons left.

           Time Left
                How long the Federation can hold out if you sit on your
                tush 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 figures 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.
                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.




















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      ===== 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 follows:

                       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
           quadrants.  The units digit tells the number of stars, the
           tens digit the number of starbases, and the hundreds digit
           is the number of Klingons.  "*" indicates the negative
           energy barrier at the edge of the galaxy, which you cannot
           enter.  "///" means that that is a supernova quadrant and
           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 docked at a starbase.


      ===== Set Warp Factor =====
           Mnemonic: warp
           Shortest Abbreviation: w
           Full Command: warp factor
           Consumes: nothing

           The warp factor tells 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



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           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 0.1.  Time is consumed proportionately
           to the inverse of the warp factor 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 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



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


      ===== Cloaking Device =====
           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 time.


      ===== Fire Phasers =====
           Mnmemonic: 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 quadrant.  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 yourself.  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.


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




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           Photon torpedoes are projectile weapons.  Torpedoes don't
           cause partial damage; you either hit and destroy the target,
           or you miss.  A hit on a Klingon (or a starbase) destroys
           the target.  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; 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 whereever 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
                quadrant.

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

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

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




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           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 range.

           distresslist
                gives a list of currently distressed starbases and
                starsystems.  More than one request may be stated on a
                line by seperating 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
           adjacent 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 recieve 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
           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.








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      ===== Call Starbase For Help =====
           Mnemonic: help
           Shortest Abbreviation: help
           Consumes: nothing

           You may call Starbase for help via your subspace radio.  The
           Starbase has long-range transporter beams to get you, but
           they cannot 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 scoring.


      ===== 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 specified 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.


      ===== Self Destruct =====
           Mnemonic: destruct



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           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.


      ===== 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.


      ===== Call the Shell =====
           Mnemonic: !
           Shortest Abbreviation: !

           Temporarily escapes to the shell.  When you log out of the
           shell you will return to the game.  Kirk never used the
           Shell, but you can do it.

      SCORING
           The scoring algorithm is rather complicated.  Basically, you
           get points for each Klingon you kill, for your Klingon per
           stardate 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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      REFERENCE PAGE
           Command                    Uses              Consumes

           ABANDON                    shuttlecraft,     -
                                        transporter
           CLoak Up/Down              cloaking device   energy
           Computer request; request;...                computer-
           DAmages                    -                 -
           DESTRUCT                   computer          -
           DOck                       -                 -
           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 ...      phasersenergy
           Torpedo course [Yes] angle/No                torpedo tubestorpedoes
           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           -                 -
           Undock                     -                 -
           Visual course              -                 time
           Warp warp_factor           -                 -

























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