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Jul 13, 2012, 7:12:18 AM7/13/12
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player’s guide (v 1.2)

Posted on June 23, 2012 by mtrek.com

Multi-Trek Guide

Last updated: Mon 09 Jul 2012

Multi-Trek is available with:
•TELNET: mtrek.com [1701]
•TELNET: we-dont.gotdns.org [1701]
•TELNET: xmltrek.com [1701]

A WWW site with this document and a pointer to the game is at:

http://www.mtrek.com

Introduction

Multi-Trek is a multi-user trek-like game which can be played from any
ASCII terminal or xterm with Internet access. This is a real-time
space battle game where the statistics of a player’s ship and what
he’s scanning are updated several times a second. There are no
graphics; its all numbers updated with cursor movement sequences.

The game was originally designed and written by Tim Wisseman and Chuck
L. Peterson at the University of California at Santa Cruz and played
there from 1986 through 1990. It was later made available via telnet
world-wide in 1993. It ran until 2001 when it was taken down.

In 2003, it was re-written from scratch by Joe Hopkinson and Jay
Ashworth and later released as an open-source project. The new engine
was named Java-Trek(JTrek), being written in the Java programming
language.

The object of mtrek is to fly a starship around inflicting the most
damage to other players as possible, or to just fly around. Score is
based on the amount of gold accumulated. You can save your ship to
resume play at a later time by going to a starbase and saving. The
high score list consists only of ships which have been saved at
starbases. A ship is taken off the high score list when it is brought
back into the game by its owner resuming play.

There are 14 ship types with various capabilities and of several races
to choose from. No alliances are enforced by the game; it is left to
the players to create their own gangs or to fight for themselves.

Game Screen



Tactical Display
—————-
The names of ships and objects in your immediate vicinity are printed
here. All objects within your scan range show up. The same is
generally true for enemy ships, except that ships at the outer fringe
of your scan range may or may not show up depending on the enemy
ship’s
size and power consumption.

A ‘*’ in front of an enemy ship name indicates that he is scanning
you. A ‘*’ trailing an object name tells you that the object is one
that you created. In the example above, the plasma was fired by our
ship.

Scanner Section
—————
The Scanner portion of the screen is used to display information
about
another player’s ship or information about one of the other “objects”
in the game. The “o shipletter” command is used to scan other ships.
In the example above, the command “oh” was used. In a similiar
manner,
objects are scanned with the “O objectletter” command. For example,
to
scan Vulcan the command “Or” would be used. Any object in the game
can
be scanned at any time, but ships must be in the tactical display to
be
scanned. Ship letters are always lower case, whereas object letters
can be either upper or lower case.

The Scanner portion of the screen is also used for these commands:
# Display a list of players
ESC o Configurable option screen
? a-l Display one of 12 help screens
ESC D object Cheesy description of object

Setting Warp Speed
——————
The maximum cruise speed your ship can be from Warp 10 to 16,
depending
on ship class. Negative warp values indicate that your ship is moving
in reverse. Use these commands to affect your speed:

w Increase speed by 0.2 warp
W Decrease speed by 0.2 warp
Ctrl-W Stop
@ num Set speed to specific warp value
x Engage transwarp drive

It is important to know your ship class’s Maximum Turning Warp and
Maximum Cruising Warp values. If you attempt to turn your ship when
travelling faster than your Turning Warp, your ship will incur
damage.
Going faster than your Maximum Cruising Warp will also give your ship
damage.

Transwarp Drive
—————
The Excelsior and DY-600 class ships are transwarp capable. Transwarp
lasts for about 10 seconds, and during this time your ship will have
an
effective speed from around Warp 20 to Warp 30. Transwarp drive can
be
engaged only when the ship is already travelling at Warp 3 or better.

A high warp speed when entering transwarp, however, insures a faster
transwarp speed and a correspondingly greater distance travelled
during
the 10 or so seconds of transwarp. Structural damage occurs when
transwarp is engaged at less than Warp 4. Transwarp costs a
substantial amount of Warp Energy.

The Excelsior is equipped with “tracking transwarp”, and transwarping
is engaged while something is being intercepted, transwarp will
disengage at the exact moment needed to place you as close as
possible
to what was intercepted. Transwarping without tracking is a blind
blast through space and often places your ship far away… from
everything.

The Excelsior class starship does not start out with transwarp
capability; a visit to Earth is necessary to get this.

Navigation
———-
Nearly all navigation can be done by setting intercept courses with
other ships and objects. Use the “i” command to set an intercept
course with what is currently being scanned. A second “i” command
toggles intercept mode off. Be careful to not use this command when
exceeding your Maximum Turn Warp. The command “ctrl-I shipletter” can
be used to intercept a nearby ship which isn’t being scanned.
Specific
coordinates can be intercepted with the “I” command.

Heading can be manually changed by turning off intercept mode and
using one of these commands:
l Right 1 degree L Right 5 degrees
h Left 1 degree H Left 5 degrees
j Down 1 degree J Down 5 degrees
k Up 1 degree K Up 5 degrees

Your ship is capable of determining from which direction a message is
sent. To put your ship on an intercept course with the last message
received, use the “ESC Ctrl-M” command.

Orbiting and Docking
——————–
You can pick up various things for your ship by docking at starbases
and oribiting planets. The same procedure is used for both. First
scan
your destination. (Use “O1″ “O2″… to scan one of the starbases, or
something like “Oq” for Rigel XII, or “Ov” for Vulcan.) Pressing “i”
will engage autopilot intercept on whatever you are scanning. Use “@”
to set your Warp Speed to your Maximum Turning Warp. (Your maximum
warp
speeds are displayed using “ESC w”.) Going any faster than this will
automatically disengage the autopilot intercept.

Slow down to Warp 3 when within 50 units of your intercepted
destination. Stop your ship with Ctrl-W when a distance of 0 or 1 is
displayed. You can now orbit or dock by using the “.” command. It
takes a few seconds before you start receiving things onto your ship.

It is typically the odd numbered starbases which supply mines, drones,
and life support; and the even ones which give out torpedoes. There
are several planets which give out Dilithium Crystals. Anti-Matter is
picked up at your home planet.

The “Code:” field found when scanning starbases and planets tells you
what you can get there. Supply Codes found in one of the help screens
reads:
A Antimatter C Dilithium Crystals
D Drones L Life Support Repaired
M Mines T Torpedoes
FC Fix Cloaking Device FR Fix Radio Transmitter

When your ship is docked, you can use “ESC S” to save your game,
making
it eligible for the high score list.

Ship Power
———-
The total amount of power a ship can use is the sum of Warp Energy
and
Impulse Energy. You can allocate this to one or more functions of the
ship: Warp Drive, Shields, Load Phaser, Load Torpedo, Damage Control
and Cloak. Both Warp Energy and Impulse Energy output can be damaged
when under attack. Warp Energy output is also damaged by travelling
faster than your ship’s Max Cruising Warp speed. Warp Energy and
Impulse Energy are restored to normal with Damage Control. Extra Warp
Energy above a normal level can be obtained by visiting a dilithium
crystal planet such as Rigel XII.

The Freighter DY-600 can repair its Warp Energy to its maximum value,
so it doesn’t ever have to go to a crystal planet.

Shields and Damage
——————
Shields absorb the energy of incoming attacks, except for ramming.
Each time shields absorb an attack, they are lowered by an amount
proportional to the energy of the attack. Once shields have dropped
all the way down, further attack energy causes damage to Warp Energy,
Impulse Energy, and Damage. The Damage field refers to the structural
damage of your ship. A Damage amount greater than 100 causes Life
Support to drop by about 1% per second. Damage greater than 200
results in immediate explosion of the ship. Shields are ineffective
inside a Nebula.

Commands for Shields:
s Raise shields by 1% per second
S Drop shields by 10% and hold
Ctrl-S Hold shields at current level

Damage Control
————–
Power allocated to Damage Control repairs damaged parts of the ship.
The more power allocated, the faster repairs happen. Given enough
time,
Damage Control will fully restore Warp Energy and Impulse Energy to
normal levels, and completely repair any Damage.

Commands for Damage Control:
c Increase Damage Control by 5
C Decrease Damage Control by 5
Ctrl-C Set Damage Control to zero

Locking Weapons
—————
To lock weapons on a ship or object, it must be within the maximum
torpedo range of the ship you are piloting. First scan it, then use
the Ctrl-L command. To lock on a ship not being scanned, but within
scanning distance, use the “ESC Ctrl-L shipletter” command. Most
phaser and torpedo weapons require that weapons be locked to have
maximum effect.

Phasers
——-
Phaser range is typically from 0 to about 500 units depending on ship
class. Damage done by phasers is maximum at point-blank and minimal
at
maximum range.

Phasers are loaded in increments of 5 power units. The waiting period
after firing phasers before they can be loaded again is based on the
firing strength. Firing phasers without weapons being locked causes
them to be fired wide. This gives half the normal damage, but to
everyone within phaser range; including ships which are cloaked.

Commands for Phasers:
p Fire phasers
P Load another 5 power units into phasers
Ctrl-P Unload phasers

Expanding Sphere Inducer Phaser [ Cardassian ]
——————————-
When fired, the ES Inducer gives damage to all ships in phaser range,
cloaked or not. The amount of damage depends on how close the enemy
ships are to you, and how many of them are in range. Locking weapons
does not affect the ES Inducer in any way. The closer the enemy ship
is to you, the higher the damage; but a ship at the same coordinates
is
not hit. Damage given to individual ships is drastically reduced with
more ships in phaser range.

Teleporter Phaser [ Freighter DY-600 ]
—————–
This is one of 2 phaser weapons on the Freighter. Instead of causing
any damage, it teleports the enemy away. The higher the phaser
strength, the farther the distance of the teleport. This is used on
ships in Phaser range, with weapons locked. Switching between phaser
types is done with the “ESC Ctrl-P” command.

Agonizer Phaser [ Warbird ]
—————
This is used like other phaser weapons, but it uses a single 40-
energy
charge, and uses up one plasma torpedo. It gives the same damage to
all
ships in phaser range, whether the other ships are cloaked or not.
The
damage is not divided among several ships if more than one is hit. It
gives constant damage at all distances within phaser range.

Photon Torpedo
————–
This weapon has a range which is from about 500 units to about 2200
units, depending on ship type. A ship can load only as many as it
has torpedo tubes. Unlike phasers, torpedo’s give maximum damage at
maximum range, and minimum damage at minimum range.

Commands for Torpedoes:
t Fire torpedoes
T Load 1 torpedo into tubes
Ctrl-T Unload 1 torpedo

Plasma Torpedo [ RBOP & CV-97 ]
————–
Some ships use plasma torpedoes instead of photon torpedoes. There is
1 torpedo tube in plasma equipped ships. Loading a plasma torpedo
uses
85 energy units. The energy used to load a plasma torpedo is
immediately available on firing or unloading. If weapons are locked,
this is fired in the direction of what is locked on to. If weapons
are
not locked, this is fired straight ahead. Unlike the other phaser and
torpedo weapons, this does not hit instantly. The plasma torpedo is a
device which travels from warp 9 to warp 10; and shows up in the
tactical display. It gives massive damage if it hits the target, but
it is possible to avoid. This is loaded, unloaded, and fired with
‘T’,
‘^t’, and ‘t’ respectively. The plasma torpedo lasts 20 seconds, and
each of its last 5 seconds, it loses 10% of its strength. Plasma will
give 1500 damage units at full strength. This will hit any other ship
which comes within 200 units of it; friendly or not.

Variable Speed Plasma Torpedo [ WARBIRD ]
—————————–
This type of plasma torpedo can be set to travel at speeds from Warp
5
to Warp 10. Set a specific speed with the the “ESC T speed” command.
Use “ESC T a” to have the plasma speed automatically be set to the
speed of your ship. The faster the plasma torpedo speed, the more
damage it gives (eg., a Warp 10 torpedo gives a maximum of 1200
damage
units).

Obliterator Torpedo [ Klingon EV-12 & PB-13 ]
——————-
Several obliterator torpedoes can be loaded and fired at the same
time,
with each one drawing 10 power units. Unlike photon torpedoes, these
give the same damage throughout their entire range. The Klingon ships
replenish obliterator torpedoes automatically without requiring a
trip
to a starbase.

Plasma Bolt Torpedo [ Gorn CV-97 ]
——————-
Only one plasma bolt torpedo can be loaded at a time, and one of
these
requires 85 power units to load. These only hit a target when weapons
are locked on a ship within torpedo range. 750 damage units are given
to a ship when hit with this weapon.

The Gorn CV-97 can fire both plasma torpedoes and plasma bolt
torpedoes.
Use the “ESC ctrl-T” command to switch between them.

Torpedo [ Freighter DY-600 ]
——-
The Freighter DY-600 is equipped with a conventional torpedo weapon;
which gives 100 damage. These can hit from 0 to 1000 range.

Cloaking
——–
Some ships can engage a cloaking device which makes them invisible to
all other ships. Ships can cloak only for a limited time; the time
remaining is shown in the Cloak field. When time runs out, the
cloaking device has burned out. Upon disengaging, the cloaking device
immediately regenerates available cloak time. To repair a burned out
cloaking device, or for the II-A to obtain a cloaking device to begin
with, you must visit Romulus. The “z” and “Z” commands turn on and
off
the cloaking device. The BOP’s cloaking device uses 80 power units.

A cloaked ship can lock weapons on nearby ships, but it cannot fire
phasers or torpedoes. Mines, buoys and drones can be launched while
cloaked, however.

Ramming
——-
You can ram your ship into another if distance is displayed as 0
units.
The ‘r’ command is used to do this. Ramming gives 20 to 25 Damage to
both ships. Shields are ineffective against ramming.

Self Destruct
————-
Ships are capable of self destruction. When your ship gets wounded
beyond repair, engaging the auto-destruct mechanism may be the best
action. The “D” command is used to do this. The auto-destruct
sequence is aborted by using the “D” command again. The amount of
damage an exploding ship gives to nearby ships is dependent on the
amount of antimatter on board the exploding ship, and the distance to
the other ships.

Mine
—-
It takes no power to lay a mine. You must wait at least 10 seconds
after laying a mine before you can lay another. Mines are placed 150
units directly behind your ship, or 150 directly in front when you
are
travelling negative warp. Mines have an activation radius of 100
units.
The “M” command is used to lay mines.

The transporter can be used to pick up stray mines by using the ‘$’
command. Your ship must be within 110 units, but outside the 100 unit
mine activation radius to transport mines aboard.

Drone
—–
Drones, like mines, require no power to fire and have a 10 second
waiting period. They behave like guided missles and have about half
the
strength of a mine. Weapons must be locked on a ship or object when a
drone is fired, or it won’t hit anything. Drones have an activation
radius of 100 units. Use the “d” command to launch drones.

The Cardassian ships can use the Ctrl-D command to set drone speed.
The faster the drone speed setting, the less damage the drone gives.

Buoy
—-
A buoy is used to detect the presense of enemy ships, even if they
are
cloaked. Ships have an unlimited supply of buoys, require no power to
launch, and have a ten minute waiting period before another can be
launched. The lifetime of a buoy is a few minutes. When another,
possibly cloaked, ship comes within 2000 units of your buoy, you are
notified of the ship’s exact location. Your ship’s last-seen-at data
is updated to reflect this, allowing you to set an intercept course
to
the enemy ship. The “b” command drops a buoy at your current
location.

Anti-Matter
———–
This can be viewed as your ship’s fuel. Maximum Anti-Matter onboard a
ship is 5000. Anti-Matter is used up at a rate based solely on the
amount of Warp Energy your ship is using. All Impulse Energy is used
before any Warp Energy is; so Warp Energy used is the amount of power
allocated to ship functions minus the amount of Impulse Energy
available. Additional Anti-Matter is picked up from your ship’s home
planet or from A-Class planets which don’t have ship-types based
there.

Sending Messages
—————-
Your ship allows you to send messages to another player, to all
players, or to a select list of players. Sending too many messages
during a short time causes your transmitter to burn out; and you must
travel to a FR (Fix Radio Transmitter) planet to get it fixed. Stars,
comets, nebulas, quasars and pulsars cause radio transmission
and reception interference.

The 3 ways to send messages to other players:
m ship Send a message to a specific ship
m* Send a message to all players
m> Send a message to your gang

To set up the list of ships in your gang:
ESC G ship ship … ESC

Keymaps
——-
You can assign keymaps, also known as keyboard macros, to most keys.
To set up a keymap, type ‘(‘, then the key you want to map. You then
will be prompted to type in a line of what you want it mapped to. To
unmap a previously mapped key, use ‘)’ followed by the key. Keymaps
are preserved across saving and restoring ships.

The text of mapped strings uses a format similiar to that used by C
Language strings. Use “\r” to indicate a return. Control chars are
specified with their octal equivalent such as “\033″ for escape.

Octal equivilent of control chars:
^A 001 ^B 002 ^C 003 ^D 004 ^E 005 ^F 006 ^G 007 ^H 010
^I 011 ^J 012 ^K 013 ^L 014 ^M 015 ^N 016 ^O 017 ^P 020
^Q 021 ^R 022 ^S 023 ^T 024 ^U 025 ^V 026 ^W 027 ^X 030
^Y 031 ^Z 032 ESC 033

It is inconvenient to manually set up favorite keymaps each time you
start a ship. A way to deal with this is to yank keymap definitions
out
of one xterm window and paste them into the game xterm window. If you
like to have a keymap for each digit 1-3 to set warp to the
corresponding value and to map ‘$’ to send a true message to all
players, you can use a file like this:

(1@1
(2@2
(3@3
($m*The Orion BR-5 is the best ship for weenies.\r

Keymap Sample
————-
Here’s a sample set of keymaps for the Orion BR-5. The basic
principles here can be applied to any ship. This maps keys 0 through
9
and +.

(0}i] ——————— Intercept at Max Cruise Warp
(1}i[ --------------------- Back away at Max Cruise Warp
(2}i --------------------- Intercept at Max Turn Warp
(3@3.0\r ------------------ Set speed to Warp 3.0
(4o. --------------------- Scan nearest ship
(5]}LLLLLLLLLLLLLLLLLLLLi] – Change heading & intercept at Max Cruise
Warp
(6}\033\015] ————– Intercept in direction of last radio message
(7\014TTt —————– Lock, load, and fire torpedoes
(8\014PPPPPPPPp ———– Lock and fire full phasers
(9O.\014Pp —————- Scan nearest object and fire minimal phasers
(+\014d ——————- Lock and fire drone

Observer Device
—————
There are several Observer Devices which can be used to scan ships
from
very far away. For example; Mars Observer, Hubble Telescope, Skylab,
and Voyager 7. Every 5 minutes, these choose the nearest ship within
5000 units, if any, and continually broadcast the vital statistics of
the ship. You can see this information by just scanning the Observer
Device itself. These can even scan cloaked ships.

Tractor Beam
————
Your ship’s tractor beam is used to pull one of the Observer Devices
around with your ship. Use the ‘%’ command when weapons are locked to
toggle on/off the tractor beam.

Scoring
——-
There are six components of a ship’s score:
Gold Number of Gold bars
DmgGiven Amount of damage given to other ships
Bonus Points awarded for giving damage to experienced opponents
DmgRcvd Amount of damage received
Cfl Rough approximation of number of conflicts
Brk Penalty for getting an untimely network disconnection

Gold
—-
Gold-pressed latinum bars are used as the currency and score.
Supplies
normally cost some gold, but are free if you are broke; which you are
when you start out. There are 3 ways to acquire gold bars:

Dock at a starbase after giving damage to other ships.
The starbase will award you gold equal to (DmgGiven+Bonus)/10.

Destroy another ship with gold onboard. When a ship
explodes, loses life support, or just quits; all of
its gold up to 1000 plus 10% thereafter is left behind
for you to pick up.

Also, ships with greater than 100 Damage accidently drop
chunks of gold bars you can pick up.

When a ship is destroyed, its gold bars are left in the “ship debris”.
If you are the first one to the debris or gold, you can retrieve the
gold by locking weapons on the “ship debris” and activating the
transporter.

Ctrl-L Lock Weapons for Transporter
$ Transport gold aboard ship

A robot THX-0000 series Freighter DY-600 class ship is launched every
hour from Earth to deliver gold from Gorn to one of the Starbases.
All
gold is originally mined on Gorn.

Quadrants and Worm Holes
————————
The game has several Quadrants you can visit. Most ships start in
Alpha Quadrant. Each Quadrant has a Worm Hole which is used to go to
other Quadrants.

A Worm Hole can only be used only when it is active. It alternates
between being active and inactive about once a minute. Your ship
cannot go back through a Worm Hole until after waiting one minute.
Also, cloaked ships are unable to go through the Worm Hole.

Acknowledgements
—————
Tim Wisseman Original concept and early ideas for the game
David Paris Developing new ship types, and maintaining ship balance
Steve Scherf THX Freighter Robot combat programming
Tom Washburn Layout of Gamma Quadrant
Mike Lopp More THX coding / inter-quadrant travel code

A special thanks also to Randy Bias and Alan Olson for acquiring
Internet sites where mtrek could be run.

General Tactics
—————
A very brief assessment of ship-type tactics is given below in order
to
reduce the learning curve associated with a new ship. It is meant as
a
rather cryptic guide for further study on behalf the player. It is
NOT
the final word on how to play a particular ship-type.

II-A : Avoid getting hit, cloaking here is a weapon, use torpedoes
well.
EXCEL : Tracking transwarp is a useful weapon, use torpedoes well.
LARSON : Torpedoes are life, do not miss!, learn how to mine and
drone.
DY-600 : Patience, it can take many hits!, use the teleporter,
transwarp.
KEV-12 : Destroy anything in torp range, can fire all day, use cloak
well.
KPB-13 : Destroy anything in torp range, can fire all day, use drones
well.
BR-5 : Use cloak and speed to avoid enemy torpedo range, use phasers
well.
BR-1000 : Avoid getting hit, take advantage of speed and torpedo
range.
CL-13 : Use extended cloak for phaser delivery, torpedoes are
secondary.
CV-97 : Mix it up with plasma, plasma-bolt, and phasers, use cloak
well.
CDA-180 : Destroy anything in torp range, use drones and ESI well.
CDA-120 : Avoid getting hit, speed and torps are life, use drones
well.
RBOP : Fire plasma at short ranges, use cloak well, learn how to
mine.
WARBIRD : Same as RBOP + learn variable speed plasma well.

Summary of Ship Classes
———————–
warp dmg shield —cloak— scan
Class Warp WarpEngy IE XWP TRK cost pct str vis time pwr rgn range
II-A 9 14 50(130) 40 2 45 17 100 90 80 2 13000
DEFIANT 11 12 120(140) 50 2 40 17 90 75 90 2 13000
EXCEL 10 12 130(160) 50 yes yes 2 45 17 100 10000
GALAXY 10 10 100(150) 50 1 40 20 100 50 50 1 10000
LARSON 10 13 100(140) 50 1 45 17 95 11000
RELIANT 10 13 50(150) 50 2 60 20 100 10000
DY-600 8 11 120(120) 60 yes 2 30 25 100 8000
DY-100 8 11 120(120) 60 yes yes 1 40 18 100 10000
RBOP 12 14 80(110) 50 1 50 18 95 90 80 2 8000
VALDORE 10 11 140(140) 80 2 38 18 98 90 80 2 11000
WARBIRD 12 13 100(130) 40 1 45 16 96 60 75 2 8000
INTCPTR 14 15 80(110) 50 1 50 16 98 75 75 2 8000
KEV-12 8 10 120(150) 60 2 40 17 100 50 50 1 13000
KBOP 9 10 120(150) 60 2 45 17 95 60 50 1 13000
KPB-13 10 13 120(150) 60 2 50 16 100 8000
VORCHA 11 14 120(150) 60 2 40 17 100 40 60 2 13000
D-10 10 12 120(150) 60 2 50 17 95 8000
BR-5 14 16 110(150) 40 1 60 15 96 90 80 1 7500
BR-1 14 16 120(160) 60 2 65 13 86 60 80 1 8000
BR-1000 13 14 80(120) 60 1 60 16 97 8000
BR-2000 13 14 100(130) 50 1 50 16 95 8000
CL-13 10 11 100(140) 50 1 50 18 95 120 50 1 7500
CLX 10 12 100(100) 100 2 50 18 75 100 50 2 10000
CV-97 9 11 130(160) 80 3 40 17 100 40 80 2 10000
SCOUT 12 13 120(150) 60 2 45 17 90 11000
CDA-180 10 12 140(180) 60 2 45 17 98 11000
GALOR 12 13 100(140) 50 1 40 17 95 13000
CDA-120 12 14 100(120) 50 1 55 16 90 8000
KIDEKI 12 14 100(140) 50 1 40 20 90 8000
AVG-IX 11 13 110(140) 50 yes yes 2 45 18 90 50 50 2 10000

—drone— mine
Class —-phasers—– —-torpedoes—- num str var num str crew home
II-A PH 50 0-700 PH 4 40 500-1800 10 400 8 900 485 Earth
DEFIANT PH 60 0-800 PH 5 45 600-1700 20 400 8 1000 185 Earth
EXCEL PH 65 0-600 PH 6 54 500-1200 4 400 5 900 565 Earth
GALAXY PH 50 0-500 OB 8 80 500-1200 10 500 1014 Earth
LARSON PH 40 0-600 PH 4 48 600-1400 8 500 8 900 220 Earth
RELIANT PH 50 0-500 PH 5 50 500-1500 10 500 5 1000 200 Earth
DY-600 PH/TL 20 0-500 TO 1 200 0-1000 30 400 5 Earth
DY-100 PH 20 0-500 TO 1 200 0-1400 20 500 85 Earth
RBOP PH 25 0-500 PL 1 15 500-2000 6 900 12 Romulus
VALDORE PH 80 0-800 PL 2 30 500-2000 8 900 126 Romulus
WARBIRD PH 40 0-500 VP 1 35 500-2000 6 900 43 Romulus
INTCPTR PH 35 0-1000 PH 3 30 500-1300 4 900 25 Romulus
KEV-12 PH 60 0-1000 OB 8 60 500-1200 15 600 150 Klinzhai
KBOP PH 60 0-1000 OB 1 75 0-2200 20 500 180 Klinzhai
KPB-13 PH 35 0-800 OB 5 50 300-1200 20 400 150 Klinzhai
VORCHA PH 40 0-1000 OB 3 42 500-1200 15 800 184 Klinzhai
D-10 DS 60 0-500 PH 8 112 500-1000 15 600 8 900 150 Klinzhai
BR-5 PH 40 0-500 PH 2 30 500-1000 6 400 25 Orion
BR-1 PH 50 0-1000 PH 1 20 0-1000 5 500 2 1000 25 Orion
BR-1000 PH 50 0-1000 PH 1 50 500-2200 8 500 2 1000 17 Orion
BR-2000 PH 50 0-1000 PH 2 30 500-2000 10 400 4 900 25 Orion
CL-13 PH 100 0-1000 PH 3 30 500-1000 10 400 71 Gorn
CLX PH 200 0-2000 PL 2 2 500-2000 13 Gorn
CV-97 PH 75 0-600 PB 1 50 300-1200 20 400 235 Gorn
SCOUT PH 30 0-700 PB 1 35 300-1100 20 400 2 900 180 Gorn
CDA-180 ES 60 1-500 PH 5 180 500-1300 20 800 yes 523 Cardassia
GALOR ES 50 1-500 PH 5 40 500-1450 20 800 yes 1 1000 180 Cardassia
CDA-120 ES 40 1-500 PH 4 120 500-1300 15 800 yes 74 Cardassia
KIDEKI PH 40 0-500 OB 4 40 500-1300 40 1000 yes 47 Cardassia
AVG-IX PH 50 0-600 PH 3 54 500-1450 15 500 4 900 9 Borg

Multi-Trek Command Summary
—————————————————————————–

Combat Navigation
—— ———-
^L lock weapons w speed up by 0.1 warp
^U unlock weapons W slow down by 0.1 warp
T load torpedoes ^W stop
t fire torpedoes @value set warp to value
^T unload torpedoes x engage transwarp
P load phasers i intercept thing in scanner
p fire phasers ESC ^m intercept last message author
^P unload phasers ^i ship intercept nearby ship
d fire drone ESC l ship intercept where last seen
M drop mine I intercept coordinates
r ram adjacent ships } or { go max turning warp
. dock or orbit adjacent planet ] or [ go max cruising warp
b drop buoy
D toggle self-destruct End Game
z turn on cloaking --------
Z turn off cloaking Q quit game
ESC ^L ship ESC S save game when docked
lock weapons on ship ESC P set new ship password

Shields & Damage Control Sending Messages
------------------------ ----------------
c increase damage control m ship send message to ship
C decrease damage control m * send message to everyone
^C turn off damage control m > send message to closest ship
s raise shields at 1%/sec ESC G ships... ESC set up gang list
S lower shield by 10% R ship block messages from ship
^S hold shields level R * block all global messages
^X clear messages from screen

Changing Course Scanning
--------------- --------
h heading +1 degree o ship scan ship
H heading +5 degrees o . scan closest ship
l heading -1 degree O obj scan object
L heading -5 degrees O . scan closest object
j pitch down 1 degree O num scan starbase number
J pitch down 5 degrees ESC o game option window
k pitch up 1 degree # display current players
K pitch up 5 degree ? [a-l] display help screen
! set heading X turn scanner off
ESC O odometer page

Miscellaneous
————–
ESC R frequencies blocked ESC b when next buoy is ready
ESC v current & normal visibility ESC ^S scan range
ESC # your letter designator ESC w warp capability
ESC M direction of last message
ESC p phaser types available ESC t num torpedoes onboard
ESC W max torp & phasers capable ESC d number of drones on board
ESC m number of mines on board ESC D obj description of object
ESC z cloaking device status ^R Redraw Screen
ESC r weapon ranges ESC L ship print where last seen
( key map given key to a string % turn tractor beam on/off
) key unmap given key $ beam aboard gold bars
ESC s your score & ship display class stats of ship
ESC c ship score of other ship

Weapons Configuration
———————
ESC ^w fire phasers wide if unlocked ESC ^T set torpedo type (CV-97)
ESC ^n never fire phasers wide ESC T set torpedo speed (WARBIRD)
^D set drone speed (CDA-000) ESC ^P set phaser type (DY-600)

Additional Miscellaneous Devices

Lithium Mine – Absorbs weapons energy directed at it to increase the
power
of its own timed blast.
Related key commands:

ESC-i

Display items in inventory

f-l

Fire (drop) lithium mine

Notes: This device has a blast radius equal to the amount of energy
it’s
been charged with; as you distance your ship from the detonation
point,
the blast impact on your vessel is reduced. This device can be
‘flung’; a
ship can lock the tractor beam on it, engage warp engines, and
release
tractor and the mine will move through space at the speed the ship
was
travelling, and direction it was moving in. This item automatically
regenerates in inventory.

Seeker Probe – When tuned to the specific harmonic frequencies emitted
by
a ship’s shields, this probe can be deployed and seek out the
location of
that ship. Target ship must be in the same quadrant as the firing
vessel.
Related key commands:

ESC-i

Display items in inventory

f-s

Fire (launch) seeker probe

Notes: This is a short-term device lasting only a few seconds.
Generally
it’s used to facilitate conflicts; if someone is lurking out in space
it
can be used to give you a heading toward them. It could also be
useful in
conflict when a cloaker is trying to flee. This item automatically
regenerates in inventory every 3 minutes.

Ship Upgrades

There are several ship class upgrades available. Upgrades are
initiated
by orbiting a provider planet, paying some amount of gold, and
trading-in
your current vessel. Upgrades are permanent and your original ship
class
cannot be restored.

+———————-+———————-+———————–+—————+
| Current Ship | Upgrades to | At Planet (Quadrant) | Price in gold |
|———————-|———————-|———————–|—————|
| Constitution II-A | Federation Defiant | Earth (A) | 5,000 |
| Federation Excelsior | Federation Galaxy | Hyperion (A) | 10,000 |
| Federation Larson | Federation Reliant | Pleasure Planet (B) |
15,000 |
| Freighter DY-600 | Freighter DY-100 | Ceti Alpha V (A) | 10,000 |
| Romulan Bird of Prey | Romulan Valdore | Romulus (A) | 5,000 |
| Klingon EV-12 | Klingon Bird of Prey | Klinzhai (A) | 5,000 |
| Klingon PB-13 | Klingon Vorcha | Khittomer Outpost (O) | 5,000 |
| Orion BR-5 | Orion BR-1 | Uranus Cygni (G) | 10,000 |
| Orion BR-1000 | Orion BR-2000 | Orion (A) | 5,000 |
| Gorn CL-13 | Gorn CLX | Lucifer (O) | 20,000 |
| Gorn CV-97 | Gorn Scout | Gorn (A) | 5,000 |
| Cardassian CDA-180 | Cardassian Galor | Cardassia (G) | 5,000 |
| Cardassian CDA-120 | Cardassian Kideki | Bajor (G) | 20,000 |
| Romulan Warbird | Romulan Interceptor | Vulcan (A) | 5,000 |
| *Any Ship Class | Ferengi Marauder | Ferrigulum (G) | 10,000 |
| *Any Ship Class | Klingon D-10 | Newtonium (B) | 5,000 |
| *Any Ship Class | Borg AVG-IX | Tech Planet (D) | 1,000 |
| *Any Ship Class | Borg AVG-IX | Iridium (O) | 10,000 |
+———————-+———————-+———————–+—————+

Spatial Anomaly / Delta Quadrant

The spatial anomaly is a temporary wormhole that appears at random
positions
in space, usually opening every 10 to 20 minutes and remaining open
for
about 5 to 10 minutes. After closing, its position in space will
shift before
the next cycle. When the anomaly is present, sensors will detect it
and you
will be notified via an indicator in the messaging space of your HUD.
When
present, the anomaly is identified by object letter ‘W’ (capital).
Like the
standard wormhole, the anomaly transports your vessel to another
quadrant if
you get within 500 units. The anomaly in Alpha Quadrant transports
you to
Delta Quadrant, and vice versa.

Delta Quadrant is the last borg stronghold; several borg cubes
currently
patrol the region scanning for any subspace interference and
attempting to
assimilate any vessels that wander into their domain.

Team Play / Nu Quadrant

The game server can be set to play in ‘team mode’. In team mode, no
ships
from the standard ship database are used. All ships spawn in Nu
Quadrant
where a capture the flag style team game can be played. The flag is
controlled only when opposing team members are eliminated around the
flag
region. When the flag is controlled by a team, a payoff counter
decrements;
when the counter reaches zero, payoff occurs and gold objects are
emitted
around the flag. If the flag is contested, the payoff counter
increments.
Team score is based on gold accumulated.

Escape Pod

Ships flying with over 10k gold have access to an escape pod.
Regardless
of the damage level, the captain can initiate an escape sequence,
abandoning
their ship and taking control of a small escape vessel. (There is a
short
countdown where the escape sequence can be aborted.) A gold chunk is
left
behind in a debris object, and the captain forfeits half of their
gold. If
the escape pod can reach a base, the deducted gold is used to
purchase a
refurbished ship of the original class. All ship statistics are
preserved,
sans gold penalty.
Related key commands:

ESC-CTRL-e

Toggle escape pod sequence; 5 second countdown; only available to
ships with
more than 10k gold.

Additional Ship Classes

Robot / AI Ships / Borg / THX
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