Help: Introduction and Overview of the Game of DECWARs.

DECWAR is a real time space  battle  game  designed  to  be
played  by  from  1  to 10 people.  The object of the game is to
destroy all  enemy  bases  and  ships,  and  capture  all  enemy
planets,  before  the  enemy  does the same to you.  Each person
plays on a separate terminal, and enters the game by selecting

               8 DECWAR (on the MultiPlayer Host)

Players are free to enter and leave the game as  desired,  since
each  has  his  own  job  and therefore won't interfere with the
other players  (the  jobs  interact  through  a  shareable  high
segment).


     Besides the enemy (Federation or Empire), the following may
also be a threat to your well being.

     1.  Romulans are nasty beasts that beginners are better off
         without.   However,  if you're the only person playing,
         the Romulan is your only competition.  Romulans tend to
         make  for  shorter  games  but when there are 3 or less
         players a Romulan will be included.  After  the  fourth
         player joins the game, a Romulan will not be re-created
         once he is destroyed.  include Romulans in the game.

     2.  Black holes are annoying, since if  you  are  displaced
         into  one,  you're  dead.   They also tend to gobble up
         stray torpedos.  There is a 25% chance of  black  holes
         being included in the game.


     There are two primary opposing  forces  in  the  galaxy  --
Humans  (Federation)  and  Klingons  (Empire).  As you enter the
game for the first time, you get to  choose  which  side  you'll
join  (unless there is a large imbalance in the team sizes).  If
you are subsequently destroyed and later reenter the  game,  you
automatically rejoin your old team.

     You get to select the ship you want to control from a  list
of  remaining  ships  on  your  side.  There are 5 ships on each
side:

             Federation ships               Empire ships
             ----------------               ------------
                Lexington                     Cobra
                Nimitz                        Demon
                Savannah                      Hawk
                Vulcan                        Jackal
                Yorktown                      Wolf



     Due to continuous espionage activities, present  front-line
ships  of the Federation and the Klingon Empire are identical in
strength and weaponry.  These ships  can  move  from  sector  to
sector  using  either  warp or impulse engines, can attack enemy
installations  and  ships  using  either  photon  torpedoes   or
phasers,  and  can  defend  themselves against such attack using
their deflector  shields.   All  ships  also  possess  sub-space
radios  which  keep  them  in  touch with friendly starbases and
other ships.


     The various devices of a ship are subject to damage.   This
damage  may  be  due  to  enemy  attack  or  to over use.  These
damages, unlike total ship damage (see ship  attributes  below),
may  be  repaired while underway.  If damage on a device is less
than 300 units, its performance is degraded.  If damage  is  300
or  more units, the device is inoperative.  A ship possesses the
following devices:

     1.  Warp Engines -- These engines are the  normal  mode  of
         travel for starships.  The maximum speed is warp factor
         6, with warps 5 and 6 risking potential damage  to  the
         engines.   If  warp  engines are damaged (less than 300
         units) the maximum speed is warp factor 3.


                                  NOTE

             One warp unit is equivalent to  one  horizontal
             or  one  vertical  grid  movement.   A diagonal
             movement is equivalent to the hypotenuse of the
             horizontal and vertical sides.



     2.  Impulse Engines --  These  engines  are  basically  for
         emergency  use  while  the  warp engines are critically
         damaged.  Impulse engines move the ship at warp  factor
         1.

     3.  Photon Torpedo Tubes -- Used to fire photon  torpedoes.
         If  these  tubes  are  damaged, the accuracy of torpedo
         bursts is impaired.  The maximum torpedo  range  is  10
         sectors.

     4.  Phaser Banks -- Each ship possesses two  phaser  banks,
         with  a  single  phaser control.  Damage to this phaser
         control or to the ship's computer reduces the  strength
         of the phaser hit.

     5.  Deflector Shields -- The deflector shields  of  a  ship
         protect  it  from damage from phaser and photon torpedo
         hits, and shield it from the  energy  released  when  a
         star  goes nova.  The percent shield strength indicates
         the  percent  of  the  incoming  hit  which   will   be
         nullified.   In  addition, strong deflector shields may
         deflect photon torpedoes  with  little  or  no  damage.
         NOTE:  If a ship's shields are up, the amount of energy
         expended during movement is doubled.
     6.  Computer -- The ship's computer is  used  for  computed
         firing,  computation  during  ship  movement,  and  for
         phaser  control.   If  the  computer  is   inoperative,
         navigation  during  warp  and  impulse movement becomes
         inexact.

     7.  Life Support -- If the life support units of a starship
         are  inoperative,  the  ship  must  either  repair this
         damage or dock within 5  stardates.   If  this  is  not
         accomplished, the crew will die.

     8.  Sub-Space Radio --  The  sub-space  radio  is  used  to
         communicate  with  other  ships, of either side.  Bases
         under attack also use the sub-space radio to  call  for
         help   and   notify   their   team's   ships  of  their
         destruction.

     9.  Tractor  Beam  --  The  ship's  tractor  beam  is  used
         primarily  to  tow  damaged  friendly  ships  away from
         danger.  The beam can not be  used  unless  both  ships
         have lowered their shields.


     In addition to the individual devices  discussed  above,  a
newly  commissioned  ship (or a fully repaired and rearmed older
ship) possesses the following attributes:

     1.  5000 units of ship energy.  Ship energy is used  during
         movement  and phaser firing.  It is also decreased each
         time  the  ship  gets  hit  with  phasers   or   photon
         torpedoes.   If  this  quantity  ever reaches zero, the
         ship is dead.  A ship possessing  1000  units  of  ship
         energy  or less automatically goes to yellow alert, and
         a warning bell sounds after every move.

     2.  2500 units of shield energy.  This energy is stored  in
         the  ship's  shields  (whether  up  or  down),  and  is
         separate from the ship energy.  However, energy may  be
         transferred   between  these  two  energy  reserves  as
         needed.  If shields are up, their energy  is  decreased
         each time the ship gets hit.

     3.  Zero units of  ship  damage.   During  battle,  a  ship
         collects  hits  from enemy installations and ships.  If
         these accumulated hits ever reach 2500 units of  damage
         or  greater, the ship is destroyed.  Ship damage may be
         reduced only by docking.


     The galaxy is arranged in a  grid  of  75  by  75  sectors.
Players  can  move  freely  throughout  the  galaxy in search of
enemies, which come in several categories:

     1.  Romulan.  This can be the most dangerous thing to  come
         up  against,  and  fortunately  there is a maximum of 1
         Romulan in the game at any  given  time.   The  Romulan
         moves  around concealed by his cloaking device until he
         comes across a suitable target  (Federation  or  Empire
         ship  or base) which he immediately proceeds to attack.
         An infinite supply of torpedoes and energy make  him  a
         formidable   foe.    If  you  kill  one,  another  will
         eventually appear somewhere in the galaxy.

     2.  Enemy ship.  This is the second most dangerous thing to
         come  across, since all enemy ships are backed by human
         intelligence.  All ships are created equal, and so  the
         outcome  of a clash between two ships is usually due to
         skill  on  its  captain's  part,  although  some  other
         factors do come into play.

     3.  Enemy base.  These aren't  dangerous  unless  you  come
         within  range  (4 sectors) since they are immobile.  If
         you ARE foolish enough to get  within  range,  however,
         their  overwhelming phaser power will quickly pound you
         into rubble!  Destroying a  base  is  useful  primarily
         because  this  removes it from use by your enemy (bases
         are used as supply stations and as a refuge in times of
         stress).   A  damaged starbase will slowly build itself
         back  to  full  strength  if  it  is   not   completely
         destroyed.

     4.  Enemy planet.  These are just like enemy bases,  except
         that  they  are  weaker (how much weaker depends on how
         many fortifications the enemy has built on  them),  and
         they  can  be captured.  Their firing range is only two
         sectors, and they can re-supply the enemy less  rapidly
         than can a base.

     5.  Neutral planet.  While these aren't strictly classified
         as  enemies,  they  will  take  pot shots at you (their
         range is also 2 sectors), so be wary of them.  You  can
         capture neutral planets and win them over to your side.



     When playing the game, all commands can be abbreviated to 2
characters,  and some can be abbreviated to 1 character (you can
use the shortest  unambiguous  abbreviation).   For  a  list  of
commands type

         HELP *

and for a description of an individual command type

         HELP command

The help on individual commands will be read from this help file
(that's  what  the  periods  in  column  1  are  for in the long
description of each command).  The legal commands are:

     1.  BASES -- List information on friendly and  known  enemy
         bases.

     2.  BUILD  --  Develop  installations  on  a  planet,   and
         eventually build it into a base.  The planet must first
         be captured.

     3.  CAPTURE -- Win a neutral or enemy planet over  to  your
         side.
     4.  DAMAGES --  List  damaged  devices  and  their  current
         status.

     5.  DOCK -- Dock at  an  adjacent  base  or  planet.   This
         increases  your  energy,  replenishes  your  torpedoes,
         repairs your ship  a  little,  and  reduces  your  ship
         damage.

     6.  ENERGY -- Transfer energy between two ships.

     7.  GRIPE -- Record bugs, comments,  suggestion,  etc.   in
         the file GAM:DECWAR.GRP, which is periodically reviewed
         by the implementors.

     8.  HELP -- List or describe the legal commands.

     9.  IMPULSE -- Move using impulse engines.

    10.  LIST -- List various information  about  ships,  bases,
         and planets.

    11.  MOVE -- Move using warp engines.

    12.  NEWS -- Tell about any  new  features  or  enhancements
         described in the file GAM:DECWAR.NWS.

    13.  PHASERS -- Fire phasers at a target.

    14.  PLANETS -- List information on friendly and known enemy
         and neutral planets.

    15.  POINTS -- List your score breakdown so far.

    16.  QUIT -- Get out of the game.

    17.  RADIO -- Turn ship's sub-space radio on or off;  ignore
         or restore communications from individual ships.

    18.  REPAIR -- Repair your damaged devices a little.

    19.  SCAN -- Display the galaxy with the default  range  set
         to  maximum  (10  sectors  in  each direction from your
         ship).

    20.  SET -- Set various input and output defaults.

    21.  SHIELDS -- Transfer energy to  or  from  your  shields;
         raise or lower your shields.

    22.  SRSCAN -- Display the galaxy with a default range of  7
         sectors (1 greater than the maximum warp factor).

    23.  STATUS -- List your ship's current  status  and  supply
         levels.

    24.  SUMMARY -- List various information  on  ships,  bases,
         and planets.
    25.  TARGETS -- List  targets  (enemies  within  range)  and
         their current locations.

    26.  TELL  --  Send  messages  to  other  ships  using   the
         sub-space radio.

    27.  TIME -- List information on run time and elapsed time.

    28.  TORPEDOES -- Fire photon torpedoes at a target.

    29.  TRACTOR -- Use tractor beam to tow friendly ships.

    30.  TYPE  --  List  current   input,   output,   and   game
         characteristics.

    31.  USERS -- List the names  and  other  information  known
         about the players currently in the game.



.INPUT
General INPUT information

- Only the first 5 characters of each  input  word  are  stored.
  Any characters beyond that are ignored.
- Input words may be separated by spaces, tabs, or commas.
- The input line can be terminated with <CR>, <LF>, <VT>,  <FF>,
  <ESC>, or ^Z.
- ^G toggles echo.  At the beginning of each input line, echoing
  is  turned  on.   Typing ^G turns it off, the next ^G turns it
  back on, etc.  Echoing is always turned back on at the end  of
  an input line, or if ^U is typed.
- Multiple commands may be given on a  single  command  line  by
  separating  the  commands with / (slash).  If the TELL command
  is given, it must be last on the line.
- Anything after ;  (semicolon) is treated as a comment  and  is
  ignored  (but  TELL  rescans the line and takes the text after
  the first ;  as the message to send).
- <ESC> (escape, or altmode) entered as the first  character  in
  response  to  the  command  prompt (even before ^H, ^U, or ^R)
  repeats the previous command.  This is useful when building  a
  planet,  docking,  repairing,  firing torpedoes, etc.  Altmode
  can't be used to repeat a TELL command.

- Any ship name can be abbreviated to 1 character.
- Any command or  keyword  can  be  shortened  to  the  shortest
  unambiguous   abbreviation,   which   is  never  more  than  2
  characters.

- Many commands require a coordinate as  an  argument  (PHASERS,
  TORPEDOES,  CAPTURE, BUILD, etc.).  The required coordinate(s)
  can be specified in one of three ways:
  Absolute - the default coordinate input type, which is  simply
    an  absolute  vertical  position  followed  by  an  absolute
    horizontal position.  The coordinate may be preceded by  the
    keyword  ABSOLUTE,  but  this  isn't  necessary  unless  the
    default coordinate input type has been changed by SET  ICDEF
    RELATIVE.
  Relative -  the  keyword  RELATIVE,  followed  by  a  relative
    vertical  distance  and  a  relative horizontal distance.  A
    positive distance is either up or  right,  and  negative  is
    either down or left.  The absolute coordinate is computed by
    adding the relative distances to your current position.  The
    keyword  RELATIVE  isn't  needed  if  the default coordinate
    input type has been changed by SET ICDEF RELATIVE.
  Computed - the keyword COMPUTED followed by a ship name.   The
    coordinate  used  is  the  location of the given ship.  This
    type of coordinate computation is available only to captains
    controlling  their  ships  through  slow  terminals  (< 1200
    baud), and requires an operational computer.
  The keyword ABSOLUTE, RELATIVE, or COMPUTED is only given  one
  time  for  each set of coordinates.  For instance, the TORPEDO
  command can accept  up  to  3  coordinates,  but  the  keyword
  describing  the  coordinate input type is given only once, and
  all coordinates must be of the same type.