                      Instructions for 
                  *** S T A R  T R E K *** 
                     by Trevor Sorensen
                        October 1978

      Fleets of Klingon and Romulan warships are invading the
Federation from several different directions. Their apparent 
goal is Star Fleet Headquarters. Defensive zones have been 
established, each under the command of a Starship Cruiser. It 
is the duty of each zone to deplete the enemy fleets suffic-
iently so that the Federation fleet will be able to defeat them 
before they reach their goal.

     You are the commander of a United Starship Cruiser, which 
is assigned to defend the galactic quadrants of a region of the 
United Federation of Planets. Your mission is to patrol these 
quadrants and destroy the number of alien vessels assigned to 
you by Star Fleet Command in the given number of stardates.
             
     The starship is equipped with phasers  and  20 photon 
torpedoes and is protected by deflector shields. Power avail-
able is 5000 units. This power is available for movement, 
firing phasers, raising deflector shields, repairing damaged 
systems, operating tractor beams and transporters or launching 
deep space reconnaissance probes.

     Your patrol area consists of 64 quadrants in an 8x8 grid.
Each quadrant is defined by its location in the grid. eg. 
quadrant "3,4" means row 3, column 4. Each quadrant in turn 
consists of 100 sectors in 10 rows and 10 columns. Each object 
(Klingon, star, starship, etc.) occupies 1 sector, with the 
same position designation as used for the quadrants.

      There will be up to 5 Klingons, 4 stars and 1 starbase in 
each quadrant. Although your starship can move from quadrant to 
quadrant, the other objects can't. The Romulan warships operate 
individually and are not restricted to single quadrants like the 
Klingons. They can enter or leave a quadrant at will, but there 
can only be 1 hostile Romulan in a quadrant at a time. The Romulan 
ships are normally invisible because of their cloaking devices. 
Their presence in a quadrant can, however, be detected by your 
starship due to their disturbance of the space-time continuum, 
but their exact position cannot be determined without accidentally 
colliding with or shooting them. However, they use energy to stay 
invisible, and if they stay long enough, they will become so weak, 
that they will appear and not be able to move.                

      Whenever there are aliens present in your quadrant, a
"CONDITION: RED" is displayed, otherwise the condition is "GREEN"
(unless you are docked with starbase, when the condition is 
"DOCKED"). Upon entering a quadrant with "CONDITION: RED", shield 
power is raised automatically (if needed) when the Auto Alert
Switch is on, to 800 units for each Klingon present distributed 
evenly amongst the shields, or if there is insufficient power 
available, all power is put into shields (except for 25 units
reserved for life support and maneuvering). When a Romulan appears, 
shields are automatically raised to a level 2000 units higher than 
the total of the previous hits registered on the starship, if needed.

      Each alien will shoot at your starship each time one of the 
following happens (for #1 & #2 there is a chance they might miss):

       1. Your starship enters a new quadrant
       2. Your starship moves
       3. Your starship fires phasers or torpedoes
       4. You operate tractor beams or transporters

Also, if a stardate goes by without the enemy firing at you (ie. you
have not done any of the above things), they will fire at you anyway.
The closer the alien is to your starship, the stronger the hit on the 
starship will be, with a maximum hit of 475 units (Klingon) or 575 
units (Romulan) when in neighboring sectors.  When you in turn damage 
the alien vessel, it's strength is weakened, and cannot be regained 
unless your starship leaves the quadrant.

      When starting a new game, you will be asked several questions.
For each question there is a default answer (indicated by [ ]), which 
is specified by just hitting CR without any input. When the computer 
asks you for your MISSION RANK, enter any real number or integer 
between 1 and 10. This determines the degree of difficulty of the 
game: RANK 1 is the easiest (no Romulans, no Klingon movement and 5 
starbases), and RANK 10 is the hardest (much movement and only one 
starbase, plus other fun things). The default rank is random (2<n<10). 

The default options are given below:
             Question                                  Default Answer
             --------                                  --------------
1. DO YOU WANT TO RESUME A PREVIOUSLY SAVED GAME?            NO
2. DO YOU NEED INSTRUCTIONS?                                 NO
3. ENTER NUMBER OF STARSHIP? (27 available)                RANDOM
4. DO YOU WANT A CAPTAIN'S LOG KEPT?                         NO
5. ENTER MISSION RANK (1-EASY to 10-HARD)?                see above

      There are 15 commands available to you. You can enter either 
the number, the full command or the abbreviation (if you forget the 
options when you are supposed to enter a command, just hit CR and 
the list will be displayed):



NO.      COMMAND                                     ABBREVIATION
--------------------------------------------------------------------
 1. Navigation Control+                               NAV or MOV
 2. Short Range Sensors                            SHO or SRS or SSC
 3. Long Range Sensors                             LON or LRS or LSC
 4. Deflector Shields Control+                        DEF or SHI
 5. Photon Torpedo Control+                           PHO or TOR
 6. Phaser Control+                                       PHA
 7. Damage Control Report                                 DAM
 8. Ship's Computer (10 Tasks)*                       COM or CMP
 9. Mine Control+                                         MIN
10. Tractor Beam Control+                                TRAC
11. Transporters+                                        TRAN
12. Initial Reassignment (1st command only)           INI or REA
13. New Game Option                                   NEW or STO
14. Save Game                                             SAV
15. Captain's Notes to Ship's Log                     CAP or LOG
+ Indicates the command uses time
* May or may not use time depending on Task chosen


Command #1: Navigation Control

      The computer will ask for a course and warp factor. Input
the course angle in degrees (-360<n<360) with 0=right, 90=
straight up, 180=left, -90 or 270=straight down, etc. Next input 
the warp factor. A warp factor of 1 will move you a quadrant 
width (10 sectors length), a WF of 2 will move you 2 quadrants,
etc.(limit is warp factor 8). A WF of 0.1 will move you 1 sector.
To abort the navigation order, enter any angle with a negative 
warp factor. If your navigation computer is damaged, your ship 
will be unable to compensate accurately for stellar gravitational 
fields etc., resulting in an erratic course. Your ship's actual 
bearing may deviate from the specifed course by up to 30 deg. 
Also you may suffer damage if you run into a star or large 
object, since the manual shutdown is not as fast as obtained 
with the navigation computer.


Command #2: Short Range Sensors

      This command causes a diagram of your quadrant to be
displayed, with additional information. "." denotes an empty
sector, "x" denotes your starship, where x is the first letter 
of your starship's name, "*" denotes a star, "K" denotes a 
Klingon battle cruiser, "R" denotes a Romulan battle cruiser 
(when visible), "#" denotes a starbase and "+" denotes a mine.
Note: Short Range Sensors must be operational to use torpedo
or phaser auto-fire, and if damaged, hamper ability for phasers 
to maintain lock-on, as well as limiting information available
about enemy vessels. If the Short Range Sensors are damaged,
you will still obtain a visual scan of the quadrant, but the
range is limited to 2 sectors distance. However, large objects
such as stars or starbases are visible at any range.


Command #3: Long Range Sensors

      This command causes the code numbers for the quadrants 
surrounding your starship to be displayed. eg. : 314: (for
quadrant 6,2). The digit in the 100's place gives the number
of Klingons (but not Romulans!), the 10's digit gives the
number of starbases, and the 1's digit the number of stars.
Thus in quadrant 6,2 there are 3 Klingons, 1 starbase and
4 stars. The quadrant that your starship is in is always the
center quadrant of the long range sensor scan.


Command #4: Deflector Shields Control

      Your ship has four deflector shields for protection against
hits from enemy weapons. The location of the four shields are
shown in the following diagram:

          135            Bearing( 90)         45
              .              !              .       
                 .       SHIELD  1       .
                    .        !        .
                       . ********* .
                      ***************
          SHIELD     *****************    SHIELD        
     180 ----------- ********+******** -----------   0
            2        *****************      4         
                      ***************
                       . ********* .
                     .      ***      .
                   .  CD    ***    CD  .
                 .    IIXXXX***XXXXII    .
               .      II    ***    II      .
             .        II     *     II        .
           .          II     !     II          .
         .            II     !     II            .
       225            II     !     II            315 
                         SHIELD  3                  

      The shield facing the direction of your heading (BEARING) 
is always Shield #1, while the left, rear and right shields are 
#s 2, 3 & 4 respectively (ie. counter-clockwise from the front). 

       Each time you are hit, the # of units of the hit are sub-
tracted from the shield (or shields) facing the enemy vessel. When 
a particular shield strength is exceeded by a hit, damage occurs to 
one of the ship's systems (with casualties), and the excess power of 
the hit is absorbed evenly by the adjacent shields so that the shield 
hit has a strength of 0. If the hit exceeds the combined strength of 
all the shields together, then your starship is destroyed and the game 
is lost.  If there is not enough power in shields to withstand another 
attack equal to the last one (taking into account any enemy vessels 
subsequently destroyed, or Romulan arrival), a "SHIELDS DANGEROUSLY 
LOW" warning will be given. Be careful - this warning does not take 
into account the movement of the aliens.

       Command #4 permits power to be allocated to the four deflector 
shields (either increased or decreased). Power does not have to be
allocated evenly. There are several options available for allocating
shield power (enter at least the first letter for the four word 
options - a CR without any input will cancel):

O(ption)   - List available options
D(iagram)  - Displays above diagram showing actual current angles
L(ower)    - Lower all shields to zero
#/#/#/#    - Allocate power (#) to each shield (1/2/3/4) individually 
or #,#,#,#   (four values must be entered)
B(attle    - Battle Entry Configuration; doubles power to front 
  Entry)     shield, with none in rear (ie. 2#/#/0/#), and leaves 100 
             units in reserves
    NOTE:  Following options provide even distribution and only 
           require a single input value following the symbol
:(#)       - (#) is total power allocated to shields; 1/4 to each
*(#)       - (#) is power allocated to each shield 


Command #5: Photon Torpedo Control

      This command enables you to fire up to 5 torpedoes at once 
against separate targets. Two firing modes are available: MANUAL 
and AUTO. A "C(ANCEL)" input, or two CR's alone will cancel.

      In MANUAL mode the computer will give you computed angles 
to each Klingon (or Romulan if it is visible), but these do not 
take into account stars (which will stop torpedoes) or starbases 
(which have a chance of being destroyed by them). It might be 
advantageous to rearrange the order of firing. The angles are given 
in degrees, using the same orientation as movement. Input integers 
only and be certain they are separated by commas. 

      In AUTO mode the computer determines automatically how many
targets can be hit by torpedoes, displays the number of targets
selected (able to be hit) and asks how many torpedoes are to be 
allocated. It will then fire the torpedoes in a calcualted order
of priority determined by the hit potential of each (visible) alien 
vessel, where the vessel that can hit your ship the hardest has the
highest basic priority. However, if an alien vessel will hit you
with over 400 units, auto-fire will allocate an extra torpedo to
it before finishing the allocation amongst the other vessels. If
all vessels have a hit potential of over 300, then this priority
modification is ignored. If there are two or more vessels in a
line from the starship, and if enough torpedoes remain to be allo-
cated, auto-fire will allocate an extra torpedo to be fired at them.
WARNING: Auto-fire does not check to see if a starbase is behind a
selected enemy vessel. Thus if an extra torpedo was allocated, or
if the enemy moves, then there is a danger that you might hit and
destroy starbase.

      No power is used. If the alien deflects a torpedo (denoted by 
an "S" after the sector in the torpedo track) its strength will be 
reduced by 100 units (20% for the Klingons). Note: Some computed 
firing angles might be 1 degree off, which can cause a miss (or 
target selection failure in AUTO mode). If this is verified by the 
torpedo track, you will have to adjust the angle accordingly (in 
MANUAL mode).


 Command #6: Phaser Control

      This command enables you to fire phasers at as many as
6 separate targets (even past stars!). Phasers are more effective 
than photon torpedoes at close range. If target lock-on is lost,
the allocated phaser will not fire (thus the power is not wasted).
The firing modes available are: MANUAL and AUTO. A "C(ANCEL)" or 
two CR's alone cancels command.

      In MANUAL mode, when asked by the computer, input the target 
sector of each target followed by the power allocated it (eg. 
"3,2/500"). Each target group must be separated by a ";". The larger 
the distance, the more power is required (usually 50 to 400 units 
against full strength Klingons). You can even fire phasers at star-
bases, stars (no effect), mines (destroyed) or empty space. The only 
invalid target is your own starship (automatic target abort).  

      In AUTO mode, the computer will inform you how many valid 
targets (hostile vessels) have been identified, and will ask if any
of them are to be only disabled (to enable capture). If you answer
"YES", then it will go through each target individually and inquire
if you want it only disabled. If you answer "ALL", then it will
assume all targets are to be disabled. Targets that are already
disabled, which you have specified to be disabled, will be can-
celled. Having completed this, or if the answer was "NO", the 
computer arranges the firing priority of the specified targets 
according to their potential harm to your ship, and calculates
the approximate power needed to complete the firing specifica-
tions. For ships to be disabled, the computer calculates the power
needed to reduce the target's strength to 10% (8% for Romulans).
This allows the maximum margin to still accomplish the disabling,
even if the target moves closer or further away. Having displayed
the suggested power needed, you will be asked to input the power
allocation. The computer will then attempt to fire the phasers,
according to the firing priority. Thus, if insufficient power
was allocated to eliminate all targets, the computer will attempt
to destroy each target in turn, rather then divide the power
evenly and thus destroy (or disable) none. However, excess power 
is allocated evenly amongst the targets.


Command #7: Damage Control Report

      This command displays a list of the various systems, their 
operational status and estimated time until recovery if damaged.


Command #8: Ship's Computer

      There are 10 tasks available (when in ship's computer control, 
a CR alone or positive integer not on list will display the options 
available, negative number or "CAN" to cancel):
NO.               TASK                            ABBREVIATION
--- -----------------------------------------  ------------------
 1. Repair Link to Damage Control+                    REP
 2. Combat Status Report                           STA or CSR
 3. Reconn. Probes Launch Control+                 REC or PRO
 4. Emergency Hyperspace Maneuver+                    HYP
 5. Map of Assigned Galactic Patrol Quadrants      GAL or MAP
 6. Target Calculator                              TAR or CAL
 7. Self-Destruct Sequencer                           SEL
 8. Auto Shields Switch                        AUT or AAS or SWI
 9. Starbases Status Report                        BAS or SSR
10. Internal Ship's Security Control+                 SEC
+ Indicates task uses time

These can be accessed directly from "COMMAND" without going through 
the ship's computer control. Just enter the command (NOT number) or 
abbreviation alone, or if you want to use the number you first enter 
"8," or "COM," or "CMP," to tell the computer you want a computer task 
rather than a command. If you enter only "8" or "COM", "CMP", etc., 
it will ask you which task you want.   
For example: "MAP", "GAL", "GALACTIC MAP", "8,5", "8,MAP", "COM,MAP", 
"CMP,5", etc. will all get you Task #5 directly from "COMMAND".

Task # 1: Allows you to divert ship's power to speed up repairs. 
          The system # requested corresponds to its number in the 
          damage control status list. About 100 units for each star-
          date repair time are needed to repair the system.
Task # 2: Gives you the position and strength of each Klingon (and 
          Romulan if visible), starbase position and strength if 
          present, and lots of other information. If Short Range
          Sensors are damaged, the information on enemy ships will be
          limited (eg. unknown strength, unknown exact position if out
          of visual range, although the bearing is known).
Task # 3: Allows you to launch 3 deep space probes (per game). The 
          course and probe launch power must be input. About 80 units 
          of power will be enough to send it across the diagonal length 
          of the assigned region. As the probe passes through space, 
          it will display the code numbers of the quadrants it passes 
          through.
Task # 4: Permits your starship to enter hyperspace, usually to escape 
          hopeless situations. Hyperspace maneuver requires 100 units 
          of power and is uncontrollable. It will relocate your star-
          ship at random in space and is very dangerous to use. There 
          is a 30% chance that it will be unsuccessful, and your 
          starship destroyed.
Task # 5: Displays a map of the assigned galactic quadrants, using the 
          same code numbers as in the long range sensor scans. The map 
          is continually updated, as new quadrants are revealed, 
          either by long range scans or reconn. probes. The current 
          location of your starship is denoted by the first letter of 
          your starship's name next to the code number. Any unexplored 
          quadrants are denoted by a "?".
Task # 6: Calculates the bearing and distance from the starship to any
          given target. Enter the target's coordinates as either 2 or
          4 numbers (separated by commas or blanks). If only 2 numbers 
          are entered, you will be asked if they are quadrant or sector 
          coordinates (enter "Q" or "S"). If 4 numbers are entered, the 
          following order is assumed: Q/ROW,Q/COL,S/ROW,S/COL.
Task # 7: Auto Self-Destruct Sequencer. This is to be used only as a 
          last resort, in cases where your ship is about to be 
          destroyed or disabled anyway. Your self-destruction will 
          also destroy all vessels and starbases in your present 
          quadrant. The destruction of any aliens present will 
          increase your final (but losing) efficiency rating.
Task # 8: This task is used for setting the Auto Alert Switch, which 
          when on will automatically raise shields, if needed, upon 
          entering a new quadrant or detecting the presence of a 
          Romulan. This switch is normally left on, but in some cases, 
          such as towing a vessel, it is not wanted.
Task # 9: This gives you the quadrant location, strength and remaining
          crew replacements of each starbase in the region, if known.
Task #10: Gives you latest information about any intruder on board, a
          list of the primary functions and vulnerable systems on each
          deck of your ship, and allows you to initiate (or stop)
          security searches (computer assisted or manual) to apprehend
          the intruder. Hit CR for available options. NOTE: Intruders
          do not appear in Rank 1 or 2 games.


Command #9: Mine Control

     This command allows you to use photon torpedoes as mines. As 
your starship moves, it leaves a mine "+" in each sector it passes 
through, until the allocated number have been used. Once leaving a 
quadrant, all mines in that quadrant are lost. When your starship 
passes through a sector with a mine, the mine is neutralized. They 
are most useful to damage or destroy single alien vessels (especially 
Romulans). The mines will mutually destroy photon torpedoes that hit 
them. To cancel this command, hit CR without any input. To prevent 
mines previously allocated from being laid, enter minus the number 
to be aborted. 
Note: Mines are useless at Rank 1 since the aliens do not move. 


Command #10: Tractor Beam Control

      With this command you can operate a tractor beam for drawing 
disabled vessels or mines towards your starship, or to draw your 
starship towards a bigger object, such as a star or starbase. 

      To use against an enemy vessel, it must be disabled (strength  
<20% for Klingons,  16% for Romulans). When a vessel is secured in a 
towing postion, whether captured by boarding parties or not, you can 
tow the vessel anywhere you go (thus you can move a Klingon out of 
its home quadrant). If you can deliver a towed vessel to a starbase, 
it will increase your efficiency rating. If a disabled vessel being 
drawn in by the tractor beam hits a mine, it is destroyed.

       When the tractor beam is used on mines, you can repostion the 
mines or bring them in range of your transporters to be brought 
aboard. If a mine being drawn in hits another mine, they are both 
destroyed.

       The tractor beam can also be used to draw your ship towards a 
larger object, such as a star or starbase. This can be important if 
you are trying to get to starbase with low power and impulse engines 
damaged (however, impulse engines are needed for docking).

       Tractor beam uses power and cannot operate through a deflector 
shield. Thus the shield facing the target must be lowered, but the 
other 3 shields can remain up. When you have a vessel in tow, the 
shields will automatically adjust when you turn the ship so that the 
shield facing the vessel will be down. Using tractor beams is also a 
way to bypass the primary shield control circuits and thus can lower 
shields even when shield control is damaged. A CR alone will cancel 
the command.


Command #11: Transporters Control

      Transporters allow you to attempt capture of a disabled enemy 
vessel by transporting aboard teams of Federation Space Marines, or 
to transport a small object such as a mine aboard. The weaker the 
enemy vessel, the more likely the vessel will be captured, and the 
fewer casualties will be suffered by the boarding parties.  When all 
the Space Marines on board have become casualties, you will not be 
able to attempt another capture. Mines that are brought back aboard 
go back into your photon torpedo supply. 

       Power is used and the transporters maximum range is 2 sectors. 
Transporters also cannot operate through a deflector shield, and 
require the shield facing the target to be lowered. Like the tractor 
beam, they can be used to bypass shield control. When asked whether 
you want to board or transport, a "C" will cancel the command as will 
a later power input of zero.


Command #12: Initial Reassignment

      This is a special command that allows you to reset the number 
of aliens that must be destroyed. This can only be used as the first 
valid command of the game.


Command #13: New Game Option

      This allows you to stop your present game or start a new one.


Command #14: Save Game

      You can save a game in progress, to be resumed later, by using
this command. When asked, enter the file name you wish to save it 
under following a "DK:". The form is:

   DK:filename.?;?  (the extension and version number designated by
                      the "?" are optional).

When you resume the game, enter the same line used to save it (if
version is not specified, the last is assumed). A game that has been
resumed, cannot be resumed again, although you can use the same file
name to resave another (or the same) game. NOTE: If any illegal file
name was specified, then the file is saved under "FOR001.DAT", even
though the program incorrectly says that it was saved under the 
specified name.

Command #15: Captain's Notes to Ship's Log (CAPTLOG)

      If you specified at the beginning of the game that you wanted 
to keep a Captain's Log, you can use this command to make entries in 
the log. This log is like a diary in which you can record any observa-
tions, summarize significant events or record anything at all (you are 
only limited by your imagination). The log initially automatically 
enters general information in the log, as well as the first entry and 
closing information (results of mission). Thus even if you do not make 
any entries of your own, there will still be something in the log. 
The log automatically records the stardate that you are making the 
entry (and notes it in the AUTOLOG, which is explained below). It is 
possible to get a listing of your log (on the terminal screen) at any 
time, as well as being able to go back and edit, change or add to any 
entries. To get a list of available options, just hit CR. The instruc-
tions for editing are given when you enter the EDIT option.

      The AUTOLOG is the automatic ship's log, which records auto-
matically everything that actually happens during the mission (this 
does not include the interaction between the player and computer, such 
as questions and answers or lists of options etc., but rather just the 
significant events and information). This log is NOT under the control
of the player, and cannot be viewed from within the game.

      A hard copy of the log(s) can be obtained on the lineprinter
after the game. Both logs are stored under the file names of:
                      DK:AUTOLOG.num    
                 and  DK:CAPTLOG.num  (if specified to be kept)
where "num" is the file sequence number for that game given at the 
end of the game (it will be the same for both files). To obtain the 
file(s), enter the following after checking that the lineprinter is 
not in use:
     PIP DK:AUTOLOG.num/SP      (deletes file after listing it)
             or
     PIP LP:=DK:AUTOLOG.num     (lists file, but does not delete it)
and  PIP DK:AUTOLOG.num;*/DE    (deletes the files)
These commands can be repeated to obtain the CAPTLOG (if it exists).

       If the STARTREK command file was used to run the program, you
will automatically be asked at the end of the game if you want the
files printed or deleted, etc.

                       *** N O T E ***
REMEMBER TO DELETE YOUR FILES WHEN FINISHED (but ONLY your own - this
is because some files may belong to games that have been saved)




                     GENERAL NOTES
                     =============

1. Alien Movement
   --------------
   Alien vessels can move within the quadrant (for ranks>1).
The fewer there are and the higher the rank, the more likely they 
are to move.

2. Ship Disabled
   -------------
      You can also lose the game by being DISABLED as well as
DESTROYED. The following will disable your ship:
1. All Power Expended - using up all your power (reserves and 
   shields).
2. Both Life Support Systems Destroyed - the starship has two
   life support systems. When damage occurs, you can loose your
   primary system, which will switch your ship automatically
   to the secondary or back-up system. If this system is also
   damaged, then all life aboard the ship is terminated. It
   is therefor important to repair your primary life support 
   system as soon as possible after it is damaged. 
3. Backup Life Support System Batteries Exhausted - the primary
   life support system requires power from the main reserves for
   operation. If for any reason you lose all power in your main
   reserves, the backup life support system, which can operate
   on batteries, takes over. However, the batteries will only
   last for 0.5 stardates, and if power has not been restored
   to the main reserves by then, all life aboard is terminated.
4. Entire Ship's Crew Killed - your crew suffers casualties
   from hits that penetrate shields, as well as attempted
   captures of enemy vessels by boarding parties. Upon docking
   with starbase all casualties will be replaced until that 
   starbase runs out of replacements (each starbase starts off
   with 500 replacements). When crew losses reach 500 "du bist 
   kaputt".

3. Starbases
   ---------
      Upon docking with a starbase (ie. by moving to an adjacent 
sector using impulse engines only), all damaged systems are repaired, 
all power replenished, crew replacements obtained (if needed) and 
photon torpedoes replaced (however, reconn. probes are NOT replaced). 
If there are aliens present in the quadrant, it might not initially be 
possible to dock. When docked, starbase shields will protect your ship 
(but if starbase is destroyed while you're docked, you will be 
destroyed too). Your ship is actually in the same sector as starbase
when you're docked, therefore only the starbase, and not your ship,
will appear on the Short Range Scan. You can fire torpedoes and phasers
or use tractor beams, etc. while docked.

      Each starbase has an initial shield strength for protection 
against alien attack. If there are three or more Klingons in a 
quadrant with a starbase, there is a chance that the Klingons might 
start attacking the starbase, even if you are not present in that 
quadrant. If this happens, you will receive an emergency communication 
from Star Fleet Command ordering you to go to the rescue of starbase. 
When the base's shield strength has dropped below 25%, another warning 
will be given. You will also be informed when starbase has been 
destroyed, if you are in a different quadrant at the time. A success-
ful rescue of a starbase will increase your efficiency rating, while 
a failure will decrease it. Starbases each have one phaser for their 
own protection, and as long as their shield strength is above 25%,
they will assist you in the battle (or attempt to fight off the attack 
alone if you are in a different quadrant). When in your quadrant, 
starbase concentrates its fire on the closest Klingon. They will not 
fire at Romulans or disabled Klingons. Any Klingon destroyed by a 
starbase will not be added to your tally, but will reduce the number 
you have to destroy by one (which is a help, since your allocated time 
remains the same). 

4. Disabled Alien Self-Destruction
   -------------------------------
      If you have a disabled enemy vessel in tow (locked in your 
tractor beam) or if none of his comrades are in the same quadrant, the 
disabled vessel might initiate its self-destruct sequence.  If your 
short range sensors are operational, this will be detected by your 
ship's computer and you will be given a warning. Once the self-
destruct sequence has been started, you have 0.1 stardates before the 
enemy ship self-destructs. The resulting blast is over 4 times more 
powerful than its normal full power hit (2000 unit hit if it is right 
next to you), and will hit everything in the quadrant regardless of 
whether friend or foe (it usually destroys all other Klingons or 
Romulans). If your shield control is operational, the ship's computer 
upon detecting the self-destruct initiation, will automatically raise 
and adjust the shields (if needed, and regardless of whether the Auto 
Alert switch is on or off), with extra strength being allocated for 
the shield(s) directly facing the enemy vessel. If possible, the 
computer will leave about 125 units in reserves, which is enough to 
permit the use of the Emergency Hyperspace Maneuver with a bit extra 
for essential operations.
      You have 3 main choices in this situation (remember you only 
have time for 1 command that uses up time). 
1. You can try to leave the quadrant using engines or the Emergency 
   Hyperspace Maneuver (it will not self-destruct if you leave).
2. You can stay and absorb the blast if your shields are strong enough.
3. You can try to capture it (by boarding or delivering to starbase) 
   or destroy it with phasers (remember it's very weak) or a torpedo.
NOTE: Disabled enemy self-destruct only happens in games of Rank 3 or
      greater.

5. Efficiency Rating
   -----------------
      At the game's end an efficiency rating will be displayed 
for you, so you can judge your performance. It is based on the 
number of aliens you destroyed and how long it took you, but not 
your rank (it is thus only comparable to other ratings at the 
same rank). A minimum of about 15% will be given if your ship 
was not destroyed, even if you have run out of time without 
destroying any aliens. This is because you have at least survived 
the game. It is possible to receive a rating of more than 100% 
by having destroyed more than the assigned number of aliens, in 
a relatively short time. If your ship was destroyed or disabled, 
then the efficiency rating depends on how long you survived (the 
longer you survived, the higher the rating). The calculated rating 
is then halved as a penalty for being destroyed. Also, your 
efficiency rating is multiplied by the factors indicated for each 
time one of the following events occured.

              Event                            Rating Factor x
    ----------------------------------       -------------------
    Romulan vessel eliminated                    1.02   (+2%)
    Starbase rescued                             1.10   (+10%)
    Failed to rescue starbase                    0.85   (-15%)
    Destroyed own starbase                       0.70   (-30%)
    Alien vessel delivered to starbase           1.03   (+3%)
    Prisoners delivered to starbase (ea.)        1.001  (+0.1%)

Any problems, bugs or suggestions, please contact:

         Trevor Sorensen
         Mailstop 245-1
         NASA Ames Research Center
         Moffett Field, CA 94035

Telephone: (415) 965-5505 or 5531

