(linenum→info "unix/slp.c:2238")

bsd-games/2.17/trek/USD.doc/trek.me

    1: .\"     $NetBSD: trek.me,v 1.3 2003/08/07 09:37:55 agc Exp $
    2: .\"
    3: .\" Copyright (c) 1980, 1993
    4: .\"     The Regents of the University of California.  All rights reserved.
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   29: .\"
   30: .\"     @(#)trek.me 8.1 (Berkeley) 6/8/93
   31: .\"
   32: .if n .na
   33: .de pp
   34: .       sp 2
   35: .       ti +5
   36: ..
   37: .ie t .ds f \fB
   38: .el .ds f \fI
   39: .de he
   40: '       sp
   41: '       tl 'Star Trek''USD:31-%'
   42: 'sp 3
   43: ..
   44: .oh 'Star Trek''USD:31-%'
   45: .eh 'USD:31-%''Star Trek'
   46: 
   47: \" .wh 0 he
   48: .de fo
   49: '       bp
   50: ..
   51: .wh -3 fo
   52: .sp 16
   53: .ce 1000
   54: .ie n \{\
   55: .       tr | 
   56: |****||||*****||||||*||||||****|
   57: *||||||||||*|||||||*|*|||||*|||*
   58: |***|||||||*||||||*****||||****|
   59: ||||*||||||*||||||*|||*||||*||*|
   60: ****|||||||*||||||*|||*||||*|||*
   61: .sp 2
   62: *****||||****|||||*****||||*|||*
   63: ||*||||||*|||*||||*||||||||*||*|
   64: ||*||||||****|||||***||||||***||
   65: ||*||||||*||*|||||*||||||||*||*|
   66: ||*||||||*|||*||||*****||||*|||*
   67: .sp 2
   68: .       tr ||
   69: by
   70: .\}
   71: .el \{\
   72: .       ps 24
   73: .       vs 28p
   74: .       ft B
   75: STAR
   76: 
   77: TREK
   78: 
   79: .       ps
   80: .       vs
   81: .       ft
   82: .       ft I
   83: by
   84: .f      ft
   85: .\}
   86: 
   87: Eric Allman
   88: University of California
   89: Berkeley
   90: .ce 0
   91: \".bp
   92: .ce
   93: \*fINTRODUCTION\fR
   94: .pp
   95: Well, the federation is once again at war with the Klingon empire.
   96: It is up to you,
   97: as captain of the U.S.S. Enterprise,
   98: to wipe out the invasion fleet and save the Federation.
   99: .pp
  100: For the purposes of the game
  101: the galaxy is divided into 64 quadrants
  102: on an eight by eight grid,
  103: with quadrant 0,0 in the upper left hand corner.
  104: Each quadrant is divided into 100 sectors
  105: on a ten by ten grid.
  106: Each sector contains one object
  107: (e.g., the Enterprise, a Klingon, or a star).
  108: .pp
  109: Navigation is handled in degrees,
  110: with zero being straight up
  111: and ninety being to the right.
  112: Distances are measured in quadrants.
  113: One tenth quadrant is one sector.
  114: .pp
  115: The galaxy contains starbases,
  116: at which you can dock to refuel,
  117: repair damages, etc.
  118: The galaxy also contains stars.
  119: Stars usually have a knack for getting in your way,
  120: but they can be triggered into going nova
  121: by shooting a photon torpedo at one,
  122: thereby (hopefully) destroying any adjacent Klingons.
  123: This is not a good practice however,
  124: because you are penalized for destroying stars.
  125: Also, a star will sometimes go supernova,
  126: which obliterates an entire quadrant.
  127: You must never stop in a supernova quadrant,
  128: although you may "jump over" one.
  129: .pp
  130: Some starsystems
  131: have inhabited planets.
  132: Klingons can attack inhabited planets
  133: and enslave the populace,
  134: which they then put to work building more Klingon battle cruisers.
  135: \".bp
  136: .ce
  137: \*fSTARTING UP THE GAME\fR
  138: .pp
  139: To request the game, issue the command
  140: .sp
  141: .ti +15
  142: .ft B
  143: /usr/games/trek
  144: .ft
  145: .sp
  146: from the shell.
  147: If a filename is supplied,
  148: a log of the game is written onto that file.
  149: (Otherwise, no
  150: file is written.)
  151: If the
  152: ``\fB\-a\fP'' flag is stated before the filename,
  153: the log of the game is appended to the file.
  154: .pp
  155: The game will ask you what length game
  156: you would like.
  157: Valid responses are "short", "medium", and "long".
  158: You may also type "restart",
  159: which restarts a previously saved game.
  160: Ideally,
  161: the length of the game does not affect the difficulty,
  162: but currently the shorter games tend to be harder than the longer ones.
  163: .pp
  164: You will then be prompted for the skill,
  165: to which you must respond
  166: "novice", "fair", "good", "expert",
  167: "commodore", or "impossible".
  168: You should start out with a novice
  169: and work up,
  170: but if you really want to see
  171: how fast you can be slaughtered,
  172: start out with an impossible game.
  173: .pp
  174: In general,
  175: throughout the game,
  176: if you forget what is appropriate
  177: the game will tell you what it expects
  178: if you just type in
  179: a question mark.
  180: \".bp
  181: .ce
  182: \*fISSUING COMMANDS\fR
  183: .pp
  184: If the game expects you to enter a command,
  185: .hc ^
  186: it will say ^"Command:\ "
  187: and wait for your response.
  188: Most commands can be abbreviated.
  189: .pp
  190: At almost any time you can type more than one thing on a line.
  191: For example,
  192: to move straight up one quadrant,
  193: you can type
  194: .ti +12
  195: move 0 1
  196: .br
  197: or you could just type
  198: .ti +12
  199: move
  200: .br
  201: and the game would prompt you with
  202: .ti +12
  203: Course:
  204: .br
  205: to which you could type
  206: .ti +12
  207: 0 1
  208: .br
  209: The "1" is the distance,
  210: which could be put on still another line.
  211: Also, the "move" command
  212: could have been abbreviated
  213: "mov", "mo", or just "m".
  214: .pp
  215: If you are partway through a command
  216: and you change your mind,
  217: you can usually type "-1"
  218: to cancel the command.
  219: .pp
  220: Klingons generally cannot hit you
  221: if you don't consume anything
  222: (e.g., time or energy),
  223: so some commands are considered "free".
  224: As soon as you consume anything though -- POW!
  225: .bp
  226: .de **
  227: .if \\n+l .**
  228: .as x *
  229: ..
  230: .de bl
  231: .sp
  232: .ie t \fB\\$1\fR
  233: .el \{\
  234: .       ne 3
  235: .       nr l \\w'\\$1' -\\w'*'
  236: .       ds x ****
  237: .       **
  238: \\*x
  239: .       br
  240: * \\$1 *
  241: .       br
  242: \\*x
  243: .\}
  244: .sp
  245: .in +8
  246: .nf
  247: ..
  248: .de FF
  249: .in -8
  250: .fi
  251: ..
  252: .if !\n(.V .ta \w'Full Commands: '+1
  253: .if \n(.V .ta \w'Full Commands: 'u
  254: .ce
  255: \*fTHE COMMANDS\fR
  256: .bl "Short Range Scan"
  257: Mnemonic: srscan
  258: Shortest Abbreviation: s
  259: Full Commands: srscan
  260:         srscan yes/no
  261: Consumes: nothing
  262: .FF
  263: .pp
  264: The short range scan
  265: gives you a picture
  266: of the quadrant you are in,
  267: and (if you say "yes")
  268: a status report
  269: which tells you
  270: a whole bunch
  271: of interesting stuff.
  272: You can get a status report alone
  273: by using the
  274: .ul
  275: status
  276: command.
  277: An example follows:
  278: .sp
  279: .in +4
  280: Short range sensor scan
  281: .TS
  282: le1 ce1 ce1 ce1 ce1 ce1 ce1 ce1 ce1 ce1 ce1 le3 l1 l.
  283:         0      1    2  3        4      5    6  7        8      9
  284: 0       .     .   . .       .     .   . *       .     *   0 stardate        3702.16
  285: 1       .     .   E .       .     .   . .       .     .   1 condition       RED
  286: 2       .     .   . .       .     .   . .       .     *   2 position        0,3/1,2
  287: 3       *     .   . .       .     #   . .       .     .   3 warp\ factor    5.0
  288: 4       .     .   . .       .     .   . .       .     .   4 total\ energy   4376
  289: 5       .     .   * .       *     .   . .       .     .   5 torpedoes       9
  290: 6       .     .   . @       .     .   \         .      .    .  6        shields        down,\ 78%
  291: 7       .     .   . .       .     .   . .       .     .   7 Klingons\ left  3
  292: 8       .     .   . K       .     .   . .       .     .   8 time\ left      6.43
  293: 9       .     .   . .       .     .   * .       .     .   9 life\ support   damaged,\ reserves\ =\ 2.4
  294:         0      1    2  3        4      5    6  7        8      9
  295: .TE
  296: Distressed Starsystem Marcus XII
  297: .sp
  298: .in +8
  299: .ti -8
  300: The cast of characters is as follows:
  301: .nf
  302: .ta \w'E   'u
  303: E       the hero
  304: K       the villain
  305: #       the starbase
  306: *       stars
  307: @       inhabited starsystem
  308: \&.     empty space
  309:         a black hole
  310: .in -12
  311: .fi
  312: .ev
  313: .pp
  314: The name of the starsystem is listed underneath
  315: the short range scan.
  316: The word "distressed", if present,
  317: means that the starsystem
  318: is under attack.
  319: .pp
  320: Short range scans are absolutely free.
  321: They use no time, no energy,
  322: and they don't give the Klingons
  323: another chance to hit you.
  324: .bl "Status Report"
  325: Mnemonic: status
  326: Shortest Abbreviation: st
  327: Consumes: nothing
  328: .FF
  329: .pp
  330: This command gives you information
  331: about the current status
  332: of the game and your ship, as follows:
  333: .in +8
  334: .de qq
  335: .sp
  336: .ti -4
  337: ..
  338: .qq
  339: Stardate -- The current stardate.
  340: .qq
  341: Condition -- as follows:
  342: .in +4
  343: .nf
  344: RED -- in battle
  345: YELLOW -- low on energy
  346: GREEN -- normal state
  347: DOCKED -- docked at starbase
  348: CLOAKED -- the cloaking device is activated
  349: .fi
  350: .in -4
  351: .qq
  352: Position -- Your current quadrant and sector.
  353: .qq
  354: Warp Factor -- The speed you will move at
  355: when you move under warp power
  356: (with the
  357: .ul
  358: move
  359: command).
  360: .qq
  361: Total Energy -- Your energy reserves.
  362: If they drop to zero,
  363: you die.
  364: Energy regenerates,
  365: but the higher the skill of the game,
  366: the slower it regenerates.
  367: .qq
  368: Torpedoes -- How many photon torpedoes you have left.
  369: .qq
  370: Shields -- Whether your shields are up or down,
  371: and how effective they are if up
  372: (what percentage of a hit they will absorb).
  373: .qq
  374: Klingons Left -- Guess.
  375: .qq
  376: Time Left -- How long the Federation can hold out
  377: if you sit on your fat ass and do nothing.
  378: If you kill Klingons quickly,
  379: this number goes up,
  380: otherwise,
  381: it goes down.
  382: If it hits zero,
  383: the Federation is conquered.
  384: .qq
  385: Life Support -- If "active", everything is fine.
  386: If "damaged", your reserves tell you
  387: how long you have
  388: to repair your life support
  389: or get to a starbase
  390: before you starve, suffocate,
  391: or something equally unpleasant.
  392: .qq
  393: Current Crew -- The number of crew members
  394: left.
  395: This figures does not include officers.
  396: .qq
  397: Brig Space -- The space left in your brig
  398: for Klingon captives.
  399: .qq
  400: Klingon Power -- The number of units
  401: needed to kill a Klingon.
  402: Remember, as Klingons fire at you
  403: they use up their own energy,
  404: so you probably need somewhat less
  405: than this.
  406: .qq
  407: Skill, Length -- The skill and length
  408: of the game you are playing.
  409: .in -8
  410: .pp
  411: Status information is absolutely free.
  412: .bl "Long Range Scan"
  413: Mnemonic: lrscan
  414: Shortest Abbreviation: l
  415: Consumes: nothing
  416: .FF
  417: .pp
  418: Long range scan gives you information about the
  419: eight quadrants
  420: that surround the quadrant
  421: you're in.
  422: A sample long range scan follows:
  423: .sp
  424: .ev 1
  425: .in +12
  426: Long range scan for quadrant 0,3
  427: .sp
  428: .ie t \{\
  429: .TS
  430: l1 c1 ce1 c1 ce1 c1 ce1 c0
  431: l1 l s s s s s s s0
  432: l1 c1 ce1 c1 ce1 c1 ce1 c0
  433: l1 l s s s s s s s0.
  434:                 2             3          4
  435:         _
  436:         !      *    !  *        !      *    !
  437:         _
  438: .T&
  439: l1 c1 re1 c1 re1 c1 re1 c0
  440: l1 l s s s s s s s0
  441: l1 c1 re1 c1 re1 c1 re1 c0
  442: l1 l s s s s s s s0.
  443: 0       !     108 !       6     !   19        !
  444:         _
  445: 1       !     9   ! ///     !   8 !
  446:         _
  447: .TE
  448: .\}
  449: .el \{\
  450: .nf
  451:      2     3     4
  452:   -------------------
  453:   !  *  !  *  !  *  !
  454:   -------------------
  455: 0 ! 108 !   6 !  19 !
  456:   -------------------
  457: 1 !   9 ! /// !   8 !
  458:   -------------------
  459: .fi
  460: .\}
  461: .ev
  462: .pp
  463: The three digit numbers
  464: tell the number of objects
  465: in the quadrants.
  466: The units digit tells the number of stars,
  467: the tens digit the number of starbases,
  468: and the hundreds digit is the number of Klingons.
  469: "*" indicates the negative energy barrier
  470: at the edge of the galaxy,
  471: which you cannot enter.
  472: "///" means that that is a supernova quadrant
  473: and must not be entered.
  474: .bl "Damage Report"
  475: Mnemonic: damages
  476: Shortest Abbreviation: da
  477: Consumes: nothing
  478: .FF
  479: .pp
  480: A damage report tells you what devices are damaged
  481: and how long it will take to repair them.
  482: Repairs proceed faster
  483: when you are docked
  484: at a starbase.
  485: .bl "Set Warp Factor"
  486: Mnemonic: warp
  487: Shortest Abbreviation: w
  488: Full Command: warp factor
  489: Consumes: nothing
  490: .FF
  491: .pp
  492: The warp factor tells the speed of your starship
  493: when you move under warp power
  494: (with the
  495: .ul
  496: move
  497: command).
  498: The higher the warp factor,
  499: the faster you go,
  500: and the more energy you use.
  501: .pp
  502: The minimum warp factor is 1.0
  503: and the maximum is 10.0.
  504: At speeds above warp 6
  505: there is danger of the warp engines
  506: being damaged.
  507: The probability of this
  508: increases at higher warp speeds.
  509: Above warp 9.0 there is a chance of entering
  510: a time warp.
  511: .bl "Move Under Warp Power"
  512: Mnemonic: move
  513: Shortest Abbreviation: m
  514: Full Command: move course distance
  515: Consumes: time and energy
  516: .FF
  517: .pp
  518: This is the usual way of moving.
  519: The course is in degrees and the distance is in quadrants.
  520: To move one sector specify a distance of 0.1.
  521: .pp
  522: Time is consumed proportionately to
  523: the inverse of the warp factor squared,
  524: and directly to the distance.
  525: Energy is consumed as the warp factor cubed,
  526: and directly to the distance.
  527: If you move with your shields up
  528: it doubles the amount of energy consumed.
  529: .pp
  530: When you move in a quadrant containing Klingons,
  531: they get a chance to attack you.
  532: .pp
  533: The computer detects navigation errors.
  534: If the computer is out,
  535: you run the risk of running into things.
  536: .pp
  537: The course is determined by the
  538: Space Inertial Navigation System
  539: [SINS].
  540: As described in
  541: Star Fleet Technical Order TO:02:06:12,
  542: the SINS is calibrated,
  543: after which it becomes the base for navigation.
  544: If damaged,
  545: navigation becomes inaccurate.
  546: When it is fixed,
  547: Spock recalibrates it,
  548: however,
  549: it cannot be calibrated extremely accurately
  550: until you dock at starbase.
  551: .bl "Move Under Impulse Power"
  552: Mnemonic: impulse
  553: Shortest Abbreviation: i
  554: Full Command: impulse course distance
  555: Consumes: time and energy
  556: .FF
  557: .pp
  558: The impulse engines give you a chance to maneuver
  559: when your warp engines are damaged;
  560: however, they are incredibly slow
  561: (0.095 quadrants/stardate).
  562: They require 20 units of energy to engage,
  563: and ten units per sector to move.
  564: .pp
  565: The same comments about the computer and the SINS
  566: apply as above.
  567: .pp
  568: There is no penalty to move under impulse power
  569: with shields up.
  570: .bl "Deflector Shields"
  571: Mnemonic: shields
  572: Shortest Abbreviation: sh
  573: Full Command: shields up/down
  574: Consumes: energy
  575: .FF
  576: .pp
  577: Shields protect you from Klingon attack
  578: and nearby novas.
  579: As they protect you,
  580: they weaken.
  581: A shield which is 78% effective
  582: will absorb 78% of a hit
  583: and let 22% in to hurt you.
  584: .pp
  585: The Klingons have a chance to attack you
  586: every time you raise or lower shields.
  587: Shields do not rise and lower
  588: instantaneously,
  589: so the hit you receive
  590: will be computed with the shields
  591: at an intermediate effectiveness.
  592: .pp
  593: It takes energy to raise shields,
  594: but not to drop them.
  595: .bl "Cloaking Device"
  596: Mnemonic: cloak
  597: Shortest Abbreviation: cl
  598: Full Command: cloak up/down
  599: Consumes: energy
  600: .FF
  601: .pp
  602: When you are cloaked,
  603: Klingons cannot see you,
  604: and hence they do not fire at you.
  605: They are useful for entering
  606: a quadrant
  607: and selecting a good position,
  608: however,
  609: weapons cannot be fired through
  610: the cloak
  611: due to the huge energy drain
  612: that it requires.
  613: .pp
  614: The cloak up command
  615: only starts the cloaking process;
  616: Klingons will continue
  617: to fire at you
  618: until you do something
  619: which consumes time.
  620: .bl "Fire Phasers"
  621: Mnemonic: phasers
  622: Shortest Abbreviation: p
  623: Full Commands: phasers automatic amount
  624:         phasers manual amt1 course1 spread1 ...
  625: Consumes: energy
  626: .FF
  627: .pp
  628: Phasers are energy weapons;
  629: the energy comes from your ship's reserves
  630: ("total energy" on a srscan).
  631: It takes about 250 units of hits
  632: to kill a Klingon.
  633: Hits are cumulative as long as you stay
  634: in the quadrant.
  635: .pp
  636: Phasers become less effective
  637: the further from a Klingon you are.
  638: Adjacent Klingons receive about
  639: 90% of what you fire,
  640: at five sectors about 60%,
  641: and at ten sectors about 35%.
  642: They have no effect outside of the quadrant.
  643: .pp
  644: Phasers cannot be fired while shields are up;
  645: to do so would fry you.
  646: They have no effect on starbases or stars.
  647: .pp
  648: In automatic mode
  649: the computer decides how to divide up the energy
  650: among the Klingons present;
  651: in manual mode you do that yourself.
  652: .pp
  653: In manual mode firing
  654: you specify a direction,
  655: amount (number of units to fire)
  656: and spread (0 -> 1.0)
  657: for each of the six phaser banks.
  658: A zero amount
  659: terminates the manual input.
  660: .bl "Fire Photon Torpedoes"
  661: Mnemonic: torpedo
  662: Shortest Abbreviation: t
  663: Full Command: torpedo course [yes/no] [burst angle]
  664: Consumes: torpedoes
  665: .FF
  666: .pp
  667: Torpedoes are projectile weapons -- there are no partial hits.
  668: You either hit your target or you don't.
  669: A hit on a Klingon destroys him.
  670: A hit on a starbase destroys that starbase
  671: (woops!).
  672: Hitting a star usually causes it to go nova,
  673: and occasionally supernova.
  674: .pp
  675: Photon torpedoes cannot be aimed precisely.
  676: They can be fired with shields up,
  677: but they get even more random
  678: as they pass through the shields.
  679: .pp
  680: Torpedoes may be fired in bursts of three.
  681: If this is desired,
  682: the burst angle is the angle
  683: between the three shots,
  684: which may vary from one to fifteen.
  685: The word "no"
  686: says that a burst is not wanted;
  687: the word "yes"
  688: (which may be omitted
  689: if stated on the same line as the course)
  690: says that a burst is wanted.
  691: .pp
  692: Photon torpedoes
  693: have no effect
  694: outside the quadrant.
  695: .bl "Onboard Computer Request"
  696: Mnemonic: computer
  697: Shortest Abbreviation: c
  698: Full Command: computer request; request;...
  699: Consumes: nothing
  700: .FF
  701: .pp
  702: The computer command gives you access to the facilities
  703: of the onboard computer,
  704: which allows you to do all sorts of fascinating stuff.
  705: Computer requests are:
  706: .in +8
  707: .qq
  708: score -- Shows your current score.
  709: .qq
  710: course quad/sect -- Computes the course and distance from wherever
  711: you are to the given location.
  712: If you type "course /x,y"
  713: you will be given the course
  714: to sector x,y in the current quadrant.
  715: .qq
  716: move quad/sect -- Identical to the course
  717: request,
  718: except that the move is executed.
  719: .qq
  720: chart -- prints a chart of the known galaxy,
  721: i.e.,
  722: everything that you have seen with a long range scan.
  723: The format is the same as on a long range scan,
  724: except that "..." means
  725: that you don't yet know what is there,
  726: and ".1." means that you know that a starbase
  727: exists, but you don't know anything else.
  728: "$$$" mans the quadrant
  729: that you are currently in.
  730: .qq
  731: trajectory -- prints the course and distance
  732: to all the Klingons in the quadrant.
  733: .qq
  734: warpcost dist warp_factor -- computes the cost in time and energy
  735: to move `dist' quadrants at warp `warp_factor'.
  736: .qq
  737: impcost dist -- same as warpcost for impulse engines.
  738: .qq
  739: pheff range -- tells how effective your phasers are
  740: at a given range.
  741: .qq
  742: distresslist -- gives a list of currently distressed
  743: starbases
  744: and starsystems.
  745: .in -8
  746: .pp
  747: More than one request may be stated
  748: on a line
  749: by separating them
  750: with semicolons.
  751: .bl "Dock at Starbase"
  752: Mnemonic: dock
  753: Shortest Abbreviation: do
  754: Consumes: nothing
  755: .FF
  756: .pp
  757: You may dock at a starbase
  758: when you are in one of the eight
  759: adjacent sectors.
  760: .pp
  761: When you dock you are resupplied
  762: with energy, photon torpedoes, and life support reserves.
  763: Repairs are also done faster at starbase.
  764: Any prisoners you have taken
  765: are unloaded.
  766: You do not receive points
  767: for taking prisoners
  768: until this time.
  769: .pp
  770: Starbases have their own deflector shields,
  771: so you are safe from attack while docked.
  772: .bl "Undock from Starbase"
  773: Mnemonic: undock
  774: Shortest Abbreviation: u
  775: Consumes: nothing
  776: .FF
  777: .pp
  778: This just allows you to leave starbase
  779: so that you may proceed on your way.
  780: .bl "Rest"
  781: Mnemonic: rest
  782: Shortest Abbreviation: r
  783: Full Command: rest time
  784: Consumes: time
  785: .FF
  786: .pp
  787: This command allows you to rest to repair damages.
  788: It is not advisable to rest while under attack.
  789: .bl "Call Starbase For Help"
  790: