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Sector2.txt
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1990-11-09
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5KB
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92 lines
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+-=-=-=-=-=-=-=-=-=-=-=-=-=-+ +-=-=-=-=-=-=-=-=-=-=-=-=-=-+
|A JW Productions Production| |Created by: |
| Copyright (c) 1989-1990 | | wybbs!jwprod!wulfgar |
| Version 1.0 | | (InterNet) |
+-=-=-=-=-=-=-=-=-=-=-=-=-=-+ +-=-=-=-=-=-=-=-=-=-=-=-=-=-+
Once upon a time, on a Paragon Amiga board, there was an
online door called Nameless Wars. This was the most popular
door that BBS had ever known. It was played and loved by all.
Alas, it had long maintenance events, and had crashing tendancies.
The sysop removed it to save the rest of his board. When he at
last put up a working version, it paled in comparison to the
original. Many people were greatly distressed, but continued to
play in feeble attempt to recall the 'Glory Days.' One bright
young programmer was moved to action. He thought unto himself,
"Surely I can make something better than this." He grabbed his
Benchmark Modula-2 Compiler and set to work. The end result was
a program of epic proportions, with a galaxy more than 1000 times
larger than the original, the capability for several thousand
players possessing billions of fighter craft each. That titanic
program lies ahead...and it is not for the meek!
PLAYING THE GAME
I'm basically too lazy too write complete documentation at this
time, but here are some tips for understanding how the game is played:
The object of Sector Wars II is to become the biggest, meanest,
richest, most powerful person around. This is done in three ways.
1. Skillfully trade. There are several different types of planets
which have and require different types of commodities.
2. Claiming territory. This is done by placing defence forces all
around the territory you wish to claim.
3. Eliminating the enemy. This must be done carefully, as no
profit comes from indiscriminately slaying other players.
HOWEVER, destroying other player's defense forces does bring
a cash reward.
THE UNIVERSE
In the original Sector Wars, the universe was 1000 noncontiguous
sectors in which players lived, died, and traded. In Sector Wars II,
however, the Universe is slightly larger. Recent scientific advances
have proved that the universe is a comprised of 1,000,000 sectors
arranged in a 1000 x 1000 matrix. Thus, instead of moving from sector
256 to sector 863, a player moves one sector to the north, south, east,
or west. The sectors are more creatively named with Greek letters.
Horizantally, the universe is divided into ten parsecs, which are divided
into ten octants, which themselves are divided into ten sectors. The
parsecs and octants each bear one of ten Greek letters: Beta, Gamma,
Delta, Zeta, Kappa, Lambda, Sigma, Tau, Phi, Chi, in that order.
The horizantal sectors are assigned letters A - J. The vertical sectors
are numbered 000 - 999. Thus, play begins in sector Beta Beta A - 000.
Movement is accomplished through the numeric keypad, with apologies to
those with computers without such keypads.
TRADING
Each planet produces a commodity, and requires a commodity. The
skillful trader in a populated area can turn a handful of credits into
a huge fleet, spare holds, a pocketful of cash, and an empire. Some
planets produce things that are available on Earth so that people who
wish to start an empire some distance from Beta Beta A - 000 need not
depend on Earth.
ALLIANCES
The wise player will realise that it can be difficult to survive
in such a huge universe without friends. To this end, players may form
alliances. Allied players will not be harmed by each other's defense
forces.
EMPIRES
Since planets do not care who they trade with, it is wise to stake
out a claim with defense forces. These defense forces attack anyone
who is not in your alliance.