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ships.doc
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1987-02-08
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*** STARLORD SHIPS AND VESSELS ***
There are three separate types of ships to be encountered in the game STAR-
LORD as follow:
Imperial Vessels - These ships are represented as green objects similar
to bases with a tail on the map and viewing screen. There are five
Empire ships: the Anarion, Excalibur, Nargothrond, Orolan, and Sil-
maril. All of these ships (as all ships in the game) have the exact
same capabilities. These are summarized below.
SHIELDS - Each vessel is equipped with Impact Absorption (Type
IA-VII) shields. The shields, so long as they are at
all operational and raised, will absorb any destructive
force contacting the ship. The energy used to absorb
this force is taken from the ship's supply of crytal.
The shields are automatically programmed to cease
operation if the ship's supply of crystal becomes equal
to or less than 25 units.
COMPUTER - The Ship's computer is one of the most vital pieces of
equipment aboard your vessel. It is used specifically
for long range scanning and target calculations. Computer
capacity must be greater than 25% for either of these
options to function, the lower 25% of computer capacity
being reserved for life support and navigation functions.
WARP DRIVE - This is the ship's primary mode of propulsion. The
Warp Drive engines cause the ship to move through space
at a rate of five units per move. These engines are among
the most efficient engines currently available, however
their efficiency decreases proportionally as they become
damaged.
IMPULSE ENGINES - The is the ship's secondary mode of propulsion.
Use of the Impulse engines propels the ship through space
at a a rate of 1 unit per move. As with the Warp Drive,
these engines decrease in efficiency as they become damaged.
HULL - The hull of your ship is made of a special Titanium Crystal al-
loy allowing it to sustain the force of 1000 hit points be-
fore losing its integrity. Once its integrity is compromised
your vessel becomes unable to support life, and your ship is
immediately destroyed.
BEAM WEAPON - Your ship is equipped with high power Laser-Plasma beam
weapons. The use of these weapons requires crystal at a rate
determined by distance from the target. Its range is the
range of your viewing screen, and it's power decreases as
the range increases.
TORPEDOES - The ship is also equipped with Nucleophotonic torpedoes.
The ship's maximum complement of torpedoes is 10. These
generally cause more damage than the beam weapon, however
they are very unstable and tend to misfire quite often.
Their strength also decreases proportionally as the dis-
tance from the target increases.
NOTE: the impact force of both weapons is calculated by
what they hit. Your ship may be adjacent to an enemy and
still not cause much damage because the force of the weapon
may have been directed against some non-vital enemy system.
COMMLINK - The commlink is the ship's primary link with everything
exterior to the hull, however the most often used feature
of the commlink is the TRANSFER command, which teletransports
commanders from ship to ship. In order for this command to
function, the commlink must be greater than 75% capacity.
SHUTTLES - Your vessel is equipped with four torpedo bays, however,
Imperial Fleet Command has not yet made a decision as to
what type of shuttle is to be installed on Imperial Vessels.
Once an Imperial Vessel is destroyed it must either be refitted or
removed from active service. If you are commanding a vessel which
is destroyed your mission will automatically be ended. You must then
restart STARLORD and follow instructions concerning refit. It is pos-
sible to refit ships from the command screen, but this information is
extremely confidential and left to the discovery of each individual
commander. Refitting an Imperial Vessel at the beginning of the game
costs 2500 E/C units and may under certain circumstances cost more.
Beginning a game with a destroyed vessel may also cause demotion and
heavy fines.
Rebel Vessels - At any one time there will be a maximum of five rebel
vessels active in the sector you are operating in: the Gargoyle, Mordred,
Jihad, Kashmir, and Rasputin. Since these are vessels stolen from the
Empire, they have the same capabilities as the ships you command. These
ships can be destroyed in the same way yours can be, however it seems
after they are destroyed they have a tendency to return to active ser-
vice. This is true whether you capture the vessel and deliver it to
Starbase or not. Imperial Fleet Intelligence has learned that what
actually happens is that other vessels are stolen from the Empire, then
renamed according to what rebel ships have been destroyed.
Neutral Vessels - These vessels pose no threat to the Empire. If they
are towed to an Imperial Installation, the commander of the tow vessel
is granted an efficiency bonus.