TrekMuse Space Docs V1.0 30 Oct 92 Note: These docs represent a compilation of the online help available on TrekMuse relating to space. Additional comments are clearly marked. They aren't simply fixed in the text because I want to draw attention specifically to the silly things that the docs have in them for the benefit of those who want to know what the silly things are without having to read the WHOLE thing. Overview: Within the 'reality' of TrekMuse, there are two kinds of space, simulator space and 'real' space. Simulator space is essentially a big VR wargame that is intended purely for training and has no real bearing on the Muse. No treaties have effect in sim space. Ships that are destroyed come back in a few minutes, and players who are on ships that get scorched suffer no penalties expect perhaps some annoying gloating on the war channel. Real space is A Different Ballgame. Real space is set up independently of sim space, and ships cannot move between the two. Ships that get blown up in real space are dead for good and get @destroyed soon thereafter. Miscellaneous: Within the muse, online help is available on many topics. Start with 'help space' and go from there. There are ten different sim spaces, numbered 0 through 9. Spaces 2 through nine are reserved to the various empires for closed training. Spaces 0 and 1 are available to most simulators. Space 0 is where most of the fighting is. While it's nice to be polite, any ship in sim space is likely to get scorched on sight. Sim space initializers can prevent this problem. If you don't want to start right in the middle of a battle, use an initializer. One can generally be found outside most simulator bridges. To use it, pick it up and carry it with you to the bridge of the ship you want to adjust. Commands to change spaces and select your starting position within a given space are listen in the @desc. General: A ship's reactor produces a certain amount of energy every six second tactical turn. This energy is given to helm, navigation, and batteries as dictated by the engineering allocation. Energy allocated to navigation is further distributed to warp drives and/or the four shields per the nav allocation, and power to helm is given to phasers/disruptors and photons. Energy production happens every turn, and systems that are allocated energy will receive that energy every turn as long as engineering can keep the supply going. To man any console, just attempt to 'get' or 'take' it, or use the command 'man '. To leave any console, disconnect, leave the room, or type 'unman '. Engineering: The matter/antimatter reactor on a ship produces a certain amount of power per tactical turn. This is assigned to three places: helm, nav, and batteries. This allocation will remain constant unless there is a change in the reactor setting. If the setting is raised, more power will become available and the engineer should reallocate. If the setting drops below the allocated energy, across-the-board cuts will be assigned to all stations by the ship's computer. To avoid this, reallocate for the lower setting before actually changing the setting. A few points are typically lost due to the inefficiency of the shortfall process. Reactor setting is given as a percent of the maximum output. A certain level, typically between 70% and 80%, is the highest setting that can be maintained indefinitely. Above this level, the dilithium crystals begin to overstress. When they are close to their maxumum stress level, the engineer will receive warning messages. At 100% stress, the computer will automatically set the reactor down to it's maximum sustainable level. Energy shortfalls will then usually result. At levels below the maximum sustainable level, crystal stress is gradually reduced. Crystal stress will not appear on the engineering report unless there is some. Ship's batteries can be either on line or off line. While off line, they can do nothing except recharge as the allocation to batteries is added to their level every turn. While on line, they will add their maximum output per turn to the available power the engineer has to allocate. In addition, one half of one percent of the total available power in the batteries is lost each turn spent online due to power bleeding off. However, if there is a shortfall in the available power and batteries are on line, they'll be used to cover as much of the shortfall as possible. Engineering commands are: start reactor - Brings the reactor online. The ship will not function until this command is given. shutdown reactor - Brings the reactor offline. The ship will essentially cease to exist until the reactor is started again. status - Gives a complete report of the engine, battery, and allocation status. set reactor<#> - Sets the reactor output level to # percent. batteries on/offline - Brings the batteries on or off line. allocate