Skip to main content

Full text of "The Warp Factor (SSI) v1.0 (1981, Apple II)"

See other formats

There are five separate scenarios in THE WARP FACTOR. 
Four of the scenarios are set for solitaire play and they are 
Reman Chase, Attack on an Outpost. Attack on a Starbase, and 
| DYoy*) 8124 oh oe Bolen bbagom-\era ot-ba lem maele- DU himencemle)esemisiaemavene) thie ae 
choosing their fleets and then fighting for control of space. 

1. Reman Chase 

This scenario pits a single Alliance heavy cruiser against a 
Reman destroyer. The player commands the Alliance ship whose 
mission it is to destroy the Reman ship before the computer can 
pilot it to the safety of the Alliance/Reman neutral zone. The 
player wins if he destroys the Reman ship. The computer wins if 
the Alliance ship is destroyed, even if the Reman ship has also 
been destroyed. The computer also wins if the Reman ship is 
able to cross the neutral zone, or if the Alliance ship upsets the 

current political stability by crossing the neutral zone. (Note:~ 

Due to a shortage of fuel, the Alliance cruiser’s warp drives are 
operating at only% efficiency. Thus the Alliance ship has 10 less 
points of energy to allocate each turn.) 

2. Attack on an Outpost 

This scenario allows the player to choose his ships (see 
Choosing Your Ships) while the computer is given one outpost. 
Your performance is evaluated by the computer in the manner 
described in the Victory Conditions section. 

3. Attack on a Starbase 

This scenario is similar to scenario 2, with the only difference 
being that the computer commands a starbase instead of an 
fo) big ole)-] al @uer- Dele Muuetchar-mellilaas sleep 

4. Dogfight 

In this scenario the player chooses starships for both 
himself and the computer (see Choosing Your Ships). The 
computer will evaluate the winner as per the section on Victory 
Grob erebialevets 

5. Two-Player Dogfight 
OW edt lm ie liare.opet-Du lon coleban\aleemauvomolbteot.belme)tchvclemoreielabers 
each other(don't worry, your computer is still acting as referee). 


In scenarios 2—5 the player must choose his ships (and 
possibly the ships used by the computer). Each starship is 
assigned a point value that accounts for the relative strength of 
the ship. These values are given below: 

ISP bASO oar a ee ee 21 
Alliance Dresdnougnt, 220 ors Se ee es 9 
Vile rns TOPO se a ee eee a oe 
Wed CISer: 66 ss a oe S 
Prrreee Fre avy CAUISEE |. So ea ee 6 
Peles 4 Pser ke ee es 6) 
CPE se 6 
Reman Destroyer =... . 2.2: a aoe ee eS 5 
Preeipar PIClenter oc. 3 
eerie! Raiter | 2 a 2 
Peay PCO es ee ee ] 

RRC CE es on ee ] 


When choosing your ships, keep in mind that one side may 
choose ships whose total value is up to 20% higher than the total 
value of the other side’s ships (actually you may give one side 
greater than a 20% advantage, but the victory point algorithm 
may not award a victory to the advantaged side even if all of the 
smaller side’s ships are captured). Example 1: In scenario 4 a 
JO) AYa mm exe) BUCO MESS AV cms Lom Glo) 0000) PURc) wae c@t-bacte)emebucr-lebelelelcdelsm-beleus| 
Klargon cruiser (i.e.,.9+9+6=24 points) while taking for himselfa 
fleet consisting of 1 Alliance dreadnought and 2 Alliance 
cruisers (i.e. 9+6+6=21 points). Although the player is at a 14% 
disadvantage in determining victory the computer will consider 
this, thus making the scenario acceptable. Example 2: In scenario 
2 a player could choose ships that valued between 5 and7 points 
since he is opposed by a 6-point outpost. 

Note: Remember that each player may only have ships represent- 
ing one Empire in any one scenario (i.e., there is no mixing of ~— 


DemeCeigepweobbebbelsmeelon's(eice) me) m-Uer-beslomaelneeyenholbicamay-tibr-tie 
the players’ performance by considering the amount of damage 
inflicted upon the enemy, the amount of damage received, and 
the beginning strengths of the opposing forces. Aftera game has 
been ended, the computer will tell the player(s) which side has 
joLe) ©) woe Lere Wm Bolom ol er) omr- bole Maelo omen l-)0)t-hva- Mm olbtecta wlercl mm e-latelsme) masta 

- game's outcome. The players should refer to the following chart 

to determine the level of the victory: 

PIECIBIVE VICTOIy os a ee, 4.0+ 

SBI Ate VICTORY. he a ee 2.01 (03.99 
Paaroitial VICtORY oo) Sai. ese a ee t.25tol 98 
Be eee es as es 1.00 to 1.24 

In determining victory, a captured ship is worth 2 X< (ship's 
point value), a destroyed ship is worth 1 X (ship's point value), 
and a damaged ship is worth.5 x (ship's point value) x ((% of 
general damage done to the ship) x .01). Also, the side which 
decides to end the game (withdrawal) forfeits 4% of the total point 
value of all of his surviving ships (but does not lose points for 
damage on these surviving ships). When a game is ended the 
computer will ask the players to input which player decided to 
withdraw. If both players decide to withdraw neither player is 
penalized. The victory formula used by the computer also 
accounts for the start of game strengths of the two sides (i.e., the 
weaker side receives a handicap). Example 1: One Alliance 
cruiser destroys one Klargon cruiser while sustaining 60% 
general damage. The result would be an Alliance marginal 
victory witha value of 1.62. Example 2: An Alliance dreadnought 
and an Alliance cruiser battle two Klargon dreadnoughts, with 
fo) aLemaUeet-beleemebucr-(ebelelblcdonadelebetemer-bolaebaclerme) elem cer-buctebomenae-lel 
nought being destroyed and the Alliance cruiser withdrawing 
after receiving 30% general damage. The result would be a 
Klargon marginal victory with a value of 1.29. If the Alliance 
6D wareCobelelelssehapat-(eolaa oleae nen(aemtel-jaa-leme) mer-bolabonaemaslenua ell 
would be a draw with the Alliance player rated slightly ahead 
with a value of 1.19. 



| 1/2. 2/8 a 4/3 
0 0 0 0 0 

l 0 0 1 l 

y) 0 0 y) 3 

3 0 l 3 5 

4 1 l 4 7 

5 1 y) 5 8 

6 1 2 6 te) 
7 1 3 7 12 
8 2 3 8 14 
9 y) 4 9 16 
Ke) y) 4 Ke) 17 
11 y) 4 11 ike) 
12 3 5 12 21 

13 3 5 13 23 
14 3 6 14 24 
15 3 6 15 Xe 
16 4 ae 16 28 
17 4 7 17 30 
18 4 8 18 32 
rs) 4 8 ike) 33 
20 5 . 20 35 
21 5 9 21 37 
22 5 9 22 39 
23 5 10 23 40 
24 6 Ke) 24 2) 
25 6 11 25 44 
26 6 11 26 46 
27 6 12 27 48 
28 7 12 28 49 
29 7 12 29 5] 
30 7 13 30 53 
31 7 13 31 55 
32 8 14 32 56 
33 8 14 33 ats 
34 8 15 34 x0) 
35 8 15 35 62 
36 9 16 36 64 
37 9 16 37 65 
38 ) 16 38 67 
39 9 eae xo) 69 
40 10 We 40 71 

Cross index the ship’s mass with the desired speed. The result 
is the required energy. Example: A ship with mass 4/3 wants to 
go 20. The energy required for this speed would be 35. 


4.2 Addition: 

SU el Re beci-\me)e-Wancbet-jsle des u-taecle eeet-hmerelmela-B-lauereleme tt 5.7 Addition: 

Imperial or Freemen ship. When a ship is captured, neither commander may give 

coo (ue (od e-mRom Leas Wolomset-bubelo-Bet-hiomier_larcelolersemon-obebberemaemelpim-v0ue)s 

4.3.1 Clarification: | the captured ship’s energy into shield support. Thus, for either 

A drone may pass its target before exploding, thus hitting a player to beam additional marines aboard the ship, the shield 
non-facing shield. 15) 0) ole) sap eehet-lauebu-lalelom ob beevber-laaee 

© 1981 by Strategic Simulations Inc. 
All rights reserved.