398 lines
16 KiB
Plaintext
398 lines
16 KiB
Plaintext
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Beast War Docs
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Written by:
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Gandalf the White
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History
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-------
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In the galaxt if Alaxis, a game of strategy and cunning is played which
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has come to be known as the Beast War. Inhabited by several strong but
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warring races, their constant conflicts had reduced their population to
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where mutual destruction would result. In 3853 QA, the tribal leaders
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called a temporary truce, and formed the Council to find a nonviolent
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means for settling disputes. It was decided that disagreements would be
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settled by a tournament which would be won through the use of clever
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strategy. To avoid Alaxian bloodhsed, the tournaments would be fought
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using semi-intelligent beasts controlled by their Alaxian masters. Any
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disagreements between the tribes would be settled with a Beast War
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tornament.
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Due to racial differences among its members, the Council agreed to three
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tournament standards. The Terran Common rules were facored by the
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Humanoid member of the council. These rules enabled the slower-thinking
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humans to devise innovative strategies. The Alaxian Universal rules were
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favored by most of the council members. These rules demanded rapid
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numerical analysis of your position, your strengths, and your opponents
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weaknesses. To compromise between the desires of the Humanoids and the
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Alaxians, the Galactic Standard was agreed upon. The rules were refined
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over the centuries. Advancements in holographics technology allowed the
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destruction of innocent beasts to end.
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Object:
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------
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To capture more sectors than your opponent(s). The game consists of a
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series of rounds. During each round, you control an army of six beasts.
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A sector is captured by moving one of your beasts into the sector.
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Captured sectors will contain one of your beasts, or a small satellite
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in your color. Each round ends when only one players beasts remain on
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the galactic grid.
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Options:
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--------
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After you enter your name, the question "Would you like to play against
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the computer at novice level?" will appear. You can see the letter Y in
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a white box. This is the "default condition" and the computer will
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automatically accept this as your answer if you press return. If you
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don't want to play the computer at this level, press N for NO and hit
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return. There are four different sets of rules to choose from: novice
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challenge, terran common, galactic standard, and alaxian universal. Each
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set changes four factors. A fifth rules set will allow you to set the
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factors:
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The number of rounds to complete a tournament
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Time limit for each round
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The energy recharge time for creatures on the plexus(center of the board)
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Whether or not you want random starting positions
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Novice Terran Galactic Alaxian Custom
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# of
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rounds 2 3 4 5 1-5
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# of
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minutes 30 10 5 1 1-60
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plexus
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recharge
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time
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(seconds) 4 3 2 1 1-60
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random
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starting
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positions? no yes yes yes yes/no
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Number of rounds for each tournament: A tournament consists of one to
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five rounds. At the end of each round, the scores are totaled based upon
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the number of pieces in play and how many sectors each player has
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captured. At the end of the tournament, the one with the most points
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wins.
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Number of minutes for each players turn: each player has a timeclock
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that is turned on each time it is that players turn. Each player must
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make all of his moves within this time period. Failure to do so
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automatically ends the game, with that player losing all his pieces.
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Plexus recharge time: this is the amount of time it takes for a beast on
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the plexus(center sector on board) to regain one unit of energy. Energy
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is lost by moving and by attacking.
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Random starting positions: changing the starting positions of the beasts
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makes it more difficult to predetermine the opening moves of the game.
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The Grid:
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The galactic game grid has 41 sectors around the plexus. They are
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arranged in three orbits: the outer, middle, and inner orbit.
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Surrounding the grid are four colored fields. In the field of your color
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is a counter showing how many sectors your beasts have captured. When
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your start a round, you have controlled six sectors, the sectors your
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beasts are occupying. The beasts move from one sector to another by
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jumping through hyperspace. Jumping is done by setting up two windows. A
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home window is built around the beast selected for movement. and a
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destination window is formed at the sector you want the beast to move
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to. Once the windows have been built, the beast jumps through hyperspace
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from the home window to the destination window. Each beast has its own
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unique movement pattern, as explained in the Beasts section.
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When it is your turn to move, the information box in the upper right
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corner of the screen will display:
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(your name)
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SELECT BEAST USING (keys or paddle)
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Depending upon whose turn it is, and whether you are using paddles or
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the keyboard, the fourth line could be PDL 0 or PDL 1. A AND S for the A
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and S keys, or K AND L for the K and L keys. Keys A and K are used to
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select a beast or sector; keys S and L enter your choice into the
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computer. If you want to take back a coice press the ESC key. If your
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are using paddles, rotating the paddle back and forth across the middle
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area will move the source and destination windows. Pressing the paddle
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button will enter your choices.
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The Graphs:
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-----------
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To the right of the grid are three graphs showing energy, time and
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power. JThe Energy and Power grpahs show the condition of the beast the
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window is on. Energy can be replenished by occupying the plexus sector
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and by defeating other monsters. When a beast runs out of energy it
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perishes. The power of a beast is determined by its strength, the
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amount of moral support it has, and its combat bonus. For more info see
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the Strategy section. The Time graph shows how much time you have left
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to make your moves. If you run out of time, the tourney ends and your
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beasts perish.
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Beasts:
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There are six different beasts. Each has strengths and weaknesses and a
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unique movement pattern. In addition any beast can jump into the plexus
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from any sector in the inner orbit and vice versa. Movement consumes
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energy. Each beast moves to an adjacent sector, but some can only move
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to a certain color or direction. Jumping to a sector containing your own
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satellite(left by a previous friendly beast) consumes two energy units.
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Entering an empty sector uses four units. Jumping into a sector
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containing an enemy satellite consumes 12 units of energy. If your beast
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uses up all of of its energy in making the jump it perishes but leaves
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one of your satellites in the sector. The plexus is the center of the
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grid. As a focus of energy, it will channel that flow into any beast
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occupying that sector. The rate of flow is set at the beginning of the
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game. For example, if the recharge time is four seconds, that means that
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every four seconds, a beast on the plexus will recieve one unit of
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energy until it is totally recharged.
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The Aeroctus:
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The aeroctus is the only winged beast chosen by the Council for Beast
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War. It has 44 energy units. When attacking its prey, the tentacles of
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the aeroctus close together to form a spear tip which can easily
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puncture the thin metallic skin of a mechanos. However, the light bone
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structure and musculature of the creature does not provide it with
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enough power to easily damage the thick plating of an arachnid. The
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aeroctus have a strength of four units. Movement pattern: the aeroctus
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can move only to an adjacent sector that is in a different orbit and
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color.
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The Dracon:
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The dracon is a fearsom inhabitant of Alaxis. Its awesome flame breath
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makes it extremely dangerous. The dracon has a strength of nine and its
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far reaching flame is especially effective against the light bone
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structure and musculature of the aeroctus. However, it has little effect
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on the metallic structure of the mechanos. A dracon begins with 16
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energy units.
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Movement pattern: the dracon can move to any adjacent sector.
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The Arachnid
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The arachnid has a highly evolved neuromotor system to control its many
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legs. It can have up to 38 energy units, and has a strength of 5 units.
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The great dexterity of this beast enables it to slip its pincers under
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the protective scaling of a saurus, inflicting especially grievous
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wounds upon the beast. Only the mighty dracon appears to be resistant
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to the attack of an arachnid
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Movement pattern: the arachnid can move diagonally only.
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The Wraithil
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The unique appearance of the wraithil is responsible for its association
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with a mythological group of hominoid creatures called the Undead. It
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strikes a chord of superstitious fear in many creatures. This effect is
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very much noticeable in the saurus, which seems to be afraid to bite
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down upon a wraithil with any degree of force. The energy field
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projected from a wraithils hands during combat is known to be especially
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effective against the highly evolved neuromotor system of the arachnid.
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However, the diversified nerve net of the aeroctus is resistant to this
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attack. Wraithils can have up to 30 energy units and have a strength of
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6 units.
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Movement pattern: the wraithil can move to a different colored
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sector.
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The Saurus
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The fearsom saurus is believed to be a distant relative of the dracon.
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Strong competitions for the same ecological niche is suspected of being
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the basis for the intense hatred sauri have of dracons. In combat, a
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saurus becomes quite frenzied the moment he bites into a dracon.
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Although the saurus recovers almost immediately, this results in
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especially serious wounds being inflicted on the dracon. Known for their
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bad tempers, sauri turn green with rage when attacking each other. A
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saurus can have up to 24 energy units, and has a strength of 5 units.
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Movement pattern: the saurus can move to any adjacent sector
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of the same color.
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The Mechanos
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The mechanos is the only silicon-based lifeform in Beast War. It is
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therefore the only beast capable of using a gravgen propulsion system. A
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mechanos is not intimidated in the least by a wraithil, and is effective
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against one in combat. A mechanos can have up to 20 energy units, and
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has a strength of 8 units. The laser weapon of a mechanos is largely
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dispersed by the reflective scaling of the saurus and thus is less
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effective against the beast. Movement pattern: the mechanos can move to
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an adjacent sector in a different orbit.
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Combat:
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If you select a destination sector which contains an opponents beast,
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its power and energy will be shown alongside your beasts ratings. If the
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move is made, combat occurs. The top view of the grid is replaced by a
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side view of the sector with the two beasts facing each other. At the
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top are their energy and power graphs.
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Controlling the Beast
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If the keyboard controls are being used, the following keys are used to
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control the beasts:
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Left group:
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A:move left
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S:stop
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D:move right
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W:flee
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X:attack
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Right group
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K:move left
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L:stop
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;:move right
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O:flee
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.:attack
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If paddles are being used, turning the dial to the right will move the
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beast to the right and turning it left will cause it to move left.
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Centering the dial will stop movement. Pressing the paddle button while
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the beast is advancing or standing still will cause the beast to attack.
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Pressing the button while youu beast is backing up near the edge of the
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screen will cause it to flee. A beast can flee only to its original
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position, and then only if it contains one of your satellites. If it is
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already occupied, it cannot flee. If it doesn't have enough energy to
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make the jump, then it will perish when it emerges from hyperspace.
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Fleeing from your opponent will allow your enemy to move again.
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Scoring:
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The round ends when only one players beasts remain on the galactic grid.
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At the end of the round, each player receives 300 points for each beast
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remaining on the field, and 150 points for each captured sector. At the
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end of the tournament, the player with the highest score wins. If you
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have been playing against the computer using one of the standard rule
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set, your name and score will be saved.
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Special Features:
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PAUSE
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Holding down the CONTROL key and the P key will stop the game. Press
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return to continue.
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SOUND
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Pressing CTRL-S will toggle the sound.
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QUIT
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Pressing CTRL-Q will end the tournament.
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RESET HIGH SCORES
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Press CTRL-R and the high scores will be reset back to 0.
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SELECTING A DIFFERENT BEAST
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If you have selected a beast and change your mind, pressing the ESC key
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will allow you to choose another beast.
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Strategy for Beast War
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----------------------
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The objective of Beast War is to capture more sectors than your
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opponent(s). To do this you should consider your beasts movement
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patterns, energy, power, combat capabilities and strategic positioning.
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The movement patterns of your beasts need to be carefully considered to
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enable you to capture sectors, attack your opponents, and defend your
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terrain. For example, certain beasts will only move on one color. Moving
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it through the plexus can change the color of the sector it is on.
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Moving a beast through the plexus also enables it to regain energy.
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However, trading beast positions can cost valuable time, allowing your
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opponent to takle the initiative.
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Moving to a sector containing an enemy satellite uses much more energy
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than moving to a free sector. It is advantageous to block your opponents
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moves with your own satellites. If your opponent captures a sector
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containing your satellite, his beast will be weakened and open for
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attack.
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This strategy calls for using your energy efficiently. Your beasts can
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gain energy by capturing and defending the plexus against your
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opponents, and by defeating them in combat. Since beasts lose energy
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through movement, any move that does not enhance your position is a
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wasted move.
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If your beasts energy is less than three units it will perish on the
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next move. There is little you can do with it in combat unless it has a
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very long weapon range versus its opponent.(such as the dracon fighting
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the aeroctus) The kamikazee strategy is recommended: move into a sector
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containing an opposing satelitte and (poof!) your beast is gone but
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leaving a friendly satelitte behind.
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But to be a successful Beast Warrior, you have to fight well. The amount
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of power a beasthas is determined by its strength, moral support, and
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combative relationship with its opponent. The strength is determined by
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its nature; it cannot change. If the adjacent sectors contain friendly
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forces, your beast will be strengthened by their presence. Each friendly
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beast will increase the combatants power by one unit.
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Finally, each beast is especially effective in fighting one other beast,
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and resistant to attacks by one other beast. These factors provide
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combat bonuses which can increase or reduce a beasts power by 2 units.
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The Beasts section provides more info on this.
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The power graph reflects the sum total of these factors. In combat, the
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amount of damage a beast does is determined by a random number that
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depends upon its strength, moral support, and combat bonus. The minimum
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amount of damage inflicted upon your opponent is determined by your
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beasts moral support and combat bonus. So a beast which has a combat
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bonus and moral support can often be quite successful in deafeating an
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apparently more powerful opponent by repeatedly striking with an above
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average amount of damage.
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Your positiin becomes greatly improved when you defeat an opponents
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beast, and greatly weakened when one of your beasts are defeated. If
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your beast is defeated, you lose a sector and a beast, your total energy
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pool is reduced, and the victors pool is increased. It is often the
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better part of valor to retreat when threatened by a superior force.
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Fleeing from combat is also costly, though not as much as being
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defeated. Recovering from a flee will lose time and energy, but it will
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preserve your beast.
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