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From: kickstart@vax1.mankato.msus.edu Newsgroups: rec.arts.startrek Subject: Star Trek -- The Driving Game Message-ID: <1992Jan16.221742.1228@vax1.mankato.msus.edu> Date: 17 Jan 92 04:17:41 GMT Star Trek: TNG -- The Driving Game Version 1.0 by Chris Josephes Kickstart@vax1.mankato.msus.edu ---------------------------------- Okay here it is. We've heard of the Drinking Game, so now we must logically have the Driving Game. True, they don't mix and they never should, but I got the idea one day on a road trip and didn't feel like asking "Are we there yet?" every ten miles. The synopsis is real simple. Terminology from Star Trek has been converted to simple terms used while someone drives a car. There have been a coupla times when I've heard the driver of our road trips announce "warp drive" on the freeway, and until now never realised how almost anything you encounter on the road can be termed in phrases of Trek. I'll try and keep this as organised as possible so you'll have easy reference on the road or whatever (though I'd advise against the driver reading this). For some parts, you may need to refer to the TNG Tech Man, but it shouldn't be a real problem. The Prime Directive =================== We vow not to interfere with the natual courses of the lives of others. We will not cut them off, tailgate, drive on the sidewalk, double park, honk rudely or give them the "Picard Manuver" unless not doing so would jeoperdize our own lives or insurance premiums. We will not litter our galaxies highways, we will not ask the waitress of the local "Stucky's" to sing Klingon opera, we won't take the towels from federation accomadation outposts, or make fun of and taunt our Romulan highway patrol. Part 1: Velocity -- A Simple transfer of MPH to warp factors. ============================================================== 0-9 Manuvering Thrusters. 10-49 Impulse power. It is usually broken up like this-- 10-19 = 1/4 impulse 20-29 = 1/2 impulse 30-39 = 3/4 impulse 40-49 = Full impulse 50- Warp Power. Every ten MPH above fifty is equivelant to 1 factor of warp Ex. Warp 6 is 110 Mph. Unfortunately, this scale does not count for that "never reaching Warp 10 rule" in TNG, but knowing most of my friends cars, Warp 8 is pretty much an impossibility at this time. Part X: Your Automobile/SpaceShip -- the Basics ================================================ Trunk: Cargo Bay. (Note for vans/station wagons/hatchbacks, etc this should be refered to as the main shuttlebay) Bicycle/Ski Rack: Shuttlecraft hard-docking port Engine: Matter/AntiMatter Reaction Chamber Transmission: Warp Naceals/Impulse Thrusters Body: Structural Integrity Field Radio: Commlink (also applies to CB and Cellular Phones) Front Grill: Main deflector dish Bumpers: Inertial Dampening Fields Heater/Air Conditioner: Life Support Windshield: Viewscreen/Fore Scanners Rear View Mirror: Aft Scanners Unleaded Gas: Slush Deterium Radar Detector: Tachyon Scanner Towing line/winch: Tractor beam Big spotlight that plugs into lighter: Auxillary Scanners Rear View Mirror Ornament: Stuffed tribble (probably easy to make) Rear Windshield Sticker: "Starfleet Academy" (I've acutally seen these around!) Part X: Operational Modes ====================== Docked Mode: Usually for auto maintenance/refueling. Cruising Mode: Normal driving operations Yellow Alert: Usually for difficult driving situations (ie bad weather) Red Alert: Hostile situation (ie attack from Borg/Romulans) Part X: Systems Diagnostic Levels ================================== These pretty much go along the 1-5 scale like on the Big E with Level 1 being the most difficult duty while Level 5 being the least difficult. The following are examples of each level Level 5: Check air pressure/Clean windshield Level 4: Change all filters(air,oil)/Fill all fluids(oil,winshield) Level 3: Check electrical wiring/Minor secondary systems Level 2: Remove all engine parts/Clean thoroughly Level 1: Clean interior of car Part X: Bridge Stations -- Who does what and where =================================================== Flight Control (Conn): Drives the automobile, also reposible for minor navigational duties. Operations Manager: Allocates resources for crew use. Controls the use of the following: road map, food resources. Also records mileage and pertinant auto/mission data. Command Station: The Captain of the whole thing. Usually sitting in the comfort of the back seat. The second in command is usually also with him, although that position need not be filled if the auto is short-handed. Tacticle: Security Officer. Usually ensures all windows, doors, seat-belts secure. Plots tactical evasion courses should the need arise, and should have extensive knowledge of motor vehicle laws in case Romulan highway patrol manage to pull over auto. Environment: Controls usage of heater/air conditioner and authorizes use of windows for ventilation. Also designates which station the radio is on and what tapes the crew listens to. Naturally this assignment should only be given to those with good taste. Science Officer: Has detailed data pertaining to locations of ship and local customs of environment. Such duties include translating speech with Romulan HP or Klingon truckers, and should know the exact location of the "Stucky's" closest to the ship. Mission Ops: Usually assitant to the Operations Manager, although this crewman is also in charge of allocating resources to away teams. In the event that there is NO second officer. Mission Ops should lead away teams. Engineer: Generally this is the guy with the automotive engineering skills who has done an extensive study of engines. This person should be in charge of all refueling and maintenance duties. Counselor: Designated to make sure everyone has fun on the trip and makes sure nobody says "Are we there yet?" May frequently introduce a singalong during a long mission during times of low moral. Yellow Shirt: (optional) This good hearted ensign gets to carry the gas can to the nearest refueling faculty if the need of an emergency refueling arises. (May also use "Counselor" if no YS is available) Medical Officer: Makes sure nobody gets too severe craps due to confiment Note that like on the BigE there are four duty shifts (each 6 hours long) in which someone else must take turns at the Conn. Part X: Starship/Automotive Classes ==================================== Your car: Federation ship (yes, you're always the good guy) Highway Patrol Car: Romulan Warbird (remember, the Klingons are our allies AND we still cannot exactly detect a cloaked ship ie. behind a billboard) City Bus: Transport. Big Rig: Klingons. (Truckers -- the real warriors of the highway) Tow Truck: The Borg (waiting to assimilate scrap heaps wherever they lurk) Ambulance: Starfleet Rescue craft Rich Exotic Import: The Ferengi ANY PONTIAC: Captain's Yacht Part X: Various Road Obstacles =============================== Freeway Entrance: Usual entrance to warp drive Freeway Exit: Usual emergence from warp drive (of course situations in the past have shown that you can pretty much enter warp anywhere you damn well please) Freeway Entrance/Exit that you didn't mean to take: Wormhole! Speedbump: Continuim Drag Icy Road: Soliton Wave! Pothole: Quantum Fillament! Car in/off the road: Wreckage Roadkill: Extinct unknown lifeform (usual response from science officers) Roadsigns: Starfleet Navigational Guidance Beacons Part X: Special Manuvers ========================= Entering Freeway: Entering Warp Exiting Freeway: Leaving Warp Rockford (180 spin): Full about (hey, not everything gets a neato term!) Evasive Manuvers: Avoiding Romulans Part X: Locations on the Road ============================== Howard Johnson's/ Stucky's: Ten Forward (the only REAL place to eat on a road trip!) Auto Shop: Assembly Faculty Gas Station: Refueling Base Your garage: Drydock Big parking lot: Close Orbit Parking ramp: Starbase Toll booth: Ferengi starbase (ugg) Traffic Court: Q Continuim Any Given City: Planet (city_name) Any Given State: Sector (state_name) Any Given Country: Galaxy (country_name) Any Given Planet: (you're taking this game a little too far) Best Western/ Red Roof Inn/ Howard Johnson's: Crew Accomidations Holiday Inn/ Ramada: Guest Accomidations Marriot/ Hilton: Officer Accomidations Part X: Away Teams -- how the heck do we handle this? ====================================================== An away team should consist of the Second Officer or the Mission Ops crewman, along with any number of expendable crew members. The natural shuttle variant in the driving game would be a bicycle (preferable a mountain bike) or it could even be skateboards or roller blades. The logical reasons for these chosen veicles are 1) The fit on/in the car very nicely. 2) Like shuttles, they should never be taken out while in Warp Drive. Typical away team missions include: 1) retreiving more crew consumables 2) deposting crew post-consumables 3) negotiating with accomadations manager for a night's lodging. Of course more detailed and taxing missions include: 1) Scouting out a new area (shuttle may be necessary). 2) Scouting for a good orbital parking spot 3) emergency refueling Conclusion ========== That is about all I can think about for now. I tried to think of some way to include the transporters but I couldn't think of any. Also I had a coupla ideas for general terms, but not many. If anyone has any suggestions for additions to the list, send e-mail to "kickstart@vax1.mankato.msus.edu" -------------------------------------------------------------------------------- Kickstart@Vax1.Mankato.Msus.Edu / /------------------------------ / / Amiga: The Computer With \ \/ / Its Own Religeous Following \/\/--------------------------------

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