.TH Command TORPEDO
.SY "torpedo <SHIP> <SUB>"
The torpedo command is used to shoot other naval vessels
in a sneaky manner.
.s3
The <SHIP> argument is the victim ship number and
the <SUB> argument is the number of your submarine.
The program will ask for these if not provided on the command line.
.s3
Your <SUB> must meet the following criteria:
.nf
.in +0.3i
1) It must be a submarine
2) It must have at least 1 gun (torpedo tube)
3) It must have at least 3 shells (3 shells = 1 torpedo)
4) It must be at least 60% efficient
5) It must have some mobility
.in -0.3i
.fi
Meeting all these criteria, your torpedo will be launched
toward the victim ship and a countdown of seconds
until the expected detonation will commence.
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Since the range of torpedos is a maximum of 1.99999 or so,
anything a distance of 2 or more from you will be out of range
and you will be told so,
(after your torp is in the water).
If you are in range,
your chance of making a hit depends on the distance to the target:
90% if it's in the same sector,
22% if it's in an adjacent sector.
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A hit will be reported to you as \*QBOOM!\*U,
followed by a report of the damage done to the victim ship.
The damage done is dependent on the size of the victim ship.
A torpedo does between 63% and 100% damage to a patrol boat and
between 28% and 56% damage to a battleship or aircraft carrier.
.s3
In order to simulate the \*Qreal-time\*U situation,
your mobility will be decremented by 50 for each torpedo fired;
if it goes to zero (or beyond) you will be forced to stick around.
If your torpedo scores a hit,
your victim will be informed of the fact and will be told
the number of the sub, but not the country (so you can deny it).
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The victim's only automatic protection against sub attacks is that
any destroyer of his/hers that is in the same sector as you
and that has shells will drop them on you as depth charges.
Each depth charge does 30% to 40% damage to your sub.
.s3
See also : attack, assault, fire
