                           Command : CRATE/UNCRATE

 SYNTAX:
   [##:##] Command: crate|uncrate [<PLANE> | <SECTS>]

The crate and uncrate commands let you prepare aircraft and missiles for tran-
sport  aboard several types of vessels that are unable to accommodate the same
aircraft in their ready-to-fly state (the show ship capabilities command  will
flag  such  ships with the word "tran" in the capabilites list).  Any aircraft
can be crated; ships such as cargo ships can then be  used  to  transport  the
boxes  to  another location, where the crates can be unloaded and the aircraft
reassembled.  Crating becomes very useful when using trade  centers  and  non-
teleporting  plane trade, where disassembly and boxing of an aircraft's pieces
may be the only way for a buyer to take home his lastest purchase.

The <PLANE> and <SECTS> arguments are provided in case you only wish to  crate
or  uncrate  one  plane or all planes within a given area.  Crate expects some
argument.  To crate all planes, use the argument '*', as in "crate *".

Since crating and uncrating are disassembly and reassembly  processes  similar
to  initial  construction,  both a workforce (20% of the original construction
crew) and money (10% of the original construction cost) are required.  Crating

                           Command : CRATE/UNCRATE

and uncrating may be performed only in your own or allied airfields and  trade
centers.   Crated  aircraft and missiles may not be flown or launched, and may
not be uncrated while aboard a transporting vehicle or vessel.  They may, how-
ever,  be  sold  on the trade board, and they may also be armed with warheads.
Upon being uncrated and reassembled, the aircraft will be reset to  10%  effi-
ciency and 0 mobility.

If a plane is crated, the 'plane' command will show  the  word  "-crated-"  in
place  of  the  efficiency and mobility values. Similarly, the 'trade' command
will indicate 'crated' status.

See also : plane

