GAME PLAN - STORM FORCE - Clockwize 1990
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General Format:
On start up you are shown the main panel, showing telephone, telex
map of the coast and the three direction finding VHF radios.
During the game while no rescue is on, you will receive regular weather
forecasts on the telex. The VHF radios will carry any conversation on
either channel 0 or 16 that is occurring within receiver range. Then map
of the coast can be used to examine the area involved, also to extract
information on boats etc.
The VHF Radios:
The radios will show the presence of any conversations by registering
the bearing of the transmission from each of the aerials. If the signal
is too far away, then no bearing will be shown. The messages passed in
the radio contacts will be displayed in the telephone/radio display
screen area.
You will not normally need to respond to the messages, only when
a distress signal is received will you be required to respond by
acknowledging their signal and setting rescue action in motion.
The Telephone:
The telephone, unlike the VHF radios, is a two way communication device
and when the phone rings, and you answer, you can hold a conversation
with the person at the other end, your replies being obtained from a
list of appropiate options displayed for you.
You can also instigate a call to someone, on doing so, you will be
provided with a list of poeple you can contact. They will then be
rung, answer were appropiate and repsond to your query (which you
again choose from a menu).
The Map:
This shows the section of coastline involved, and clicking on one of the
lifeboat stations will bring up information about the boat housed
at that location.
Rescue!
One a rescue situation is under way (chosen from 1 of 5 or 6 scenarios)
the player will be expected to send boats or helicopters out to sea
to find the victim (boat or person) and rescue them to a suitable
coastal location.
Once you decide to launch a boat, you cease to be the coastguard and
become the coxwain of a lifeboat.
At this point, you move to the boat of your choice, launch it and
then control all the way to the rescue scene. At this point , you
collect the survivors and then head back to the shore.
Once you are in the boat, everything you set in motion as a coast
guard will folow through, but if you forget to do anything before
setting off, then you cannot correct this until you reach the land
again.
In the boat, you see a plan view of the sea area around you.
The object to rescue will also be visible when you get near it,
and any other boats heading for the rescue scene which you sent
out will also be seen.
The state of the weather at the time you leave harbour will affect
the speed of your boat, and its ability to keep on course without
you having to correct it all the time.
You will receive radio messages from the coast guard station to
inform you of weather conditions, and also any information they
receive from other stations.
You will also receive info from other ships in the area and from
the distress victim if they have a radio still working to contact
you. (Obiously in the case of a missing person, they cannot contact
you).
Scenarios:
MAY DAY
1. Boat sinking, survivors need rescuing.
* Signalled by Flares, MOP or Radio.
2. Medical emergency on board fishing vessel, needs taking to hospital.
i. Severed Limb.
ii. Heart Attack.
* Signalled by Radio.
3. Missing person/boat at sea.
* Signalled by MOP.
PAN PAN
4. Boat drifting with fouled propellor etc.
* Signalled to the CG by flares, MOP or Radio.
5. Dinghy drifting out to sea, rescue people on board.
* Signalled to CG by either flares, MOP phoning in or
CG sighting.
6. Medical emergency on board fishing vessel, needs taking to hospital.
iii. Knocked Unconscious.
* Signalled to CG by radio.