HDTenEightyP/NetNews huggingface dataset:
From: tw1r+@andrew.cmu.edu (Timothy C. Worsley)
Newsgroups: rec.games.netrek
Subject: Re: ogging carriers
Date: 28 Jul 92 02:04:10 GMT
Organization: Carnegie Mellon, Pittsburgh, PA

Excerpts from netnews.rec.games.netrek: 27-Jul-92 ogging carriers
Benjamin T Dehner@IASTAT (836)

> 	When playing on a team that doesn't have a lot of clue/isn't very
> well organized, is it a good idea to ogg the opponent carriers?  I'm not
> real great at ogging, and usually end up running out of fuel or getting blown
> up by escorts whenever I try chasing down a carrier by myself.  Should I keep
> trying, or wait untill I can get help, or just keep an eye on him (or her)
> until they go for a planet?

	In this situation, I just about always end up doing one of three things:  

1) Sitting arround our most important/ignored planets killing takers,
2) Ogging everything that moves wheather it has kills or not, or
3) Bombing.

	Which path I take depends on my team.  Most teams will put plenty of
people arround the home planet, so I'll opt for 2 or 3.  If it looks
like we can come back, I like to bomb (unless others are doing it)
because it's SOOOOOOOOOO hard to come back against infinite armies.  If,
on the ohter hand, it's just a question of how long we can last, well. .
. The faster I can kill people, the less people they hve in our space,
and the less people they have in our space, the harder it is to get to
our last planet without being spotted and destroyed.  Dumb Ogging works.
 The main fear is that one's opponents won't kill you and refuel your
ship.  I normally like to have nuetral 'bots in to kill me if the enemy
doesn't.  Of course, there are always planets, but they take too long.  

BLOOD MAKES THE GRASS GROW

ZZnew guy 
Newsgroups: rec.games.netrek
From: petonak@chem.psu.edu (Paul Petonak)
Subject: a netreker without a home
Date: Tue, 28 Jul 1992 20:24:39 GMT

Just wildy out of curiosity. Where are CMU bronco players 
planning to do the bulk of their playing in the future? 
Is someone still trying to find a CMU machine which can be used.



Paul


Newsgroups: rec.games.netrek
From: chee@news.cis.ohio-state.edu (kungnee chee)
Subject: Questions
Organization: The Ohio State University Department of Computer and Information Science
Date: Wed, 22 Jul 1992 10:47:14 GMT

Hi!
   I am just a beginner in the netrek, here are some questions to ask.
(1) How many kind of torps are there? How to fire them?
(2) How joint a team?
(3) How to ogg a planet?
(4) I have many netrek server addresses, how can I get connected to them?
I will be greatful to your answers. Thanks.
Newsgroups: rec.games.netrek
From: terence@bronco.ece.cmu.edu (Terence Chang)
Subject: Re: Iggy SB's....
Organization: Carnegie Mellon University
Date: Tue, 28 Jul 1992 20:57:13 GMT

In article <1992Jul28.191545.29631@cs.cmu.edu> spot@CS.CMU.EDU (Scott Draves) writes:
>>>>>> On 28 Jul 92 03:50:19 GMT, mvanheyn@tope.cs.indiana.edu (Marc VanHeyningen) said:
>
>someone> This is the SECOND time I've watched an Iggy SB completely
>someone> screw up (in my opinion) a perfectly good game.
>
>Marc> Leading Iggy to the enemy SB only works when the enemy SB is
>Marc> alone and without good support from his team.
>
>a *lone* SB shouldn't have any problem with iggy, just pressor it.
>you only die if you screw up.

For once, I'll just be blunt.  Iggy is not random, except for the
coordinates of his entry point, which are semi-random.  If you are having
problems with Iggy, you need to learn more about him.  He is a tool.  I
never considered removing him from bronco because, simply, I didn't want
players on that server who were unable to learn to use him.

Terence
-- 
"People who get nostalgic      |  Terence Chang:
 about childhood were          |    e-mail: terence@bronco.ece.cmu.edu
 obviously never children."    |            or an acceptable facsimile thereof
       -- "Calvin and Hobbes"  |            (subject to change w/o notice)
From: sfd@neuromancer.metaphor.com (Scott Drellishak)
Newsgroups: rec.games.netrek
Subject: Re: IGGY SB
Date: 29 Jul 92 16:36:03
Organization: Metaphor Computer Systems
	<1992Jul29.091949.2604@hellgate.utah.edu>
	<1992Jul29.205619.239201@cs.cmu.edu>
	<1992Jul29.163053.22337@hellgate.utah.edu>
NNTP-Posting-Host: bezier.berkeley.edu
In-reply-to: mmoore%peruvian.utah.edu@cs.utah.edu's message of 29 Jul 92 16:30:53 MDT

HunterKiller is stupid.  Yes, I know how to drag it to the enemy's
space.  Yes, I know how to ogg server robots.  HunterKiller still
sucks.

I have spoken.

Scott
--
/--------------------------------------------------------------------------\
| Scott Drellishak   sfd@neuromancer.metaphor.com                          |
|         "It's Log!  It's Log!  It's big, it's heavy, it's wood!          |
|          It's Log!  It's Log!  It's better than bad -- it's good!"       |
\--------------------------------------------------------------------------/
From: mparsons@fleming.iaims.bcm.tmc.edu (Mark Parsons)
Newsgroups: rec.games.netrek
Subject: LPS strategy? (was 'Leaving a good one for LPS')
Date: 21 Jul 92 18:17:45 GMT
Reply-To: mparsons@fleming.iaims.bcm.tmc.edu (Mark Parsons)
Distribution: usa
Originator: mparsons@fleming.iaims.bcm.tmc.edu


I have to admit that I haven't read *all* the postings about this subject,
but most of them are arguing about what you do when a home planet and 
a boonie(tm) are all that's left.

I say take the boonie and get the clock started.

But has anyone stepped back and looked at *how* you got in this situation?

I've been in games where I was the one yelling 'save the boonie for last',
'save the boonie for last' . . and I did this early on when it looked 
like we could roll over the other team.

The problem arises when no one will go after the home planet EARLY on
in the game.  Eventually we end up with a LPS at the home planet . . and
I really hate it when the home planets is agri!!! ;-)
(Yeah, I'll try for the home planet . . but don't get much help in
many cases . . . but it does work when you got a couple clueful
players on your team who agree with strategy)

When I say 'leave the boonie for last' that doesn't mean leave the home
planet for next-to-last! (And yes, I try to stress taking the home
planet early on . . . yeah, yeah, I mean when there are only a few
planets left *AND* the defenders aren't guarding the home planet so
tenaciously).

This ongoing thread needs to look at the overall strategy of LPSs from
the start of the game . . not when you got two planets left(the home
planet and a boonie).

Leaving a boonie for last is great strategy, when combined with other
issues . . .like taking the home planet early on, while it's not
being defended so heavily.

I guess the problem will exist as long as people are worried about
DI, i.e., take the easy planets first, get my DI, then leave the 
game when the LPS comes along(wouldn't want to eat away at the
promotion clock!)

My $0.02 . . ok, $0.03 worth!!  ;-)

Mark   a.k.a. CHUD, putz

p.s. -- when selecting a boonie, why select one so far away? 
	Example: Fed vs Rom: Why do Feds like to pick Eri?
	Why not one of the front line planets?  A front line
	planet is closer for you to get to . . . Eri may
	be away from their home planet . .  but it's also 
	farther away from yours!  I say leave a front line planet
	last . . . IMHO!! ;-)	
-- 
Mark A. Parsons
mparsons@bcm.tmc.edu
From: tom@soda.berkeley.edu (Tom Holub)
Newsgroups: rec.games.netrek
Subject: Re: Iggy SB's....
Date: 29 Jul 92 07:31:37 GMT
Organization: U.C. Berkeley, CS Undergraduate Association
NNTP-Posting-Host: soda.berkeley.edu

In article <geRXm6G00VotI9t4dt@andrew.cmu.edu> tw1r+@andrew.cmu.edu (Timothy C. Worsley) writes:
)Excerpts from netnews.rec.games.netrek: 28-Jul-92 Re: Iggy SB's....
)Michael Moore@cs.utah.ed (1112)
)
)> 	I'm not whining, I'm trying to convince a bunch of apathetic
)> looosers who like iggy because of what it can do to unorganized teams,
)> that iggy should go away.  At least that it should not be the default.
)
)
)Disorganized teams should lose.

Disorganized teams *will* lose, with or without lame robots attacking
them.  The reason iggy bugs me is not because of what he does to my teams,
it's because fighting robots is the most BORING thing you can do in netrek;
it's the thing you used to have to do waiting for t-mode on Sequent, it's
not what you want to do in a real game.  

And yes, I've heard all the 'if you're fighting iggy, you don't understand
him' BS--leading iggy onto a base or home world works only against
TOTALLY clueless teams; any halfway decent player should be able to kill
Iggy in one run, regardless of ship type.  I don't need help against
totally clueless teams.

The HALs declaring war on everyone is even worse, because they also
encourage bombing third-race planets (opposite your opponent's sector,
of course).  So you can wind up with two HALs and an iggy in the game.
Sounds like chaos night, not netrek.
 -Mojo
Newsgroups: rec.games.netrek
From: shiell@isaac.its.rpi.edu (Lawrence Shields)
Subject: Re: On a lighter note
Summary: New Server style
Organization: Rensselaer Polytechnic Institute, Troy, NY
Date: Fri, 31 Jul 1992 01:00:27 GMT

In article <fortony.712478531@murphy> fortony@sonne.cso.uiuc.edu writes:
>>One more item:  Once I was asked to help test out a new server, AIX.RPI.EDU,
>>this server prevented torpedos from passing through planets (allowing
>>planets to be used as a form of cover).  Have any other servers implemented
>>a modification like this?
>
>What a great idea.  Wow.  WOW.  Imagine last planet stands.  Oh wow.

     I've helped Shadow test it a bit, and have heard some of the stuff
that was being put in.  Not only do your weapons not fire through the
planets but they have a chance of killing armies on the surface when they 
hit.  Phasers, Torpedo's and Plasmas all can hit and do some destroying, 
even down below the normal 4-1 range of bombing.  You can bomb it down, 
pull back and then phaser and torp it, if you have enough gas, to 0 armies.
Totally changes the concept of a Last Planet Stand.  
      He was working on the code for player ships to bounce of off planets 
next, as well as bouncing off of each other.  These haven't been implemented
yet so I don't know the details of how they'll work. 
     But the shooting planet change is real neat.  Changes the game alot and
is very interesting to play.  

Flt. Capt. Blackwolf
The Quiet Angry Man >=)
-- 
==========================================================================
    "I cannot kill the one I love!"      # Larry Shields ------- Blackwolf
    "Then kill the one you're with!"     # '70 Torino GT ----- '87 GSXR750 
     -Crow, MST3000, Fugitive Alien      # ------- shiell@rpi.edu --------
Newsgroups: rec.games.netrek
From: amrk@troi.cc.rochester.edu (Andrew Markiel)
Subject: Re: Bronco update
Organization: University of Rochester (Rochester, NY)
Date: Tue, 21 Jul 92 21:47:49 GMT

More precisely, if a person has the same character name both on bronco and
the server to be merged into, how will mergescores handle the situation?
Will it choose one (based perhaps on most hours, or best ratings), or will
it try to merge the two characters into a single entity?

What if two *different* people have the same character name on the two
servers? Sounds like one of the people will be out of luck. Not sure if
this would actually be a problem, but it could be.

-Grey Elf
From: jesup@cbmvax.commodore.com (Randell Jesup)
Newsgroups: rec.games.netrek
Subject: Re: NBR Proposal: Iggy Entrances
Keywords: proposal, NBR, Iggy
Date: 21 Jul 92 18:03:35 GMT
Reply-To: jesup@cbmvax.commodore.com (Randell Jesup)
Organization: Commodore, West Chester, PA

ahabig@bigbang.astro.indiana.edu (Alec Habig) writes:
>My proposal is not to eliminate Iggy, but to eliminate the Instant Random Death
>from Above feature.  It is annoying to be susceptable to just dying sometimes
>for no apparant reason, with no control over the outcome.

	I hate Iggy.  No, make that I *HATE* Iggy.  Iggy is particularily 
nasty for beginners, who even when not suprised are instant meat anywhere near
Iggy.  It makes life very non-fun for them.

	I've added a .sysdef NOIGGY line here, and also restricted it to
times when there's a wait queue.

-- 
"Rev on the redline, you're on your own; seems like a lifetime, but soon it's
 gone..."  Foreigner
-
Randell Jesup, Jack-of-quite-a-few-trades, Commodore Engineering.
{uunet|rutgers}!cbmvax!jesup, jesup@cbmvax.cbm.commodore.com  BIX: rjesup  
Disclaimer: Nothing I say is anything other than my personal opinion.
Newsgroups: rec.games.netrek
From: zog@pecan.cns.udel.edu (Zog the Barbarian)
Subject: LPS Strategy [Re: Leaving a good one for LPS]
Organization: University of Delaware, Newark
Date: Tue, 21 Jul 1992 23:35:09 GMT

	ARRRGGGGH!  Okay, so I got a lot of response (mail and post) to
my remarks about leaving the BOONIE planet for last.  I just read 
someone's post (sorry, forgot who) who said that leaving the home
planet for the LPS is a bad thing.  That was more or less what I was trying
to say.  Which is why I still think leaving the BOONIE planet for last
is best.  I know taking it would be a simple exercise and throw the other team 
into a countdown situation, but that is not the only consideration.  Too
many people playing netrek feel that unless their team get sgenocided, they
still have a chance at coming back (i.e. "you guys cheated", "our CMU guys
quit right at the LPS", "I got ghostbusted", etc.).  It therefore seems
more important to me to Genocide than to win by timer.  So the reason
for leaving BOONIE is that it is a better LPS planet than the home planet
and the farther away it is, the better.  I mean, if I have to fight a 50min
war to take the home planet, and can take BOONIE in 5 _seconds_, why not
take the home planet and then GENOCIDE them?  THat way there can be no
(or very little, one can't ever say 'no' with this crowd) discussion
of the winner.  So, what I, and I think others that think this way, meant
was that rather than leave a hard-to-take planet for last, leave the 
easiest for last.

	But as the other poster said (sorry about forgetting), leaving
the home planet for last is just plain _bad_.  BOONIE should be far away
and not easily accessed by the defenders.  I guess it should also be a
non-agri, and maybe a non-fuel/repair as well.  I guess it is also a 
matter of personal strategic choice.

-dan/zog
-- 
	ZZZZ  OOOO  GGGG	|	zog@freezer.cns.udel.edu
	  Z   O  O  G __	|	   zog@bach.udel.edu
	 Z    O  O  G  G	|	In Newark: ??????
	ZZZZ  OOOO  GGGG	|	In Maryland: (301) 384-6507
Newsgroups: rec.games.netrek
From: boutell@isis.cshl.org (Tom Boutell)
Subject: Help - Keyboard Focus...
Originator: boutell@athena
Organization: Cold Spring Harbor Laboratory
Date: Tue, 21 Jul 92 17:51:51 GMT

Hey there. I play as Argyle in a bunch of places. I'm also on a Summer INL
team. Only thing is, I just got hold of olvwm, which is a really *wonderful*
virtual window manager (you get more desktop than you have screen), and
everything else runs fine in it, but netrek doesn't cooperate: it comes
up, but doesn't seem to get the keyboard focus! The root window always
seems to have it, since anything I type produces a beep.

Help! Is there a newer version that corrects this? My version of the client
supports UDP but has the requires - numeric - IP - addresses bug. 
What's the latest blessed client?

Failing that, where can I get sources in order to try to correct this
incompatibility? It wouldn't be blessed but at least I could play without
switching window managers, which would be a real drag all the time.
Thanks for the help.

(P.S. Does anybody know if tvtwm works? I'd prefer not to switch to it,
since it doesn't implement Open Look and I'm running Xview and Openwindows
things - real work and all that.)

-- 
My return address now works!
Believe it or not there is life after college. At least if you live
near NYC.

Newsgroups: rec.games.netrek
From: esj@cs.brown.edu (Eugene Santos Jr.)
Subject: Question
Organization: Brown University Department of Computer Science
Distribution: na
Date: Wed, 22 Jul 1992 23:26:42 GMT

For all you folks outside of New England, what are your laggages from
experience to flint, scws9 (harvard) and bigmax (ulowell)? Are they
the same? Which one is worse? I know that a router at MIT is munged this
summer, but I'd like to know whether laggage to flint is due to my meddling
with the code in some dreadful manner :( If that's the case, I'm gonna
switch to the default vanilla server distributed just to see the results
temporarily.

How about you folks in the New England area?

Limofel / Quovadis / StarBase / timid (too many others)

uucp:	...!{ihnp4,decvax}!brunix!esj		Eugene Santos Jr.
bitnet:	esj@browncs.bitnet			PO Box 1910, Computer Science
arpa:	esj%cs.brown.edu@relay.cs.net		Brown University
csnet:	esj@cs.brown.edu			Providence, RI 02912
From: peter@mitre.org (Peter J. Spellman)
Newsgroups: rec.games.netrek
Subject: Re: On a lighter note
Date: 30 Jul 92 17:15:23 GMT
Organization: The MITRE Corporation, Bedford, MA.


In article <1992Jul30.141846.20022@aio.jsc.nasa.gov> trust@sweetpea.jsc.nasa.gov (Jason Trust 283-4077) writes:

   Newsgroups: rec.games.netrek
Path: linus.mitre.org!linus!agate!ames!eos!aio!sweetpea!trust
   From: trust@sweetpea.jsc.nasa.gov (Jason Trust 283-4077)
   Sender: news@aio.jsc.nasa.gov (USENET News System)
   Organization: McDonnell Douglas Space Systems Company
   References:  <Bs6rt7.39C@wpi.WPI.EDU>
   Date: Thu, 30 Jul 1992 14:18:46 GMT
   Lines: 9

   >One more item:  Once I was asked to help test out a new server, AIX.RPI.EDU,
   >this server prevented torpedos from passing through planets (allowing
   >planets to be used as a form of cover).  Have any other servers implemented
   >a modification like this?

   Great Idea!!!!!!!!!!!!

   Jason
   TAMU

In all fairness, then you shouldn't be able to fly through them
either.  This degenerates the game into a slalom course to avoid
planets.  Not allowing shots to pass through planets but allowing
ships to behooves runnerscums as the added cover will make fleeing 
easier. 

Ahh, the problems of representing a 3d space in 2.....

-Peter
From: fadden@uts.amdahl.com (Andy McFadden)
Newsgroups: rec.games.netrek
Subject: Re: Pizza Scum?
Date: 30 Jul 92 20:04:50 GMT
Organization: Amdahl Corporation, Sunnyvale CA

In article <1992Jul30.022457.153091@cs.cmu.edu> jch+@cs.cmu.edu (Jonathan Hardwick) writes:
>"Pizza scum:  A player who takes up a slot, normally cloaked, while
> eating, going to the bathroom etc."

Anybody ever try the "sitting duck" method?  Sit near the back of the
planet the guy is orbiting, and invite an enemy over to drop 200 points
of torps on you.  Figure 260 points in torp dets (scaled by distance) plus
a ship explosion ought to do the trick, unless he's AS or BB and has his
shields up (in which case you need to rinse and repeat).

>Jonathan H., jch@cs.cmu.edu                        Spaceman Spiff, Flying Pig

-- 
fadden@uts.amdahl.com (Andy McFadden)
[ Above opinions are mine, Amdahl has nothing to do with them, etc, etc. ]
From: fadden@uts.amdahl.com (Andy McFadden)
Newsgroups: rec.games.netrek
Subject: Re: Bronco update
Date: 24 Jul 92 21:01:44 GMT
Organization: Amdahl Corporation, Sunnyvale CA

In article <1992Jul22.023053.24610@fs7.ece.cmu.edu> terence@bronco.ece.cmu.edu (Terence Chang) writes:
>For now, I've left it up to administrator discretion.  That is, the
>duplicate bronco characters will get normalized and then set aside.  Maybe
>if the passwords match then I can fold the stats together, but that feature
>currently doesn't exist.

Please add it...  The password match sounds like the best way to go.  Of
course, it still won't handle the "I want to keep the non-bronco version"
problem.  I suspect the merging is going to be a minor pain, requiring a
veritable ton of e-mail...

>Terence

-- 
fadden@uts.amdahl.com (Andy McFadden)
[ Above opinions are mine, Amdahl has nothing to do with them, etc, etc. ]
From: fadden@uts.amdahl.com (Andy McFadden)
Newsgroups: rec.games.netrek
Subject: Re: Helping new players get clued
Date: 21 Jul 92 08:32:23 GMT
Organization: Amdahl Corporation, Sunnyvale CA

In article <14fijjINNt41@network.ucsd.edu> earharta@sdsc.edu writes:
>Why not schedule newbie-training times?  I keep reading about how
>people want more clued games and this would be a way to do it.

Sometimes I get the feeling that calvin is newbie-training 24 hours a day. :-)

(BTW, is that "I am near Cas and am proceeding to Kli" message stuff part of
the Enhanced Calvin Client?)

The best way to learn Netrek is to get blown up for an hour or two and then
read the files (and then go get blown up for another few hours).  Most of
the interesting lessons in Netrek are learned by making mistakes, and you
really do need to make a LOT of them to become any good.  Becoming just
generally competent doesn't really require instruction (IMHO).

Still, if your server is lacking players, this might be an interesting thing
to try.  If you don't mind starting with a relatively low clue level, you can
get some server loyalty going.

>Alan Earhart

-- 
fadden@uts.amdahl.com (Andy McFadden)
[ Above opinions are mine, Amdahl has nothing to do with them, etc, etc. ]
Newsgroups: rec.games.netrek
From: mmoore@itchy.dsd.es.com (Michael Moore)
Subject: Re: Golden Bears vs. Lagg U
Organization: Evans & Sutherland
Date: Wed, 22 Jul 92 04:36:08 GMT

In article <weP=c1G00awAQ81Uot@andrew.cmu.edu> "Timothy C. Worsley" <tw1r+@andrew.cmu.edu> writes:
>
>If you want to win, you will pick Fed or Rom, whichever has an advantage
>over the other.  If your opponents take Ori or Kli, just pick up thier
>free planets and eat their soul.
>
	
	Well, while this may perhaps give your team an edge, I don't
consider it to be something amazingly unbalancing... In fact, I'd say
the teams need to be VERY well balanced for this to cause significant
damage to one team or another.

	But perhaps being at cmu all the internal games were even and
thus this came to be an important factor.

	Or perhaps I am wrong... but hey, I feel lucky.  After all,
I was right about my six captains.... ;-)


	-Michael (Ged -- that's a hard 'g')

--
 ---------------------------------------------------------------------
|Michael Moore                      \  "Modern man would be a lot     |
|Evans & Sutherland Employee         \  happier if he would take a    |
|University of Utah Student          /  little time off to meditate." |
|Email      : mmoore@dsd.es.com     /                                 |
|Home Phone : (801) 359-6552        \                                 |
|Office     : (801) 582-5847 x 4721  \    -ArchBishop Fulton J. Sheen |
 ---------------------------------------------------------------------
From: amrk@troi.cc.rochester.edu (Andrew Markiel)
Newsgroups: rec.games.netrek
Subject: Re: Golden Bears vs. Lagg U
Date: 25 Jul 92 17:10:02 GMT
Organization: University of Rochester (Rochester, NY)

In article <4eQ9x8O00Vox5TMVUd@andrew.cmu.edu> tw1r+@andrew.cmu.edu (Timothy C. Worsley) writes:
><About Orion or Kli space>
> <describes a Gaming Club vs. Akira game>
>
>ZZnew guy

I remember that game rather distinctly. It seemed that the hose for Akira was
that neither Cyg nor And was a fuel planet. So, if you look at the galaxy, the
only way for them to refuel was to go all the way back to cas or sco. As a
result, once we got a little ahead, we stayed ahead, since it was very hard for
them to get a strong presence on their front line since they didn't have any
fuel on their front line.

The reason I don't like either Kli or ori space is that they have a lot of
planets with only 1 close neighbor. Like Spica. If Spica or el nath isn't fuel,
you're going to have a very tough time defending Spica since you have to fly
all the way home for fuel, and you'll never have ships establishing a presence
in that area while they refuel. So, often at least one front line kli or ori
planet gets left out in the cold, because the only reason to be anywhere near
there is to defend that planet, never any "I just happened to be in the area".

Of course, since in the INL you get to see the resources before you pick your
team, this may not be as much of a problem. A good set of resources might very
well make kli or ori space worth playing.

-Grey Elf
Newsgroups: rec.games.netrek