HDTenEightyP/NetNews huggingface dataset:
From: rmk@baal.unh.edu (Robert M. Kenney)
Newsgroups: rec.games.netrek
Subject: Re: SERVER: ghost.unh.edu returns to service
Date: 14 Dec 1992 19:27:15 GMT
Organization: MIS Service Center, UNH, Durham, NH
Distribution: usa
NNTP-Posting-Host: baal.unh.edu

In article <1gik4jINN3ti@girtab.usc.edu>, echeverr@scf.usc.edu (5150) writes:
|> 
.
.
.
|> Wow, this is a great idea; granted, it give the last person to leave a huge
|> DI scumming opportunity, but then again, that'll be an incentive not to leave.
                                            ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^              

	That's the idea.  I figure there's a bunch of people out there(me
    included) who exit if they get a bit frustrated, but would have stayed
    in the game if they thought that they were going to ream their teammates.
    This makes it obvious that you'd better stay in, or the team dies. There's
    no escaping destiny!

|> >    5)  No bombing or dropping armies while cloaked. A minor
|> >	compensation for #2 and #3.
|> 
|> Youch.  This is going to make things real tough for planettakers and bombers,
|> since they'll be getting tractored off of planets all the time...
|> 

	I figured that if an LPS situation occurs on ghost, a player on the
    losing side is going to wait quite while to come back in.  If a wave
    of deaths happen on the losing side, it's going to be hard enough to defend
    that last planet with one or two players for the 30 odd seconds it takes
    for the rest of the teammates to get back in. Somebody coming in cloaked
    to take it just seemed like too much.  Plus I've always thought it
    was a bit on the sneaky side :-)

	The main idea was to encourage dogfighting somewhat, and make planet
    taking a bit harder.  Not better, just different.

|> 
|> 5150
|> short on quota


-----------------------------------------------------------------------
Robert M. Kenney                                Nearnet: rmk@baal.unh.edu
MIS Service Center                              Phone:   (603)-862-4711
Kingsbury Hall, UNH
Durham, NH, 03824
Newsgroups: rec.games.netrek
From: wyvern@iastate.edu (Nuno Bettencourt)
Subject: Re: SERVER: ghost.unh.edu returns to service
Organization: Iowa State University, Ames, IA
Distribution: usa
Date: Tue, 15 Dec 1992 18:08:45 GMT

In article <8f=OycC00awJNK3llU@andrew.cmu.edu> el0g+@andrew.cmu.edu (Erik Lauer) writes:
>
>>            (ORIGINALPLANETS/PLANETSLEFT-1) * 2 =
>>                    seconds to wait before coming in.
>Well of course I would not want to be defending an lps here, if I die I
>have to wait an indefinate amount of time to come back in!

	Not an indefinite amount of time - just 18 seconds :)
	I wonder if anyone has noticed the major result of this - fewer LPS's
mean less hours in the ratings of all the players. (You can't tell me  YOU'VE
never quit out of a game because you didn't want to ruin your hours rating
dealing with an LPS!) I think you'll see plenty of Admirals coming from ghost
in the near future...

>>    5)  No bombing or dropping armies while cloaked. A minor
>>	compensation for #2 and #3.
>Minor?  You can never take a planet if an enemy is there to tractor you
>off, and thinks of it.  I hope you add
>6)  You can not tractor / pressor a ship that is in orbit of a planet.

	The enemy team is out for 18 seconds and you can't manage to take
their home planet? Sheesh! It'll still take teamwork to remove the guardians
of the last planet, but once they're gone, the taking is simple.
 
	I think these are good ideas. It'll be tough to take the first planets
of the game this way, unless the enemy team hasn't got the clue to keep their
faces up by the front-line planets to guard them. On a regular server, the
first planets tend to go quite quickly, while the last planets can take hours.
On ghost, the first planets will stay around a long time, with the last planets
tending to be taken quite quickly :) I like it!

>Erik

*--*
Wyvern
Organization: Carnegie Mellon, Pittsburgh, PA
Newsgroups: rec.games.netrek
Date: Sun, 13 Dec 1992 22:47:07 -0500 
From: "Timothy C. Worsley" <tw1r+@andrew.cmu.edu>
Subject: Re: This has gone too far.....
	<1992Dec13.013447.9491@pasteur.Berkeley.EDU>

Excerpts from netnews.rec.games.netrek: 13-Dec-92 Re: This has gone too
far..... Steve Von Worley@cory.Be (1429)

> The AS has a special place in netrek, just like other types of normal
> ships:

> SC -	good for scoutbombing, ogging, taking.

> DD - 	good for quick takes in games with rabid oggers.  good for
> 	dogfighting.
 
Good for Dogfighting?  GOOD FOR DOGFIGHTING?!?!?  A SC is better for
dogfighting than a DD.
>   

> CA - 	good for almost everything. :)

> BB - 	good for ... ok, almost all ships have a place in netrek.
> 		some people might say good for LPS's (or near LPS's).
> 		maybe for short escorting runs.

> AS - 	good for bombing mass quantities of armies and detting for
> 		carriers.  good for ferrying mass quantities of armies.
 
Good for bombing and taking under fire.  I've found that alternating SC
and AS for SC-bombing during tournements works better than using all SC.
 I still favor scouts, but mixxing it up keeps anti-bombers wary, which
is often essential.
>  

> The problem is, most people use the AS for the wrong reason; to carry
> lots of armies to some distant planet.  AS's manuever and fly so slow
> that they are ogg bait; they must be escorted.


	Agreed.

ZZnew guy
From: mehlhaff@soda.berkeley.edu (ERic MeHlHaFf)
Newsgroups: rec.games.netrek
Subject: Re: Addiction
Date: 18 Dec 1992 21:58:00 GMT
Organization: The Dis-Orginization
NNTP-Posting-Host: soda.berkeley.edu

In article <1gs8d0INNo7r@aludra.usc.edu> jimmyhua@aludra.usc.edu (Jimmy Huang) writes:
>
>I used to be a solid 3.7 GPA student. Now, I think i'll squeak 
>by with a 3.0 ... Was it worth it?  If i don't lose my scholarship (dean's)
>which requires 3.0  then it was probably worth it.  But otherwise, NO!!!
>
>Oh and weekends, i'd play about 12 hours. 

A long-standing adage here at Berkeley has been:

GPA+ratio=constant

I'm sure the mathematical relation isn't exact, but it's easier to remember
this way...

-- 
ERic mehlhaff					   mehlhaff@soda.Berzerkeley.EDU
mehlhaff@ocf.berkeley.EDU         "Life? Don't talk to me about life..." -Marvin
Organization: Doctoral student, Mathematics, Carnegie Mellon, Pittsburgh, PA
Newsgroups: rec.games.netrek
Date: Mon, 14 Dec 1992 05:27:06 -0500 
From: Erik Lauer <el0g+@andrew.cmu.edu>
Subject: Re: This has gone too far.....
	<1ghahmINNftr@girtab.usc.edu>
	<Yf=4JUW00VpH0YWUUn@andrew.cmu.edu>

>Excerpts from netnews.rec.games.netrek: 13-Dec-92 Re: This has gone too
>far..... 5150@scf.usc.edu (353)
>
>> Er, no.  It's not.
>
>> 5150
>> we're not going to go into this again, are we...
>
>
>	Perhaps we need a second dogfighting tourney where CAs and BBs are illegle.  

Interesting, I wonder if anyone would fly an AS.  At least it would beat
either one in a phaser duel.


Erik
---=
Newsgroups: rec.games.netrek
From: jmn@crown.berkeley.edu (J. Mark Noworolski)
Newsgroups: rec.games.netrek
Subject: Re: Using MS II to look for clue!
Date: 13 Dec 1992 18:02:51 GMT
Organization: University of California, Berkeley
NNTP-Posting-Host: crown.berkeley.edu

ramid@nyx.cs.du.edu (Rudy Amid) writes:
>   How can you tell who's clue?  Also, there are _a lot_ of netrekkers
>out there that are decent.  If you're going to make a script, you must
>include an up-to-date database of players and if it's not written in C
>I doubt it's going to be fast.  There's also a chance that you'll miss

Perhaps 'clue' was a bad choice of words in the title- I actually was
interested in finding 'people I like to play with' rather than 'clue' 
(although usually they are the same 8-).

Passing Wind
From: tvangod@ecst.csuchico.edu (Skud the Great)
Newsgroups: rec.games.netrek
Subject: Re: Dogfight Size wars
Date: 19 Dec 92 08:04:52 GMT
Organization: California State University, Chico
NNTP-Posting-Host: erasure.ecst.csuchico.edu

In article <lyodav.724638494@vincent1.iastate.edu> lyodav@iastate.edu (Sun God) writes:
>   I'm a career DD player, and I played in the dogfighting tourney as a DD.
>(once as an AS on accident, and I actually mutualed with a CA ;-) )
>What happened was interesting. I had a poor record against CAs, maybe 1 win,
>5 losses, and 5 ties. But against BBs, I had a great record, probably 6 wins,
>3 ties, and 2 losses. I know these are small samples, but 2 of the the 6 
>possible ship vs different ship matchups have these outcomes in general:
>CA vs DD:   CA wins
>BB vs DD:   DD wins
>
Im a Career BB player, love to dogfight with you sometime....think you might
have a hard time plinking me....


Skud the Great
Jack the Ripper.
Organization: Robotics Institute, Carnegie Mellon, Pittsburgh, PA
Newsgroups: rec.games.netrek
Date: Thu, 17 Dec 1992 13:47:31 -0500 
From: "Jon C. R. Bennett" <jb7m+@andrew.cmu.edu>
Subject: Re: This has gone too far.....
	<1gmhfiINNljk@agate.berkeley.edu>


tom@soda.berkeley.edu (Tom Holub) writes:
>  -Mojo
> (former tank driver)

realy?

jon
Newsgroups: rec.games.netrek
From: rhodesia@wixer.cactus.org (Felix S. Gallo)
Subject: Re: Another Clue game, and weeding clue from non-clue
Followup-To: rec.games.netrek,rec.games.netrek.illuminati
Organization: Real/Time Communications
Date: Wed, 16 Dec 92 20:12:04 GMT

jasonp@bungie.prime.com (Jason Pascucci) writes:
>
>BTW, what ever happened with the discussion of gravity wells 
>vis-a-vis BB-army anti-grav units, to allow them to conquer a planet
>faster, to make up for the inherent power-up differential
>of the Pattern Buffer on the other ships? Can someone send me the 
>Official Clued-Proposal Modus Operandi, I think this is
>a great idea. 

Jesus Christ.  If I see another lame brained proposal to change
the Pattern Buffer JUST BECAUSE people can't handle the BB's power-up
differential, I'm going to scream.  Look.  The Pattern Buffer,
especially lookup derivative value code generated *in line* with
reduction consistency modal (or tri-valued with stop bits) mixed
hash congruencies -- unless the shift combine register left tabular
source circular buffers the HA, LA and NV segment (shared, not
specialized).  What's so goddamn intricate about that?  The rotary
signal handling multiplex geometrically overloading inheritance
function, enabling distribution from 1 to the entire Poisson
_significance_ routine (in hash.c).  The BB's power-up differential
is just completely *useless* in that context.  I hope people stop
talking about it on the clued mailing list.

>--
>Jason R. Pascucci
>jasonp@primerd.prime.com


-- 
----------------------------------------------------------------------------
Felix Sebastian Gallo                              rhodesia@wixer.cactus.org
----------------------------------------------------------------------------
From: mehlhaff@soda.berkeley.edu (ERic MeHlHaFf)
Newsgroups: rec.games.netrek
Subject: Re: New Version of the Berkeley client in Beta Version
Date: 13 Dec 1992 05:13:06 GMT
Organization: The Dis-Orginization
NNTP-Posting-Host: soda.berkeley.edu
Summary: anon ftp problems

In article <1992Dec12.023732.6647@galileo.cc.rochester.edu> markiel@callisto.pas.rochester.edu (Andrew Markiel) writes:
>I assume you mean ocf.berkeley.edu, 128.32.184.252. When I try to connect
>using anonymous ftp, after I send my email address as password I get
>
>550 Can't set guest privileges.
>Login failed.

The default ftpd on apollos doesn't support anonymous  ftp, and when we
installed the OS on a new machine, it decided to install on 'ocf' as well.
sigh, broken apollo software.  the problem should be fixed by now. Please
mail me if there's any other problems...


-- 
ERic mehlhaff					   mehlhaff@soda.Berzerkeley.EDU
mehlhaff@ocf.berkeley.EDU         "Life? Don't talk to me about life..." -Marvin
Organization: Carnegie Mellon, Pittsburgh, PA
Newsgroups: rec.games.netrek
Date: Fri, 11 Dec 1992 16:21:29 -0500 
From: "Timothy C. Worsley" <tw1r+@andrew.cmu.edu>
Subject: Re: Don't You Just Hate it.
	<Bz0D83.JJu@cs.columbia.edu>

Excerpts from netnews.rec.games.netrek: 9-Dec-92 Re: Don't You Just Hate
it. andrew m. boardman@cs.co (303)

> Timothy C. Worsley (tw1r+@andrew.cmu.edu) writes:
> >5:00 GMT, hmmmmm. . .
> >That's about 10:00 EST.
> >If bronco isn't full, it's down.

> Actually, it's noon, and bronco is closed.


	Yeah.  I realized that when I re-read it.  Oh well. . .
*klunk*

*ObHeadHittingWall

ZZnew guy
From: thalerj@cps.msu.edu (Jay C Thaler)
Newsgroups: rec.games.netrek
Subject: Re: Unnecessary scumming
Keywords: T-mode scumming
Date: 18 Dec 92 23:53:45 GMT
Reply-To: thalerj@cps.msu.edu (Jay C Thaler)
Organization: Dept. of Computer Science, Michigan State University
Originator: thalerj@jellyfish.cps.msu.edu

> <>=======================================================================<>
>   Pl: Rank       Name              Login      Display          Ratings   DI
> <>=======================================================================<>
>   F0: Flt. Capt. OGG-O-RAMA        clm9q      birch.cs.Virgin   4.61   341.15
>   O1: Ensign     Mageman           c60c-1gu   e260-1g.Berkele   1.93     0.60
>   F2: Captain    Silver Paladin    mulhern    mordor.cchem.be   3.68   202.52
>   O3: Ensign     slotscum          thalerj    marlin.cps.msu.   0.00     0.00
>   O4: Flt. Capt. Yoda              js138      grus.cus.cam.ac   3.67   472.41
>   F5: Lieutenant wujianming        jwu        cadesm27.eng.ut   1.07     9.46
>   F6: Lieutenant rabies            auvbarn    AUVSUN1.TAMU.ED   5.09     6.53
>   O7: Commander  Turin             c60c-4gr   e260-1e.Berkele   6.05    36.38
>   O8: Ensign     Leodegranz        c60c-4gr   e260-1f.Berkele   0.44     0.16
>   F9: Rear Adm.  Crowbar           thalerj    marlin.cps.msu.   6.11  1136.49
>   Oa: Lt. Cmdr.  M.Flip            jcm1       soc2.acpub.duke   1.71    19.45
>   Oc: Lieutenant Broken Hills      scementw   cadesm27.eng.ut   1.40     4.88
>   Od: Ensign     slotScumm         thalerj    marlin.cps.msu.   0.00     0.00
>   Fe: Commander  Broken Rubber     jmn        crown.Berkeley.   3.91    43.28
> <>=======================================================================<>
>   Feds: 6   Roms: 0   Kli: 0   Ori: 8
> <>=======================================================================<>


> You tell me what was going on.  Damned if I know why Crowbar was putting 2 ori
> characters in (after having bombed Ori Space during a Rom LPS).

> Yoda

Well, now isn't this convenient.  Let me tell you the real story.  First,
I bombed two ori planets, not "Ori Space".  Another Fed did all the bombing.
Whatever the big deal about bombing a 3rd space planet is, who knows, and 
who cares.. ask MUCUS.  After Rom's blew up, most people left.. it was a
4 Fed vs 5or6 Ori game.  Well, SOMEONE (I wont mention any names, *YODA*)
popped in a slot character as a Fed to even the teams up so they could then
join the Oris, making it 4-6.  Well, I thought that was a bit unethical, 
whatever.  I added a couple Oris to fill their slots so no one would repeat
that.  Call me crazy, but I like even teams.  As you can see from the above,
the game was still an even 6-6.  Before that it was 4-6.  As the teams were
evened up, I quit the "slotscums" as anyone who was playing at the time can
tell you.  So, this was in NO way "scumming" in any sense of the word.  If
you want to get technical and acuse of scumming, ask the guy who cheated to
get on the larger team with more players.

       Rear Adm. Crowbar  <-- achieved with no illegal or unethical scumming
From: jmn@crown.berkeley.edu (J. Mark Noworolski)
Newsgroups: rec.games.netrek
Subject: Using MS II to look for clue!
Date: 12 Dec 1992 00:45:09 GMT
Organization: University of California, Berkeley
NNTP-Posting-Host: crown.berkeley.edu

Now that the playerlist port seems to be working .....
I thought it would be nice to have a way of parsing its output to look
for people you like to play with so I wonder if anyone is up for 
writing a script to do it? My wish list is for it to take a file of 
'people you like to play with' of a format like this:

Passing Wind			<jmn@crown.berkeley.edu>
Doctor				<josh@mowgli.....>
etc.

(I like this format because it is compatible with sendmail and therefore 
can just be your team mailing list)

and then look at the port 3522 output for anybody who matches either the
name or login and print out their info and the server info for where they
are playing.

Anybody want to write this?
I spent a couple of minutes hacking together something in awk which works
well enough for now but I would much prefer the approach I described above.

Here is 'findteam' - save it and make it executable then run it

#! /bin/awk -f
# find team members from metaserver
# to run do : telnet charon.amdahl.edu 3522 | findteam

BEGIN { 
 }

$0 ~ /^Server/	{ srv=$0
	getline 
	getline 
	getline 
	sze=$0
	continue }

$0 ~ /(gary)|(aok)|(jeffw)|(josh)|(gallaway)|(kluge)|(jmn)|(gdearing)|(jt2n\+)|\
	|(beorn)|\
	|(fadden)/	{ 
	print srv
	print sze
	print "\t" $0 ; continue }


END { }


Organization: Carnegie Mellon, Pittsburgh, PA
Newsgroups: rec.games.netrek
Date: Sat, 19 Dec 1992 00:00:48 -0500 
From: "Timothy C. Worsley" <tw1r+@andrew.cmu.edu>
Subject: Re: This has gone too far.....
	<1992Dec18.094935.16308@pasteur.Berkeley.EDU>

Excerpts from netnews.rec.games.netrek: 18-Dec-92 Re: This has gone too
far..... Steve Von Worley@cory.Be (855)

> >> You can sit there and spew all of the reasons you think a DD is better
> >> than an SC, warping the facts to suit your opinion.  The only thing 
> >> which will get me to change my mind is if we have a dogfight match 
> >> with all GOOD SC players and all GOOD DD players, and the SC's trounce 
> >> the DD's.  (btw, I can't claim to be either).  
> >
> >	Pick any DD player you want as your champion.  I will pick Warsong for
> >mine.  I know who my money goes on.

> Read for meaning, ZZ.  I said 'all' good DD and SC players.


	It should be simple.  If DDs are a better ship, then the best DD
dogfighter should be able to beat the best SC dogfighter even if the SC
is a little bit better.  If there are no good DD dogfighters, then there
surely MUST be a reason.

ZZnew guy
From: itistang@othello.ucdavis.edu (Clayton Tang)
Newsgroups: rec.games.netrek
Subject: My screen does not update auto'ly, help.
Date: 8 Dec 92 02:34:39 GMT
Distribution: usa
Organization: Computing Services, UC Davis
Originator: itistang@othello.ucdavis.edu


	I have a udp client runnins on a dec 3100. Quite often now,
my screen does not update unless I press a key or click the mouse. 
But once in a blue moon, the screen will update by itself. Does any
one know the cause of the problem? Is it due to heavy traffic on the
net, high load average of my main frame, or is there an option I need
to set?

					Thanks, clayton


-- 
 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
       o           University of California, Davis      Clayton Tang
     _/\_>                                              ctang@ucdavis.edu
    O,> / O        . . . bicycles everywhere . . .      (916) 752-2548 (w)
From: jkuner@be.seas.upenn.edu (John A. E. Kuner)
Newsgroups: rec.games.netrek
Subject: Possible Memory Leak in latest (but before rsa) client
Date: 14 Dec 92 03:29:14 GMT
Followup-To: email
Organization: University of Pennsylvania

I've been noticing that recently, when I play netrek from an NCD terminal,
there seems to be a memory leak bug somewhere. First, I get a 'Low on Memory -
any attempt to open new windows will result in error' or something like that.
Then, after a few more minutes, I get a 'Low on Memory - latest client being
terminated' message, which results in the following X error message:

X Error:  BadAlloc
  Request Major code 96 ()
  Error Serial #50724
  Current Serial #50726

Has anyone else had this problem? This happens on all of the NCD's I've used
at Penn.

 - John Kuner
   Zoinks
   Schpyda
From: mehlhaff@soda.berkeley.edu (ERic MeHlHaFf)
Newsgroups: rec.games.netrek
Subject: Re: Honor & Netrek
Date: 13 Dec 1992 05:20:09 GMT
Organization: The Dis-Orginization
NNTP-Posting-Host: soda.berkeley.edu

In article <gf_=0te00Uh7A1mVFQ@andrew.cmu.edu> David Reeve Sward <sward+@CMU.EDU> writes:
>
>Something like this happened in the INL AA at FLEE game: The AA players
>were getting awful lag, and at one point they all 'busted.  Since we
>were in the heat of the battle, we didn't notice until we killed the
>base near Veg with a buttload of armies.  We had also taked a few
>planets while they were 'busted.  So, in the name of honor, we gave the
>players & armies we killed on 'em, a new base with the armies it had &
>made everyone fly back to rom before continuing to let them take the
>planets back.  Thanks xsg[*]!
>Spectre of FLEE
	Gosh, and we really appreciate the token effort. The lag was so
bad that day that it was completely unplayable. All it did was prolong a
game that was already a foregone conclusion. One that we just wanted to
get over with so that we could get the hell outta there.
	The truly 'honorable' thing to do would've been postpone and/or
reschedule the game to a time where we would've had a prayer.  Not that I
really cared any more at that point in the INL season.

C'est la vie...
-- 
ERic mehlhaff					   mehlhaff@soda.Berzerkeley.EDU
mehlhaff@ocf.berkeley.EDU         "Life? Don't talk to me about life..." -Marvin
From: rsh@cs.bham.ac.uk (Roger S Hoyle)
Newsgroups: rec.games.netrek
Subject: A NEW IDEA (I think)
Date: 15 Dec 92 12:20:37 GMT
Organization: School of Computer Science, Birmingham University, U.K.

Keywords: clued, reading.

Spotting clued players on a relatively new server certainly has it's problems.
The problem is the likelyhood that people of low rank may be very good players who
don't play there too often, and sides are often unfair as a result. This, of
course makes for slightly boring, one sided matches.

The only way to tell if someone is clued apart from rank, is to find out if they
read. Someone always says "I do", and they mean every half an hour.

The idea....

What if everyone had a flag depending on whether they read or not ?

Say after the DI on the player list.

GOD sends occasional messages to players (in order, random times I think). The
players get...
An 'R' if they reply to 75% of messages within 30 secs.
An 'r' if they reply to 50% of messages within 60 secs.
A  'u' for replying occasionally.  (unclued)
A  'U' for never replying. (UNCLUED)

Probably best to not display u or U until 10 messages passed or something.

Obviously a rough idea at the moment. Please do not flame me for twinkness if I
have missed something obvious......

It might be nice. Who knows ?

Rog.
Newsgroups: rec.games.netrek
From: chris@inconel.uucp (Christian)
Subject: Uncrypted RSA client (was New RSA keys? Announce them please!)
Organization: U of Wisconsin-Madison College of Engineering
Date: 15 Dec 92 04:42:36 CST

In article <19921215.091538718066.NETNEWS@ALIJKU11> ppregler@risc.uni-linz.ac.at (Peter Pregler) writes:
>Right, just get the uncrypted sources from
>
>adress:     melmac.risc.uni-linz.ac.at (193.170.36.100)
>directory:  /pub/netrek/src
>file:       rsa.netrek.tar.Z
>
>Don't expect to get more than 2Kbyte/sec though. The line is slow but
>steady. So it will take some time to ftp it.
>
>-Peter.

Ok kids, since this is a very handy file to have, you don't wanna sit there and
endure the 2KB/sec transfer rate! So, get it from me! (I'm on a blazing T1.)

address:	castlab.engr.wisc.edu (144.92.60.140)
directory:	/pub
file:		rsa.netrek.tar.Z

-Chris
chris@castlab.engr.wisc.edu
Organization: Carnegie Mellon, Pittsburgh, PA
Newsgroups: rec.games.netrek
Date: Sun, 13 Dec 1992 22:57:38 -0500 
From: "Timothy C. Worsley" <tw1r+@andrew.cmu.edu>
Subject: Re: This has gone too far.....
	<1992Dec13.034220.24607@ncsu.edu>
	<wf_mhOC00axf8wY1My@andrew.cmu.edu>

Excerpts from netnews.rec.games.netrek: 13-Dec-92 Re: This has gone too
far..... Michael Juster@CMU.EDU (565)

> Hey!  It's fun carrying 20 armies and posting it to the ALL board!

> -Mike
> Admiral chi (bronco, rwd4, discovery, doorstop, sturgeon)

	It is fun when Mike is carrying 20 armies, and then you get to post
about it to the ALL board.  We like to give him 7 kills just to
encourage him.

ZZnew guy
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