HDTenEightyP/NetNews huggingface dataset:
From: wyvern@iastate.edu (Nuno Bettencourt)
Subject: Re: Hell Peacock
Organization: Iowa State University, Ames, IA
Date: Mon, 12 Oct 1992 19:41:49 GMT

In article <Bw0uKI.J2q.2@cs.cmu.edu> hill@norman.VI.RI.CMU.EDU (Robert Hill) writes:
>Scott Drellishak writes: [various things deleted to save bandwidth]

>> Out of curiosity, is there anyone out there who thinks I have a point?
>> So far, all I've seen is disagreement, and I find this discouraging.
>> 
>> Scott
>
>I think you will find few who agree with you.  Dogfighting isn't as  
>important as ogging.  Dogfighting is fun, and is useful, but it is NOT as  
>useful as ogging.
>
>Rob
>aka Spaceace!

	Looking at it objectively, I would have to say that Ogging is
merely an escape for those that cannot dogfight. I mean, if I sucked as
bad as Rob (aka Space*ss!), I'd also tend to spend my time killing people the
most destardly way I knew. People like Rob have a hard time hitting an enemy
with anything smaller than a ship explosion.
	Leave Ogging to those people without any netrek talent; the rest of
us will spend our time truely demonstrating our skills. :)


Organization: Senior, Chemical Engineering, Carnegie Mellon, Pittsburgh, PA
Newsgroups: rec.games.netrek
Date: Mon, 12 Oct 1992 00:14:04 -0400 
From: Shih Cheng Wu <sw2m+@andrew.cmu.edu>
Subject: Re: LA Riot -vs- GB, game stats
	<1b8kt8INNkcd@agate.berkeley.edu>

On 11-Oct-92 in Re: LA Riot -vs- GB, game s..
user Tom Holub@soda.berkeley. writes:

>Golden Bears at :) at flint, Bears playing without UDP and :) playing
>with UDP.

I feel insulted by this statement.  We agree not using UDP and we didn't
here in CMU.  Didn't you ever wonder why sometime 3 :) member will fly
toward Kli or Orion space at warp 9 at the same time?  Don't blame your
lose by accusing others of using UDP.  You should wonder why you recieve
no help when you try to stop me from taking planet in your own space. 
Sure I might have less lag then you, but there is no excuses for not
have more than one person going after the planet taker.

Rear Admiral Hiemdall
Former member of team :)

Newsgroups: rec.games.netrek
From: mdm@hadrosaur.cis.ohio-state.edu (Michael Moore)
Subject: Ogging... is it easier to live or die? (was : A Title totally unrelated to the subject) 
Organization: The Ohio State University Dept. of Computer and Info. Science
Date: Mon, 12 Oct 1992 13:51:40 GMT

In article <UeqCT7u00WD5QLhJ5_@andrew.cmu.edu> jb7m+@andrew.cmu.edu (Jon C. R. Bennett) writes:
>
>
>i disagree, many people say that i dont "ogg" becase i dont die when i hit
>my target, they do die. i tried Human Target style ogging (in a BB) a
>while back, and could not do that, if i was lucky id die killing my SECOND
>target, i think that it does require effort to die durring an ogg, and
>that getting out with the kill is not miraculous.
>(as a disclamier: this is VERY depenent on the skill of the oggie)
>

	I don't quite follow.  How can it not take more skill to kill
someone without blowing up that to kill them with your explosion?  At 
least 50% of my oggs (pitifull things that they are) are only successfull
because my explosion does them in. 

	I do not claim to be Mr. Clue (unless we are dealing with
Starbases, and then of course I know more than anyone in the known
Universe)..... so if someone out there with a gigantic (read : HUGE!!!!!)
clue can give me an indication of why it is easier to ogg a target
and survive, please enlighten.

	-Michael (humility is a virtue, and we with nothing to brag about
		in the first place are thankfull for that....)
-- 
|Michael Delbert Moore |  Home : (614) 471-1937  Office : (614) 292-7161  |
|OSU Student Programmer|--------------------------------------------------|
|Ohio State CIS Major  |     Calories consumed for a 150 pound person     |
|mdm@cis.ohio-state.edu|            Skiing (10 mph) : 600/hour            |
Newsgroups: rec.games.netrek
From: cks@hawkwind.utcs.toronto.edu (Chris Siebenmann)
Subject: Re: INL strategy: take a weak planet, or the front line?
Organization: Ziebmef home away from home
Date: 9 Oct 92 09:27:28 GMT

 A thought for today, due to Grey Elf motivating the Commanders if I
remember correctly:

	To win an INL match, you need to only need to average taking a
planet an hour.

 *Any* advantage, especially if you keep it, will help you a lot. Take
the frontline if you can, but don't sneer at picking off something
weak in the back, especially if it's coming down to the 2-hour wire.

 Teams planning genocides may wish to do things in a different order,
of course, but there the objective has changed.

--
    ported program:	  a program which takes constant or increasing
			  effort to port to each new machine.
    portable program: a program which takes less effort to port to
		      each new machine.
cks@hawkwind.utcs.toronto.edu	           ...!{utgpu,utzoo,watmath}!utgpu!cks
From: rhodesia@wixer.cactus.org (Felix S. Gallo)
Newsgroups: rec.games.netrek
Subject: Re: The Fine Art of 1 Update Netrek
Keywords: my three scum
Date: 14 Oct 92 17:37:20 GMT
Article-I.D.: wixer.1992Oct14.173720.20435
Followup-To: rec.games.netrek
Organization: Real/Time Communications

jch+@cs.cmu.edu (Jonathan Hardwick) writes:
>rhodesia@wixer.cactus.org (Felix S. Gallo) writes
>> 
>> Err.  Excuse me for asking, but how is the Linux client supposed to
>> connect to anything when I'm not actually on an ethernet?
>
>Well, you're certainly on *a* net.  Otherwise how is the Sun3 sending
>all the X stuff to your PeeCee?  Your PC is just pretending that the
>SLIP link is a really really slow ethernet/FDDI/whatever.  As long as
>your PC has a valid IP address, the Linux client should run fine.  And
>then you can netrek in the nude at 4 times the speed. 

Welp, the problem is, my PC *doesn't* have a valid IP address, which is
to say, the SLIP on my local PC's end is a user-space program which 
emulates ftp and telnet and x connections rather than providing the
real thing.  Only one user on my machine can be using KA9Q at once,
for instance.  

I suppose that in my weird and fantastic dreams, I would figure out
a way to run the client locally and somehow get things working so
that

udp_client.linux < /dev/modem > /dev/modem

worked.  Now that I think about it, this would only be a few
weeks' worth of work.  Too bad I'm trying desperately to get a job
so I can stop eating TOP RAMEN.

>My Sun3 disk went west a while back, which is why Spiff@19.2kbps
>hasn't been around lately.  Of course, the failure was probably an
>internal IC subplot to keep me practising ogg-mode from my office,
>rather than doing scout-bombing from home.  Sometimes we're so subtle
>even I get scared... 

That loss to TTWNN was *very* subtle.  I wonder if they've yet figured
it out?

>Boy Sprouts


-- 
----------------------------------------------------------------------------
Felix Sebastian Gallo                              rhodesia@wixer.cactus.org
----------------------------------------------------------------------------
Newsgroups: rec.games.netrek
From: sherod@newton.Colorado.EDU (Scott Herod)
Subject: Re: Something seriously amiss
Organization: University of Colorado, Boulder
Date: Wed, 14 Oct 1992 19:44:45 GMT

The binaries from sgi.com for Irises have visable tractors but
they always point to the point (0,0). 

Scott
From: rhodesia@wixer.cactus.org (Felix S. Gallo)
Newsgroups: rec.games.netrek
Subject: Re: Who is the best?
Date: 15 Oct 92 06:10:46 GMT
Article-I.D.: wixer.1992Oct15.061046.16368
Followup-To: rec.games.netrek
Organization: the net

Jeff Rosenfeld <jdr+@andrew.cmu.edu> writes:
>	Who is it?  Mojo?  ZZNewGuy? SpaceAce? Duck Dodgers? yeah boy!!!!!!!!?
>EEK? Bav? Balton? Streaker?

Puh-leeze.  ZZMojoAceEEKtonSTVerser Dodgers!!!! are strengthless
stick insects against the massed might of REAL netrek players.
Like Wreck.  And Spaceman Spiff.  And, of course, here I will
simply be modest.

>	I hear a lot about really good players.  I just want people's
>OPPINIONS.  Who is the best player out there, and why?   

Well, it really does depend on which phase of the game you're talking
about.  Ogging?  The dogfighters have pretty much proved that all oggers
are weenies.  Dogfighting?  The oggers have shown that it's useless.
Planet taking?  Anyone can take planets.  Escorting?  What a boring
thing to do.  Scoutbombing?  Even that has lost its edge.  Anti-scout-
bombing?  Nobody's dumb enough to do that.  That leaves just one phase
of the game, and it's easily the most enjoyable:

WRITING POSTS TO REC.GAMES.NETREK.

I'm serious.  Not only have I scored several wins with posts to
rec.games.netrek, I've even *made Admiral* -- just ask that guy
on Lagg U, or all those people who play on doorstop or whatever
that silly server is called again.  People FEAR me.  In the same
way, people FEAR Spaceman Spiff, whose wit is almost as sharp
as mine.  Wreck's posts, as well, break new ground in the
art of netrek-post-fu.

If you doubt the power of posting, think back to the great Team
Crackpot-Angry Men game over the summer.  Remember how all of
a sudden, Team Crackpot stopped posting, stricken by terror, and
clung with white knuckles to their keysets, mute, unable to
defend themselves?  Now, who's one of the chief vassals of the
Angry Men these days?  Crack Pot himself.  His will sapped, his
energy eaten, he is relegated to ogging and taking planets.

Even the baffled, fumble-fingered triple-spacing GA scum Exodus
recently posted several tame, trite, useless, tidy little eunuch
articles -- SINGLE SPACED -- after getting posted at.

As such, I think Spaceman Spiff is the best netrek player who
currently exists.  He plays all phases of the game pretty well,
and goes on to post well besides.  If he weren't so tragically
dependent on the teat of CMU college spirit, I'd wed him in a
minute.

Votes of "no confidence" go out to those people who play well but
post badly or tediously: Justin, ZZNude Guy, and Tom Gollum.
Votes of "you can do it" go out to bav and rjones, who are too
cool to play netrek well.

>PS
>
>I bet Spaceace cracks up when he reads this.

You don't know the half of it.

Felix
p.s. all the other flame wars were getting boring
-- 
----------------------------------------------------------------------------
Felix Sebastian Gallo                              rhodesia@wixer.cactus.org
----------------------------------------------------------------------------
Organization: Freshman, MCS general, Carnegie Mellon, Pittsburgh, PA
Newsgroups: rec.games.netrek
Date: Fri, 16 Oct 1992 23:55:19 -0400 
From: Patrick Pearse Gallagher <pg23+@andrew.cmu.edu>
Subject: Jousting, etc.

	I'm Commander Fuhrer, I usually play with clue, but no skill except
when Mr. Yuk, Randy corrupts me.  Here's a few annoying tactics I like. 
Get a SB and cloak and then head towards the other team's home planet. 
Never distress, so neither team knows who you are.  What a surprise when
you're about an inch away from Klingus, and there's a big explosion. 
It's great.  Yes, I love annoying the geeks, and when they threaten
bodily harm, its usually safe to respond with a counter-threat, they
always back down.  We've experimented with 'Joustlemania I, II, III, IV,
V, VI, VII' each having a different theme.  Gang joust, 4 way joust, 5
man cloak and attack, its usually met with tolerance at night.  Less
during the day.  I prefer Paul Simon to clog up the ALL window.   I
don't remember who it was, but he had snappy lines to fill in 'American
Pie' before we wrote them. Can't think of any examples.   National
Netrek Jousting Out day is next weekend, show your support by tolerating
jousters.  Jousters of the world unite!  We have nothing to lose but our
ratings.  

	Der Fuhrer

Newsgroups: rec.games.netrek
From: bathurst@noaapmel.gov (Bill Bathurst)
Subject: Re: Hell Peacock    <---- ogging vs. dogfighting
Organization: NOAA/PMEL, Sand Point Way, Seattle, WA
	<92509@netnews.upenn.edu> <1ba8e7INNpch@agate.berkeley.edu>
	<1bdgt1INNqa2@aludra.usc.edu>
Date: Tue, 13 Oct 1992 06:00:35 GMT


The assertion that ogging ruins some of the fun out of netrek is erroreous.
If the game didn't have the facet of ogging then escorting would be of
little importance.  The fear of an ogger makes the game have more dimensions,
multiple wrinkles.  Mere dogfighting would be boring alone.  The sense of
victory in nailing the carrier, the exuberance of successfully escoring you
carrier, the thrill of avoiding the ogger and taking the planet from under
him.  That is netrek!!!  

CMU started a trend of a quicker pace, heart rending style of netrek.  I think
the INL has instituted the importance of escorting.  The pace is fast, the
action is a frenzy of players trying to coordinate to overcome the enemy.
If the game was religated to mere Dogfighting/planet-scumming it would lose
many of the facets it has today.



Azusa "Death Sperm from Hell!!!"
--
Bill Bathurst				Internet:	bathurst@noaapmel.gov 
NOAA/PMEL				Phone:		(206) 526-6765

Organization: Doctoral student, Mathematics, Carnegie Mellon, Pittsburgh, PA
Newsgroups: rec.games.netrek
Date: Mon, 12 Oct 1992 11:24:49 -0400 
From: Erik Lauer <el0g+@andrew.cmu.edu>
Subject: Re: Hell Peacock
	<1bakamINNqqc@agate.berkeley.edu>

sfd@soda.berkeley.edu (Scott Drellishak) writes:

>Out of a vague fear that Justin was right (and I had lost all touch
>with clued netrek by playing on calvin and sturgeon), I just played
>for a couple of hours on bronco, with lag.  When I came in, my team
>(Rom) had about 6-7 planets.  After they pushed us back and finally
>ogged our base, the other team (Fed) genocided my team.  The Fed team
>consisted of EEK!, 1 captain, 3 commanders, and some others.  Yea Boy!
>joined in some time before the genocide.  My stats, after about 2.2
>hours, were:
>
>Bombing: 1.41   206
>Planets: 2.73   15
>Offense: 1.94   106
>Defense: 1.03   59
>Ratio:   1.81
>
>The other Roms consisted of one commodore, 2 commanders, and some
>others.
>
>So, I'm not overly impressed with "bronco clue".  No more difficult
>than the average game on calvin (easier, in fact, since there were not
>"UDP link severed" episodes).  I even ogged some people, when I had
>too.  Ick.
>
>Scott
>-- 
>/--------------------------------------------------------------------------\
>| Scott Drellishak   sfd@neuromancer.metaphor.com                          |
>|                "Spumco ... the Danes call it quality."                   |
>\--------------------------------------------------------------------------/

Actually, I believe Akira was there (I believe he was crippler), and
Stiletto was there (team player, who was busy taking Lal, bombing the
Orions...).


Erik
---=
From: dvtoft@iastate.edu (Daniel V Toft)
Newsgroups: rec.games.netrek
Subject: Re: recorder
Date: 8 Oct 92 15:40:06 GMT
Article-I.D.: vincent1.dvtoft.718558806
Organization: Iowa State University, Ames IA

In <718550937.9749.0@unix10.andrew.cmu.edu> Tomato Boy <stimpy+@cmu.edu> writes:

>err, few people INSIDE CMU know it exists, either. There is a file
>in spiff's archives in netrek/code/ called "recorder-patch"
>This is a simple code patch for the client that is easily added

I was also messing around with this "recorder-patch" last weekend.
It compiled up fine, and does produce the 'recorded' file output,
but I have one more important question about it:

Where is the patch/code for the _PLAYER_ portion???

Recording the file is nice, but being able to view it some time
would be even better!! :-)

I've tried contacting Julian Ho at CMU, since he had a hand in
writing the recorder patch, but I've received no replies.

Any information leading to the discovery of the player code
would be greatly appreciated.

Dan \ Black Knight

(Angry Men vs. Side Salad tonight, biggest upset of the year??)
:-)
Newsgroups: rec.games.netrek
From: esj@cs.brown.edu (Eugene Santos Jr.)
Subject: Re: Plasma Tactic
Organization: Brown University Department of Computer Science
Date: Tue, 13 Oct 1992 18:38:53 GMT

In article <jonathan.718956916@author.ecn.purdue.edu> jonathan@author.ecn.purdue.edu (Jonathan L Neuenschwander) writes:
>
>In rec.games.netrek you write:
>
>>shyeah, right. you invented it. Guess you never ran into the
>>WALL
>
>>OF
>
>>PLASMA
>
>>And I doubt that WE even invented it.
>
>>--Count SMACKula
>
>Nope.  Never ran into it, never seen it, never even HEARD of it.
>
[...]
>
>Jonathan
>El Kabong
>
>HELP!  Distress Call from .sig file, 0% shields, 98% damage, 0 armies.
>

Just my $.02 worth. Back in the days of foghorn and GAs (at least 2 years ago),
I used to fly "formation" with 1 or more other GAs. We'd time it so we'd
fire these tracking plasmas. Guess what! Boom!

Captain Limofel (foghorn)

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
Newsgroups: rec.games.netrek
From: isae@IASTATE.EDU (ISU Boy !!!!!)
Subject: Re: INL SB Proposal
Reply-To: isae@IASTATE.EDU (ISU Boy !!!!!)
Organization: Iowa State University
Date: Sun, 11 Oct 1992 08:05:53 GMT

In article <718630219.29158.0@unix6.andrew.cmu.edu>, Tomato Boy
<stimpy+@cmu.edu> writes:

> I think you just have to change that to:
> 
> if ((timerDelay < 200000) && (me->p_ship.s_type != STARBASE))
> timerDelay=200000; 
> 
> translation:  if the client asks for more than 5ups, and he's not
>               in a starbase, only give it 5.
> 
> Then again, I could be wrong.

  I think you are right, Rick.
  Btw, I like this idea and I have just added this on doorstop to give it 
  a try. Come and check it out if you care. ;-)

> 
> --Rick

-Rony
 p.s. Doorstop has been getting t-mode lately, thanks to those who played
      there including Mojo and many others! Please come and check it out! :)
From: jch+@cs.cmu.edu (Jonathan Hardwick)
Newsgroups: rec.games.netrek
Subject: Re: Hell Peacock
Date: 12 Oct 92 02:14:58 GMT
Organization: School of Computer Science, Carnegie Mellon

sfd@soda.berkeley.edu (Scott Drellishak) writes
> Out of a vague fear that Justin was right (and I had lost all touch
> with clued netrek by playing on calvin and sturgeon), I just played
> for a couple of hours on bronco, with lag.

  ...

> So, I'm not overly impressed with "bronco clue".

Scott does statistical sampling.  Can you say "statistical sampling",
children?
From: bk436572@LANCE.ColoState.Edu (brian krause)
Newsgroups: rec.games.netrek
Subject: Re: Tmode scumming
Date: 12 Oct 92 19:09:15 GMT
Organization: Colorado State U. Engineering College



...hmmm, ass for posting 'myself' I wasnt trying to hide my name...just dinking around.

Anyway, I was on before as guest testing the bot.  Then the other guy came on and decided to bring in some others..
Not much harm...besides the whole deal lasted approx. 6 mins. then the server was empty again.

ah well..to class.

-brian.
Organization: Carnegie Mellon, Pittsburgh, PA
Newsgroups: rec.games.netrek
Date: Tue, 13 Oct 1992 14:11:53 -0400 
From: "Timothy C. Worsley" <tw1r+@andrew.cmu.edu>
Subject: Re: Hell Peacock
	<1bdj16INN1un@aludra.usc.edu>

Excerpts from netnews.rec.games.netrek: 12-Oct-92 Re: Hell Peacock Jimmy
Huang@aludra.usc.e (3780)

> NOT! A superior dogfighter would push the runnerscum so far back. The
> planet taker could take, without having to cloak!!! The guy who cloaks
> while trying to take planet under defenders are people who have no 
> insurance that they are that much better, and so tries to rely on 
> the uncertainty of his position. (giving up his firepower). 


	I was almost thinking that this was a serious article until I read this.

ZZnew guy
From: mdm@stegosaur.cis.ohio-state.edu (Michael Moore)
Newsgroups: rec.games.netrek
Subject: Re: Hell Peacock
Date: 9 Oct 92 17:29:08 GMT
Article-I.D.: cis.1992Oct9.172908.3679
Organization: The Ohio State University Dept. of Computer and Info. Science

In article <EepOPkS00awI4InEh_@andrew.cmu.edu> "Timothy C. Worsley" <tw1r+@andrew.cmu.edu> writes:
>Excerpts from netnews.rec.games.netrek: 9-Oct-92 Re: Hell Peacock Rudy
>Amid@nyx.cs.du.edu (711)
>
>>    Discouraging ogging?  How is this done?  Without actually making a server
>> mod, this is going to be rather hard to do.  "Ogging" is a way of netrek --
>> it's part of the game strategy and can be fun too.
>
>
>	You got it.  There were server mods on Bezier specificly to discourage Ogging.
>
>ZZnew guy


	The only mods I recall were that when you died with armies on 
bezier it did not print it out to the all board.  This, it seems to
me, would only discourage those oggers who were interested in gloating.
In a way, it led to more ogging, because in the cases where ambiguity
existed (i.e. did Ra pickup or Rc???), you were forced to ogg two people,
because even if you got the carrier you would have to calculate it by
how much your kills went up.  And even if you could calculate quickly
and tell if he was worth more as a kill than his kills warranted,  you
generally couldn't accurately determine if he was carrying all the loose
kids, or just half of them.

	There were other, more exotic mods proposed (ship explosions
proportionate to fuel, etc...) which would discourage ogging, but I
don't recall them being instituted as a regular part of the server (though
I could be wrong).


	-Michael

-- 
 ---------------------------------------------------------------------
|Michael Delbert Moore              \  "Men live by their desires, but|
|OSU Student Programmer              \  it is possible for us to      |
|Undergraduate CIS Major             /  choose whether we will desire |
Newsgroups: rec.games.netrek
From: esj@cs.brown.edu (Eugene Santos Jr.)
Subject: Re: Hell Peacock
Organization: Brown University Department of Computer Science
Date: Mon, 12 Oct 1992 01:52:40 GMT

In article <1ba8e7INNpch@agate.berkeley.edu> sfd@soda.berkeley.edu (Scott Drellishak) writes:
>
>[...]
>
>I'm trying not to turn this into a flame war.  It's just that I find
>the notion that dogfighting is less important than ogging, when I
>consider dogfighting the sine qua non skill in netrek, to be absurd.
>If you can dogfight and survive, then you can get kills and take
>planets, or you can decide to mutual on an enemy and kill him/her, or
>you can defend a planet against attackers, etc.  If you can't
>dogfight, you're meat.
>
>[...]
>
>Out of curiosity, is there anyone out there who thinks I have a point?
>So far, all I've seen is disagreement, and I find this discouraging.
>
>Scott

Yes, dogfighting is a good skill to have. The best players are usually
good dogfighters too. But it's not really a necessary skill. Everything
you mentioned above can be accomplished without being a good dogfighter.

1 - Obtaining kills (Offense)
	You can scum them from injured opponents, use 2+ team tactics
	and give away kills to team, scum kills by killing oggers
	ogging a friendly carrier or base, etc. Killing base oggers is 
	a very popular thing nowadays to get easy kills.

2 - Mutualling an enemy
	Is not digfighting in my opinion. It's a simplified form of ogging.

3 - Defense against planet takers
	I know several people who don't dogfight very well but can protect
	planets against a taker who is a superior dogfighter. The key is
	to never actively engage the opponent. Yes, I mean runnerscumming
	but not for the sake of running away. It's a very predictable
	path orbiting a planet. A tactical placement of torps will
	discourage a would be taker. Using pressors (not tractors), to
	dislodge opponent. Once carrier cloaks, there is NO dogfighting
	involved anymore.

4 - Escorting
	You mutual on enemy, blow up on them, phaser them, just cripple
	them, tractor, pressor, etc. no dogfighting here.

I consider myself a mediocre dogfighter. When I run into a situation
against an inferior dogfighter, I will try to engage. Only the less
experienced players fall into this trap. The more experienced who
have an idea how good you are will employ one of the above.

Flt. Capt. Quovadis (bezier)

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
Newsgroups: rec.games.netrek