HDTenEightyP/NetNews huggingface dataset:
From: von@cory.Berkeley.EDU (Steve Von Worley)
Subject: Re: Halftime
Organization: University of California, at Berkeley
Date: Mon, 25 Jan 1993 22:21:37 GMT

In article <1k1gh3$9eq@agate.berkeley.edu> tom@soda.berkeley.edu (Tom Holub) writes:
>)
>)Please remove the pause feature, then.  A pause inserts a random, 
>)disturbing inhomogeneity (is that a word?) into the flow of the game.
>)Especially when people use it for conveniences like going to the
>)bathroom.
>
>Oh, God forbid that anyone actually have to go to the bathroom some
>time in a 2.5 hour period.  If you think netrek is more important
>than going to the bathroom you need some perspective.

If you can't go to the bathroom directly before the game and make it
through, maybe you need Depends.

>)One of the attributes of a great netrek team is the ability to stay
>)cohesive under pressure.  This means the ability to maintain roles,
>)follow orders, etc., even when things look hopeless.  Another
>)quality is that the team can communicate well, either verbally or
>)via messages, even in the face of seemingly negative odds.
>)
>)One might say that the two attributes above distinguish a good team
>)from a mediocre one.
>)
>)Unfortunately, halftime reduces the importance of the two attributes
>)mentioned above, since there is a period recuperate from loss-induced
>)spazzing.
>
>One of the attributes of a good basketball team is the ability
>to stay cohesive under pressure.  This means the ability to maintain
>foles, execute plays, etc., even when things look hopeless.  Another
>quality is that the team communicates well on the court, even in the
>face of seemingly negative odds.
>
>One might say that the two attributes above distinguish a good team
>from a mediocre one, all else being equal.
>
>So should the NBA go to one 48-minute period?

If the players could physically endure 48 continuous minutes of 
basketball, I would have no problem with it.  Although I'm sure other
people might disagree.

But we digress; basketball has nothing to do with netrek.

Sandia
-- 
Steve Von Worley
von@cory.berkeley.edu
Computer Science Gradual Student
University of California at Berzerkly 
Newsgroups: rec.games.netrek
From: isae@IASTATE.EDU (isae@IASTATE.EDU)
Subject: Re: From the CoUnciLboY:  Changes in list of nominees...
Reply-To: isae@IASTATE.EDU (isae@IASTATE.EDU)
Organization: Iowa State University
Date: Thu, 21 Jan 1993 15:56:58 GMT

What about Ted Hadley?  :)
Ted, you there?

-Gajah Mada
From: jimmyhua@aludra.usc.edu (Jimmy Huang)
Newsgroups: rec.games.netrek
Subject: Re: things newbies need to know
Date: 23 Jan 1993 22:41:34 -0800
Organization: University of Southern California, Los Angeles, CA
NNTP-Posting-Host: aludra.usc.edu
Keywords: newbies, twinks, teachers, MUCUS PIG

read and send messages while flying away from opponents
From: echeverr@scf.usc.edu (A VERY FUCKING PISSED 5150)
Newsgroups: rec.games.netrek
Subject: HALFTIME, YOU STUPID GITS
Date: 26 Jan 1993 10:11:32 -0800
Organization: <censored>
NNTP-Posting-Host: phakt.usc.edu


IF TWO TEAMS WANT HALFTIME THEY'LL PAUSE THE FUCKING GAME AFTER AN HOUR.
NOW STOP THIS FUCKING THREAD NOW.

5150
Newsgroups: rec.games.netrek
From: ahabig@bigbang.astro.indiana.edu (Alec Habig)
Subject: Re: Romulan Cruiser?
Organization: Indiana University Astrophysics, Bloomington, IN
Date: Sat, 23 Jan 1993 08:38:29 GMT

In article <UfM=V7G00WB6IbIFtm@andrew.cmu.edu> John Trivelli <jt2n+@andrew.cmu.edu> writes:
>BTW... the Rom cruiser bitmap is wrong. Change it.
>
>Admiral STAR TREK

????

If "correct" is "Star Trekish", then this bitmap is one of 3 "correct" ones
(Kli CA and Fed CA being the other two).

If "correct" is "Star Fleet Battleish", add in Kli SC,DD, Rom DD, and Fed SC.

	Alec
	(Entropy)
...who still wants to see the Orions replaced with Kzinti...
From: hde+@cs.cmu.edu (Herbert Enderton)
Newsgroups: rec.games.netrek
Subject: Re: Escorting Tips Wanted
Date: 24 Jan 93 00:14:41 GMT
Article-I.D.: cs.C1C0oo.so.1
Organization: School of Computer Science, Carnegie Mellon

In article <1993Jan23.002520.15165@noose.ecn.purdue.edu> mswihart@rainbow.ecn.purdue.edu (Michael R Swihart) writes:
>Lately, I have been trying to practice escorting and generally
>being useful to planet-takers. One thing I have noticed is that
>people will frequently send messages about carrying armies, but 
>seldom do they indicate where they are going. Sometimes I can
>guess, but it would be helpful if I were told. Is there any
>message notation to do this? For example, if you wanted an escort
>to sco you could type:
> e to sco
>or just:
> e sco
>Would this be useful or are most escorting players clued enough
>that they don't need it?

I distress the moment I pick up the armies, and send simply "sco".
But I almost always keep some flexibility about where I'm headed. I'll
fake to one planet and if the defenders rush to guard that I cut
over to whatever is open.  So it's really not possible for the
escort to know at all times which planet I'm going for.  Fortunately,
it doesn't really matter!  Just clear whatever planet you can,
or cloak and fake to some deep enemy planet (e.g. their homeworld,
that always scares them), or just fly into their space and make trouble,
or og somebody, or bomb.  Anything helps, except for killing stranded
oggers and running back into our space.  Half the reason I send "sco"
is so that any other carrier on my team will know NOT to go for Sco,
since that will just draw double the defenders their and make it
impossible for both of us.  Of course since there are order-giving
twinks out there that say "sco" when they mean "hey you, go take sco",
this can be confusing.  I strongly believe that the only useful messages
you can send are informational messages saying what you yourself intend
to do in the next few minutes (or else saying something like Re+++ if
you've seen him pick up three armies).  Orders are bad.

 -- Red Shirt
Newsgroups: rec.games.netrek
From: jecoleb@eos.ncsu.edu (have clue, will travel)
Subject: Re: Scummers all over the place!!!!!!!!!!!!
Followup-To: alt.flame,rec.games.netrek
Reply-To: jecoleb@eos.ncsu.edu
Organization: The Ghost Of Christmas Past Society
Date: Sun, 24 Jan 1993 02:32:06 GMT


justin@seas.smu.edu (Justin Anderson) writes:
>kumara2@barh1a.its.rpi.edu (Anuj Kumar) writes:
>>justin@seas.smu.edu (Justin Anderson) writes:
>>>kumara2@barh1a.its.rpi.edu (Anuj Kumar) writes:
>>>>"You t-scummed on doormat!"
>>>"No, I didn't!"
>>"Yes, you did, and you're lying!"
>"No, I didn't, and get a life!"

*cough*

*ahem*

                 *       *    *       *     *******
                 *       *    *       *    *       *
                 *       *    *       *    *       *
                 *       *    *       *    *       *
                 *   *   *    *********    *       *
                 *  * *  *    *       *    *       *
                 * *   * *    *       *    *       *
                 **     **    *       *    *       *
                 *       *    *       *     *******

 *******   *********  *       *   *********     *****             *
*       *      *      *       *   *            *     *           * *
*       *      *      *       *   *           *                 *   *
*              *      *       *   *            *               *     *
*     *****    *      *       *   ********      *****         *********
*       *      *       *     *    *                  *        *       *
*       *      *        *   *     *                   *       *       *
*       *      *         * *      *            *     *        *       *
 *******   *********      *       *********     *****         *       *

        *****    *       *    *********  *********     *****
       *         *       *        *          *        *     *
      *          *       *        *          *               *
       *         *       *        *          *               *
        *****    *********        *          *              *
             *   *       *        *          *             *
              *  *       *        *          *            *
       *     *   *       *        *          *           *
        *****    *       *    *********      *           *

                                                         *

As far as posting T-Mode scummers goes, I don't mind.  I read everything
that blows through r.g.n., and learning the login ids of various twinks
can be handy once in a while.

However, even *I'M* bored with this particular flamewar.  Felix, show 'em
how it's done.

			--Lt. Cmdr. ItFlies, ItDies, NCSU
			--"And a hearty neener, neener to all, and to
				all a good night."

--
     jecoleb@eos.ncsu.edu      \\        pope@aza.csc.ncsu.edu    
 "I don't know where you took   --=--   To KLH: Love ya, Katya!
 me, but I didn't want to leave."   \\  have clue, will travel.
       ---------------------------------------------------
From: bav@hobbes.ksu.ksu.edu (Brick Verser)
Newsgroups: rec.games.netrek
Subject: Re: A new change suggestion! (I kept it short)
Date: 27 Jan 1993 22:00:07 GMT
Organization: Kansas State University
NNTP-Posting-Host: hobbes.ksu.ksu.edu

v119matc@ubvmsb.cc.buffalo.edu (Claus Schwinge) writes:
> [. . .]         Raise the speed of all things that move (torps, ships,
>plasma's) by 10-25%.
> [. .. ]
>-Halfdane
>
>P.S. Has this been tried before anywhere?

By accident.  We never figured out why it did this, but long long ago in
a galaxy far far away there was the original KSU chaos on Matt.  One day
it just decided to run in double time.  Kinda like something overwrote
the delay value and it decided to do 20 updates/sec instead of 10.  It
was kinda interesting, and certainly made for a fast-paced game.  But
then we eventually killed the server and restarted it and that particular
bug never returned.  And I've never tried anything like it on purpose.

Maybe this will be the start of a new breed of chaos.  (Joy)

--Brick
Newsgroups: rec.games.netrek
From: spot@CS.CMU.EDU (Scott Draves)
Subject: Re: Scattered Pops in INL- I vote NO!
Originator: spot@HOPELESS.MESS.CS.CMU.EDU
Organization: School of Computer Science, Carnegie Mellon University
	<C1E4H6.5rE.1@cs.cmu.edu> <C1EpF7.4EE@usenet.ucs.indiana.edu>
Distribution: rec
Date: Mon, 25 Jan 1993 21:34:06 GMT


Alec> While I still feel that it was coded at 40 sec simply because it
Alec> was easier

so do i, but that's different from being a bug.


Alec> Your argument is that knowing that you have 40 sec. in which to
Alec> do something forces you to make some tough choices about what to
Alec> do.  This is true.  However, the choices would be even harder
Alec> and more interesting if you had no foreknowledge of when the
Alec> pops would occur.

ok, i agree the "interestingness" of the decisions are basically the
same.  let me give another argument, one that has to do with enjoying
the game.  the slow pop means that these decisions change over time,
in a cycle.  this adds a rhythm to the game that i find enjoyable.

can you give a compelling reason to *change* the game?  as far as i
can see this is simply a matter of personal preference.


me> if you're interested in cleanliness, just flip a fucking coin.

Alec> Huh?

not to determine pops.  flip a coin instead of playing netrek.

Mergatroid
-- 
				orgasm
Scott Draves			nitrous
spot@cs.cmu.edu			death
From: srt@aero.org (Scott Turner)
Newsgroups: rec.games.netrek
Subject: Re: Doorstop semi-clue
Date: 25 Jan 93 18:05:26 GMT
Organization: The Aerospace Corporation, El Segundo, CA
NNTP-Posting-Host: sun-dimas.aero.org

Greg K Chung <gc2n+@andrew.cmu.edu> writes:
>I just experienced one of the most frustrating games on doorstop...

One of the problems with Netrek is that there isn't time to easily
explain things to newbies during a game.

How about a mod that would allow a Captain or higher to pause the game
for 2 minutes if a pause hadn't been issued for the last 15 mins.
During the pause, the only permitted actions would be to send/receive
messages.  This time could be used to communicate with your team, give
people instructions, remind them to read messages, whatever.
Obviously this has the same problems as the INL pause, but I think it
would be something worthwhile to try somewhere.  Would the Doorstop
admins consider this kind of a mod?

					-- Scott T.
From: tom@soda.berkeley.edu (Tom Holub)
Newsgroups: rec.games.netrek
Subject: Re: Halftime
Date: 27 Jan 93 05:00:48 GMT
Organization: U.C. Berkeley, CS Undergraduate Association
NNTP-Posting-Host: soda.berkeley.edu

In article <1k49a5INN35s@hadrosaur.cis.ohio-state.edu> mdm@cis.ohio-state.edu (Michael Moore) writes:
)
)	I could use a break about half-time.  I think 2 hours of intense
)concentration is mentally gruelling.  It isn't that I couldn't do it,
)but the game would be more enjoyable overall.

The attrition of Berkeley INL players is really remarkable.  The
Masters, the Ogglies, and now the Golden Bears have all lost 3 or
4 players after the season.  Ginger Lynn, who's been playing netrek
for years, told me the other day that, "It's just no fun anymore."

These people are burning out.  The games are too long and take too much
concentration.  We're in this to have fun, not to prove who's the biggest
netrek ironman.
 -Tom
From: paulsen@eniac.seas.upenn.edu (Brian Paulsen)
Newsgroups: rec.games.netrek
Subject: Re: DD's need improvement!
Date: 22 Jan 93 19:47:56 GMT
Organization: University of Pennsylvania

In article <1jpep2INNo1l@geraldo.cc.utexas.edu> wolfone@ccwf.cc.utexas.edu (Nobody of Importance) writes:
>In article <1993Jan21.190620.63021@cc.usu.edu> sl7sg@cc.usu.edu writes:
>]In article <1993Jan21.205121.24813@noose.ecn.purdue.edu>, bdhall@todd.ecn.purdue.edu (Brian D Hall) writes:
>I almost always fly DDs and I've found that they are pretty good at dogfighting
>against larger ships. They are especially the death of all those ensigns who
>learn to fly BBs and haven't learned how to use tractors. 30 pts a torp isn`t
>much but it can add up quickly.

Again, against clueless people, you can use any ship to get kills.

>I also use a DD during base oggs or planet
>fakes/escorts. While cloaked, I can dodge quite a bit of fire and still close.
>If I get hit by a torp I can usually make a quick course change and throw off
>anyone trying to track me. I can also usually make it to the base and explode
>on top of it; sometimes I can decloak in time to tractor and empty my torps
>into it too.

It's a rare day when I can't at least make it to the base or the planet
(unless, of course, Yea Boy is hanging around).  The CA gives you enough hull
to at least get a phaser and 2-3 torps out.

With decent help in ogging, you can use any ship to cause damage.  With a
scout, all you need is 10 warp 16 torps to do 250 points of damage.  I've
had ogging waves with \/\/illy where I'd switch ship types several times to
get more maneuverability.

Brian
From: felix@ocf.berkeley.edu (Felix Ling)
Newsgroups: rec.games.netrek
Subject: Re: Proposal for Clue Check
Date: 24 Jan 1993 23:18:48 GMT
Organization: U.C. Berkeley Open Computing Facility
NNTP-Posting-Host: avalanche.berkeley.edu

In article <1993Jan23.182932.3475@murdoch.acc.Virginia.EDU> wk5w@brain.med.virginia.edu (William Katz) writes:
>Why not have the server check your stats for the session and give you
>warnings if you aren't playing "well"?  This would mean kicking out
>clue who aren't really playing (as I admit to doing at times) as well
>as those who couldn't play well even if they tried.

Not a good idea.  The goal here is not to get rid of bad players, but to
*encourage* bad players to try and learn to become better.  It's inherently
unfair to kick out players who simply aren't as good as others.  Kick them
out of your INL team if you want, but *not* out of an open game.  Not to
mention the fact that stats are a poor indicator of clue, anyway (we have
enough scums around as it is).

I would suggest perhaps making it impossible to get rid of message windows.
Also, keep that "send message to yourself if your clueful" thing and perhaps 
repeat it if the person doesn't send messages for a long while.  (I wouldn't
kick them out of the game, though.  Just have them die, which should be
annoying enough.)  And be sure to show plenty of reminders impressing the
importance of reading messages.

Of course, if someone actively chooses to get around all of this without
really reading messages, I don't think there's any way to get them to change.
But again, if they *really* don't want to read messages, then that's their
choice.  If they want to be immensely unpopular among their teammates and
miss out on the occasional hilarious jokes, then so be it.  

Stick to clue games and INL if you can't live with these types of people, cuz
they' will always be around (and not just in netrek).

Felix Ling
Havok
--
   Pulaski walked to the Turboshaft doors, stepped in, and plummeted down
ninety-nine floors, yelling, "Dammit, Jean-Luc!  I'm a doctor, not a
skydiver!"  She landed with a resounding thump and croaked, "I've fallen,
and I can't get up!"
   "She's dead, Jean-Luc," announced Dr. Beverly Crusher.
				-excerpt from "Still Looking for Things"
From: josh@cqs.washington.edu (Josh Hayes)
Newsgroups: rec.games.netrek
Subject: Re: Hints for Dogfighting
Date: 24 Jan 93 22:06:41 GMT
Organization: University of Washington
NNTP-Posting-Host: pogo.cqs.washington.edu

Two more:

1) (actually, I think we're up to 6) Learn the key that
dets your own torps. I can't COUNT the number of newbies
that fire off eight torps and then sit there helplessly
while I pound on them, as their torps sail off into the
distance....det them, so you can fire again rapidly.

2) Others may disagree with this one: don't fire large
bursts of torps. Eight is silly. Six is pretty profligate.
I like three or four.

Oops! Another one:

3) This one is difficult to explain, but I'll try. Learn
people's style in dogfighting. After a little while, it
will be obvious to you that you and he are in the position
where he likes to shoot at you; I begin to dodge BEFORE
they shoot about 95% of the time now, and most clueful
players do the same to me....get a feel for how dogfights
(or just aggressive encounters, really) happen THROUGH
time, not as a series of static events, but as a dance
through space and time, he said, waxing poetic.

In short, BE the dogfight.

It's also worth trying to screw up your opponent's knowledge
of YOUR style. Shoot sometimes just for the hell of it,
when you ordinarily wouldn't. Make a tight turn and shoot
while you're still turning. This often catches people by
surprise.

I guess I'll shut up now....

the doctor IS  suffering from an amazingly powerful headache
I think I'll go lie down in a dark room


--
  Josh Hayes, Quantitative Sciences HR-20 U of Washington
  josh@mowgli.cqs.washington.edu             206 543-5004
      Old man, how is it that you hear these things?
          Young man, how is it that you do not?
Newsgroups: rec.games.netrek
From: justin@seas.smu.edu (Justin Anderson)
Subject: Re: Scummers all over the place!!!!!!!!!!!!
Organization: School of Engineering and applied science; S.M.U.; Dallas, Tx
Date: Sat, 23 Jan 1993 23:20:27 GMT

>    Wow, scumming and on top of that, lying about it. Nice try, your story was
>very nice, but it had couple of flaws in it. Lets see, you said that they were
>all your roommates, and unless you have something outside of school that we all
>don't know about, then they all must go to school with you. So that means that
>they all must have accounts also, so why did they have to use your account if
>they were playing as guests. Secondly, you said that they were all playing
>from different terminals, but if you look closely, F6, R4, and R7 are ALL 
>playing from the same terminal, now that would be kinda hard don't you think??
>Oh, yea, also, how come it just happened that 7 of your friends came along to
>play with you, just enough for t-mode!!!
>
>     Nice try, scummer!!!!!!!!!
>
>                                                           -slut
>                                                            

    Well, first off, none of the people there are CSE majors, thus no account.      And yes, in Frats you do have several guys living in the same house! And
    if you bothered to check from _exacly_ where each connection was from, you
    could see that they were different.  But, yes, I did have 6 of my buds with
    me, and yes, I was playing an extra guy to get t-mode.  I figured, hey, a
    lot of new guys here, might as well scum a little stats off of it.  So, in
    reality, I was at 2 terms., and the rest of them were sitting here BS'ing
    (because we had a little much to drink) and doing much of nothing.  Shesh,
    wasn't it you a few posts back who said your not gonna get a job from this,
    and its just a game.  Hmm...a game for everyone else, and a life for you?  

    Justin

Newsgroups: rec.games.netrek
From: rhodesia@wixer.cactus.org (Felix S. Gallo)
Subject: Re: From the CoUnciLboY:  Changes in list of nominees...
Followup-To: rec.games.netrek
Organization: Real/Time Communications
Date: Fri, 22 Jan 1993 22:45:43 GMT

wang@db.toronto.edu (Huaiqing Wang) writes:
>Frankly, if I have two votes (:)), I would probably vote for Wreck and
>Grey Elf. From all the message I read from them, they sounded like very
>calm (!) people with a real willingness to discuss things with others.

Calm?  WHO WANTS CALM?  SINCE WHEN WAS NETREK AN X WINDOW IMPLEMENTATION
OF A GODDAMN PICNIC IN THE PARK?  If you want calm, MIGHT I SUGGEST REC.
GAMES.BRIDGE?

>Also, from my experience with Grey Elf during our days in team The
>Commanders (SINL '92), he is always the most objective and most willing
>to listen person on the team.

Oh, now they want OBJECTIVE!  What sort of PATHETIC EXCUSE FOR A
PHILOSOPHICAL VIEWPOINT _*IS*_ THAT, ANYWAY?  Haven't all the most
tedious arguments in rec.games.netrek been solved perfectly well
by a BRUTAL ONSLAUGHT OF HUMILIATING VITRIOL?

And listening?  Oh yeah, I'll listen -- the longer they keep blabbering
uselessly, the more time I have to RELOAD!

> And I honestly believe that listening
>skills is a must for INL council members. If not, then INL coucil might
>as well be called World Flaming Federation. :)

Wait.

...That's brilliant.


By the way, vote for me in this upcoming election -- not because I'm
the best scout on the face of the planet, or the most intelligent and
learned human you've ever heard about -- but because you know, in your
heart of hearts, that it's the right thing to do.

I still, after all, believe in a small town called rec.games.netrek.

rear ensign sunscreamer
minister of truth, TWELVE BAGELS WITH NO NAME
-- 
----------------------------------------------------------------------------
Felix Sebastian Gallo                              rhodesia@wixer.cactus.org
----------------------------------------------------------------------------
From: leonard@mimsy.umd.edu (Leonard Dickens)
Newsgroups: rec.games.netrek
Subject: Re: Server Bug
Date: 26 Jan 93 14:39:01 GMT
Organization: Deep Thirteen, Gizmonics Institute

Andrew Markiel writes:
>While I haven't looked at the code, I'm pretty sure that there's some
>bug by which a docked ship never generates any fuel, so any fuel it
>uses must be replaced from the ship it's docked to. 

Precisely.


>In this case, the
>proper fix is to change it so that the docked ship replenishes it's
>own fuel. How to actually do this, I have no idea.

See my fix, posted yesterday.


>This bug was noticed a few years ago, but it wasn't really considered
>important so nothing ever got done.

What a strange concept... how could you notice a bug without wanting
to fix it?   Or at least, want to try to fix it enough to look at the
code and determine it is an easy fix?  Did Terence know about this?


>We determined all this back when we
>discovered the bug that allows you to dock ships onto scouts (was this
>fixed in the bronco distribution?)

Yes it was... ships docked automatically undock when a SB refits... I
don't know offhand what happens when a SB refits into SB, but that
could go either way and be OK.

-Leonard

Organization: Sophomore, Math/Computer Science, Carnegie Mellon, Pittsburgh, PA