HDTenEightyP/NetNews huggingface dataset:
From: davidt@cs.utexas.edu (David Eng-Yeow Teo)
Newsgroups: rec.games.netrek
Subject: Re: Austrailia
Date: 12 Oct 1992 14:30:21 -0500
Organization: CS Dept, University of Texas at Austin
NNTP-Posting-Host: notrees.cs.utexas.edu
Summary: Asia

In article <1bb43hINNedg@girtab.usc.edu>, echeverr@scf.usc.edu (Evil Geniuses For a Better Tomorrow) writes:
> In article <YepvPDC00VoxM3l2MB@andrew.cmu.edu> "Timothy C. Worsley" <tw1r+@andrew.cmu.edu> writes:
> >	There was some talk of an Austrailia vs France game on a US server. 
> >Danny says that a number of players didn't want to play because of the
> >lag.  Don't give in to lagphobia.  Play! Play! Play!  International
> >games have so much to offer.
> >Or maybe I'm a hopeless optimist.
> 
Now that this is on the way, how about Asia?
Singapore is connected to the internet at the moment! :)

One country's champion against another, this would be fun.












-- 
[1m[4mDavid Eng-Yeow Teo[0m

               [1m[7m>>>>> WHERE ILLUSION IS THE ULTIMATE WEAPON! <<<<<[0m
Newsgroups: rec.games.netrek
From: amueller@eucalyptus.cis.ohio-state.edu (andrew j mueller)
Subject: Re: UDP/scanning beam/visible tractor client
Keywords: udp, scanning beam, visible tractor
Organization: The Ohio State University Dept. of Computer and Info. Science
Date: Fri, 16 Oct 1992 11:39:31 GMT

In article <1992Oct15.235203.7357@udel.edu> zog@chocolate.cns.udel.edu (Michael D. Eisenberg [Dan]) writes:
>
>	2) what about the %!$%#@*#@$! scanning beams? has anyone created a 
>		client that has them?  if not, how do i do it? (i have
>		the diff files)
        ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
	YEH !  WHERE ARE THE SCANNING BEAMS ???????????
	alot of clueful players slow to warp 2 or 3 after a dogfight to
	try to lure unsuspecting suckers into thinking they are severely
	dammaged. Scanning beams would make this tactic less effective, but
	possibly more satisfying after the second kill !



>
>-dan
>-zog
>-W T Sherman
>
****************************************************************************
NAME:bloodwing                    e-mail   amueller@cis.ohio-state.edu
RANK:Commodore
FIELD:Starship Command
CURRENT ASSIGNMENT:discovery


      the good of the team, outweighs the good of the few, or the one
****************************************************************************
From: gc2n+@andrew.cmu.edu (Greg K Chung)
Newsgroups: rec.games.netrek
Subject: Re: Hell Peacock
Date: 12 Oct 92 02:45:37 GMT
	<1bakamINNqqc@agate.berkeley.edu>
Organization: Sophomore, Math/Computer Science, Carnegie Mellon, Pittsburgh, PA

Excerpts from netnews.rec.games.netrek: 12-Oct-92 Re: Hell Peacock Scott
Drellishak@soda.be (1200)


> 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




I remember this game.  I was looking over the shoulder of Nanci (the
only CMUer in the game until YeaBoy).  Some Fed "crippled" or something
was a damn fine SB.  And that Team Play guy was just unstoppable.  I
didn't see sfd kill HIM with any armies. 



BTW Scott, your ratings are always higher when you're on the losing side
of the LPS...
Newsgroups: rec.games.netrek
From: ramid@nyx.cs.du.edu (Rudy Amid)
Subject: Re: Tmode scumming
Organization: University of Denver, Dept. of Math & Comp. Sci.
Date: Thu, 8 Oct 92 05:52:29 GMT

myself writes:

>Actually, Rudy, it wasnt the bad scumming where the person logged in and let all the
>fake players sit there......

>....ya see he was testing a new robot......and was checking out how it worked and fought.....

>...I should know, I was just on the same server a few minutes before you logged on...and was
>fighting the robots.....

>......Dont be in such a hurry to judge someone until ya know the facts.......

>latr.

   Goodness.  Fix up your xterm.

   Btw, if you're testing out a bot, why don't you logon as a guest yourself?
When I test a borg auto-pilot or server load tolerance I always use 'guest'.

>-brian.


--
!Rudy Amid              ///
a434amid@cdf.toronto.edu//
amid@r-node.gts.org   ///
Netrek/IRC: Radix  \\X//
From: sr2s+@andrew.cmu.edu (Seth Malcolm Redmore)
Newsgroups: rec.games.netrek
Subject: Re: Rank
Date: 13 Oct 92 03:59:27 GMT
Organization: Carnegie Mellon, Pittsburgh, PA

Hmmmmm.. I think I need to put in my two cents here. :)

On bronco, I have a captain, who has something like 180 hours.
On RWD, I have a Flt. Cap. with something like 140 hours... (I know,
I know, not a whole lot compared to some...)  However, despite my
rank, I am on team Xgolem.  To me, rank means nothing... _to me_
However, I do use it as a gauge of how useful a given pl;ayer
will be if I have never seen him play, and don't recognizze his
user i.d. .

I think that rob has a point, about the skill level jump between
fleet cap. and commodore.  But, I think the ultimate judge of a player
is how useful he is...  Unfortunatly, you can't tell that just from
a name, so rank gives sortof a benchmark.  _sort of_



--Seth
From: mdm@stegosaur.cis.ohio-state.edu (Michael Moore)
Newsgroups: rec.games.netrek
Subject: Re: Hell Peacock
Date: 12 Oct 92 00:11:19 GMT
Article-I.D.: cis.1992Oct12.001119.2178
Organization: The Ohio State University Dept. of Computer and Info. Science

In article <1ba8e7INNpch@agate.berkeley.edu> sfd@soda.berkeley.edu (Scott Drellishak) writes:
>
>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.
>
	I must be in your kill file.  I as much said that your point
is as valid as theirs.... but then who listens to me (or cares what I 
think) anyway.


	-Michael (pity me, I have no life)
-- 
|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|       Sitting : 100/hour, Typing : 110/hour      |
From: sward+@CMU.EDU (David Reeve Sward)
Newsgroups: rec.games.netrek
Subject: Nifty INL message stats program
Date: 12 Oct 92 00:40:39 GMT
Organization: Sophomore, Math/Computer Science, Carnegie Mellon, Pittsburgh, PA

Where can I get that nifty INL message stats program that digests the
message logs and spits out lots of useless stats about the players?
From: botelle@eniac.seas.upenn.edu (Justin Botelle)
Newsgroups: rec.games.netrek
Subject: Re: Bronco or Sequent -- which is "correct"
Date: 11 Oct 92 20:18:22 GMT
Organization: University of Pennsylvania

In article <1992Oct11.125248.28199@cis.ohio-state.edu) mdm@stegosaur.cis.ohio-state.edu (Michael Moore) writes:
)	
)	-Michael (When you enter the game, do you hit "+" first, or
)		look around for enemies???)

I hit maxwarp first.  I'll adjust en route.  If there's an enemy nearby, 
I'll toast him first.  

I've come in on LPSs and had 10 armies killed before I even had time to
enable UDP.  Talk about first foot forward.

) ---------------------------------------------------------------------
)|Michael Delbert Moore              \  "If we knew ourselves better we|
)|OSU Student Programmer              \  would be more forgiving of    |
)|Undergraduate CIS Major             /  others."                      |

Justin
Newsgroups: rec.games.netrek
From: mdm@stegosaur.cis.ohio-state.edu (Michael Moore)
Subject: Re: Hell Peacock
Organization: The Ohio State University Dept. of Computer and Info. Science
Date: Sat, 10 Oct 1992 16:18:51 GMT

In article <AepWOFC00Vp303dXIl@andrew.cmu.edu> nm0w+@andrew.cmu.edu (Nanci Ann Miller) writes:
>
>I think that the "mod" that is being referred to here is the defense
>criterion for rank.  For a long time on bezier you needed to have a minimum
>defense of .8 to gain rank.  Ogging is not only an effective tactic, but
>also a good way to increase stats (5*armies helps a lot).  However, with a
>defense criterion, people are less willing to ogg, especially if they are
>worried about rank at all.  Granted, rank isn't supposed to mean anything,
>but then, that's only in theory.
>
>Nanci

	You're probably right... but then as someone already pointed out
to me, this also was an original part sequent netrek, changed by terence
on bronco later on...

	By the way, did this "Gunner" fellow (George in real life, right?)
inherit bronco?  I mean, is he working on it, like terence did?

	-Michael (Keep netrek healthy, people!)
-- 
 ---------------------------------------------------------------------
|Michael Delbert Moore              \  "Dissatisfaction can sometimes |
|OSU Student Programmer              \  be the motive of true         |
|Undergraduate CIS Major             /  progress."                    |
From: mdm@stegosaur.cis.ohio-state.edu (Michael Moore)
Newsgroups: rec.games.netrek
Subject: Black And White Woes (with ZZnewguy growls as a pleasant sub-theme)
Date: 14 Oct 92 13:46:20 GMT
Article-I.D.: cis.1992Oct14.134620.8730
Organization: The Ohio State University Dept. of Computer and Info. Science

In article <EeqvBhi00Vp08BZ2ZU@andrew.cmu.edu> "Timothy C. Worsley" <tw1r+@andrew.cmu.edu> writes:
>
>DON'T FUCKING BLESS BORGS
>FUCK, WHY THE HELL DO YOU PLAY THE GAME that you have to have some
>advantage over your opponent?   Don't people realise that blessing and
>distibuting 'borgs waters the game down.  

	Why ZZ..... you brute you.

	And if you don't like to play in games where you have an
advantage over your opponent, then you should stick to local games :-)

	Of course, any slightly intelligent sub-human (someone a bit
more evolved than myself) would have caught the spirit of your 
message.  But for me of course, it just whizzes on by (ignorance is
bliss).

	Anyway, I don't like borgs, but I'm not so worried about the
info borgs if they don't go too far.  I consider visible tractors to be
nice, with the only problem being that you can see the enemy's basic
proximity even after he cloaks.  I think the tractor lines should go
away when they cloak, but I'm not really concerned about it.

	I wish there were a client for poor old B&W me, I get really
(read "fucking") tired of flipping the V and B keys so I can tell what
planets are which.  I tried messing with the fonts but my client 
decided to spread tracer pixels all over creation, so I gave that up.
	
	I think the beef bitmaps or something like that showed the
owner of the planet with a letter to the side, as well as the
resources.  I would consider anyone who could point me to a working
UDP client like this to be a demi-god.

>	If you have this 'borg, I ask you -- I beg you -- to throw it out.
>

	I have one that shows visible tractors but I won't use it
because I know what you would do to me.

	-Michael
-- 
|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|      Ditch-digging (hand shovel) : 400/hour      |
Newsgroups: rec.games.netrek
From: von@cory.Berkeley.EDU (Steve Von Worley)
Subject: OTR vs. xgolems
Organization: University of California, at Berkeley
Date: Tue, 13 Oct 1992 19:43:22 GMT

Last night, xgolems flogged OTR violently.  We played a shitty game,
and xgolems played very well.  I commend you guys.

I want to apologize to anyone on xgolems or OTR that I offended during
the game; I was feeling very abrasive, and by the end of the game I was
in a very bad mood.  Sorry!

Sandia - Dr. Destructo
-- 
Steve Von Worley
von@cory.berkeley.edu
Computer Science Gradual Student
University of California at Berzerkly
From: tom@soda.berkeley.edu (Tom Holub)
Newsgroups: rec.games.netrek
Subject: Re: ENPN Coaches' Poll!  (After Game 1)
Date: 8 Oct 1992 09:52:17 GMT
Organization: U.C. Berkeley, CS Undergraduate Association
NNTP-Posting-Host: soda.berkeley.edu

In article <718531779.7395.0@merope.weh.andrew.cmu.edu> stimpy+@cmu.edu (Tomato Boy) writes:
)Scott Draves (House Dressing) writes:
)#
)# sjsmith>  4.     Golden Bears [1-0] 160 (2) 4
)#                                         ^^^
)# heh.
)# care to identify yourselves?
)#
)
)OK, Mojo and who else?  Or did Mojo AND Amazing vote?  :)

Yes, one of those was mine; dunno who was the other.  And yes, I feel
we deserve it; I think the Bears match up with Side Salad all the
way down the line, and that we can beat you if we play as well as I
know we can.  It should be a good game, and while I wish it was home,
I'm not crushed.  We can win.

)ps: note that we play the two other teams ever to get a #1 vote in
)    our regular season!

Which either guarantees you the #1 spot, or you lose.  We'll see.
 -Mojo
Newsgroups: rec.games.netrek
From: esj@cs.brown.edu (Eugene Santos Jr.)
Subject: Re: Rank
Organization: Brown University Department of Computer Science
Date: Tue, 13 Oct 1992 03:51:20 GMT

In article <1992Oct12.211447@IASTATE.EDU> exodus@IASTATE.EDU writes:
>
>
>
>
>   of course a t-bird Admiral means nothing........but so does
>a bronco admiral. just on t-bird it's easier too scum more often,
>but scumming is scumming no matter where you do it.....it just
>takes longer to build an admiral on bronco because you have to
>play selectively......i've seen many clueful people rank
>scumming at 3 am against a bunch of newbies.......anyone can do
>it anywhere if they really want to.......that's all i was trying
>to say.......
>
>
>
>                ensign upstart
                 ^^^^^^

Weren't you supposed to be scummin' to admiral on bronco?
You were an ensign in your first post. You should of at least
reached Lt. Commander by now since you managed to scum to Admiral
on t-bird. 


Flt. Capt. "an angel who's halo is now around his throat" Quovadis


"Seth, this guy wouldn't recognize sarcasm unless it came right up and
jollily bit his pock-marked tush."

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: rjones@dsd.es.com (Ray Jones - Perp)
Subject: Re: Austrailia
Reply-To: rjones@dsd.es.com
Organization: Evans & Sutherland Computer Corp.
Date: Mon, 12 Oct 92 19:48:44 GMT

In article <ldjkidINN617@notrees.cs.utexas.edu>, davidt@cs.utexas.edu (David Eng-Yeow Teo) writes:
>In article <1bb43hINNedg@girtab.usc.edu>, echeverr@scf.usc.edu (Evil Geniuses For a Better Tomorrow) writes:
>> In article <YepvPDC00VoxM3l2MB@andrew.cmu.edu> "Timothy C. Worsley" <tw1r+@andrew.cmu.edu> writes:
>> >	There was some talk of an Austrailia vs France game on a US server. 
>> >Danny says that a number of players didn't want to play because of the
>> >lag.  Don't give in to lagphobia.  Play! Play! Play!  International
>> >games have so much to offer.
>> >Or maybe I'm a hopeless optimist.
>> 
>Now that this is on the way, how about Asia?
>Singapore is connected to the internet at the moment! :)
>
>One country's champion against another, this would be fun.

Whoever was home would "most likely" win.  I imagine that currently
the NA champion could even overcome the lag.  Maybe in a few years
when the rest of the world is using T3 lines and the US is on ISDN,
playing from home... (And the original netrek authors will be rich on
royalties fron Nintendo.)

>-- 
>[1m[4mDavid Eng-Yeow Teo[0m
>
>               [1m[7m>>>>> WHERE ILLUSION IS THE ULTIMATE WEAPON! <<<<<[0m

Not to be rude, but lose the sig.

-- 
                                          rjones@dsd.es.com
From: hadley@thoth.ics.uci.edu (Tedd Hadley)
Subject: Re: the berkeley blessed binary -- READ THIS
Newsgroups: rec.games.netrek
Organization: UC Irvine Department of ICS
Date: 14 Oct 92 19:21:35 GMT

In <Bw49Gx.I04.2@cs.cmu.edu> hill@norman.VI.RI.CMU.EDU (Robert Hill) writes:

>user.  I wish the SB bitmaps would be improved...can't see if shields are
>on.  It has visible tractors, but I find them annoying, so I turn them
>off.

   The visible tractor code is really an attempt to solve another client
   problem: the target selection mechanism.  When you select a target
   (planet/player for locking, player for tractor) the function returns
   the _closest_ planet/player to your mouse location.  This gives rise
   to these common problems:
      1) tractoring your sb if the ogger you were trying to tractor
	 dies at the same time you hit the tractor button.
      2) tractoring your teammate if the player you're targetting
	 cloaks at just the right instant (in a race to defend a planet
	 for example).

   Without a visual indication, you don't know if the tractor you requested
   actually succeeded.  (In case 1, an experienced player probably realizes
   immediately that the T is on in the status window, but an inexperienced
   player may go merrily on, inadvertantly keeping the starbase from orbiting
   safety).

   A better solution might be to change the targeting procedure to only
   consider players within a specific radius, but I suspect people already
   use the closest-player feature to save on mouse movement.

++
   Tedd Hadley (hadley@uci.edu)
Newsgroups: rec.games.netrek
From: jonathan@author.ecn.purdue.edu (Jonathan L Neuenschwander)
Subject: Re: Plasma Tactic
Organization: Purdue University Engineering Computer Network
Date: 13 Oct 92 06:27:31 GMT

kb32+@andrew.cmu.edu (Kevin Michael Bernatz) writes:

>Excerpts from netnews.rec.games.netrek: 12-Oct-92 Plasma Tactic J.
>Neuenschwander@author (1696)

>> Here's a tactic that Xymox and I invented awhile back:

>Ahh,
>	I imagine the flames that this poor guy is gonna get....

No worries, I've got plenty of marshmellows.  Now I just need to pick-up
some graham crackers and chocolate to make s'mores.  I invented them too,
y'know.  :-)


Jonathan
El Kabong

HELP!  Distress Call from .sig file, 0% shields, 98% damage, 0 armies.
From: wolfone@ccwf.cc.utexas.edu (Patrick Chester)
Newsgroups: rec.games.netrek
Subject: Sturgeon Mods: What do you do?
Date: 17 Oct 92 02:35:27 GMT
Article-I.D.: ut-emx.81803
Reply-To: wolfone@ccwf.cc.utexas.edu (Patrick Chester)
Distribution: na
Organization: The University of Texas at Austin, Austin TX
Originator: wolfone@sleepy.cc.utexas.edu

Hi there.

I've been playing at sturgeon for awhile and have noted all the mods that
people use. I was wondering what mods all you fellow scummers at sturgeon
get when you nail some unsuspecting victim. In other words, do you prefer
weapons over shields, speed over recharges, etc. 

I usually go for shields since my DD is not very survivable. At the same time
I also pick up fuel packs and increase my recharge capability. I also try
and improve my damage control capability. If I continue to survive, THEN I 
start getting weapons upgrades. What about you all?

Oh yeah, another thing. While on a starbase ogg, somebody suggested that
those w/enough kills get type-5 plasmas to hit the base with. This gave
me an idea for a massive "alpha strike" on a base. Of course, it assumes that
there is a team clued enough to organize one and that most have enough kills
to get these upgrades. It includes this.

             1+ ships w/type-5 plasmas
             1+ ships w/psuedoplasmas (decoy base's phaser fire)
             possibly some ships using drones if they don't
             have the kills for plasmas
             3+ oggers loaded w/nukes and overloaded shields
                (Presumably the worst players or those who
                 haven't got extensive mods to lose.)

This is just for fun. It would distract from planet-taking, but would be 
interesting to try. Any comments?
-- 
--------------------------------------------------------------------------------
Patrick Chester            |"The earth is too fragile a basket in which to keep
wolfone@ccwf.cc.utexas.edu |  all your eggs." Robert A. Heinlein
Politically Incorrect      |"The meek shall inherit the earth. The rest of us
Future Lunar Colonist      |  are going to the stars." Anonymous
--------------------------------------------------------------------------------
From: davidt@cs.utexas.edu (David Eng-Yeow Teo)
Newsgroups: rec.games.netrek
Subject: Re: Something seriously amiss
Date: 14 Oct 1992 23:07:03 -0500
Organization: CS Dept, University of Texas at Austin
NNTP-Posting-Host: dimebox.cs.utexas.edu
Summary: I do know this that was why .....

In article <ldp7ppINN6pi@exodus.Eng.Sun.COM>, bharat@shadow.Eng.Sun.COM (Bharat Mediratta) writes:
> In article ldog0gINNf2m@grit.cs.utexas.edu, davidt@cs.utexas.edu (David Eng-Yeow Teo) writes:
> >
> [...] 
> > 1)  Visible Tractors :-
> > 
> > Approved but maybe you ought to look at it again.  If you tractor or pressor someone before he cloaks, the tractor lines will still be there.  In such situation, the client is acting like a borg with "See Cloakers" option on.
> 
> Sure...with the visible tractors on, you can see where the enemy is.
> But god help you if you start shooting at what you see, because
> once a ship cloaks, the server no longer TELLS you where the ship is!
> It gives you a location that isn't even too close.  As a borg advocate,
> you should know this, David.

I do know this, that was why I wrote that the client is acting like a borg with "See Cloakers" option on.  (See Above)

A borg is also a client and once a ship cloaks, the server no longer TELLS you where the ship is too!  The "See Cloakers" option is just a mapping of the rough position of the ?? on the galactic map, onto the local map.
Tedd's visible tractors on cloakers, act in the same way.

> 
> 	-Bharat
> > 
> [...]
> > David Teo
> > Author of GFBorg
> > Server Admin of Grit
> > 
> > >>> Blessing a Borg doesn't make it any more legitimate than it was before. <<<
> > 
> 
> 
> 
> ---
>     /\        Bharat Mediratta
>    \\ \       Graphics Continuation Group
>   \ \\ /      
>  / \/ / /     
> / /   \//\    SUN Microsystems, Inc.	
> \//\   / /    Mailstop: MTV18-218
>  / / /\ /     2550 Garcia Avenue, Building 18
>   / \\ \      Mountain View, CA 94043
>    \ \\       Phone:  (415)336-4347, FAX:(415)336-5471
>     \/        Email:  bharat.mediratta@eng.sun.com
> 
> 
> 

David Teo
From: paulsen@eniac.seas.upenn.edu (FreeKill)
Newsgroups: rec.games.netrek
Subject: Netrek in an arcade?
Date: 7 Oct 92 13:47:48 GMT
Organization: University of Pennsylvania

I was wondering...

If the technology was there to have netrek in an arcade as it exists now,
what changes would have to be made to handle the amount of time played.

For example, would each person get 3 lives and then a means for increasing
the number of lives left?  This would seem bad because scout bombing and
ogging would be done very rarely.

Would each person have 10 minutes of play with a means for increasing that?
If so, what would be the criteria for increasing your time?

Interested to hear ideas...

FreeKill
>The Pathological Liar
p.s. I am writing a lie right now :)
Newsgroups: rec.games.netrek