HDTenEightyP/NetNews huggingface dataset:
From: nm0w+@andrew.cmu.edu (Nanci Ann Miller)
Newsgroups: rec.games.netrek
Subject: Re: Hell Peacock
Date: 10 Oct 92 00:40:49 GMT
	<1992Oct9.172908.3679@cis.ohio-state.edu>
Organization: Carnegie Mellon, Pittsburgh, PA

mdm@stegosaur.cis.ohio-state.edu (Michael Moore) writes:
>         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).

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
From: tom@soda.berkeley.edu (Tom Holub)
Newsgroups: rec.games.netrek
Subject: Re: LA Riot -vs- GB, game stats
Date: 11 Oct 1992 07:25:28 GMT
Organization: U.C. Berkeley, CS Undergraduate Association
NNTP-Posting-Host: soda.berkeley.edu

In article <8epvAdi00VoxE3l1xJ@andrew.cmu.edu> "Timothy C. Worsley" <tw1r+@andrew.cmu.edu> writes:
)	I suppose that this is only about the sixth game that could be
)seriously contested due to lag in the history of the INL.  That's not
)too bad a record.
)
)GB at Darkhorse
):) at 300+
)12AM at CrackPot
)GG at GB
)HB at LU
)
)	Any others?  Note:  This is a volitile subject, so *please*, don't say
)anything too harsh.

Golden Bears at :) at flint, Bears playing without UDP and :) playing
with UDP.
 -Moj
From: stimpy+@cmu.edu (Tomato Boy)
Newsgroups: rec.games.netrek
Subject: Re: ENPN Coaches' Poll!  (After Game 1)
Date: 8 Oct 92 08:09:39 GMT
Organization: Carnegie Mellon, Pittsburgh, PA

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?  :)

--Tomato Boy

ps: note that we play the two other teams ever to get a #1 vote in
    our regular season!
Organization: Carnegie Mellon, Pittsburgh, PA
Newsgroups: rec.games.netrek
Date: Wed,  7 Oct 1992 22:33:31 -0400 
From: "Jonathan R. Ferro" <jf41+@andrew.cmu.edu>
Subject: Re: Netrek in an arcade?
	<1992Oct7.185537.16749@beaver.cs.washington.edu>

Here are the few vague details of the Battletech arcade in Chicago.  I
may be misremembering, but this is essentially correct (think xtank, not
netrek) :

- 12 padded-seat cockpits for every-man-for-himself or 6-on-6 play.
- I don't know if any customization of mechs was possible, but there
  were many options (switches around edge of cockpit) for selecting
  LR/SR scan, current weapon system, targetting computer/HUD, etc.
- Variety of game types: shoot-em-up, capture the flag, etc.
- Spectator area at far end of ready room displays copies of all 12
  player screens (plus some map screens?  I forget)
- ~ $7 / hr / player.  (Probably more by now.)

Unfortunately, I didn't have money to actually go in, so I can't report
on how it all fits together as a game.

-- Jon Ferro               Einsprachigkeit ist heilbar
Newsgroups: rec.games.netrek
From: cks@hawkwind.utcs.toronto.edu (Chris Siebenmann)
Subject: Re: Something seriously amiss
Organization: Ziebmef home away from home
Date: 14 Oct 92 22:46:53 GMT

davidt@cs.utexas.edu (David Eng-Yeow Teo) writes:
| However, I've seen 2 program sources in public ftpable sites that
| contain codes that show how to send the server a fake login name.

 Any cyborg/robot author who can't figure out how to do this in at
most a half an hour is not going to write a cyborg that one has to
particularly worry about. And I'm being charitable with that half
hour figure.

--
    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: sfd@soda.berkeley.edu (Scott Drellishak)
Newsgroups: rec.games.netrek
Subject: Re: BEER!!!!
Date: 8 Oct 1992 00:36:01 GMT
Organization: Metaphor Fnord Computer Systems
NNTP-Posting-Host: soda.berkeley.edu

In article <92067@netnews.upenn.edu> paulsen@eniac.seas.upenn.edu (FreeKill) writes:
)By the way, when we fnord come out, we want to go bar hopping.  We can do some
)netrek after we are totally drunk.  I would rather have a fun fnord night out
)on the fnord town with you guys than be cramped up in a lab.  Let me know if
)you guys are fnord amenable to this.
)
)Also, to the IC - Have fnord you read the book Illuminatus?  If so, you guys
)fnord should start slipping the word "fnord" into your posts.
)
)Brian

The word "fnord" has been included in almost all fnord of the postings
on the fnord net for the few years, since the Secret World Government
fnord installed the site fnord.fnord.fnord on the net fnord, which
fnord-izes news posts (including fnord this one) as they fly over
fnord the net.  You just fnord haven't been aware enough to see them
fnord yet.  Welcome fnord to the club.  Watch your back fnord.

If this fnord post doesn't make sense fnord to you, but you feel very
nervous, don't worry about it.  Go back to fnord sleep.
-- 
/--------------------------------------------------------------------------\
| Scott Drellishak   sfd@neuromancer.metaphor.com                          |
|                "Spumco ... the Danes call it quality."                   |
\--------------------------------------------------------------------------/
From: botelle@eniac.seas.upenn.edu (Justin Botelle)
Newsgroups: rec.games.netrek
Subject: Re: Iron Man Netrekkers
Date: 10 Oct 92 18:50:28 GMT
Organization: University of Pennsylvania

In article <718721363.2761.0@patterson.bh.andrew.cmu.edu) stimpy+@cmu.edu (Tomato Boy) writes:
)The best all around player I ever saw had to be Quar. He'd take all

Definitely.

)your planets while ogging the shit out of you and bombing your armies.
)And he did almost all of it in a cruiser. Then, once in a while, he'd
)take out a base and ram it down your throat. He was truly awesome.
)He didn't do much scout bombing, though.

Did he need to?

)Balton is a great base and a great scout, but not much of an ogger.
)The best current all around player is probably Spaceace, but he
)doesn't bring out the base much anymore.

He's just scared of me :)

)There aren't many people who can do ALL roles well. I myself am
)quite a poor scout bomber. 

not to mention ogger.  Stick to basing, Rick.

Alas, there are lamentably few good oggers left (esp with retirement of
ensign).  And I'm *sure* Brian isn't one of them ;)  /* remember THAT
thread? */

)--Rick

Justin
(Cuisinart)

P.S.  HELP!! I've been shot in the leg by Mike
From: paulsen@stipple.seas.upenn.edu (FreeKill)
Newsgroups: rec.games.netrek
Subject: Re: Hell Peacock
Date: 12 Oct 92 02:22:14 GMT
Organization: University of Pennsylvania

In article <1bakamINNqqc@agate.berkeley.edu> sfd@soda.berkeley.edu (Scott Drellishak) writes:
>After they pushed us back and finally ogged our base, the other team
>(Fed) genocided my team.

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

I'm totally confused.  Is this a joke?  You got genocided and you aren't
happy with bronco clue?  Why?  Do you get genocided easier on other servers?

Brian
From: tom@soda.berkeley.edu (Tom Holub)
Newsgroups: rec.games.netrek
Subject: Re: Rank
Date: 13 Oct 1992 03:25:46 GMT
Organization: U.C. Berkeley, CS Undergraduate Association
NNTP-Posting-Host: soda.berkeley.edu

In article <1992Oct12.203847.6302@cis.ohio-state.edu> mdm@hadrosaur.cis.ohio-state.edu (Michael Moore) writes:
)
)	I think if you don't scum, and you play for anything that even
)resembles a long time, you're lucky to get 3.0 ratings.

Well, I've played for what resembles a long time, but I don't have a
single character whose ratings are below 4.0; even Mojo Red Shirt who
does nothing but scout bomb (with a bit of planet taking thrown in)
has 4.5 or something ratings.  Doosh! has Fleet Captain ratings (playing
in many winning genoicde games), Road Rash (ratio/offense scum) has 
Fleet Captain ratings, and all my serious characters have at least 
Fleet Captain ratings.  I think that any good player should be able
to keep 5.0 ratings indefinitely, and therefore make Rear Admiral on
4xDI.

Look at what ratings are; they are a ratio of how well you do compared
to the global average.  3.0 rating, therefore, is totally average.
If you take into account all the people who really suck, average ratings
would seem to be to indicate a weak player.

I will agree that it's difficult to make Rear Admiral or Admiral on 1xDI
without scumming, but who needs 1xDI?
 -Mojo

Newsgroups: rec.games.netrek
From: surge@cqs.washington.edu (Jonathan Sari)
Subject: The Team With No Name scrimmages Lagg U
Summary: TTWNN crushes Lagg U under an iron boot.
Keywords: INL scrimmage LPS
Organization: University of Washington
Date: Thu, 15 Oct 1992 05:09:37 GMT

The Team With No Name was kind enough to scrimmage us today, and they
rapidly LPS'ed us, as expected.  After spending way too much time in
the LPS, we all ghostbusted and their only local player scummed the
last planet.

Many thanks to the excellent players we were able to use to fill out
our roster: Passing Wind, Scorn!, and shire.


-surge
Newsgroups: rec.games.netrek
From: jh@heel.CS.Berkeley.EDU (Jack Hsu)
Newsgroups: rec.games.netrek
Subject: Bigdog update
Keywords: nuke bombs
Date: 16 Oct 92 02:51:51 GMT
Organization: University of California, Berkeley
NNTP-Posting-Host: heel.cs.berkeley.edu


Bigdog.cs.berkeley.edu is open from 5pm PDT. New changes include:

o  Nuke bombs (experimental). Like in xtrek III, this horrifying weapon
   wipes out entire planets. To use it, you need 10 kills and  then refit
   to DD, CA, or BB. Press 'f' 2x, and watch the planet blow up in spectacular
   pieces! (unfortunately, some of the pieces belong to you).

o  Hosers are back. 


Bigdog is the official Berkeley server, with players db from sequent/bezier.


-Gaia
Newsgroups: rec.games.netrek
From: hill@norman.VI.RI.CMU.EDU (Robert Hill)
Subject: Re: INL Strategy: Is Ori and Kli playable?
Organization: School of Computer Science, Carnegie Mellon
Date: Wed, 7 Oct 1992 21:03:06 GMT


Oddly enough, i've always felt the feds had an advantage in a front line  
war.  The horsemen of last year always played feds (if we could) because  
we felt it had the advantage.  

The best trial of planet setups that I have seen were the CMU internal  
tournaments.  Most of the close games I have played in occurred during  
this time.  If some of you old timers recall the scores by race, it'd be  
helpful.  It seems to me that the feds won more games than the roms.

I can't think of much more of a nightmare than playing kli space against  
the roms without a superior fuel and agri setup. 

Rob
aka Spaceace!
From: esj@cs.brown.edu (Eugene Santos Jr.)
Subject: Re: LA Riot -vs- GB, game stats
Organization: Brown University Department of Computer Science
Date: Sun, 11 Oct 1992 21:12:11 GMT

In article <1b8kt8INNkcd@agate.berkeley.edu> tom@soda.berkeley.edu (Tom Holub) writes:
>In article <8epvAdi00VoxE3l1xJ@andrew.cmu.edu> "Timothy C. Worsley" <tw1r+@andrew.cmu.edu> writes:
>)	I suppose that this is only about the sixth game that could be
>)seriously contested due to lag in the history of the INL.  That's not
>)too bad a record.
>)
>)GB at Darkhorse
>):) at 300+
>)12AM at CrackPot
>)GG at GB
>)HB at LU
>)
>)	Any others?  Note:  This is a volitile subject, so *please*, don't say
>)anything too harsh.
>
>Golden Bears at :) at flint, Bears playing without UDP and :) playing
>with UDP.
> -Moj
>

Just to make things clear, Bears elected to play without UDP. This was during
the "To UDP or Not UDP in INL" debate. Almost all of :) that game played
without UDP. Of course, 3 or 4 of us were playing at Brown including Foozle
who came down from Boston.

Flt. Captain "Desperately avoiding Susie" Limofel
Proud Ex-member of Team :)


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: hill@norman.VI.RI.CMU.EDU (Robert Hill)
Subject: Re: Ogging/bombing/dogfighting
Organization: School of Computer Science, Carnegie Mellon
Date: Mon, 12 Oct 1992 19:44:25 GMT

Benjamin T Dehner writes
> In <wepSPw600VpdI2SUcW@andrew.cmu.edu> tw1r+@andrew.cmu.edu (Timothy C.  
Worsley) writes:
> 
> 
> >	Well, you win netrek by killing all of your opponent's armies. 
> 
> 	Here I disagree.  You win netrek by taking an opponents planets.

Killing enemy armies is the best way to see who wins a game.  I bet if you  
would look up INL stats from past games...in non LPS games the team who  
kills more enemy armies wins.

> Killing armies stops the opponent from taking, but does not gain you 
> planets.  The game ends when a race has zero planets, NOT zero armies; 
> they are not the same, since someone may still be carrying when the game 
> ends.

In a real game, you assume planets will be taken.  Furthur assume that a  
team will use all its armies by dropping them on planets.  Then the only  
way to really stop your enemy is by killing all their armies.  Bombing is  
by far the most effective way to do this.  Ogging is more effective than  
dogfighting, but not as effective as bombing.  Ogging is neccessary  
because invariably some armies live.  These armies are carried en route to  
planets, and must be killed somehow.  Ogging meets this need.

> 	But you cannot take planets without kills, and it is difficult to 
> get kills unless you can dogfight.  Furthermore, if most of a team can 
> get kills, it can keep their opponents off-balance as to who is carrying 
> when.

Kills are easy to get.  You can always "scum" them.  For example, kick-ass  
dogfighter number 1 is fighting kick-ass dogfighter number 2.  They are  
both fueless and damaged.  Twink kill scummer fires all his fuel to hit  
dogfighter number 2 with a torp and kill him...amazing but twink kill  
scummer has a kill...even tho he couldn't bit the broad side of a  
barn...oops....my heritage sticking through again.

> 	I agree that dogfighting is not all-important, nor even most
> important, but I would put it on an equal footing with bombing and  
ogging.

Then you are clueless.  Not a flame, but a fact.

> Cthulhu
Newsgroups: rec.games.netrek
From: sherod@news.Colorado.EDU (Scott Herod)
Subject: Re: The real killer.
Organization: University of Colorado, Boulder
Date: Thu, 15 Oct 1992 22:39:39 GMT

I just played for a few minutes on doorstop and thought I would mention
a few things about given kills that I noticed.

1)  F6 fired at me, O3.  I detted the torps, died, and got credit for
the kill.  My opinion, F6 should receive credit.

2)  F4 fires torps at me.  I det killing F7, Gamera.  F7's explosion kills
me.  The message board says I get credit but no DI.  (I assume 4 got credit
but it scrolled past.)  F7's explosion gave him the kill for me.

My opinion, I should get credit for F7, F4 gets credit for me?

I think the first example is very important.  Detting keeps you
from giving up the kill.  I think Rony is trying to do a good thing
here but there are still some problems.

Mad DDogg
From: jecoleb@eos.ncsu.edu (have clue, will travel)
Subject: Re: New Feature Proposal
Reply-To: jecoleb@eos.ncsu.edu
Organization: The Ghost Of Christmas Past Society
Date: Wed, 14 Oct 1992 17:23:00 GMT


jmh@athena.mit.edu (J Michael Hammond) proposes:
>When a player loses his first ship, he is forced to wait ten seconds
>before getting the next one.  This wait time increases by, one
>second for each subsequent ship lost by that player in that game.
>These time constants might, of course, require some tinkering
>if implemented, but they seem like realistic values to start with.

Er, no.

A *lot* of tinkering.

This would reduce an LPS to "send in two or three oggers to clear the 
planet, then drop during the thirty-second interlude before they get back."

BTW, what's to stop player "x" from getting blasted into 45-second 
periods between ships, quitting, and immediately logging back on with
the original 10-second delay?  (And don't say "the queue", because I
find it hard to buy that a server with this mod will get mega-traffic.)

>This constraint will reduce the usefulness of mass suicide tactics.
>Features that have evolved to balance mass suicide tactics (strong
>starbases, wicked fast agricultural planets, etc.) should then be
>scaled down a little bit in order to remain in balance.

*shrug*  Sounds like a runner-scum's paradise, where 16 aesthetically-
pleasing ships dance around space pelting each other and running away,
for fear of *gasp!* dying.

Fire away on your own server, and see who shows up, is all I have to say.

--
                         jecoleb@eos.ncsu.edu 
          ---------     have clue, will travel.    ---------
  "I am a penis. Worship me."--lead singer of rock band Bicycle Face,
vainly attempting to gain attention of the crowd at the Cat's Cradle
in Chapel Hill, while opening for Mojo Nixon & The Toad Liquors
Organization: Carnegie Mellon, Pittsburgh, PA
Newsgroups: rec.games.netrek
Date: Mon, 12 Oct 1992 03:36:23 -0400 
From: "Timothy C. Worsley" <tw1r+@andrew.cmu.edu>
Subject: Re: Dogfighting....again :(
	<1992Oct12.040418.18480@colorado.edu>

Excerpts from netnews.rec.games.netrek: 12-Oct-92 Re:
Dogfighting....again :( Scott Herod@newton.Color (1948)

> One useful trick that a friend and I have practiced is for one person
> to go in uncloaked as if to deny the carrier the planet.  While this person
> plays with the escort or carrier the other person comes in fast cloaked.


	Hammer and Anvil Ogging.

ZZnew guy
From: botelle@eniac.seas.upenn.edu (Justin Botelle)
Newsgroups: rec.games.netrek
Subject: Re: The neverending thread
Date: 13 Oct 92 12:04:00 GMT
Organization: University of Pennsylvania

In article <1bdeu7INNadl@agate.berkeley.edu) tom@soda.berkeley.edu (Tom Holub) writes:
)In article <92670@netnews.upenn.edu) botelle@eniac.seas.upenn.edu (Justin Botelle) writes:
))
))As I stated earlier, I have been killed with armies:  on the way to take
))a planet (trying to get by defenders), as a starbase (though not with many),
))or picking up off a crucial planet to prevent it being bombed below 4.
)
)Do you do something with armies *other* than try to take a planet?  
)This seems liks a coverall excuse.

how about picking up.  when I said trying to get by defenders, I am talking
about people who wait for me in their space (rather than make an aggressive
move towards me).

) -Mojo

Justin
From: exodus@IASTATE.EDU
Newsgroups: rec.games.netrek
Subject: Re: Plasma Tactic
Date: 13 Oct 92 21:56:32 GMT
Article-I.D.: IASTATE.1992Oct13.165632
Reply-To: exodus@IASTATE.EDU
Organization: Iowa State University




  who cares?
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 02:05:12 GMT

In article <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

To be blunt, BAD argument Scott. Haven't you been reading about the 
cluelessness that has been abounding all over the continent? Questions
about where are all the "clue"?? I see at most 2 clued players mentioned
in your list including Eeeeeeek!. Try again at 5pm EST when you'll
get 3-5 Admirals plus a good chance that only one person will be
below Flt. Captain.

As for lag, I always get many UDP link severed problems. I've always
played in lag except for flint. I always had fun on bezier despite
my caterwauling about lag there (I try to followup with another
message just not to sound whiny.)

Flt. Captain "182ms avg Ping with 56 byte packets to Bezier" 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
From: s903609@minyos.xx.rmit.oz.au (ACE)
Newsgroups: rec.games.netrek
Subject: Re: Please Help Me ! BIG REWARD Available !
Date: 9 Oct 92 03:07:42 GMT
Organization: RMIT Computer Centre
NNTP-Posting-Host: minyos.xx.rmit.oz.au

Greetings,
	  This is a followup to my original posting providing extra
details that could help all those WONDERFUL people out there who have
already aided me ENORMOUSLY. I feel I am getting a lot closer to ultimate
Nirvana of Netrekdom. The details that have been requested, and that can
now be released at your security clearance ( You do have Infra-red security
clearance don't you citizen ? ). The machine I wish to run Netrek on 
is an Encore MultiMax, running System V lookalike. I live in melbourne, so
a site close to there would be nice. I think that the deakin site is closest,
but it doesn't like talking to me. A version that doesn't HAVE to use
X-windows would be real good, because although the software can deal with it,
there are VERY few terminals which do. Don't forget that BIG reward.

			       ACE
                   s903609@minyos.xx.rmit.oz.au
	        " How deep is the ocean ? " - Eric
" No Silicon Heaven ? But where would all the calculators go ? " - Kryten
      " Smoke me a kipper, I'll be back for breakfast." - Hero Rimmer
From: tom@soda.berkeley.edu (Tom Holub)
Newsgroups: rec.games.netrek
Subject: Re: Blessed Borgs
Date: 15 Oct 1992 02:58:03 GMT
Organization: U.C. Berkeley, CS Undergraduate Association
NNTP-Posting-Host: soda.berkeley.edu

In article <61140@mimsy.umd.edu> sjsmith@cs.umd.edu (Stephen Joseph Smith) writes:
)This is getting ridiculous - is reserved.c available for ftp somewhere or
)something?
)
)This morning on rwd4 I had the dubious pleasure of playing with *two* blessed
)borgs, both identifiable by distress calls:
)
)
)mlee@avalanche.berkeley.edu
)
) O6->ORI  Distress Call from O6: 0% dmg, 100% shld, 2 armies!, 100% fuel
) O6->ORI  Distress Call from O6: 0% dmg, 100% shld, 2 armies!, 100% fuel

Another NBR proposal available in a blessed non-borg client (and the
netrek client in /usr/local/games on the OCF is this client). 

Need more evidence than this.
 -Tom
Newsgroups: rec.games.netrek