HDTenEightyP/NetNews huggingface dataset:
From: tom@soda.berkeley.edu (Tom Holub)
Newsgroups: rec.games.netrek
Subject: Re: Golden Bears want a scrimmage
Date: 6 Sep 1992 10:51:36 GMT
Organization: U.C. Berkeley, CS Undergraduate Association
NNTP-Posting-Host: soda.berkeley.edu

In article <8eeBytG00WCX0WKkUM@andrew.cmu.edu> Kevin Michael Bernatz <kb32+@andrew.cmu.edu> writes:
)Hmm,
)	I thought you guys would change your name to something with a little
)more, ahh.. reputation to it :).

We just wanted there to be two national champion Golden Bear teams this
fall.
 -Mojo
Newsgroups: rec.games.netrek
From: josh@cqs.washington.edu (Josh Hayes)
Subject: Re: _Long_ response to post...
Organization: University of Washington
Date: Mon, 14 Sep 1992 21:45:12 GMT

You guys left out a couple of things that are pretty critical;
or at least under-emphasized them. Here are a few lines of 
things I find very helpful in a teammate (and helpful when
I do them for MY teammates, as well):

1) Don't just learn to send/receive messages. READ THE MESSAGE
BOARD. Especially look for distress calls. These mean something,
generally one of three things:

	a) I just picked up some armies, now you know how many.
	b) I'm really hurting but I don't want to die.
	c) I'm fine and have no armies. Glance at the galactic
	   and see what I'm doing.

This last one is very important. While fending off a planet-taker
and two escorts, one frequently has no free hands for typing a
message like "GET THE HELL OVER HERE AND HELP, MAGGOTS". Sending
a string of, say, three distress calls gets people to say "geez,
what's HIS problem?" Then they look, see, and come help. Maybe.

Of course it goes without saying that one should volunteer to
help teammates take planets. I've been working a lot on escorting
lately, and getting better at it (ruining my stats, of course, but
so what? we're taking planets.). Escorting, like scout bombing,
is not really fun work, but it has its satisfactions, and because
few people want to do it, you can really make your team like you
a lot if you volunteer to do this.

2) The dogfighting debate. This reminds me of bridge adages; they're
rules, of course, but what they all amount to is "do this thing
unless you shouldn't". Dogfighting has the potential to be a 
serious waste of time and resources. Spend five minutes getting
a kill out of a dogfight and then immediately get shiny-new-ship
scummed. Your team will just LOVE all this help you're giving
them (sarcasm alert). In the words of that stupid android from
Lost In Space, your motto should be "Crush! Kill! Destroy!".
Dancing around in a dogfight doesn't seem to appear in that credo,
now does it? The rule is: dogfight briefly to get the kill; if
it takes longer than that, find a newbie to scum kills from.
Or scum them off your (competent) starbase. Kills are easy to
come by, and you don't need to be more than a crude dogfighter
to get them; I'm living proof. I'm no more than adequate at
dogfighting, but I seem to get by okay.

3) This is important: stay calm. Or focused. Or something. Don't
get so PISSED OFF AGGGGGGGHHHHHH - that you can't play intelligently.
If your opponents get you so mad you don't think, they probably
win. If you get ogged with armies on board, so it goes. Start over.
If your teammates screw something up and get you killed, explain
it to them. Don't insult teammates or opponents. Help them, and
kill them, respectively. Repeat.

That's what _I_ think, anyway.....

doctor

--
Josh Hayes, Quantitative Sciences HR-20 U of Washington
josh@mowgli.cqs.washington.edu             206 685-2793
Exclaimer: Hey!           Plan: Birth School Work Death
Newsgroups: rec.games.netrek
From: books@fsunuc.physics.fsu.edu (Roger Books)
Subject: Re: lag stuff, was (Re: Clued games?)
Organization: FSU Physics Dept.
Date: Tue, 15 Sep 92 12:40:32 GMT

In article <1992Sep15.011610.13080@u.washington.edu> archmage@milton.u.washington.edu (Michael Bakkemo) writes:

>>In article <BATHURST.92Sep11110027@felix.noaapmel.gov
> bathurst@noaapmel. gov (Bill Bathurst) writes:>>>

>>>> I don't mind being trashed by a better player than I am, which is just 
about
>>>> anyone, but I do hate being trashed by someone with no lag when I am 
lagged.>>>

The previous is mine, not Bill Bathurst, for all I know he's an Ace, (as
opposed to a rank scum.)  Please don't attribute my comments of inexperience 
to someone else.  (Or he may be borg scum, I don't know.)


		Roger
		books@fsunuc.physics.fsu.edu
Newsgroups: rec.games.netrek
From: akluge@nyx.cs.du.edu (Alexander Kluge)
Subject: The forghorn server (now on tramp)
Organization: Nyx, Public Access Unix @ U. of Denver Math/CS dept.
Date: Wed, 16 Sep 92 02:31:48 GMT



   I would like to make a few comments about the foghorn server and the
things that make it different from most other places.  The most obvious
differences are the longer weapons ranges and the faster fuel generation
rates, as well as the faster repair rates.  Oh yeah, and then there are 
the galaxy class ships.  These enhanced weapons make it much easier to
kill off a star base - so I have increased the number of bases that each
team can have to four, however when each of these four are killed off you
can't get another one to replace it for a half hour. (this time as well
as the number of bases are of course subject to change to produce a more
interesting game)
   The walls are permiable to both the ships and their weapons fire and
once I upload the proper client to an FTP site they will be permiable
to your sensors as well - and there will be a true wrap around galaxy.
This server is designed to provide a faster alternative to the standard
trek (I mean faster paced) and indeed it seemed to be doing a good job
of that until foghorn (the machine) developed network problems which
have still not been fixed (this is why it is on tramp).  So I hope
you will make use of this place and have fun with it.  After all isn't
that the whole point?

                               Alex Kluge
                                  Kluge@bolvan.ph.utexas.edu
P
PS Once again, the server is now up on tramp.cc.utexas.edu, port 2592

Newsgroups: rec.games.netrek
From: sherod@news.Colorado.EDU (Scott Herod)
Subject: Re: Changes for Netrek...
Organization: University of Colorado, Boulder
Date: Mon, 14 Sep 1992 23:23:48 GMT

Andy McFadden writes
|> The main problem I see is that you can do the Netrek version of The Play.
|> (For those who aren't from Cal or Stanfurd, The Play was a field-long kickoff
|> return in which the ball was handled by about half the Cal team.  They kept
|> passing it backward whenever they were about to be tackled.  The cool part
|> was when they nailed the Satanfurd band guy... :-) ).
|>

Starting to show your age Andy.  Wasn't that back in '82 or something?
Actually I watched that game.  It was the greatest end I have ever seen.
I wonder how long it took to unrap the trombone from around that guy?

Scott
Newsgroups: rec.games.netrek
From: spot@CS.CMU.EDU (Scott Draves)
Subject: Side Salad challenge
Originator: spot@HOPELESS.MESS.CS.CMU.EDU
Organization: School of Computer Science, Carnegie Mellon University
Distribution: rec
Date: Tue, 8 Sep 1992 22:36:14 GMT


Side Salad will play an open challenge game tomorrow (Wed the 9th) on
bronco at 5pm.  anyone who thinks they can toss us should show up and
play as fed.  Side Salad will play roms.  we hope this will be fun,
informal, bloody, and clueful.

Side Salad consists of

Cucumber Boy   (Videodrome)
Baconbit Boy   (Spaceace!)
Egg Slice Boy  (ryche)
Rhudabaga Boy  (Ray)
House Dressing (Mergatroid)
               (psycho bomber)
               (Yea Boy!!!)
               (NSX)
               (Phantom)


-- 
			forms
Scott Draves		contracts
spot@cs.cmu.edu		standards
From: sfd@soda.berkeley.edu (Scott Drellishak)
Newsgroups: rec.games.netrek
Subject: Re: borgs
Date: 8 Sep 1992 19:10:16 GMT
Organization: U.C. Berkeley, CS Undergraduate Association
NNTP-Posting-Host: soda.berkeley.edu

In article <18in49INNi23@hurricane.ksu.ksu.edu> krishna@hurricane.ksu.ksu.edu (Krishna R Akkina) writes:
)What's a borg and how do you make one?

There's no such thing as a borg, and you shouldn't make one.

-- 
/--------------------------------------------------------------------------\
| Scott Drellishak   sfd@neuromancer.metaphor.com                          |
|         "It's Log!  It's Log!  It's big, it's heavy, it's wood!          |
|          It's Log!  It's Log!  It's better than bad -- it's good!"       |
From: edward@locutus.dell.com (Edward Godwin)
Newsgroups: rec.games.netrek
Subject: Re: Netrek for IBM?
Date: 15 Sep 92 22:52:15 GMT
Organization: Dell Computer Corporation

In article <18tkm5INNf3m@usenet.INS.CWRU.Edu>, dpn2@po.CWRU.Edu (Damien P. Neil) writes:
|> 
|> Sooo... is there a client for the IBM? If so, where? If
|> not, how hard would it be to modify the existing UNIX source to the IBM?
|> 

I too am on the quest for the blessed IBM binary.  I would like to play on an INL
team, but a player who can not get on a given server is of little use....
Is there an archive site for binaries?

-- 
________________________________________________________________________________
Edward Godwin  
edward@locutus.dell.com    No spiffy Netrek alias yet. 
________________________________________________________________________________
Disclaimer:  My opinions are not presented as remotely related, or similar to,
the opinions of my employer.  They can make up their own minds.......       
________________________________________________________________________________
From: sjsmith@cs.umd.edu (Stephen Joseph Smith)
Newsgroups: rec.games.netrek
Subject: DEEP HURTING looking for scrimmages
Date: 12 Sep 92 19:43:29 GMT
Organization: Dept. of Computer Science, University of Maryland at College Park

Muppet Attack!!! aka Team Testudo has re-formed as:

DEEP HURTING

Our battle cry is:
DEEEEEEEEEEEEEEEEEEEEEEEEP HURRRRRRRRRRRRRRRRRRRRRRRRRTING!

We need scrimmage opponents, especially for Thursday or Friday of this week.
If you can get *eight players*, please send me mail.  Thanks!

- Gamera
  Captain of DEEP HURTING
Newsgroups: rec.games.netrek
From: ppregler@risc.uni-linz.ac.at (Peter Pregler)
Subject: Re: Players from EUROPE? --Please read.
Organization: RISC, J.K. University of Linz, Austria
Distribution: rec.games.netrek
Date: Tue, 8 Sep 1992 08:23:00 GMT

In article <1992Sep7.193040.28126@alijku05.edvz.uni-linz.ac.at>, siegl@risc.uni-linz.ac.at (Kurt Siegl) writes:
> 
> Here at RISC we have a local LISTSERV installed, that allows easy creation of mailing
> lists. For local purposes there is already a netrek-l mailing list available. It should
> be no problem to extend it to europe.
> 
> If you are interrested in that stuff then send a mail to
> 
> listserv@tiger.risc.uni-linz.ac.at
> 
> containing the message:   help

Please use the newly created list in the uk for this. The address for
subscriptions is: netrek-request@computer-science.birmingham.ac.uk

Have fun and hear of you on the new list, Peter (The Kid). 

-- 
Meditating is still better, than just sitting around and doing nothing.
-------------------------------
Peter Pregler / RISC, University of Linz, Austria
Bitnet: K315470@AEARN.BITNET  Internet: ppregler@risc.uni-linz.ac.at
Organization: Carnegie Mellon, Pittsburgh, PA
Newsgroups: rec.games.netrek
Date: Tue, 15 Sep 1992 02:39:55 -0400 
From: Rick <stimpy+@cmu.edu>
Subject: Re: beginner UN-luck
	<8ehAUsS00VpNNO9FAg@andrew.cmu.edu>

I think the real issue is that netrek is played on two different
levels. There is the upper level, where ships are fighting eachother;
and there is the underlying level, the armies being nuked and planets
being taken. I think the more clue you have, the more you worry about
the underlying level. The less clue you have, the more you worry about
fighting enemy ships. 
There's very little reason to hang around the front and dogfight people
when you could be off bombing or ogging. If you're trying to "win the
game" you need to destroy all enemy armies. So pick a role: bomb, ogg,
or beam. The only place that dogfighting fits in here is picking up
kills to be able to beam.

It's true that dogfighting skills will keep you alive in many
situations, so it is usefull to learn good dogfighting. The best
time for that is on an empty server, before tmode starts up. That's
the only time I dogfight. Once that "t" flag is in your tstat window,
you should be working towards winning the game. If you're still
dogfighting, you're not being useful to your team.


--Rick
"Bronco Netrek Server. You will never find a more wretched hive of
scum and villainy." -- Admiral Kenobi (aka Terence Chang)
Organization: Carnegie Mellon, Pittsburgh, PA
Newsgroups: rec.games.netrek
Date: Tue, 15 Sep 1992 00:38:14 -0400 
From: John Trivelli <jt2n+@andrew.cmu.edu>
Subject: The Clapper!                                   

Still... I think that a "device" that would allow players of higher rank to
switch with ensigns and lts would be a good endeavor. Not because high rank
players are gods or anything...but because there is a good chance that those
players would know whether a game is too "slanted" and would switch. Sure...
you can go to another server or even wait till your team loses(this can take
time too, you know)...but I simply think this would be a fast and easy way
for players to get a really intense game going. I can only Net for about
4-5 hours a week these days(access and my own time is limited) so when I do
play I like to get in on an a fairly interesting game. I think alot of people
feel the same way. Oh and for those who like clue imbalance... well, this device can work both ways! I'd call it... The Clapper!
yours truly....ROMVLVS
From: tundra@wyatt.ksu.ksu.edu (Daniel Gene McDaniel)
Newsgroups: rec.games.netrek
Subject: Modified Client (Quack!)
Date: 8 Sep 1992 16:27:19 -0500
Organization: Kansas State University
Distribution: world
NNTP-Posting-Host: wyatt.ksu.ksu.edu


Just wondering, where do you put the routine
so that the client can respond to the Borg
Check call.

===============================================================================
--Tundra/Dan | "Is he a man or a killing machine!"
             |            --Tundra/Dan aka ED209
===============================================================================


Organization: Sophomore, Math/Computer Science, Carnegie Mellon, Pittsburgh, PA
Newsgroups: rec.games.netrek
Date: Thu, 10 Sep 1992 19:37:09 -0400 
From: Greg K Chung <gc2n+@andrew.cmu.edu>
Subject: Re: Changes for Netrek...
	<1992Sep10.132330.23494@trentu.ca>

Excerpts from netnews.rec.games.netrek: 10-Sep-92 Re: Changes for
Netrek... Grant Totten@trentu.ca (457)


> Another 'wierd' idea along the lines of letting the ships collide...

> Give the planets gravity - make the gravity affect the flight of the
> ships...   Could be interesting...  :)

> Commander Kablooie!!


> Grant Totten, Programmer/Analyst, Trent University, Peterborough Ontario
> GTotten@TrentU.CA            Phone: (705) 748-1653   FAX: (705) 748-1246
> ========================================================================
> New systems generate new problems.




*** AMAZING TOTALLY FAB NETREK CHANGE PROPOSAL ***

I think it's time to great a rgn subgroup,
rec.games.netrek.changes_proposed_a_thousand_times.

Newsgroups: rec.games.netrek
From: rhodesia@wixer.cactus.org (Felix S. Gallo)
Subject: Re: INL scrim: Hells Bagels vs. CMU #3
Followup-To: rec.games.netrek
Summary: xxx
Keywords: inl, sunscreamer, bagels, cmu
Organization: Real/Time Communications
Date: Mon, 14 Sep 92 03:36:21 GMT

botelle@stipple.seas.upenn.edu (Justin Botelle) writes:
>wk5w@mtaac.bme.Virginia.EDU (William Thang Katz) writes:
>)
>)Does this mean that *all* of sunscreamer's posts will be less fun now :-)
>)

No, just the ones I write after getting up at 8 am.

>)Just kidding, Felix ... put down that hard, stale Bagel .. bet you wish you
>)were still an Angry Man so you could wield a crowbar instead of a small
>)food item with a hole in it, eh?
>
>Or, better yet, without a Name.  He would actually win then.
>
Actually, I'm kinda happy right where I am.  I accomplished everything I
wanted to accomplish with the Twelve Angry Men -- we beat a CMU team into
the playoffs and ended up ranked 4th out of around 12.  Not bad for a
completely random at large team.

I'm also pretty happy I made mention into the team designed to beat the
pants off CMU this fall.

However, netrek, for me, is about having fun (and writing posts I hope
are interesting).  After our glorious victory over the wretched swine
of CMU, any further play with the 12AM would be a letdown.  Playing with
the TWNN would be like being one of sixty nuclear bombs raining down
on a goatherd's tent: all you really need is *one*, after all.

But playing with the Bagels means that, for the first time, I can see
the face of someone else on my team and maybe have lunch with them or
invent some arcane team handshake.

Oh yeah, and massacre the living daylights out of clueless newbies
from iowa and then guffaw about it in real life, that's important.

>)-Gandhi, a.k.a. D'Spayre, a.k.a. The Bald, Harmless One.
>
>Justin
-- 
----------------------------------------------------------------------------
Felix Sebastian Gallo                              rhodesia@wixer.cactus.org
----------------------------------------------------------------------------
From: diachun@fcs260c.ncifcrf.gov (Justin Diachun)
Newsgroups: rec.games.netrek
Subject: Re: lag stuff, was (Re: Clued games?)
Date: 15 Sep 92 19:05:05 GMT
Organization: Frederick Cancer Research and Development Center

In article <193kd5INNevb@agate.berkeley.edu> tom@soda.berkeley.edu (Tom Holub) writes:
>It is really very difficult to tell a borg from a good player by
>watching them play.  Probably the best way is to sit by their home
>planet and try to ressurection-scum them; borgs will start firing
>as soon as they appear.  If they turn auto-firing off, though, it's
>nearly impossible.
> -Mojo

Above is one of the better methods.

Speaking as a borg author, I find that the best way to identify a borg
is to look for the *STUPID* things that they do.  My best test is to
try firing a plasma at about 45 degrees from what would actually hit
the ship, and see if it fires at the plasma--especially if she misses
2 or 3 times.  Or, get barely into 1 point phaser range and fire
plasma 180 degrees away--if the phaser hits only at that time, then it
must be a borg.  Of course, a really well written borg would know what
plasmas to shoot and when, but I don't know of any public releases
that do this.  Then again, I have been out of the borg business for a
while too.

Good players know when to anticipate a known plasma-scum's timing for
firing a plasma.  I have nailed quite a few without even seeing them,
simply by timing.  Looking for them hitting a silly/unexpected plasma
is the real test.

The other way is to simply observe their torp firing spreads--if you
can spin in a warp 3 circle and keep making them miss since you are
changing direction, they might be mindless borg torps.  Again, a good
borg would avoid this but it is a fairly complex programming problem.

Someone who is intimately familiar with the borg they use and is
actively trying to avoid being detected could avoid any of these
pitfalls.  There is no real way to be sure if they take minimal
precautions.


Helix
-- 
___   ____   ____   ____   ___________________   ____   ____   ____   _
\  \ / \  \ / \  \ / \  \ /      Helix        \ / \  \ / \  \ / \  \ / 
/\  \  /\  \  /\  \  /\      Justin Diachun    \  /\  \  /\  \  /\  \  
  \__\/  \__\/  \__\/  \   diachun@ncifcrf.gov  \/  \__\/  \__\/  \__\/
Newsgroups: rec.games.netrek
From: books@fsunuc.physics.fsu.edu (Roger Books)
Subject: Re: Clued games?
Organization: FSU Physics Dept.
Date: Fri, 11 Sep 92 13:28:42 GMT

In article <BuEGs6.JxM.1@cs.cmu.edu> spot@CS.CMU.EDU (Scott Draves) writes:
>Newsgroups: rec.games.netrek
>Path: mailer.cc.fsu.edu!gatech!rpi!zaphod.mps.ohio-state.edu!cis.ohio-state.edu!news.sei.cmu.edu!fs7.ece.cmu.edu!crabapple.srv.cs.cmu.edu!spot
>From: spot@CS.CMU.EDU (Scott Draves)
>Subject: Re: Clued games?
>In-Reply-To: "Brian A. Hixon"'s message of Thu, 10 Sep 1992 23:00:47 -0400 
>Message-ID: <BuEGs6.JxM.1@cs.cmu.edu>
>Originator: spot@HOPELESS.MESS.CS.CMU.EDU
>Sender: news@cs.cmu.edu (Usenet News System)
>Nntp-Posting-Host: hopeless.mess.cs.cmu.edu
>Organization: School of Computer Science, Carnegie Mellon University
>References: <716180447.529.0@brundlefly.ac.acs.cmu.edu>
>Date: Fri, 11 Sep 1992 06:02:25 GMT
>Lines: 18



>balinor> Why don't all of the clued people begin to start playing all
>balinor> on 1 server?  I suggest Bronco as the server just because
>balinor> most poeple have characters on it and it always used to be
>balinor> high clued.  So lets all join in on the "Return clue to
>balinor> Bronco" boat and start playing there.

>yes yes yes yes.

>bronco at 5pm every day.  bring back the golden age!


>ps this evening team Side Salad beat The Team with No Name, 14 to 6.
>-- 
>                        forms
>Scott Draves            contracts
>spot@cs.cmu.edu         standards

Has anyone noticed that all the people that want to go back to high clue at 
Bronco are from CMU?  Not that I am high clue, but I don't play on a machine 
from CMU if I can help it.  I don't mind being trashed by a better player 
than I am, which is just about anyone, but I do hate being trashed by 
someone with no lag when I am lagged.

discovery has better ping times anyway.


		Roger
		books@fsunuc.physics.fsu.edu
Newsgroups: rec.games.netrek
Date: Mon, 14 Sep 1992 18:24:32 -0400 
From: "Timothy C. Worsley" <tw1r+@andrew.cmu.edu>
Subject: Austrailia

	There are bound to be some people out there who are against allowing
Austrailia play in the INL.  I am strongly in favor of allowing, and
even encouraging play from abroad.  People will quote the large ping
times to Austrailia as a reason why we shouldn't let them play, but the
INL has had worse playing conditions in the past.  Being one of only two
people who have played in tournement games against both Reed and
Austrailia,  I feel that I can state with authority that the lag to Reed
(via TCP) was worse than the lag to Austrailia (via UDP) even though the
actual pings were shorter.
	Please write to your INL-councilmember and let him know how you feel.

ZZnew guy
From: beorn@ic.Berkeley.EDU (Beorn Johnson)
Newsgroups: rec.games.netrek
Subject: RE: attack of the killer newbies
Date: 7 Sep 1992 06:28:07 GMT
Organization: UC Berkeley
Distribution: world
Reply-To: beorn@ic.berkeley.edu
NNTP-Posting-Host: elk.berkeley.edu

Ahem.

Jaime Garcia Reza writes (in <18eiloINN6d@agate.berkeley.edu>):
|> 
|> >Then Terence went to CMU, but nobody there can really be called
|> >a veteran.
|> 
|> That's major bullshit mojo.. What the hell criterion do you
|> have for being called a veteran? Just because CMU started playing 
|> relatively later than most of these losers you listed.
|>
| [and then he continues raving . . .]

If you simply look back to the original question, you have:

Jonathan Hardwick writes (in <Bu4t85.3Bx.2@cs.cmu.edu>):
>> [Rudy Amid writes:]
>> >    On that note, who can you call Netrek veterans?  ie. who are the first
>> > bunch of people who started playing netrek?
>>
>> The people who invented it, of course.

so Tom "Mojo" Holub was using the definition given by Spaceman "CannonFodder"
Spiff (from CMU), which was no doubt made off-the-cuff.  The rest of
"Duck Dodgers" rather inflammatory post can safely be ignored as a
misunderstanding.


	Beorn Johnson (aka Snidly)
	Xtrek Vetran
	(beorn@scam.berkeley.edu)