HDTenEightyP/NetNews huggingface dataset:
From: jecoleb@eos.ncsu.edu (have clue, will travel)
Subject: Twink Shortage To Continue: Film At Eleven
Reply-To: jecoleb@eos.ncsu.edu
Organization: The Ghost Of Christmas Past Society
Date: Thu, 28 Jan 1993 04:39:13 GMT


Thanks to a barrage of gangly, screaming, mouse-bashing freshmen that
invaded our campus last semester, a games ban was introduced in November
here at NCSU, to be re-evaluated in January.  

It just got re-evaluated.  I'm a tad peeved.

All games are reinstated EXCEPT arcade-style shooting games.  Gee, I 
wonder which game THIS was targeted at eliminating?

(Hell, now I can't even practice with xpilots or xtank, either.)

Anyway, we're now forbidden (again) to 'trek from the eos.ncsu.edu net,
which happens to be the main computer network here at NCSU.  Only those
who have outside net accounts (*grin*) will have access.

Mourning services for the bloated stats of anyone who's ever played against
 the typical NCSUer will be held tomorrow at ten a.m.  Flowers are welcome.

Of course, I have an outside account (though it's a VAX -- ick) and access
to a couple of better ones outside the ban, so why am I bitching?

	     ---Commodore Video Sex Pope, NCSU (I'm NOT... DEAD... YET...)
	     ---"the campus is STILL twitching.  oh, well, back to xtetris..."

--
   jecoleb@eos.ncsu.edu  ------------------>||||||||||||||||||||| *whew!*
Jeff "Oh, the HUMANITY" Coleburn  \\        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: mccoy@ccwf.cc.utexas.edu (Jim McCoy)
Newsgroups: rec.games.netrek
Subject: Busy night...
Date: 22 Jan 1993 00:14:19 GMT
Organization: The University of Texas - Austin
Distribution: world
Reply-To: mccoy@ccwf.cc.utexas.edu (Jim McCoy)
NNTP-Posting-Host: tramp.cc.utexas.edu
Originator: mccoy@tramp.cc.utexas.edu


Here is some Metaserver output from 5:20 CST on 1/21:

-h bronco.ece.cmu.edu                   -p 2592    1  Wait queue: 16    T R    
-h sturgeon.cs.washington.edu           -p 2592    3  Wait queue: 15    T R    
-h rwd4.mach.cs.cmu.edu                 -p 2592   14  Wait queue: 6     T      
-h fife.ecn.purdue.edu                  -p 2592   13  Wait queue: 2     T      
-h bigmax.ulowell.edu                   -p 2592    9  Wait queue: 1     T      
-h calvin.usc.edu                       -p 2592    6  Wait queue: 1     T      
-h discovery.cl.msu.edu                 -p 2592    1  Wait queue: 1     T      
-h doorstop.design.iastate.edu          -p 2592    4  Wait queue: 0     T      
-h netrek.cs.mcgill.ca                  -p 2592    4  OPEN: 14 players  T      
-h netrek.icaen.uiowa.edu               -p 2592    2  OPEN: 11 players  T      
-h garnet.cdf.toronto.edu               -p 5555   10  OPEN: 4 players   T R    
-h hockey.ksu.edu                       -p 2592    8  OPEN: 3 players   T      
-h ghost.unh.edu                        -p 2592    8  OPEN: 2 players   T R    
-h bookend.design.iastate.edu           -p 2592    3  OPEN: 1 player           
-h legend.cma.fr                        -p 2592    0  OPEN: 1 player    T      
-h netrek.atd.ucar.edu                  -p 2592    5  OPEN: 1 player    T      
-h tardis.cl.msu.edu                    -p 2592    2  OPEN: 1 player           

That comes out to around 165 people active and another 42 in queues.  I
guess class has started around the country/world...

jim
-- 
Jim McCoy                |  PGP 2.0 Key md5 hash:
mccoy@ccwf.cc.utexas.edu |  61323c49024cb089337c78a05aafe8c6
j-mccoy@nwu.edu          |  finger mccoy@ccwf.cc.utexas.edu for public key
From: sn@plato.chemietechnik.uni-dortmund.de (sn)
Newsgroups: rec.games.netrek
Subject: Re: European wants to play in an INL team
Date: 26 Jan 1993 10:31:33 GMT
Organization: Universitaet Dortmund FB Chemietechnik 
NNTP-Posting-Host: plato.chemietechnik.uni-dortmund.de

tl@etek.chalmers.se (Torbj|rn Lindgren) writes:

>>Well I'd like to play in the INL as well. A Europe-Only team would be
>>cool... We'd have to play at night though because Germany is lagged
>>90% of the (local) daytime.

>Germany is ALWAYS lagged, it is only the question if it is simply
>lagged, or extremely lagged :-)

Nope. I remember on Christmas eve, when everyone *normal* is home, I had
the most fabulous connections. :-) Seriously, after 8:00 pm local time
lag drops to a decent <500ms later <300ms.
I can live with it.

---
Courier
From: hendric@matt.ksu.ksu.edu (Richard Hendricks)
Newsgroups: rec.games.netrek
Subject: Re: Clueless games
Date: 23 Jan 1993 14:37:27 -0600
Organization: Kansas State University
NNTP-Posting-Host: matt.ksu.ksu.edu

[Stuff about ignoramusus getting around the clue check, and repeatedly
sendingthem messages]
Well, if you're going to tie up the line with messages like that, why not
just add something into the client and server code so that the server knows
if you have your message window open?  This way, on clue servers, you have
x seconds/minutes to open your window before you get booted, perhaps with
the server e-mailing you some info, such as a small FAQ.

Richard Hendricks
Not really opposed to clue-checking, just certain methods!
From: ss72+@andrew.cmu.edu (Sean Christopher Simmons)
Newsgroups: rec.games.netrek
Subject: Re: Halftime
Date: 26 Jan 93 14:45:19 GMT
Article-I.D.: andrew.EfNRgTK00VpJAuOGRy
	<1k2bp6$foo@agate.berkeley.edu>
Organization: Sponsored account, School Of Computer Science, Carnegie Mellon, Pittsburgh, PA

Excerpts from netnews.rec.games.netrek: 26-Jan-93 Re: Halftime Tom
Holub@soda.berkeley. (1159)

> It's not an option because, as I said in another message, the INL 
> Council has voted unanimously in the past that all server setups
> be identical, and it's very unlikely that this is going to change.


	If a single server were set up to have or not have a halftime, as the
captains request, surely this would not cause great problems.  The
question is whether a halftime is an important change to the game.

ZZnew guy
From: hadley@cad.ics.uci.edu (Tedd Hadley)
Subject: Re: Server Bug
Newsgroups: rec.games.netrek
Organization: UC Irvine Department of ICS
Date: 25 Jan 93 18:02:46 GMT

In <cfMo3_u00VAzA5yXIK@andrew.cmu.edu> gc2n+@andrew.cmu.edu (Greg K Chung) writes:


>We recently found on bronco.ece (and therefore many other servers) a
>disturbing bug:

>A SB, doing nothing, at 60K fuel.
>A BB, doing nothing, docks on the SB.  Nothing extraordinary happens.

>BUT:  When the BB turns its shields on, even at full fuel, and still
>doing nothing (SB shields down, doing nothing) the SB LOSES FUEL.

>Given that the BB generates enough fuel for its own shields at warp 0,
>and the SB more then generates that much, how can the net effect be a
>LOSS of fuel?

   Gosh, I was just going to post something about this.  When I made
   SBs able to dock on SBs at vlsi the problem became quite pronounced.
   (post follows)

   There's a slight bookkeeping problem with sb docker refueling.
   Anyone who's played a base before has probably noticed the alarming
   rate your fuel goes down if a player is docked on you with their
   shields up.  The following lines in udplayers()'daemonII.c (a few lines
   below the /* Add fuel */ comment) are the cause:

      } else if ((j->p_flags & PFDOCK) && (j->p_fuel < j->p_ship.s_maxfuel)) {
        if (players[j->p_docked].p_fuel > SBFUELMIN) {
          j->p_fuel += 12*j->p_ship.s_recharge;
          players[j->p_docked].p_fuel -= 12*j->p_ship.s_recharge;
        }

   Since a ship is charged 2-3 fuel points for having shields up, its fuel
   level is always below maximum fuel when the daemon gets to this statement.
   So the starbase is charged 12*12 fuel points (for a CA, for example) each
   1/10th of a second.  I could see some kind of rational behind this if
   a starbase's shields were strengthened by some proportionate factor for
   every ship docked with shields up .. but that's not the way it works.

   Unless anyone has any strong objections, a simple fix is:

      } else if ((j->p_flags & PFDOCK) && (j->p_fuel < j->p_ship.s_maxfuel)) {
        if (players[j->p_docked].p_fuel > SBFUELMIN) {
+         int fc = MIN(12*j->p_ship.s_recharge,
+                      j->p_ship.s_maxfuel - j->p_fuel);
+         j->p_fuel += fc;
+         players[j->p_docked].p_fuel -= fc;
        }

   [MIN, if you don't have it, is #define MIN(a,b) ((a) < (b) ? (a) : (b))]

++
   Tedd Hadley (hadley@uci.edu)
From: ss72+@andrew.cmu.edu (Sean Christopher Simmons)
Newsgroups: rec.games.netrek
Subject: Re: More Questions on the Cutting EDGE
Date: 26 Jan 93 14:54:05 GMT
Article-I.D.: andrew.kfNRohu00VpJIuOH4M
	<106549@netnews.upenn.edu>
	<MUMMERT+.93Jan26011642@AUK.WARP.CS.CMU.EDU>
Organization: Sponsored account, School Of Computer Science, Carnegie Mellon, Pittsburgh, PA


	I'd have all sorts of things to say bout Greg's new borg^H^H^H^Hclient
but I think that Todd Mummert has more or less summed them up.  It was
nice that he even used the phrase "Netrek for Morons" in a way that I
found appropriate.

ZZnew guy
Newsgroups: rec.games.netrek
From: mjr@trellis.cs.nott.ac.uk (Marcus Roberts)
Subject: Clueless games
Organization: Communications Research Group
Date: Thu, 21 Jan 93 20:07:49 GMT

I always used to think that people moaning about clueless games were 
exaggerating - give these poor newbies a chance I thought.

Luckily for myself, the games I normally play in (and I only ever play
on the UK server netrek.cs.bham) are normally clued up - the teams may never 
bomb enough (eh Alatar? :-) ) but there seems to be some team cohesion, and an 
enjoyable game results.

Tonight was one of the most clueless games I've ever played in.  For the Orions
we basically had Alatar and I as the only ones using messages.  I thought
perhaps this was just a newbie phenonena, but no, a Lt. Cmdr. was quite
happily roving the galaxy, blatantly ignoring messages whilst our core
worlds fell.

Perhaps I was lucky enough to be introduced to netrek by players who I could
physically communicate with, and so they drummed into me the importance of
reading messages.  And now, when I introduce anyone to the game, the first
thing I tell them, before even how to fly the ship, is how to read and send
messages.

Anyway, the point of this rant is to express support for the clue checking
mechanism outlined here in r.g.n.  I think the idea of having to send a message
to yourself to prove clue is a good idea.  However, those that fail clue
tests should'nt be booted - would it be possible to display to them a window
or something like the MOTD which explains the importance of messages, and
won't go away until that person sends a message to themselves?

Whilst newbies are the lifeblood of the game, and should be encouraged as much
as possible, messages are SOOO important.  I've learnt so much by being
shouted at in messages, or someone asking me to do something, and when I
ask why discovering much about tactics in the process.

Sorry to go on, it just annoys me that people are spoiling the game for
THEMSELVES as much as anything, and wish we could help them.

Marcus

(Cmdr. Ned / Delirium @ bham)

-- 
"This golden age of communications
 Means everyone talks at the same time" - New Model Army
Marcus Roberts        Communications Research Group, Dept. of Computer Science,
mjr@cs.nott.ac.uk     University Park, Nottingham, NG7 2RD
Newsgroups: rec.games.netrek
From: oneill@cs.ulowell.edu (Brian 'Doc' O'Neill)
Subject: netrek.ulowell.edu change
Organization: University of Massachusetts at Lowell Computer Science
Date: Tue, 26 Jan 1993 18:36:54 GMT

On Tuesday, February 2nd, netrek.ulowell.edu will change its IP address from
129.63.32.1 to 129.63.33.2. The current system is being deinstalled.

It may or may not stay at that IP address, while the network impact is
checked...

This change will take effect around 2pm.

=======================================================================
Brian O'Neill - Systems Manager, Computer Science 	 (508) 934-3645
University of Massachusetts at Lowell
Internet: oneill@ulowell.edu		Moderator, comp.binaries.ibm.pc
From: tom@soda.berkeley.edu (Tom Holub)
Newsgroups: rec.games.netrek
Subject: Re: Halftime
Date: 26 Jan 1993 03:39:18 GMT
Organization: U.C. Berkeley, CS Undergraduate Association
NNTP-Posting-Host: soda.berkeley.edu

In article <106550@netnews.upenn.edu> paulsen@eniac.seas.upenn.edu (Brian Paulsen) writes:
)In article <C1F4tq.46s.2@cs.cmu.edu> hill@norman.vi.ri.cmu.edu writes:
)>Tom Holub writes
)>> ZZnew Guy write
)>> )	If there is a halftime, I think that it would be best to make it
)>> )optional.  I would STRONGLY prefer that the default be no halftime. 
)>> )Certainly, there is no reason for it to be manditory.
)
)>> This is not an option.  Either all games will have it or none will have
)>> it; we are dedicated to every game setup being identical.
)
)Is this not an option because we're assuming the server god can't handle
)it?  Or, is this not an option because Tom Holub says it's not?

It's not an option because, as I said in another message, the INL 
Council has voted unanimously in the past that all server setups
be identical, and it's very unlikely that this is going to change.

)Also, if a freeze were to occur, I think the way to end halftime would be
)for the captains to type CONTINUE.  With this way, halftime is mandatory,
)but it only has to last 10-20 seconds (possibly less) if people don't want
)it.

This might be an option as well.
 -Tom
Organization: Sponsored account, School Of Computer Science, Carnegie Mellon, Pittsburgh, PA
Newsgroups: rec.games.netrek
Date: Sat, 23 Jan 1993 03:48:43 -0500 
From: Sean Christopher Simmons <ss72+@andrew.cmu.edu>
Subject: Re: Scattered Pops in INL- I vote NO!
	<1jl1o1$1ca@agate.berkeley.edu>

Excerpts from netnews.rec.games.netrek: 21-Jan-93 Re: Scattered Pops in
INL- .. Tom Holub@soda.berkeley. (937)

> 'No borgs' is just as hard to enforce.  It's theoretically possible
> to have an X application that looks at the netrek window and does
> things like draw cloakers on the tactical map based on their position
> on the galactic; I wouldn't want to see someone play with that kind 
> of mod.

> I agree that it's stupid to have to put a rule like that in the rulebook.
> I can't believe that anyone would be stupid enough to *want* to 
> do something like that, but I guess I shouldn't overestimate people.

	There are some fuzzy lines out there.  I don't see what is wrong with
using a bomb timer (although, according to my perdicitons, it won't help
much soon).  It certainly doesn't affect the game as much as visible
tractors and lock.  On the other hand, if someone had the
cloaker-detecter that you're talking about, it would clearly be unfair. 
Any rule about this should be made to show the distinctions between the
two.
	Not to be an asshole*, but what would you say about a player who
brought a clock with a 2/3 rmp motor and used that as her pop-clock? 
Would that be OK because it's not run by the computer?  Yes, I'm
splitting hairs.

*Ob Val Ckurii

ZZnew guy

	
Newsgroups: rec.games.netrek
From: jive@spanky.ssc.gov (Jim Ivey)
Subject: Re: Abusive Misuse of Tedd Hadley's Server
Organization: SSC Laboratory, Dallas, TX
	<2B5E04C9.28422@ics.uci.edu> <srt.727642355@aerospace.aero.org>
Date: Thu, 21 Jan 1993 23:08:17 GMT


> I therefore suggest a "clue game" on Tedd's base ogg server
> (vlsi.ics.uci.edu), say 1/21 and 1/22 at 4:00 PST.  Imagine if you
> will a universe where every planet is Agri, Fuel and Repair, every
> player can base, and (if Tedd whips some quick mods into the code) where
> bases can take planets and bases can dock on bases.

     You might want to check with him first.  He's made it clear that his
system is used for other things, and that it will slow down real work if
more than a few people are using it for base practice.

     If I'm wrong about this, just say so..:)  But if you haven't checked
with him..  ewwww..:)

     Jamie / FillInTheBlank
From: sl7sg@cc.usu.edu
Newsgroups: rec.games.netrek
Subject: Paradise, (was Re: Paradise, tonight, 8 + players)
Date: 21 Jan 93 16:06:27 MDT
Organization: Utah State University

In article <l5j3rwh@rpi.edu>, colles@vccnw06.its.rpi.edu (Grey Knight (Shawn Collenburg)) writes:
> sl7sg@cc.usu.edu writes:
> 
>>Assault Ship;
> 
>>    torpdamage = 25 (was 30)
>>    phaserdamage = 65 (was 80)
>>    maxshield = 95 (was 80)
>>    maxdamage = 240 (was 200)
> 
> 
> If I played, I'd use the name PlAnEtScUm, esp. w/ the reduced weapons.
> 
> Grey Knight

	When the stats were that way, the damage planets did to people was
boosted, as it ended up, it was much harder to take planets, even with the
raised damage, because they would hash on you so quickly (I flew over one, at
warp 6, in a DD, and took 43 point of damage...in a simply flyby...).
	Regardless, the maxdamage is back to normal (although the ships weapon
stats are still under scruitany, the opinion is about split on those).  The
maxshields are still up high though.

	Also, (plug ahead)  Paradise is now on metaII, keep an eye out for it.  
Just one hint  *ALWAYS* read the motd, we are constantly making changes (this
will change, in about 1 month, as we finish up changes...)  Also, if you have a
client source code handy, change the GWIDTH to 200000 instead of 100000, and
re-compile, we have binary checking turned off, so you can use virtually any
client, just don't abuse this...


		Sata-...er,
		-Lynx
		Brandon
Newsgroups: rec.games.netrek
From: jecoleb@eos.ncsu.edu (have clue, will travel)
Subject: Re: Another Base lost!!!!!
Reply-To: jecoleb@eos.ncsu.edu
Organization: The Ghost Of Christmas Past Society
Date: Mon, 25 Jan 1993 01:14:12 GMT


lnklam@cayley.uwaterloo.ca () writes:
>jecoleb@eos.ncsu.edu writes:
>>
>>*hee hee!*  Now, that's something I hadn't thought of... using the
>>MetaServer to search for oggable SBs on low-clue servers. :)
>>

>	No kidding. The least the base expects an ogg, the easier it 
>will be to ogg. 

If you're in a base, expect an ogg.  Period. End of line. :wq.

>Also, look for servers with say 4 against 4 (or 5vs5/6vs6).
>Chances are the base(s) will be wondering on its own, picking up armies, with
>little or no escort, possibly somewhere near the front line. Extra bonus if no
>repair planet nearby.

Base near front line w/o escort or repair planet == dead base, unless it's
got a Wreckish skill level.  Remember this.  

>>Next time YOU base, remember this -- an SB is almost *always* a juicy target.
>>Whenever I'm playing, if there's an enemy SB out there, we're not in a 
>>particularly desperate situation and there's a couple of others interested 
>>in ogging, it dies.  Painfully.

>	True. But not if the base is hanging back near HP and with defenders.
> The base will become more defensive in posture if an ogg is imminent. 

hardly optimal ogg conditions.  however, if two or three oggers can KEEP a
base pinned onto its HP area AND keep defenders escorting it, the rest of
the team can clean house in the meantime.  that's bad basing and bad team
strategy, not a particular victory for the baser.

>So, the next time I base, especially in a low clue 4 vs 4, I will watch out 
>for base-ogg scummers (like you, maybe?).
Yep.  That's jecoleb@eos.ncsu.edu or pope@aza.csc.ncsu.edu, FYI.  Ask for 'em
by name, probably as Ensign "See Ya, Killer.", as long as I can find someone
else to ogg with.  (Even I don't ogg bases alone.)

> Geez, maybe I should base only in clued 8vs8 game, eh?
At the rate you're going, sounds like a good plan to me.  

>	Well, why don't you go ahead and be a slot/base-ogg scummer, as
>described in the original post? Keep pressoring/tractoring the base off
>an repair planet with your scum character on the same team; then ogg the
>base on the other team. Before long, with luck, you'll get the see the
>explosion of those "internal mechanisms".

Now, y'see, that had nothing to do with YOU.  Slot scumming is a different
(and more detestable) order altogether.  Base ogging is a fine art in a
clue game, and a fun way to occupy myself in a non-clue game.

>>		---Lt. Cmdr. ItFlies,ItDies., NCSU (certified base-scum)
>>		"Arrogance is an exact science."

>               -COLD
>               Keith (Killer on garnet)
>               "Ignorance is an exact art."

                ---Commodore Video Sex Pope, NCSU (cogito, ergo scum)
                "Flatulence isn't exactly scientific, but it's still an art"

--
                     jecoleb@eos.ncsu.edu
Jeff "Oh, never mind" Coleburn  \\        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: amueller@cis.ohio-state.edu (andrew j mueller)
Newsgroups: rec.games.netrek
Subject: T-MODE scumming
Date: 22 Jan 1993 10:30:32 -0500
Organization: The Ohio State University Dept. of Computer and Info. Science
Distribution: usa
NNTP-Posting-Host: beech.cis.ohio-state.edu

	If you log onto a server where 1 or 2 people have artificially
	created T-MODE, just ask them what is going on. I login an extra
	6 times on geo1s so that i can practice with another player.
	They cloak and go for a planet, I practice phaser locks. We 
	keep track of armies bombed, but don't want HAL coming on.Of
	course, ALL the logins are guest.
*****************************************************************************
GOD->ALL: bloodwing(K1) was kill 4.0 for .sig(R0)
GOD->ALL: bloodwing(K1) was kill 5.0 for .sig(R0)
K1--->R0: lucky shot
GOD->ALL: bloodwing(K1) was kill 6.0 for .sig(R0)
GOD->ALL: bloodwing(K1) was kill 7.0 for .sig(R0)
K1-->ALL: Commodore bloodwing(K1) leaving the game.
*****************************************************************************

Newsgroups: rec.games.netrek
From: exodus@IASTATE.EDU
Subject:   H A L F T I M E
Reply-To: exodus@IASTATE.EDU
Organization: Iowa State University
Date: Tue, 26 Jan 1993 07:26:01 GMT




  Look, this halftime idea has some very strong plus's
and deserves a chance. Let's just have a couple teams
try it out in a few pre-season scrimmages and get
their opinions. Why not?



					Exodus
Newsgroups: rec.games.netrek
From: books@fsunuc.physics.fsu.edu (Roger Books)
Subject: Re: Pop Timer
Organization: FSU nuclear physics
Date: Wed, 27 Jan 93 14:21:16 GMT

In article <AfNTzJG00VpHF8J1Ir@andrew.cmu.edu> Sean Christopher Simmons <ss72+@andrew.cmu.edu> writes:
>Books@fsunuc.physi (1263)
>
>> Showing phaser circles can be independant.  I could write a program
>> that put circles with a + at the center and no border, then just place 
>it on my ship.  
>
>>  
>If you wish, you could.  Assuming that you never changed ship-types, it
>might even help you. . . unless you had played the game a reasonable
>amount in the past.  I'd suggest a tractor circle instead.  I still
>think that to a decent player this would get in the way more often than
>it would help.
>

What ships would you put in your phaser circle?  SC?  If you're close
enough for an SC to use its phasors it's dead.  BB?  Who ever plays BB's
except for LPS's?  That leaves CA's, and DD's.  Two circles if you want
them are not bad.  I wouldn't bother with the DD's.  That leaves one or two
circles depending on what ranges you want.  For multiple ship types if you
have to have them use different colors.


>
>>  I haven't played with it but I think I could write a program
>> that would show where I needed to shoot for torps to hit by being a "pass 
>> through" to the real client.
>
>
>	I certainly don't think that this is independant.  Is there anyone who
>thinks that it is?
>
>ZZnew guy

No, this is not independant.  It is just an example of "You can't stop
someone from cheating if they're determined enough."

Disclaimer:  I do not condone using any of the above tactics, although if
you want phasor/tractor rings feel free.  Please put rings for SC, DD,
CA, BB and SB on your display.  You can also put speed, fuel and damage
bars next to your ship.  Maybe arrows pointing towards everyone with kills.
A differnt type arrow pointing towards planets with armies and another type
that points to planets with one army.  A semicircle pointing to the 
possible location of cloakers would also help you.  (I wouldn't care how
many info features a borg-scum had if they couldn't see the screen. :)

Cirdan

Roger
books@fsunuc.physics.fsu.edu