HDTenEightyP/NetNews huggingface dataset:
From: cw21219@uxa.cso.uiuc.edu (Crying Freeman)
Subject: Re: Yet another `cheap' story
Organization: University of Illinois at Urbana
Date: Wed, 6 Jan 1993 06:02:13 GMT

ian@csc.liv.ac.uk (Ian Finch) writes:

>Incidentally, I found an arcade with a SF(1) machine in it (six buttons, not
>two big buttons), and couldn't get the special moves off (apart from the odd
>hurricane kick).  Are they the same as SF2?

I used to do them as follows:  (facing right)

Fireball :

 O-   O/   O|   -   Punch

Dragon punch :

 Wildly wiggle the joystick in lower right corner and - Punch


Hurricane Kick :

 Never could do it...


The fireball could get you pretty far by itself in that game ...

>Cheers,
>        Ian

>--
> //                             //
> // ian@compsci.liverpool.ac.uk //
> //                             //
-- 
 Kenneth C. Wang	| University Of Illinois Champaign-Urbana	
 			| Internet: c-wang@uiuc.edu			
Newsgroups: alt.games.sf2
From: mjb@srl07.cacs.usl.edu (Matthew Brumley)
Subject: Chun Li and one more Balrog thing
Organization: University of SW Louisiana
Date: Mon, 11 Jan 1993 17:26:32 GMT


Since when does Chun Li hit her opponent when she's just starting her Spin
Kick (I still don't get this Spinning Bird Kick stuff >:) ??  No one has ever
stood right next to me and just done the SK, but a coupla days ago on the
Turbo SF, while in stars, the guy just walked up to me and did the move,
hitting me AS she turned upside down, then hitting me as she spun her legs
violently.  Weird.

Also, it seems that they've added an extra frame of animation to Balrog's
crouching Fierce (normal upperut), so that it can hit lower targets.  And,
his standing Strong isn't as effective as before.


Ryules

Newsgroups: alt.games.sf2
From: tjg2946@ritvax.isc.rit.edu
Subject: Re: SF2:CE Turbo (capcom sanctioned)
Reply-To: tjg2946@ritvax.isc.rit.edu
Organization: Rochester Institute of Technology
Date: Mon, 4 Jan 1993 13:43:16 GMT

can you please repost the move list for the SF2: TE?  Most of us
are just back from our break and more are still enjoying their break.

Thank you very much.

Newsgroups: alt.games.sf2
From: jnishina@nyx.cs.du.edu (John Nishinaga)
Subject: Re: Guile handcuffs--are you sure you want to do them?
X-Disclaimer: Nyx is a public access Unix system run by the University
	of Denver for the Denver community.  The University has neither
	control over nor responsibility for the opinions of users.
Organization: Nyx, Public Access Unix at U. of Denver Math/CS dept.
Date: Fri, 8 Jan 93 12:05:20 GMT


cw21219@uxa.cso.uiuc.edu (Crying Freeman) writes (in partial):
 
>Speaking of Guile bugs, I was practicing my magic throw the other day and
>pulled off 4 in a row against Honda and suddenly, the machine reset. Anywone
>else ever have this problem? That's the first time I ever had that problem
>(resetting the machine)
 
I'm just guessing but I think you did the "original" reset by accident.  It's
basically a Strong Throw, charge for Sonic Kick then Sonic Kick when Guile gets
out of Strong Throw animation.  This is the same thing for that v2.5 walking
Sonic Kick stuff.
--
John Nishinaga - jnishina@nyx.cs.du.edu
From: el27166@uxa.cso.uiuc.edu (This Space for Rent)
Subject: Re: Big BAD Balrog
Organization: University of Illinois at Urbana
Date: Wed, 13 Jan 1993 05:04:41 GMT

All you folks holding down the kick buttons are doing it all wrong.
One day, when I'm not so sleepy, I'll post a new HF Balrog basic
strategy guide.

But just thought I'd clue you in early.  Debate this as you feel fit.
Balrog is much eviller with the three punch button method as opposed to
the three kick button method.
-- 
Eu-Ming Lee (aka CyberGeek)                      el27166@uxa.cso.uiuc.edu
If you have nothing good to say, sit down, shut up, and post to USENET.
Newsgroups: alt.games.sf2
From: petitc@vccnw03.its.rpi.edu (Christopher Jon Petit)
Subject: Re: Street fighter losers
Date: Sun, 10 Jan 1993 00:33:59 GMT

cw21219@uxa.cso.uiuc.edu (Crying Freeman) writes:

>Noel.Bakh@dartmouth.edu (Noel Bakh) writes:

>>All you fuckers don't know how to play and you write to this thing
>>thinking you do. If you want to learn how to play come to
>>Doughnut Deli in Cerritos, CA and I'll show you. Fuckin game is dead
>>and the
>>crazy one is so fucked up it's so stupid. Later.

>Ooooh. Doughnut Deli. Sounds like a breeding ground for SF2 masters, huh? :)

 Nah.  It breeds superb cops, though.  :&)


-- 
Cat Owner/Passionate Romantic/Poet/Singer/Dreamer/Philosopher...
That's me!  Modest?  Sometimes.  Crazy?  BETTER BELIEVE IT!! :&)
"The greatest beauty in the world is beauty that is private."
"Protect endangered species!  Contribute to the Exxon Supporter's Fund!"
Newsgroups: alt.games.sf2
From: bodom@silver.ucs.indiana.edu (Brian Odom)
Subject: Re: Dhalsim HF
Organization: Indiana University
Date: Mon, 11 Jan 1993 01:58:19 GMT

In <1993Jan11.004247.7924@lclark.edu> chambers@lclark.edu (Christopher Chambers) writes:

>Help. I desperately want there to be some funky Dhalsim combos out there but
>I can't find one that works consistently except for the basic 
>forward-fireball or
>strong-fireball
>there's gotta be something... once or twice I've knocked opponents down 
>thrown a fireball too soon and knocked them back into it with a long fierce
>Are there any yoga masters out there? How 'bout any teleport uses? Help.

>chambers@lclark.edu

I haven't found ANY good uses for the teleport.  It's a complex move and it's
not very effective at all.  However the aerial HK that Ken/Ryu possess has
some really good uses.  Nope, no combos.  At least, I haven't found any.
What kills me is that they sped everyone up, but slowed down Dhalsim.  His
dives are totally useless and Dhalsim is a piece of shit.  

There's "gotta" be something, but I don't know if you'll ever find it.
--
   (}						 | BRIAN ODOM
  (->-={      ={O)                   		 | bodom@silver.ucs.indiana.edu
  |++/                 8================ {)	 | STREET FIGHTER II
  /;;-\                8================ \===)	 | It's not a game,
 L    L				          <===;, | it's a religion
impostor		stud man Dhalsim (god) except in SF2HF :(  [he sucks!]
Newsgroups: alt.games.sf2
From: bodom@silver.ucs.indiana.edu (Brian Odom)
Subject: Re: Newbie Question
Organization: Indiana University
Date: Wed, 6 Jan 1993 09:40:51 GMT

In <b3a=Bl#@engin.umich.edu> positron@engin.umich.edu (Jonathan Scott Haas) writes:

>Question from someone who's new to SF2:

>How do you break a hold? Whenever I am playing
>my friends, neither they nor I can escape holds
>like Honda's Bear Hug or Dhalsim's Noogies. But
>the computer seems to break out of them quite
>easily. What's the trick?

Well, I just give a little wiggle, just like trying to recover from a stun
quickly.  The computer can break out of them quickly because it's the computer.
However, I broke out of noogie ONCE without taking any damage.  Maybe a bug,
or glitch.  No way would you be able to break out of a hold quickly like the
computer, because you have to wiggle the joystick VERY fast (probably not 
humanly possible) and you must also anticipate very quickly that you are being
held, so you know when to wiggle the joystick VERY fast.

-- 
Brian T Odom

"We are all manufacturers -- some make good, others make trouble, and still
others make excuses."
From: cr415@cleveland.Freenet.Edu (Adam S. Wang)
Newsgroups: alt.games.sf2
Subject: Computer Ken
Date: 9 Jan 1993 00:24:37 GMT
Organization: Case Western Reserve University, Cleveland, Ohio (USA)
NNTP-Posting-Host: hela.ins.cwru.edu



I have played SF2 for about 2 months now and can defeat most of
the computer players, but I've never been able to advance to
the boss characters because either Ken or Ryu will destroy me
near the end (is it my imagination, or do they get tougher as
the game progresses?).  If I fight Ken as the first opponent
then I can defeat him, but if I fight Ken as the 3rd or 4th or
last opponent then I get creamed.

Against the computer Ken, here is my general tactic, which I
hope everyone can critique:

1.  Immediately get into a defensive crouch at the start.
2.  If Ken goes backwards then fire a sonic boom.
3.  If Ken comes towards me then use my middle sweep.  For some 
    reason Ken out-sweeps me here 50% of the time and I fall.
4.  If Ken does a HK then crouch and hit him with a standing fierce.
    I've never been able to throw the computer Ken after his HK.
5.  If Ken walks close enough for a blade kick I sometimes nail
    him.  However, most of the time I get DP'd in that split 
     nanosecond that I move my joystick.  It's as if the computer
    can read my thought and DP my Guile at the precisely the right
    moment.
6.  I can time the fireballs and jump in to Ken and aerial-kick
    him with a roundhouse.  However, if I try to hit fierce I
    usually get hit first.  As a result I've never been able to
    do a combination on computer Ken.  All I can do is aerial-
    kick then a series of jabs, hoping to knock some points off
    of Ken's health bar, but more often than not Ken blocks my
    jabs.

Please help me out... I'm anxious to start playing against the
computer bosses and then hopefully I can challenge some of the
SF2 masters around here once I feel prepared.

-Adam
From: cs178waj@sdcc5.ucsd.edu (Christopher Fodor)
Newsgroups: alt.games.gb
Subject: Re: PLEEEEEEASE !!! add a 'confirm' option on scrap command.
Date: 12 Jan 93 16:46:29 GMT
Organization: University of California, San Diego

In article <1993Jan12.085911.2624@hemlock.cray.com> ddickey@aspen34.cray.com (Dan A. Dickey) writes:
>
>In article <12JAN199311494010@yin.irisa.fr>, cedelle@yin.irisa.fr (Alain Cedelle) writes:
>>  I think GB will stay of few interest until this darn scrap command be modified
>> in a safer sense with something like a 'confirm' option.
>
>Seems to me like your brain -> fingers connection needs
>a confirm option.  :-)		-Hydra

Yaah...

Anyone know where I can get one of those?

Like Radio Shack maybe?

brain -> mouth would come in even more handy.

However, I am looking to get rid of my brain -> p*nis option which
keeps getting in the way of some really good times.

OBGB: The nyu games starts in three days.  If you registered and
aren't gonna play, I hope you get a fungus like growth on your
genitals which permanently manifests itself in the shape of Don
King.  You can avoid this permament damage by e-mailing the God of
the game degaron@groucho.cs.nyu.edu to inform him you can't play.

Chris
From: koffleva@darkwing.uoregon.edu (A Ghost Walking in the Shadows)
Newsgroups: alt.games.gb
Subject: Re: GBII client problem
Date: 12 Jan 1993 08:25:13 GMT
Organization: University of Oregon Network Services
NNTP-Posting-Host: darkwing.uoregon.edu

In article <1993Jan11.185122.4780@eskimo.com> ape@eskimo.com (Mark Newland) writes:
>ianb@netcom.com (Ian Barkley) writes:
>
>>Hello, fellow net-creatures. I am having a problem with the gbII client (the
>
>>each line over-writing the last (except for the command prompt, which
>
>>The problem may have to do with my terminal type. I am using an old terminal
>>emulation program, which only supports types like adm3a, vt52, and tvi912.
>
>I also had this same problem when I was running with vt52 emulation.  Got it
>to work when I went to 'ansi'.  But you say that you can't use ansi so you may
>be stuck running a older client.


Due to the way gbII works with the status bar, you must
have either a 'cs' (cursor scroll), al & dl (add line, delete line)
or AL & DL (add line, delete line) options with your termcap
entry.

The gb.1.4.3.tar.Z file on scam does not have all the bells
and whistles of the current client, but it works for most
term types. gbII (as of 2.0+) really requires a smart terminal type.

Hope this answers any questions you have.

Evan
Newsgroups: alt.games.gb
From: daw@jhunix.hcf.jhu.edu (Dave Webb)
Subject: NES + 19 games.. STILL AVAILABLE...
Organization: HAC - Johns Hopkins University, Baltimore
Distribution: na
Date: Tue, 5 Jan 1993 21:39:35 GMT

*I would like to have this sold by the end of the week*
* BEST OFFER AS OF 1/5 is $170.00 *
* If you want to get in on this... NOW is the TIME! *

Thanx... and now back to the original post...

FOR SALE!
	Nintendo Entertainment System
		-Base Unit
		-2 Controllers
		-12+ issues of Nintendo Power Magazine
		-Tip sheet with passwords, etc.
		-The following games (includes box and instructions:
	-Mario Bros. , Super Mario Bros. , Ninja Gaiden , Ninja Gaiden II
	-Tennis , Kung-Fu , Baseball , Castlevania , Castlevania III 
	-Top Gun , Excitebike , Magic Johnsons Fastbreak , Goonies II
	-Platoon , X-Men , 10 yard Fight , John Elways Quarterback
	-RBI Baseball , Jeopardy

Note: ALL items are in MINT condition 

PRICE:  * BEST REASONABLE OFFER * 

					Thanx,
						Dave Webb
NOTE!!
	BEST CURRENT OFFER IS $170.00 plus shipping and handling


Newsgroups: alt.games.gb
From: gfuchs@email.tuwien.ac.at (Gernot FUCHS)
Subject: Re: BUG?!
Organization: Technical University of Vienna
Date: Fri, 8 Jan 1993 13:02:18 GMT

Hello,

well, though R's have speed zero there MUST be the possibility for them
to leave the planet they are built on for obvious reasons.

Another thing i've often noticed it, that the automatic defense function
for ships (retaliate) is IMHO much too weak, because the hitprobability
is much lesser than the one of the attacker. This is caused by the fact,
that this function is only called when the ship gets a direct hit. To my
opinion the ship should retaliate fire at that moment the enemy ships
take it under fire, so the hitprobability would be equal to the one of
the attackers (a hi-tec product like a hypercapable deep-space-ship is
IMHO supposed to have the tecnology to detect enemy fire not only by
getting hit ;)

-Gernot M. Fuchs (MuadDib/Fremen)

Newsgroups: alt.games.gb
From: ddickey@aspen34.cray.com (Dan A. Dickey)
Subject: Re: PLEEEEEEASE !!! add a 'confirm' option on scrap command.
Originator: ddickey@aspen34
Organization: Cray Research, Inc.
Date: 12 Jan 93 08:59:11 CST


In article <12JAN199311494010@yin.irisa.fr>, cedelle@yin.irisa.fr (Alain Cedelle) writes:
>  I think GB will stay of few interest until this darn scrap command be modified
> in a safer sense with something like a 'confirm' option.
> 
>  In the games i played, i always erroneously scrapped various things. It was
> all the F's on one planet since i had typed "scr Fxxxx", an other day it was
> my @, since i had a typo in the ship number.
> 
>  But this morning was among the best operation : i wanted to type "cs /Del"
> but typoed it to "sc /Del" ....
>  Result : one D ship scrapped, and lost all in the space.
> 
>  AAAAAAAAAAAAAAAAARRRRRGHHHHHHHHHHHHHHHHH !!! pleaaaaase !
> 
> a.c


Seems to me like your brain -> fingers connection needs
a confirm option.  :-)		-Hydra
-- 
---------
Dan A. Dickey      ddickey@cray.com
Newsgroups: alt.games.gb
From: ape@eskimo.com (Mark Newland)
Subject: Re: enslave
Organization: -> ESKIMO NORTH (206) For-Ever <-
Distribution: alt.games.gb
Date: Tue, 12 Jan 1993 05:09:43 GMT

mikeq@bubba.ma30.bull.com (Mike Quattrini) writes:


>What is the best way to unenslave a planet?

Kill the population!  No people, no slaves! :)
From: rlewis@isi.edu (Roger Lewis)
Newsgroups: alt.games.gb
Subject: Re: BUG?!
Date: 10 Jan 93 00:33:31 GMT
Reply-To: rlewis@action.isi.edu (Roger Lewis)
Organization: USC-Information Sciences Institute

In article <43261@sdcc12.ucsd.edu> cs178waj@sdcc5.ucsd.edu (Christopher Fodor) writes:
>
>The way I would have my ships retaliate is have a %chance to return
>fire equal to the %chance to hit of the attacking ship.
>Furthermore, I would have the return salvo be equal to the
>the attacking salvo.  
>
>That wouldn't waste too much destruct I would think.
>
I agree.  This is the easiest and simplest soultion.

It'd still be nice to set a range at which your ship would
auto-fire too though and threat rankings would be nice.  My ships would
fire at all missiles within 600 distance until they were gone or I was out
of destruct.  I *hate* surprise missile attacks.





--
rlewis@venera.isi.edu	I'm the NRA *AND* the ACLU.

"Some people are men, and some people are women.  They're made that way
so that they can dance together."	-Lucille Ball (as Lucy Ricardo)
From: ingram@stein.u.washington.edu (Doug Ingram)
Newsgroups: alt.games.gb
Subject: Posting the FAQ
Date: 5 Jan 93 21:16:20 GMT
Organization: University of Washington, Seattle
NNTP-Posting-Host: stein.u.washington.edu

Hi, everyone.

	As many of you have probably noticed, I've been posting the 
alt.games.gb two-part FAQ sheet less and less frequently.  This is
mainly because I don't have time any more to pay attention to GB
related matters (at least, for now) and so I let the schedule slip
more and more each time.  This, plus the fact that the FAQ is
becoming a little out of date due to modifications in the code,
has prompted me to ask the net for a new poster/maintainer for
the FAQ.

	If someone doesn't step forward and volunteer, two things will
happen.  First, the FAQ will probably not be updated in the forseeable
future.  Second, the FAQ will not be posted as often and will probably
begin appearing on a very irregular schedule.  It doesn't take a lot
of trouble to post the thing...just a couple of mail messages will
set up the process and you can even automate it if you want to bother
with that (I don't).  It does take some trouble to keep up with gb
and keep the FAQ current.

Thanks,
Doug -- Fnebish Legion // ingram@u.washington.edu
From: cs178waj@sdcc5.ucsd.edu (Christopher Fodor)
Newsgroups: alt.games.gb
Subject: Re: BUG?!
Date: 8 Jan 93 17:36:32 GMT
Organization: University of California, San Diego

In article <1993Jan8.130218.1503@email.tuwien.ac.at> gfuchs@email.tuwien.ac.at (Gernot FUCHS) writes:
>that this function is only called when the ship gets a direct hit. To my
>opinion the ship should retaliate fire at that moment the enemy ships
>take it under fire, so the hitprobability would be equal to the one of

Then I would just fire one gun with a small expendable ship until I
ran you out of destruct!

Chris
Newsgroups: alt.games.gb
From: ddickey@aspen34.cray.com (Dan A. Dickey)
Subject: Re: governor wanted
Originator: ddickey@aspen34
Organization: Cray Research, Inc.
Date: 11 Jan 93 08:29:11 CST


Jonathan Roy!

Still looking for governors?  Contact me at 'ddickey@cray.com'.
I'm interested.  (Or anyone else who's looking for a governor).
Mail to halcyon didn't get through...sorry for the wasted bandwidth here.
	-Hydra
-- 
---------
Dan A. Dickey      ddickey@cray.com
Newsgroups: alt.games.gb
From: jim@halcyon.com ()
Subject: Re: BUG?!
Organization: Northwest Nexus Inc. (206) 455-3505
Date: Sat, 9 Jan 1993 18:20:02 GMT

cs178waj@sdcc5.ucsd.edu (Christopher Fodor) writes:

>In article <1993Jan8.130218.1503@email.tuwien.ac.at> gfuchs@email.tuwien.ac.at (Gernot FUCHS) writes:
>>that this function is only called when the ship gets a direct hit. To my
>>opinion the ship should retaliate fire at that moment the enemy ships
>>take it under fire, so the hitprobability would be equal to the one of

>Then I would just fire one gun with a small expendable ship until I
>ran you out of destruct!

>Chris

My favorite tactic!
I'd be glad to code up a target acquisition scheme, where retaliation
is set to fire on targets within a specified range. This will let
your ships wait until the enemies gets within killing range.
May also help to have a way to rank targets... so that your ships will
target the C in that cluster of enemy ships , as opposed to the
shuttles that are firing at your D...
:)

Newsgroups: alt.games.gb
From: Andreas.Bartelt@arbi.informatik.uni-oldenburg.de (Andreas Bartelt)
Subject: Problems with 'xgb'
Organization: University of Oldenburg, Germany
Date: Mon, 11 Jan 1993 09:10:46 GMT

Hello,

I have compiled the program 'xgb' on a SUN. Starting up and connecting
to a host is no problem.

But how do I login into the game? After pressing the 'connect' button
a clock cursor appears, no input is taken and after some time the client
disconnects automatically.

While the clock cursor is active and no input is taken, in the bottom left
corner a message appears: Looking for password prompt...

I hope someone could help me.

Tschuess,
            Andreas

    
-- 

*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
 Name        : Andreas Bartelt
 Organization: Fachbereich 10 Informatik, Universitaet Oldenburg
 Nickname    : Tares                                            
 INTERNET    : Andreas.Bartelt@informatik.uni-oldenburg.de 
*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*
From: cs178waj@sdcc5.ucsd.edu (Christopher Fodor)
Newsgroups: alt.games.gb
Subject: Re: BUG?!
Date: 10 Jan 93 07:53:44 GMT
Organization: University of California, San Diego

In article <1993Jan10.045330.2196@seas.gwu.edu> willson@seas.gwu.edu (Stephen R. Willson) writes:
[Attack with small shuttles with hangar one filled with missile.]

Gee, well, um, I've, uh, never, um, ever, done that before.

But I've heard about people losing entire home planets to size 6
shuttles.  It's so terribly saddening.

Keep in mind a size 1 shuttle, or a ship without hangar capability
is much less of a possible threat.  What you see is exactly what you
get.

Chris

PS: I swear I've never done it.
From: cs178waj@sdcc5.ucsd.edu (Christopher Fodor)
Newsgroups: alt.games.gb
Subject: Re: BUG?!
Date: 9 Jan 93 23:00:45 GMT
Organization: University of California, San Diego


The way I would have my ships retaliate is have a %chance to return
fire equal to the %chance to hit of the attacking ship.
Furthermore, I would have the return salvo be equal to the
the attacking salvo.  

That wouldn't waste too much destruct I would think.

Chris
From: koffleva@darkwing.uoregon.edu (A Ghost Walking in the Shadows)
Newsgroups: alt.games.gb
Subject: Re: NYU Game
Date: 7 Jan 1993 00:02:21 GMT
Organization: University of Oregon Network Services
NNTP-Posting-Host: darkwing.uoregon.edu

> starride@goldwing.ksu.ksu.edu (David Chase) writes:

>		And by the way thanks for the gbII client it works. :)

You are very welcome. Always good to see a satisfied user.


Short sig since it is a short post.
Evan
koffleva@darkwing.uoregon.edu
From: cs178waj@sdcc5.ucsd.edu (Christopher Fodor)
Newsgroups: alt.games.gb
Subject: Re: Telnet client needed
Date: 5 Jan 93 01:37:50 GMT
Organization: University of California, San Diego

In article <VAITKUS.93Jan4141947@ceres.lexmark.com> vaitkus@lexmark.com (Keith Vaitkus) writes:
>Is there a client that uses telnet? I cannot use the normal client to

There is GBPC, which uses an IBM Compat PC as a GB client, it
connects via a modem as a dumb terminal until you enter GB mode via
telnet.  It does map, oribt, macros, and encrypt if I remember.  As
well as a backscroll buffer and DOS shell.  Some of it was buggy, I
haven't messed with it for several months.

It is available from scam.berkely.edu is the /src/games/gb directory
as GBPC.ZIP.  (Instructions included there.)  E-mail me if you have
any problems.

Good luck,

Chris aka The Feepy One
Newsgroups: alt.games.gb
From: ddickey@aspen34.cray.com (Dan A. Dickey)
Subject: Re: BUG?!
Originator: ddickey@aspen34
Organization: Cray Research, Inc.
Date: 11 Jan 93 08:32:48 CST


In article <1993Jan10.045330.2196@seas.gwu.edu>, willson@seas.gwu.edu (Stephen R. Willson) writes:
> This would allow for some interesting strategy.  Imagine someone builds
> about fifty shuttles with hangar space one.  You send in the shuttles on
> an attack mission.  Because shuttles themselves can do little damage, they
> are perceived as a minimal risk and you don't fire at 'em.  Next thing you
> know, the missiles in the shuttles are unloaded and set to attack.
> 
> By setting up a smarter retaliation scheme, you would dramatically
> increase the importance of strategy.

You don't really think an intelligent gb player would let a ship
with hanger space near any "sensitive" areas do you?
You might as well paint a huge question mark on the ship if it
has hanger space.	-Hydra
-- 
---------
Dan A. Dickey      ddickey@cray.com
Newsgroups: alt.games.gb
From: mikeq@bubba.ma30.bull.com (Mike Quattrini)
Subject: enslave
Organization: Bull HN, Worldwide Information Systems, Billerica, Mass., USA
Distribution: alt.games.gb
Date: 8 Jan 93 10:21:00


What is the best way to unenslave a planet?

Q
Newsgroups: alt.games.gb