HDTenEightyP/NetNews huggingface dataset:
From: garya@ocf.berkeley.edu (Gary Arnold)
Newsgroups: rec.games.mecha,ucb.wanted,ca.wanted,misc.wanted,rec.arts.anime
Subject: MECHA ARTIST WANTED (Fame, but no fortune)
Followup-To: rec.games.mecha
Date: 2 Jan 1993 05:31:38 GMT
Organization: U.C. Berkeley Open Computing Facility
Distribution: na
NNTP-Posting-Host: planecrash.berkeley.edu
Keywords: art


                            WANTED: "MECHA" ARTIST

I'm looking for someone who can draw good "Mecha" art, such as that found in
Battletech, Robotech or Mekton II, for use in a Macintosh computer game.  The
game will be distributed as shareware (where the programmer tells the user
"If you use this, please send me $20 or whatever" and then hopes to receive
anything, which he usually doesn't :-), so the chances of anyone making money
off it are slim.  For this reason, I would like someone willing to work for
little or no money.  The artist will, of course, get his/her name placed
visibly on a game that will reach hundreds, if not thousands of people, so
I'd appreciate your willingness to work simply for the nationwide recognition
you will receive instead of money :-).  If not, I'm willing to work something
out. (Percentage of what I'll make (Ha!), or flat sum.)  Please note, however,
that I may want more than one picture, and the less money you want per picture,
the better my chance of asking for more than one picture is.  And, of course,
more pictures means more recognition for you.

Since the game is computer-based, being able to draw the art entirely on the
computer would be an advantage, but not a necessity.  Color (done well, mind
you) would also be considered advantageous.  It would also make it easier for
all involved if you are located in the Bay Area, but scanners and hqx or
uuencode will enable us to do long-distance business.  Note that we would
enter into a legal contract about the use of your art if it is sent to me via
computer, so you won't have to worry about my stealing it (since I would have
a perfect copy once it was mailed to me).

Please contact me by Email at the address below (don't post! It uses
bandwidth, and I may not read this group very often), or call me at
(510)533-9262.
Also, please pass this message on to any artistic friends without net access.
Thank you very much for taking the time to read this.  I hope to "do business
with you"! :-)

Gary Arnold
garya@bigbang.Berkeley.EDU
Newsgroups: rec.games.mecha
From: foregone@stein.u.washington.edu (Carl Chavez)
Subject: Re: Machine Guns in BTECH
Organization: University of Washington, Seattle
Date: Wed, 23 Dec 1992 00:03:46 GMT

In article <1992Dec20.040840.46640@ns1.cc.lehigh.edu> sjb5@ns1.cc.lehigh.edu (STACY JOHN BEHRENS) writes:
>Personally I find the autocannon/2 and to a lesser extent ac/5 along with the
>machine guns to be among the most useless weapons availlable.  I mean 6 tons
>(not counting ammo) for a gun that does a measly *2* points of damage?
>Granted it has terrific range, but that doesn't make up for much except
>against infantry.  And machine guns almost never come into play because (at
>least for us) most battles end long before you would ever get close enough to
>use them, and even if you do, they barely do any damage anyway.  Just some
>personal gripes about the rules...
>

It depends on your combat system, though. I use modified Solaris VII rules in
large battles (argh). This makes weapons like AC/2s and (Ultra) AC/5s
very dangerous. Basically, you get weapons that reload instaneously and
fire at long range vs. weapons that take 4 turns and fire at short range.
The latter usually lose (except in an arena, forest, city, or mountain).
Newsgroups: rec.games.mecha
From: dv52151@uxa.cso.uiuc.edu (RedSwordTarga)
Subject: Re: MECH: Heavy Hammer
Organization: University of Illinois at Urbana
Date: Sun, 3 Jan 1993 20:53:40 GMT

tfpayn01@ulkyvx.louisville.edu writes:

>	What's with all these Med. Lasers?  Good lord, this thing's a moving
>SUN when it tries to fire anything!  The ER PPCs are fine, though I'd move for
>double-strength HS to alleviate some of their heat problems.  And why not Pulse
>Lasers?  They're much more accurate, and do almost the same damage?  

It has DSHS. Sorry if that wasn't clear on the original post. So it can fire
all those Medium Lasers, Run, and stay cool.

Axly

Newsgroups: rec.games.mecha
From: rday@magnus.acs.ohio-state.edu (Robert E Day)
Subject: Re: Which weapon is best? (Was: Re: btech lrm)
Organization: The Ohio State University
Date: Wed, 23 Dec 1992 13:44:24 GMT

In article <1h83kpINNre8@golem.wcc.govt.nz> taia_a@kosmos.wcc.govt.nz writes:
>In article <BzMw60.Lt4@news.cso.uiuc.edu>, dv52151@uxa.cso.uiuc.edu (RedSwordT
arga) writes:
>>taia_a@kosmos.wcc.govt.nz (Second Genyosha) writes:
>>> For best energy, the old medium laser for old tek (3025).

Bingo

>>>  The choice of all munchkins in the Universe. The obvious Clan energy would
>>>be the Medium Pulse Laser.

Right again.

>BTW did anyone notice that the Clan ER Large Laser didn't improve
>significantly. The Clan ER PPC went up to 15 Damage from 10 Damage from the
>Star League ER PPC. Equalling the heat output of the ER PPC for damage, but
>with the ER Large Laser, the damage only went up to 10 and the heat remained
>at 12, why? Imagine if the ER Large Laser (Clan) had equal heat and damage.
>12 heat and 12 damage! Exactly what you need for a heat shot! Talk about
>efficient, an energy weapon that destroys heads with no waste. Glad to see
>that FA$A didn't do this one :)

I think that the advantage the CLAN ER L.LASER gains is in its range.
It gains an extra +1 hex at short & medium ranges & +6 at long. It has
the third longest range of the "normal" weapons.(behind the LB2X @ 30 &
the Ultra 2 @ 27.) I think that this makes up for the 2 points "lost" damage.

-
-- 
If the price that I must pay to obtain my *  Robert E. Day/Syr Otto von    *
freedom, is to acknowledge that the Gov-  *  Schwartzkatz, Shire Mugmort   *
ernmet was granted the power to infringe  *  Barony Middle Marches,        *
on them, then I am not free. Paul Anderson*  Middle Kingdom                *
Newsgroups: rec.games.mecha
From: kgnome@cs.concordia.ca (MATIS stephane)
Subject: Re: BTECH: What is the Date?
Organization: Computer Science, Concordia University, Montreal, Quebec
Date: Fri, 25 Dec 1992 20:48:38 GMT

From: 91vanderkolk@gw.wmich.edu

	> Introducing the Clans and such is just fine, cause it adds another
>level of possibilities. What I want to know is, What is the current "year" that
>FASA is working with in Battletech. Is it 3055, 3056 or what? Also does anyone
>know shen we might see more on the other Clans?

Since the Novel Natural Selection by M. Stackpole, the stuff we writers
work with is 3056 +. Actually, my stuff is now in 3059+. Figures, I'd be
the one plodding ahead. 

Clans are a major thorn in the IS, and won't get relplaced until Thomas'
son in Law begins to agitate. As for Clans winning Terra ... maybe :-).



> John VanDerKolk
> "It's a poor craftsman that blames poor workmanship on his tools."


+---------------------------------+   ___     ___       ___
| Stephane I. Matis               |  /   \_BATLLETECH  /\__\ Viva NeXT! 
| E-Mail : kgnome@cs.concordia.ca |  \___/   \___/     \/__/ NeXTSTEP 3.0!
| "It Just Works..." - Steve Jobs |      \___/   
+---------------------------------+       Wolfnet Operative & NeXThead
From: foregone@stein.u.washington.edu (Carl Chavez)
Newsgroups: rec.games.mecha
Subject: Re: Vehicle rules and munchkinism  (with ANSWERS!)
Date: 28 Dec 1992 21:26:32 GMT
Organization: University of Washington, Seattle
Distribution: world
NNTP-Posting-Host: stein.u.washington.edu

Oh, I forgot: create special structural integrity rules for vehicles (similar
to the Aerotech rules). That way, a 2 ton hovercraft going 630 kph will
certainly be ripped apart by various natural forces.

Newsgroups: rec.games.mecha
From: conty@cbnewsl.cb.att.com (E. Kontei)
Subject: Re: Mekton Techbook - translation?
Organization: AT&T Bell Laboratories
Date: Mon, 28 Dec 1992 18:29:47 GMT

In article <4fASfJW00WAwAI6V1j@andrew.cmu.edu>, John Charles Fiala <jf2z+@andrew.cmu.edu> writes:
> Jim Ogle @zia.aoc.nrao.e (352)
> 
> >I just picked up the Mekton Techbook a few days ago and I noticed in
> >the credits "English Translation by...".
> 
> >Translated from what?  Anyone know?
> 
> I'm willing to believe that it's some kind of a 'joke credit', since the
> obvious background to the game is japanese animation.  Then again, 
> maybe this is a person to, like someone else suggested, sat around reading
> japanese tech manuals from different shows, coming up with new ideas
> for gadgets and gizmos.  It's a hard life.... :)

I suspect is the latter.  I'm pretty sure the V-Max system described in
the MTB was taken from some anime (SPT LAYZNER rings a bell).

Also, techno-organic mecha are not all that uncommon in anime.

-- 
			    E n r i q u e  C o n t y
			       Master of Science!
			      jester@ihlpm.att.com
		    Disclaimer: You're not dealing with AT&T
Newsgroups: rec.games.mecha
From: lunatic@netcom.com (Lunatic Johnathan Bruce E'Sex)
Subject: Re: A small rules question
Organization: Netcom; Renegade User
Date: Sat, 2 Jan 1993 20:28:21 GMT

In article <01JAN93.23476389.0039@UNBVM1.CSD.UNB.CA> H8KI <H8KI@UNB.CA> writes:
> I've been playing battletech for quite a few years now, and have
>always wondered about this one simple thing. How long is one round
>of combat. This may seem simple, and is probably mentioned somewhere
>in any one of the multitude of books from the Rules Of Warfare
>onward, but I personnally have never been able to find it.
 
     _
    (_)ne turn is ten seconds.  It's in all the rule books from the
 original rules to the Compendium, but it's in a rather silly place.
 It's mentioned under "Mapsheets," right after the rules state that
 each hex is 30 meters across.

-- 
   _______________________________________________________
  /         -= Lunatic Johnathan Bruce E'Sex     (:      /
 /  lunatic@netcom.com  GEnie: LUNATIC  CI$: 76170,672  /
/______________________________________________________/
Newsgroups: rec.games.mecha
From: dv52151@uxa.cso.uiuc.edu (RedSwordTarga)
Subject: Re: Which weapon is best? (Was: Re: btech lrm)
Organization: University of Illinois at Urbana
Date: Tue, 22 Dec 1992 00:03:35 GMT

taia_a@kosmos.wcc.govt.nz (Second Genyosha) writes:

> For best energy, the old medium laser for old tek (3025).
>  The choice of all munchkins in the Universe. The obvious Clan energy would
>be the Medium Pulse Laser.

Really? I think the ER Medium is a lot better. You basically get a 3025 
Large Laser that does one less point of damage and 3 less heat for 1 ton.

Axly

Newsgroups: rec.games.mecha
From: nsmca@acad3.alaska.edu
Subject: Re: BTECH: Help with making maps=
Organization: University of Alaska Fairbanks
Date: Sat, 2 Jan 1993 23:54:57 GMT

In article <1993Jan2.065500.29564@vlsi.polymtl.ca>, RiTz@eckert (Richard Taillon) writes:
> 
> ewood@lonestar.utsa.edu      Eric S. Wood Says:
>  
>>     Me and couple of friends have started playing Battle Tech a
>> couple of weeks ago. We are getting tired of using the same maps
>> every time and I was wondering if anybody out thier has come up
>> with a way to make maps. Any ideas would be greatly appreciated.
>  
> I am also looking for a way to make maps, preferably using
> the PC, and being able to print them out on laser. Unfortunatly, I'm
> still looking for that jewel...
>  
>                                                 ___
>   _______        __________        ___....-----'---`-----....___
>  /____   )    _ /___  ____/  =========================================
>    __ ) /    (_)   / /  ______      ___`---..._______...---'___
>   / // /    __    / /  /__   /     (___)      _|_|_|_      (___)
>  / / \ \   / /   / /    /  /__       \\____.-'_.---._`-.____//
> /_/   \ \_/_/   /_/   /______/         `````.__`---'__.'''''
>        \_/                                     `````

Well what you need is a color scanner and then a color laser printer or a color 
printer of good enough quality.. You scan the maps available, then using a
editor which can be found afew places, commercial or otherwise and edit the
maps the way you want.. It owuld be nice if someone would write a graphic
sprogram that would allow for moving of terrain features on that map.. Might
try to get some map programs from a SIMTEL20 site.. I kow the programs have a
code name, but I know some of the names of the programs after you unzip them.
like 520-??? is a core test program.. 


Michael Adams
Alias: Morgoth/Ghost Wheel 
nsmca@acad3.alaska.edu

Newsgroups: rec.games.mecha
From: barbour@ug.cs.dal.ca (Ted Barbour)
Subject: Btech Game
Summary: Btech Game
Organization: Math, Stats & CS, Dalhousie University, Halifax, NS, Canada
Date: Wed, 23 Dec 1992 18:03:57 GMT

	If anyone is interested in playing a PBEM of BTECH mail me..
I have done it before... Thanks

/*----------------------===============**===============----------------------*/
/* barbour@ug.cs.dal.ca      | -He who dies with the most toys wins.........  */
/* barbour@iris1.ucis.dal.ca | -You can't take it with you .. But it's sure   */
/* 01TED@ac.dal.ca           |  fun trying..                                  */
/* --------------------------+ -Death Dosn't scare me.. it's those few        */
/* #include<disclamer.h>     |  seconds before death that scare me.           */
/*----------------------===============**===============----------------------*/


Newsgroups: rec.games.mecha
From: stxtnt@rs733.GSFC.NASA.Gov (Nigel Tzeng)
Subject: Re: BTECH: high-speed hovertanks
Organization: Goddard Space Flight Center, Greenbelt, Md, USA
	<BzFnr5.Kz3@news.cso.uiuc.edu> <1992Dec18.090829.17309@netcom.com>
Date: Mon, 21 Dec 1992 15:48:33 GMT

In article <1992Dec18.090829.17309@netcom.com> lunatic@netcom.com (Lunatic Johnathan Bruce E'Sex) writes:

>(Patrick W. Grady) writes:
>
> [robotic suicide aircraft deleted]
>	_
>"(_ontrol?  Agent E'6 here.  We're definitely looking at a munchkin
>invasion situation.  Awaiting instructions.  What's that?  Please
>confirm.  You're sure that's necessary?  Ok, we'll nuke 'em from
>orbit...."

Yeah right munchikin...like the precedent has not been set by FASA itself?
Tell me clan tech isn't munchkin...

>]-[ere's a simple solution:  Just bring in some NAC/40's and target
>those individual mechs from geosynch.  The targeting is only about as
>difficult as flying that robot controlled fighter around in the lower
>atmosphere, lining up for a 3+ mapsheet run, and then homing in on a
>single unit out of everythiing on the battlefield.  Piece of cake.
>Heck, and human pilots complain about having to land on the deck of
>a carrier as it's being tossed about in the waves?  Child's play.

Maybe about as difficult as a Tomahawk (TASM) flying a 100 nm and
hitting a ship through ECM and AA fire.  Maybe about as difficult for
a SLAM to go 50 nm and hit a window...maybe about as difficult for the
US air force to reduce Saddams armor force to rubble...granted it
takes M1s (and our corrolary mechs) to run in there and take the
ground (and kill all the stuff you couldn't kill from the sky) but
you're going to have to expect space/air assets to destroy anything
real important that isn't hunkered down and well camoflaged.

Hell...lose control of space bucko and there isn't any reason they
can't dump a whole lot of crowbars on you...you can pretty much kiss
mobility and morale goodbye...

>     /         -= Lunatic Johnathan Bruce E'Sex     (:      /

Nigel

--
Nigel Tzeng
.sig under construction
From: x90vanderkol@gw.wmich.edu
Newsgroups: rec.games.mecha
Subject: BTECH: Naval Combat ships
Date: 27 Dec 92 16:12:57 GMT
Article-I.D.: gw.1992Dec27.111257.7066
Organization: Western Michigan University





	For big Naval ships (i.e. up to 300 tons) why couldn't you place more
than one engine in them? Why not use one engine per 300 tons as a rule. The
fastest this would allow a ship to go is 4/6 (with 3 400 class engines). This
isn't all that strange considering speeds of ships today. Granted to go that
fast you will blow about 225 tons or so, but it gives you speed. :) Or in the
mean time just look at dropship design and try to interpolate. 


John VanDerKolk
Newsgroups: rec.games.mecha
From: morrisa@cs.UAlberta.CA (ANDREW Morris)
Subject: Re: BTECH: Help with making maps+
Organization: University of Alberta, Edmonton, Canada
Date: Sun, 3 Jan 1993 19:35:01 GMT

nsmca@acad3.alaska.edu writes:

>In article <1993Jan2.032456.14603@ringer.cs.utsa.edu>, ewood@lonestar.utsa.edu (Eric S. Wood) writes:
>>     Me and couple of friends have started playing Battle Tech a couple of
>> weeks ago. We are getting tired of using the same maps every time and I was
>> wondering if anybody out thier has come up with a way to make maps. Any ideas
>> would be greatly appreciated.
>> 

>Hex paper, or find a another game that has similiar map types or even one that
>is totally different.. Might have to use removable plastic sheets..

>Captain Davis, 5th Scouts (Mecha), Morgoth's Raiders.


What my old group did (and it's cheap!) was get some dry erase markers, and
either some glass or dry erase plastic and turn the boards over.  (There's a
nice 1" Hex on the other side...)  Then mark on the plastic/glass the terrain
that you want.  Just draw contours for mountains and green "stars" for woods
with blue contours for different levels of water.  Worked great.  You should
have four boards with your set, link them all together and try it.  It works
great - the art may not be the best, but the idea gets acrost.


--
============================================================================
 "Life's a Bitch and then you fly..."     "Let's get dangerous!"  - D. Duck

      Andrew Morris (The Android)     E-Mail : morrisa@cs.ualberta.ca
From: ajross@husc10.harvard.edu (Andrew Ross)
Newsgroups: rec.games.mecha
Subject: Re: Realism vs. Mechs
Date: 25 Dec 92 03:09:39 GMT
 <1992Dec23.001954.9921@u.washington.edu> <1h9carINNot5@darkstar.UCSC.EDU> <1992Dec25.020906.8791@netcom.com>

lunatic@netcom.com (Lunatic Johnathan Bruce E'Sex) writes:

>In article <1h9carINNot5@darkstar.UCSC.EDU> saruman@cats.ucsc.edu (Nicholas Patrick Popoff) writes:
>>
>>	Hmm...I have a question that has little to do with this topic,
>>but came from Jesse's question above, and here it is:  If the IS can
>>build 100-ton stomping battle machines, why the hell cant they just
>>make some missiles that actualy beat 20th century tech, that will actualy
>>HIT their target, regardless of the pilot.  I mean, why cant you have smart
>>weapons that far in the future.  I mean, you have a HUGE target, and yet
>>your weapons actually MISS?  Does this make sence in any way, given that
>>Btech is about 1000 years down the road of smartweapons?  Why couldnt
>>they just make a lazer that aims itself at that 100 ton mech.  If realism
>>were the point, I cant see why every single shot wouldnt be dead on on
>>the limb joints or head, accurate to the foot, atleast.  And thats another
>>thing - why the hell would you wanna fight in a humanoid shape instead
>>of a tank shape?  Maneuverability might be an issue, but with any sort of
>>hover technology, that would be gone.  Tanks would have much better armor
>>and payload capabilities, with no weak spots like the dozens of joints
>>and such things that come with a human shape.
>>	I realize that nitpicking realism isnt a bit important in most
>>games, but I was just wondering if there was a logical reason behind
>>btech rules and robots and such, besides the fact that auto-aiming weapons
>>would be booring as hell.....8-)
> 
> 
>    |\|o, there is NO REASON behind the current level of "realism" in
> BattleTech rules, aside from "game balance" or "that's the way it was
> originally designed, so we have to live with it."  We already went
> over this a while ago on rec.games.board:  BATTLETECH IS NOT REALISTIC,
> AND IT NEVER WILL BE.  Just consider BattleTech compared to real mecha
> combat to be like chess compared to real medieval combat.  BattleTech's
> actual PROBLEM is this "pseudo-realism" that it has.  Picking at the
> problems of realism in BTech is like doing the same thing with Star
> Trek.

>-- 
>   _______________________________________________________
>  /         -= Lunatic Johnathan Bruce E'Sex     (:      /
> /  lunatic@netcom.com  GEnie: LUNATIC  CI$: 76170,672  /
>/______________________________________________________/

Um...   _REAL_ mecha combat?  How about "Battletech is not realistic. 
Period."  It seems to me that Btech is about as realistic a mecha combat
game as can be written.

Andy Ross
ajross@husc.harvard.edu
Newsgroups: rec.games.mecha
From: Custom built for Lemmings <ratinox@meceng.coe.northeastern.edu>
Subject: Re: Mekton _MTS_ Movement Platforms
X-Posting-Software: GNUS 3.14.1 [ NNTP-based News Reader for GNU Emacs ]
X-Signature-Virus-Protection: Version 1.51
X-Get-A-Clue: Have two, they're small.
Organization: 3WA, Boston Office. Or Nu Meta Chi. Take your pick.
	<RATINOX.92Dec25145855@splinter.coe.northeastern.edu>
Date: Fri, 25 Dec 1992 20:04:11 GMT

>>>>> On Fri, 25 Dec 1992 20:00:03 GMT, Gone with the Lemming
>>>>> <ratinox@meceng.coe.northeastern.edu> said:

Rat> Super Heavy      11     22     24      26   Treads: -1 Ground MA, -1 all
                                                 ^^^^^^^^^^^^^^^^^^^^

My typo on the transcription from my notes. That should be -2 to Ground MA,
not -1 for Treads.

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--Rat
||||| | | | |  |  |  |   |   |    |    |    |   |   |  |  |  |  | | | | | |||||
Northeastern's Stainless Steel Rat          ratinox@meceng.coe.northeastern.edu
I'm the best there is at what I do.  Trouble is, what I do isn't very nice.
Organization: Freshman, CIT general, Carnegie Mellon, Pittsburgh, PA
Newsgroups: rec.games.mecha
Date: Tue, 22 Dec 1992 18:09:59 -0500 
From: Robert Everett Brunskill <rb6t+@andrew.cmu.edu>
Subject: Re: Written by hand! & MUSE

From: kgnome@cs.concordia.ca (MATIS stephane)
>I will post as soo as I can the files and info I promissed.

Oh boy, I can hardly wait.  I'll try the boardless rules with my
friends.  They've been ancious to play some BTech now that I'm home.

Hey, do you think we could get a count of who on here is also on the
MUSE, your rank, and unit?  I'll start it off.

Rob Brunskill
Aka.  Buckaroo (Banzai), Temporary Captain, McCarron's Armored Cavalry,
House Liao
Newsgroups: rec.games.mecha
From: jpole@world.std.com (Jamie C Pole)
Subject: MECH112.ZIP...
Organization: The World Public Access UNIX, Brookline, MA
Date: Thu, 31 Dec 1992 20:28:34 GMT

  Hiya all...

  Where can I find MECH112.ZIP?  It's not in any of the places that used
to have it...





						Jamie




Newsgroups: rec.games.mecha
From: lunatic@netcom.com (Lunatic Johnathan Bruce E'Sex)
Subject: Re: Vehicle rules and munchkinism (was Re: high-speed hovertanks REDUX!)
Organization: Netcom; Renegade User
Date: Tue, 29 Dec 1992 20:59:29 GMT

In article <BzzHMC.Io1@news.cso.uiuc.edu> dv52151@uxa.cso.uiuc.edu (RedSwordTarga) writes:
>What would be real nice for the IS side is for FASA to come out with a 
>"pre-battle" maneuvering system that would let both sides manuever to 
>get the terrain that would benefit them most. A map with a large scale
>to it so that you could maneuver between all those different mapsheets
>that are available would be real cool. The IS  could be given bonus 
>movement in this phase to reflect their superiority in large unit combat-
>Battalion and above. 
 
     _
    (_
    __)ounds a bit like BattleForce, to me.  Ever play it?  I've had a
 copy for years, but never found anyone who was interested in playing.
 Comes with a couple nice maps, at least.  (:

-- 
   _______________________________________________________
  /         -= Lunatic Johnathan Bruce E'Sex     (:      /
 /  lunatic@netcom.com  GEnie: LUNATIC  CI$: 76170,672  /
/______________________________________________________/