HDTenEightyP/NetNews huggingface dataset:
From: beorn@elk.Berkeley.EDU (Beorn Johnson)
Newsgroups: rec.games.netrek
Subject: Re: More Questions on the Cutting EDGE
Date: 26 Jan 1993 22:43:00 GMT
Organization: UC Berkeley
Distribution: world
Reply-To: beorn@berkeley.edu
NNTP-Posting-Host: elk.berkeley.edu

Robert Hill (aka Spaceace!) <hill@norman.VI.RI.CMU.EDU>
in <C1H5IL.4sn.2@cs.cmu.edu>:
-  Brian Paulsen writes
-  > In article <63677@mimsy.umd.edu> leonard@mimsy.umd.edu (Leonard Dickens)  
-  writes:
-  > >Greg Chung writes:
   [ I'm not so clear on who originally said the following either ]
-  > )Except for SBs, I see very little reason for anyone to distress except
-  > )to note armies carried.  Remember: your ship is EXPENDABLE!  This is
-  > )another good reason to keep army info in the distress.

	This is an unfortunate feature of xtrek.  To me, good team play
	(read: fun) would involve saving your teammates and being saved
	by your teammates, building the team spirit.  Dieing in xtrek
	should have a much greater penalty.

-  > 
-  > I agree - once the SB is out of armies (or near out of), the team should
-  > rarely try to protect the SB.  Once I'm out of armies in a SB, I fully
-  > plan for the ship to be expendable.  
-  
-  No...not showing information on armies doesn't imply to me that you carry  
-  none.  Maybe i'm just weird, but I think some would agree.

	I won't agree.  Are you just too used to seeing "0 armies"?  My
	client generates distress messages that specifically leave out
	bits of information when it's not important or when you are in
	good shape ("Please Help!  Fuel low  Shields out", and I'm not
	expendable because I'm defending a planet from a carrier).

-  
-  > Sit at warp 0?  How many people have warp 0 mapped to anything?  The 
-  > only way I can get to warp 0 is by hitting repair.
	[ . . . ]
-  
-  I also.

Me too!

OK, back to the auto-repair mode question:

	Someone suggested that you go into repair mode as soon as you
	reduce warp and until you reach your desired speed.  If you are
	moving and hit "R" (or whatever for repair mode) you don't
	go into repair mode until you hit warp 0.

	Suppose I go to warp zero and drop my shields (shield?), and I go
	into auto-repair mode.  Then, if I firing, how long will it be
	until I return to repair mode?  Instantly (borg)?  Until the torp
	dissipates (yuck!!)?

	I just don't see the need to automate this part of netrek.



Beorn (aka Snidly)
From: gc2n+@andrew.cmu.edu (Greg K Chung)
Newsgroups: rec.games.netrek
Subject: Re: Another scum wannabe
Date: 23 Jan 93 23:38:27 GMT
Article-I.D.: andrew.cfMaCHK00Vox813Fgi
Organization: Sophomore, Math/Computer Science, Carnegie Mellon, Pittsburgh, PA

Scott Parks Gourley <sg2r+@andrew.cmu.edu> writes:
> Server: paradise.declab.usu.edu, port 2592 (New server)
> Last checked at 00:41:58 (4 minutes ago).
> 
> There are 8 people playing here.
> 
>   Type Rank       Name              Login
> F1 DD  Ensign     Twink             brandon@petersboro
> F5 DD  Ensign     guest             brandon@petersboro
> Fh BB  Ensign     M5                Robot@Nowhere
> Fi BB  Ensign     M5                Robot@Nowhere
> R0 CA  Ensign     Lynx              brandon@petersboro
> R2 DD  Ensign     guest             brandon@petersboro
> R3 DD  Ensign     guest             brandon@petersboro
> Kj BB  Ensign     Guardian          Robot@Nowhere
> 
> 
> CAUGHT!!!!!!!!!
> 
> -Mike
> Admiral chi


Hahaha.

This doesn't compare at all to the USC twinks I found on legend!
Sheesh, scumming in france, my god!
Organization: Junior, Math/Computer Science, Carnegie Mellon, Pittsburgh, PA
Newsgroups: rec.games.netrek
Date: Wed, 27 Jan 1993 23:19:33 -0500 
From: "Joseph E. Beck" <jb8n+@andrew.cmu.edu>
Subject: Re: Halftime
	<1k54u0$2lr@agate.berkeley.edu>


tom@soda.berkeley.edu (Tom Holub) writes:
> In article <1k49a5INN35s@hadrosaur.cis.ohio-state.edu> mdm@cis.ohio-state.edu> The attrition of Berkeley INL players is really remarkable.  The
> Masters, the Ogglies, and now the Golden Bears have all lost 3 or
> 4 players after the season.  Ginger Lynn, who's been playing netrek
> for years, told me the other day that, "It's just no fun anymore."
^^^^^^^^^^^

I think the "for years" part is the most significant.  These people
have spent several years playing a game, and have grown tired of it.
This seems fairly normal.  By making each game a little shorter you
hope to prolong the period until burnout?   How much time is being
spent outside of INL games.  This seems to be the largest percentage.  


> These people are burning out.  The games are too long and take too much
> concentration.  We're in this to have fun, not to prove who's the biggest
> netrek ironman.
Come on.  How many games do most players play in a season.  7 or 8?
Is one two hour game every 2 weeks really that much compared to the
entire rest of the year?  Do you really think 30 minutes will make
much difference for this burn out factor?  Again, if these people
don't want to play as long they can play for half a game and have subs
play for the second half.  

	joe
	Lamb, Leg Of


Newsgroups: rec.games.netrek
From: jwh@cs.bham.ac.uk (James Hawtin)
Subject: Re: NEEDED: Server for a machine in Europe
Reply-To: jwh@cs.bham.ac.uk
Organization: School of Computer Science, The University of Birmingham, UK
Date: Tue, 26 Jan 1993 20:14:56 GMT

PS about reserved.c please do not even think of asking if you server is not popular
..... Because I do not what borg hunters mailing me...... The best system for
protection is RSA only......


			James.

PS please do not flame me I ment to email this!
From: jt2n+@andrew.cmu.edu (John Trivelli)
Newsgroups: rec.games.netrek
Subject: Re: Rom cruiser?
Date: 27 Jan 93 05:39:17 GMT
Organization: Design, Carnegie Mellon, Pittsburgh, PA

>xcerpts from netnews.rec.games.netrek: 26-Jan-93 Re: Rom cruiser? ..
>John Trivelli@andrew.cmu (1083)

>> It's no big deal... but since
>> stuff like this is easy to change (right?) it would be nice if
>> someone would change the rom cruiser to the way it should look.

>       If you feel at all strongly about this, then I suggest that you make an
>NBR proposal and produce bitmaps for it.  You will need 16 bitmaps for
>the rotation.  If you do this, I suspect that you will have little
>opposition.
>ZZnew guy

yes, i do feel strongly about this. I dont know anything
about bitmaps, though. Bitmaps are easy stuff, right? where do i
begin?
well, perhaps I will pursue this if and when the Kli and Ori empires
get switched (planet names only, ofcourse.).         --
                                                   / |
Admiral Apathy                                    /   \   <<< not even
                    here's that bitmap >>>       {     |      close, but
                                8^D               \   /       what the heck!
                                                   \ |
                                                     --
Newsgroups: rec.games.netrek
From: von@cory.Berkeley.EDU (Steve Von Worley)
Subject: Re: Halftime
Organization: University of California, at Berkeley
Date: Tue, 26 Jan 1993 03:56:35 GMT

In article <1k2bp6$foo@agate.berkeley.edu> tom@soda.berkeley.edu (Tom Holub) writes:
>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.

Please define `identical' (as it applies to netrek servers as used in
your above statement).

Sandia
-- 
Steve Von Worley
von@cory.berkeley.edu
Computer Science Gradual Student
University of California at Berzerkly 
Newsgroups: rec.games.netrek
From: books@fsunuc.physics.fsu.edu (Roger Books)
Subject: Re: Netrekking remotely
Organization: FSU nuclear physics
Date: Tue, 26 Jan 93 14:01:41 GMT

In article <1993Jan25.161009.9285@magnus.acs.ohio-state.edu> dmsteven@magnus.acs.ohio-state.edu (Doug Stevenson) writes:
>
>Basically, what I'm saying is that I would like to play netrek on the NeXT's, 
>but using a Sun in another lab (that I can telnet to) to serve the X Window.  
>If anyone can help me with this, I would be REALLY grateful.  If anyone has any
>ideas, please reply with mail because I can't keep up with this feed!  :)
>
>                                                  Thanks,
>                                                  Doug

If I read this right you want to run netrek on the Sun using your NeXT
as an X-terminal.  That is fairly easy.

On the Sun:  setenv DISPLAY NeXT.address.whatever.edu:0

I am not sure how display security works on the NeXT, but 
running: xhost +     on the NeXT should allow anyone to open a
window on the NeXt.

start up netrek and go.

Cirdan

Roger
books@fsunuc.physics.fsu.edu
Newsgroups: rec.games.netrek
From: tedebear@leland.Stanford.EDU (Theodore Chen)
Subject: Re: glossary
Organization: DSG, Stanford University, CA 94305, USA
Date: Mon, 25 Jan 93 08:27:36 GMT

In article <srt.727488414@aerospace.aero.org> srt@aero.org (Scott Turner) writes:
>jdb@beach.cis.ufl.edu (John Brothers) writes:
>>   (note, there is nothing quite like the feeling you get when you realize
>>    that someone is trying to ogg you.  Especially if you are used to being
>>    called 'Idiot' and 'Twink'.
>
>You've left twinkdom when people start ogging you as you head toward a
>planet with armies.
>
>You've taken the next step when people start ogging you as you collect
>armies.

maybe.  twink picking up = free DI.
besides, if a twink takes a planet, it's the same as if
Joe Clue took it.

-teddy
From: sl7sg@cc.usu.edu
Newsgroups: rec.games.netrek
Subject: Re: Romulan Cruiser?
Date: 23 Jan 93 01:57:10 MDT
Organization: Utah State University

In article <UfM=V7G00WB6IbIFtm@andrew.cmu.edu>, John Trivelli <jt2n+@andrew.cmu.edu> writes:
> BTW... the Rom cruiser bitmap is wrong. Change it.
> 
> Admiral STAR TREK

	#1, How is it wrong
	#2, Why does it matter
	#3, this is not startrek (ask scott)
	#4, you change it


		-Lynx
Organization: Sponsored account, School Of Computer Science, Carnegie Mellon, Pittsburgh, PA
Newsgroups: rec.games.netrek
Date: Thu, 21 Jan 1993 19:56:36 -0500 
From: Sean Christopher Simmons <ss72+@andrew.cmu.edu>
Subject: Re: From the COuncilbOY: List of INLC nominees/Voting is open.
	<C15918.10p.1@cs.cmu.edu>

Excerpts from netnews.rec.games.netrek: 20-Jan-93 Re: From the
COuncilbOY: L.. Herbert Enderton@cs.cmu. (1025)

> Andy, I'm sorry if I caused you distress by nominating you (and
> mis-capitalizing ShadowSpawn).


	I've leaned that you can't expect people to get your name right.  I'd
say that about one in 30 will get mine right.  Example:



> I sent in eight nominations, most of them forwarded from ZZnewguy.

ZZnew guy
From: sl7sg@cc.usu.edu
Newsgroups: rec.games.netrek
Subject: Re: Strange Server problem
Date: 22 Jan 93 01:09:20 MDT
Distribution: usa
Organization: Utah State University

In article <1jnlqmINNe7q@cae.cad.gatech.edu>, noah@cad.gatech.edu (Noah White) writes:
> 
>   Hi all I am having a wierd problem with my server. It seems that players
> DI have been reset and Offense and Defense numbers are way screwed up. For
> instance one player has a 0 offence and a 2779.86 Defense. Any ideas. Oh I did
> change tmode in the middle of a game, (ie: from 4-4 to 3-3) might this be
> the cause?
> 

	you have deleted the .globals file, which is used in sync with
.players.  how old is your db?  if it is just new, the stats should even
themselves out if not...?!?!?


		Brandon
		-Lynx
Newsgroups: rec.games.netrek
From: colles@vccnw06.its.rpi.edu (Grey Knight (Shawn Collenburg))
Subject: Re: New Sturgeon Style Server
Distribution: na
Date: Thu, 21 Jan 1993 18:13:12 GMT

hauck@cs.washington.edu (Scott Hauck) writes:

>In article <1jkqioINN39f@lynx.unm.edu> schaker@centauri.unm.edu (Stefan Yen Chakerian) writes:
>>Solution to the runner scums?  Ogg them.  Buy two one-time overloads,
>>chase them down in a BB while they're wasting someone else, and
>>they're toast.  I've done this several times to 30+ kill ships.

>Moral of the story - Ogg an upgrade scum.  You'll be doing your own team a
>favor, and possibly the scum as well!

Also, if at first you don't succed, try, try, again. Each failed ogg
is a pitence of how much they need for their next upgrade, so even if
they live through the ogg, the loss to your team is negligable.

Grey Knight
From: ss72+@andrew.cmu.edu (Sean Christopher Simmons)
Newsgroups: rec.games.netrek
Subject: Re: Pop Timer
Date: 27 Jan 93 03:21:57 GMT
	<books.212.0@fsunuc.physics.fsu.edu>
Organization: Sponsored account, School Of Computer Science, Carnegie Mellon, Pittsburgh, PA

Excerpts from netnews.rec.games.netrek: 26-Jan-93 Re: Pop Timer Roger
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.


>  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
Organization: Senior, Chemical Engineering, Carnegie Mellon, Pittsburgh, PA
Newsgroups: rec.games.netrek
Date: Wed, 27 Jan 1993 15:07:49 -0500 
From: Kevin Michael Bernatz <kb32+@andrew.cmu.edu>
Subject: Re: Halftime
	<1k29qh$fcq@agate.berkeley.edu>

Excerpts from netnews.rec.games.netrek: 26-Jan-93 Re: Halftime Tom
Holub@soda.berkeley. (1787)

> I believe that in the latest release of the server (3.1) pauses do
> not use game time.  If I'm wrong, let me know and we'll get it fixed.

Hmm, I'm not sure if that's what he meant.  I think he was simply
referring to the fact that it slows the game down by making everyone sit
and wait.

-KB
Newsgroups: rec.games.netrek
From: ahabig@bigbang.astro.indiana.edu (Alec Habig)
Subject: Re: DD's need improvement!
Organization: Indiana University Astrophysics, Bloomington, IN
Date: Fri, 22 Jan 1993 09:36:22 GMT

In article <106029@netnews.upenn.edu> paulsen@eniac.seas.upenn.edu (Brian Paulsen) writes:
>In article <1jku7h$dd@agate.berkeley.edu> sfd@soda.berkeley.edu (Scott Drellishak) writes:
>>So, obviously, DD's need to be improved to make them viable.  I suggest
>>35 point torps.
>
>Bigdog had this for a while, I think.  The fact is that people don't get
>hit by DD torps.  A good CA should get hit by 1 torp at most from any
>CA - DD battle.  I think what would even up a DD would be 90 point phasers
>rather than 85 point phasers.

The 35 point torps were a bit much - turned the DD's into ogging machines.
Well, this might have been because they also had 1000 extra fuel, too.  I agree
that a slight tweak to the phaser damage would be a good thing.  Also, the
plasma damage needs upped.  The other ships with plasma do the amount of damage
their hull can take - why not the DD?  One should at least be able to chung
oneself!

(Of course, DD plasmas would still not really be worth it, but there is no
reason _not_ to make this change).

In a similar vein, why do BB weapons cost so much fuel?  The BB tank being
large is more thn offset by its power hungry weapons.

	Alec
From: noah@cad.gatech.edu (Noah White)
Newsgroups: rec.games.netrek
Subject: Re: Server Bug
Date: 27 Jan 1993 19:37:09 -0500
Organization: Georgia Institute of Technology
Distribution: usa
NNTP-Posting-Host: cae.cad.gatech.edu

In <ofNgnoq00VB4Eoy5Jq@andrew.cmu.edu> Greg K Chung <gc2n+@andrew.cmu.edu> writes:

>leonard@mimsy.umd.edu (Leonard Dickens) writes:
>> Andrew Markiel writes:
>> >In this case, the
>> >proper fix is to change it so that the docked ship replenishes it's
>> >own fuel. How to actually do this, I have no idea.
>> 
>> See my fix, posted yesterday.
>> 

 I missed the fix. Could you mail it to me with instructions on applying it?
Thanks much!

					-Noah



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: Sat, 23 Jan 1993 20:23:00 GMT


lnklam@cayley.uwaterloo.ca () writes:
>	I was also playing that Thursday night on doorstop as a Rom. Before
>I joined the game on doorstop, I was basing (for fun) in a low clue 4vs4 on
>garnet, goofing around mostly. Then came these 2 players from nowhere and 
>they started ogging me, with my Kli base near Reg. To make it short, I was
>not expecting an ogg and they took me out quite easily when a 3rd guy joined
>the ogg. They left immediately, leaving messages like "On to the next server"
>or something. I suspect they (2 of them) were the same individuals who ogged
>your base that same night.

*hee hee!*  Now, that's something I hadn't thought of... using the
MetaServer to search for oggable SBs on low-clue servers. :)

>Next time you base, watch out for these base-scummers who play netrek for a
>different purpose.

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.

There are few things in life more pleasing for an ogg-scum like myself than
watching an SB spew its internal mechanisms in multiple directions.

And, no, I wasn't one of the oggers in this case.  Just wish I had had the
opportunity.

>-COLD
>Keith (Killer on garnet)

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

--
     jecoleb@eos.ncsu.edu      \\        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: hill@norman.VI.RI.CMU.EDU (Robert Hill)
Newsgroups: rec.games.netrek
Subject: Re: Impact of 40 second pops
Date: 26 Jan 93 02:22:47 GMT
Article-I.D.: cs.C1Fvy1.11p.2
Reply-To: hill@norman.vi.ri.cmu.edu
Organization: School of Computer Science, Carnegie Mellon

Leonard Dickens writes
> SpaceAce writes:
> >On a 40 second clock, it  
> >is not uncommon to have 2 or 3 planets pop at the same time, making the  
> >scout destruction of all these armies very difficult.  
> 
> If we want to preserve armies in this fashion, why not extend the pop
> clock to one minute?  Two minutes?  10 minutes?  Obviously, there is
> no logical stopping point... you just have to agree on some number and
> live with it.  Which is inelegant.  I think one reason people are
> against long pop clocks is that they intuitively sense this problem.

Exactly.  I think I made this point as well.

> And then there is the matter of getting a significant advantage from a
> very simple auxiliary program.  Yuck.

> Seems to me that with a continuous pop clock, any time you manage to
> get the enemy flat is the time to scum or ogg... there is the same

with a 10 second clock you get all of 10 seconds to do something.  I don't  
know about you, but it takes me several seconds just to get to the front.   
With a 10 second clock there is no time for any auxillary activity.

> mean time to next pop no matter what.  This seems to me to be MORE of
> a challenge for the scout bomber, exactly because he or she cannot
> predict the amount of time free.  Furthermore, if pop appears as a
> scout goes to ogg someone, should the scout abort to go bomb?  Ogg
> anyway?  One can totally avoid such dilemmas in the long pop clock
> case by using a pop timer.

Not really.  Other teams carriers frequently are carrying during times of  
the pop clock.  Scouts need to be in enemy space at that time.  The point  
is with a 40 second clock there *is* time for auxillary activity.  With a  
10 second clock, there is not.

> One final argument against pop timer based games; it is an anecdote
> because I feel lazy.  After TWNN started using pop timers last season,
> we scrimmaged SS.  I was playing base as a Rom, with Hyd agri.  With
> the benefit of the timer, I noticed a tactic that one of their scouts
> would use: he would cloak and move right up to Hyd just before pop
> time, ready to bomb it almost instantly if it popped.  (In the 40 sec
> timer, an agri with four+ armies has a 28% chance to pop, producing
> from one to four additional armies.)  Does this strike anyone else as
> abusive?

Hmm...I thought INL code ran a 10 second timer?  I didn't think anyone on  
side salad ran a bomb clock at all last semester.  Of course, I don't know  
about scorn! and duck...because they weren't here.  Obviously our scout  
bombers were just awesome...:-)

> -Leonard

Rob
aka Spaceace!
From: leonard@mimsy.umd.edu (Leonard Dickens)
Newsgroups: rec.games.netrek
Subject: Re: NBR proposal: "Pleiades"; not "Pliedes"
Date: 25 Jan 93 17:06:23 GMT
Organization: Deep Thirteen, Gizmonics Institute

I now have three seconds, as required, and nobody has seriously posted
to r.g.n against the idea.  (Andy McFadden notwithstanding.)  I am
accepting this as an Official NBR Change by consensus, per the modus
operandi.

"Pleiades"; not "Pliedes"
  type: server
  description: change "Pliedes" to the correct spelling "Pleiades"
  proposed-by: rws3n@astsun8.astro.Virginia.EDU
  for: josh@pogo.cqs.washington.edu, leonard@cs.umd.edu, sjsmith@cs.umd.edu

-Leonard

Organization: Junior, Math/Computer Science, Carnegie Mellon, Pittsburgh, PA
Newsgroups: rec.games.netrek
Date: Tue, 26 Jan 1993 11:30:05 -0500 
From: "Joseph E. Beck" <jb8n+@andrew.cmu.edu>
Subject: Re: Halftime
	<1k1gh3$9eq@agate.berkeley.edu>

tom@soda.berkeley.edu (Tom Holub) writes:
> So should the NBA go to one 48-minute period?
Tom, you are the only person I frequently call stupid on a netnews
board.  This is my personaly feeling and has nothing to do with CMU.
Personally, during INL games I don't run up and down a court very
quickly and jump a lot.  But things may be different on Tom's team,
which would explain all of his sports analogies.

	joe
	Lamb, Leg Of
From: noah@cad.gatech.edu (Noah White)
Newsgroups: rec.games.netrek
Subject: Miramar IS BACK (new IP #)
Date: 28 Jan 1993 14:17:00 -0500
Organization: Georgia Institute of Technology
Distribution: world
NNTP-Posting-Host: cae.cad.gatech.edu


   Hi all. Do to some server bug which has yet to be found and fixed
which caused the process table to fill on the machine it was on,
miramar has changed machines. It is still reachable as miramar.cad.gatch.edu
however the IP number is now 130.207.84.16. For those who noticed it was
down and mailed me, it's back. Enjoy!

				-Noah