HDTenEightyP/NetNews huggingface dataset:
From: petonak@chem.psu.edu (Paul Petonak)
Subject: Genocide
Date: Sun, 26 Jul 1992 04:25:18 GMT

YES!!!!! I finally f'in did it. The first time in my netrek career 
I genocided a race and caused the game to reset. 

I rememeber someone posting something about the thrill of genociding
in a scout. Well, I did it in a scout, while being shot at from three
battleships, and with no escorts. It was intense.

I'm beginning to understand how much fun you can have and how much damage
you can do with a scout. The warp 12 makes exploiting an opening much
easier. 

Well, thanks for taking the time to let me brag.


Paul


Icarus
Big Nifty Balls
Oral Annie
Organization: Carnegie Mellon, Pittsburgh, PA
Newsgroups: rec.games.netrek
Date: Wed, 29 Jul 1992 01:10:37 -0400 
From: "Timothy C. Worsley" <tw1r+@andrew.cmu.edu>
Subject: Re: IGGY SB
	<1992Jul28.210357.13789@dsd.es.com>

Excerpts from netnews.rec.games.netrek: 28-Jul-92 Re: IGGY SB Mike
Moore@mesa.dsd.es.c (1267)

> |> Note:  I know that Iggy isn't too popular, and I understand the
> |> complaints against him.  However, *if* you accept him as part of netrek,
> |> he is *supposed* to be a hose to a team the deals with him wrong.
> |> 

> 	True.  But that's a big if.  Are we letting Iggy hang around
> because Terence has been such a benefactor for netrek?  I personally
> hope iggy goes away along with him, but I'm sure he'll insist on keeping it
> in the official bronco server package, thus ensuring we'll be seeing iggy
> around for a long time to come.


	I like Iggy.  By sheer co-incedence, I suggested it at about the same
time that Terence decided to try it.  It helps seperate the wheat from
the chaff.  I DON'T think that it belongs on every server, but on a
supposedly high-clue server like bronco, it shouldn't cause any serious
trouble.  If you don't like it, I suspect that you're just defending the
clueless, which is fine some places, but not on bronco.

ZZnew guy
Newsgroups: rec.games.netrek
From: hill@norman.VI.RI.CMU.EDU (Robert Hill)
Subject: Vote:  Most improved summer player
Date: Mon, 27 Jul 92 18:06:16 GMT
Organization: School of Computer Science, Carnegie Mellon


My vote:  its a toss up between icarus and purple haze, in my opinion.  I  
have to watch either of them when they are on the other team.

Rob
aka Spaceace!
Newsgroups: rec.games.netrek
From: mmoore@mesa.dsd.es.com (Mike Moore)
Subject: Re: IGGY SB
Organization: Evans & Sutherland
Date: Tue, 28 Jul 92 21:03:57 GMT

In article <seRMp4_00Voq5JL1h4@andrew.cmu.edu>, "Timothy C. Worsley" <tw1r+@andrew.cmu.edu> writes:
|> 
|> Note:  I know that Iggy isn't too popular, and I understand the
|> complaints against him.  However, *if* you accept him as part of netrek,
|> he is *supposed* to be a hose to a team the deals with him wrong.
|> 

	True.  But that's a big if.  Are we letting Iggy hang around
because Terence has been such a benefactor for netrek?  I personally
hope iggy goes away along with him, but I'm sure he'll insist on keeping it
in the official bronco server package, thus ensuring we'll be seeing iggy
around for a long time to come.

	*sigh*


	-Michael (Ged, who really hates Iggy...)

-- 
 ---------------------------------------------------------------------
|Michael Moore                      \  "Look, don't you understand?", |
|Evans & Sutherland Employee         \  shouted Arthur, "That man     |
|University of Utah Student          /  wants to knock my house down!"|
|Email      : mmoore@dsd.es.com     /   ''Well, he can do it while    |
|Home Phone : (801) 359-6552        \    you're away can't he?''      |
|Office     : (801) 582-5847 x 4721  \    -The Hitchhiker's Guide     |
 ---------------------------------------------------------------------
From: hill@norman.VI.RI.CMU.EDU (Robert Hill)
Newsgroups: rec.games.netrek
Subject: Re: couple o' questions
Date: 31 Jul 92 17:08:00 GMT
Organization: School of Computer Science, Carnegie Mellon

Alec Habig writes
> I've got a couple of questions that i haven't been able to figure out  
from
> reading the hints stuff or (fairly limited) expirimentation.
> 
> 1) Does one get bombed armies DI for reinforcing a planet up that is  
below 4
> armies?
> 
> 2) What exactly does the 'coup' ('C" key) do?
> 
> 	Thanks,
> 	Alec Habig

1)  No...you get no DI for it, although it is often a useful thing to do.

2)  When your team has NO planets, and you have a kill, you can orbit your  
home planet and press 'C'.  This will cause the planet to become your  
planet.

Rob
aka Spaceace!
Newsgroups: rec.games.netrek
From: jch+@cs.cmu.edu (Jonathan Hardwick)
Subject: Re: Iggy SB's....
Date: Tue, 28 Jul 92 23:14:48 GMT
Organization: School of Computer Science, Carnegie Mellon

petonak@chem.psu.edu (Paul Petonak) writes (of Iggy)
> I saw him once wipe out a carrier in an lps. Oh well,
> those 3 armies we saved up for 20 minutes, wiped out by a robot. 

You let the opposing team lure Iggy all the way to your last planet,
and then your team (who had been organized enough to save 3 armies for
20 minutes, an impressive feat) let him through to kill the carrier?
Sheesh.  Sounds like your team deserved to lose.

Jonathan H.
Newsgroups: rec.games.netrek
From: hde+@cs.cmu.edu (Herbert Enderton)
Subject: Re: LPS comeback and armies
Date: Sat, 25 Jul 92 03:51:00 GMT
Organization: School of Computer Science, Carnegie Mellon

In article <Brwppx.JsM@cs.psu.edu> petonak@chem.psu.edu (Paul Petonak) writes:
>
>So, when you have, say, rom, dra, tau, eri, and sir, and ald is at 3, when
>tau pops to 5, what is the best course of action for that army? It seems
>you have four choices:
>
>1) Leave it there and defend it until you have enough to take ald.
>
>2) Move it to rom, defend it, and wait 'til you have enough to take ald.
>
>3) Have the planet scum pick it up, and float around with it waiting for
>   more until he could take the planet. 
>
>4) Pick it up and go dump it on ald to reduce ald's army population by one.
>...
>5) Pick up armies and ogg an enemy with kills (which I saw on rwd4 yesterday)

All of these are plausible, even #5.  I'd add a sixth plausible choice:

 6) Ignore the army.

Important considerations include:

(a) Can you afford to spend time babysitting this army?
(b) Can you safely fly around with the army, or will you be hounded to death?
(c) Is there a doofus on your team who will pick up and waste the army if you
    leave it on Rom?
(d) Are they likely to successfully bomb it if you leave it somewhere?
(e) If so, are they likely to do this in an assault ship, with the 20% chance of
    bombing the planet from 5 to 1?
(f) Are you likely to need it to retake Sirius when they destroy it, or are you
    pretty confident that it will go towards gaining a new planet?

Basically the question is, do you have a relatively good team?  Since Paul set
the context as the comeback from an LPS, probably the answer is yes.  If your
team is really quite good, so it's just a matter of using the armies that pop
as efficiently as possible, then #2 is best.  But if your team is not so great,
and the enemies are coming through your space fast and fierce, I would lean towards
option #4, mainly because of consideration (a).  You don't want to be worrying
about this army!  If you're carrying it, you and your teammates won't be sure
whether an incoming cloaker is going to og you or take a planet.  Similarly if
you leave it on a planet, even on Rom, you don't know whether an incoming cloaker
is going to bomb, og, or take a planet.

Why do I say #5 is plausible?  Because I just argued that #4 is plausible, and there
is very little difference:  dropping on Ald may be useless.  I don't know what the
odds on it popping before one of your five planets produce a couple more armies,
By picking the army up (and probably dying with it), you deny the enemy the chance
to bomb the planet down to 1-3.  Also you'll probably surprise them by ogging while
carrying an army.  If my team is clueless, I'll pick up the army, and then if I
have to mutual with some enemy carrier, so be it.

Oh, I'm assuming that Rom, Drac, Eri, and Sir each have 4 armies.  If one of
them has fewer, then reinforcing seems the clear choice if your team is under
pressure.

  -- Red Shirt
From: sfd@neuromancer.metaphor.com (Scott Drellishak)
Newsgroups: rec.games.netrek
Subject: New Theme Night On Bezier!
Date: 22 Jul 92 20:24:14 GMT
Organization: Metaphor Computer Systems
NNTP-Posting-Host: bezier.berkeley.edu

From now on, Wednesdays will no longer be vector torp night on bezier.
Instead, the damage done by ship explosions is now proportional to the
amount of fuel on that ship.  To wit

	new explosions damage = old explosion damage / 5 + fuel / 150

This makes a full battleship a slightly bigger explosion, while most other
ships are quite a bit weaker.  A full starbase does 440, so watch out.  I
am also considering turning on "shrapnel" on Wednesdays, which means that
an exploding ship sends out all its free torpedoes at random courses and
speeds.  Feedback is appreciated.

Scott
--
/--------------------------------------------------------------------------\
| Scott Drellishak   sfd@neuromancer.metaphor.com                          |
|         "It's Log!  It's Log!  It's big, it's heavy, it's wood!          |
|          It's Log!  It's Log!  It's better than bad -- it's good!"       |
\--------------------------------------------------------------------------/
From: hill@norman.VI.RI.CMU.EDU (Robert Hill)
Newsgroups: rec.games.netrek
Subject: Re: U Can't Teach an Olden Bear New tricks
Date: 31 Jul 92 19:28:59 GMT
Organization: School of Computer Science, Carnegie Mellon

Scott Drellishak writes
> God Bless America.  Would you suggest I run directly into an ogg?  In
> any case, I've noticed that it's easy to avoid oggs by cmu players,
> since their huge egos cause your red alert to go off, even if they're
> cloaked!  This should be fixed in the NBR.

No...i am saying that your running style makes you harder to ogg.  I never  
flamed you or anything, running is a good tactic, often times.  Of course,  
I will eventually get around to hunting you down...as sunscreamer ...:-)

> Because tom is cool?  If winning INL games requires being "dominated",

No...i was referring to the fact that you have a lot of ability.  I'm  
mistifed as to why you don't win more, and by wider margins.  I think  
everyone plays to have fun, but frankly, if i'm not winning, i'm probably  
not having much fun.  I just don't see why you don't change your  
styles...or at least change your strategy to complement your styles.  

I didn't mean to flame any of your players, but I notice that most of the  
other berkeley players are adjusting to ogging&scout bombing, why not the  
GB?

Scott
> (not speaking for the Golden Bears, since I never make games any more)

I guess he HAS spoken.

Rob
aka Spaceace!
From: leonard@mimsy.umd.edu (Leonard Dickens)
Newsgroups: rec.games.netrek
Subject: Dumb ogging and a fix idea
Date: 28 Jul 92 19:02:50 GMT
Organization: Universal Export Ltd, Regent's Park, London

ZZnew guy writes:
>Dumb Ogging works.
> The main fear is that one's opponents won't kill you and refuel your
>ship.

Yeah, you were very successful last night doing this.  After about 40
minutes of yelling at my team not to kill O3, and carefully trying to
cripple you every time you went for me, I finally gave up and used you
and Oe as kill sources.  If you can't get your team to beat 'em, use
'em.

Here is an idea to diminish the practice of dumb ogging: make every
ship enter with only 1/2 a fuel load, or maybe a flat 4000 fuel, or
something like that.  (Generally, give 'em some constant plus their
maxfuel divided by some other constant.)  This has a similar effect to
just holding the player out of the game for 5 seconds, but with the
advantage that the player can orient herself while fueling up, and
also defend the home planet to a degree.  If the player feels she must
leave instantly without fueling up, she has the option.  But she will
not be a very effective ogger until she fuels up somewhere.

This idea would hurt LPS defense, which is a Good thing, IMAO.

-Wreck


Newsgroups: rec.games.netrek
From: tmohler+@CS.CMU.EDU (Tim Mohler)
Subject: Re: Bronco update
Date: Wed, 22 Jul 92 06:43:16 GMT
Organization: Carnegie Mellon University

In article <1992Jul22.011350.250301@cs.cmu.edu>, jch+@cs.cmu.edu (Jonathan Hardwick) writes:

|> It is.  On several of the newer servers, someone has already taken the
|> name Spaceman Spiff.  I get tired of being asked "are you the *real*
|> Spaceman Spiff?" when I log in with an extra space in the name.  If
|> any of these servers are going to give someone else my bronco rank, I
|> want the right of appeal...

Having recently returned from the sunny and cool land of Minnesota
(where I was stopped, frisked and my car searched for illegal drugs and
weapons because I fit the "profile") I log on and read some r.g.netrek.

What do I see but my pal Spaceman Spiff.

He, after taunting us with his 19.2K baud DOV (gandalf?) modem and SLIP
link has the SHEAR (tm) AUDACITY to complain about such little things..

[do i see the HEINOUS HAND OF HETROSEXUALITY in this?]

But I in the goodness of my heart (and yours, if you get my drift
mythology fans....) deign to lean down and answer:

Easiest solution to this I find is to find and use names that are not
often duplicated. To wit, names of Aztec dem^H^H^Hgods or such notable
things as Penis Envy or maybe even HOMO LEATHERBOY.

But if you want a REEL solution, I shall give you one.

And thus spake the 'trek oracle of sorts:

Your sin, oh jch+@a is materialism. Yup, you heard me. Throw away your
home machine (unknown host) and your truly stupendous connection from
Hobart Street and lean not unto the wrong paths but play on hard ethernet
(like therez a soft ethernet dude) and you shall be freed of your problems.
DO not use names gleaned from post-modern cartoons (urk...) and remember
the Sabbath day and keep it trek-free.

Better yet, donate them (the toyz) to the temple of Tezcat. Located 
nearby in Shadyside. Do yer soul some good.

Tim, the one-an-only TEZ

did i ever mention the pgh zoo has a reeely sucky reptile house?

Newsgroups: rec.games.netrek
From: tjones%peruvian.utah.edu@cs.utah.edu (Ray Jones)
Subject: Re: scrimmage results:  Gashouse Gorillas vs 12 Angry Men
Date: 29 Jul 92 11:40:34 MDT
Organization: University of Utah CS Dept., Salt Lake City
Distribution: rec

In article <RG.92Jul28230018@nymph.msel.unh.edu> rg@msel.unh.edu (Roger Gonzalez) writes:
>while (timer > 0) {
>    if (random() > random()) {
>        we_take(reg);
>		they_take(reg);
>    }
>	else {
>        they_take(org);
>        we_take(org);
>	timer--;
>}
>/* sudden death */
>we_take(reg);
>we_ind(cap);					/* We won?.. (!).. (!!)... *zowie!*  */
>exit(0);

You forgot the middle code:

	if (planet_type == FED)
	    planet_armies += 5;
	else
	    planet_armies += 1;

It was pathetic that in the last 1/4 of the game, we'd pop 3 free
armies (on three planets) and you guys would get something like 6 (on
two).  Without sunscreamer and his rusty crowbar of bombing, we were
screwed.  Oh well.  Earlier, when we were popping at what could be
considered normal rates, we weren't protecting enough to do us any
good.  Your SC bombers made us reach new levels of Anger.  I was on
the verge of setting an Olympic record in the Computer Monitor Hammer
Throw. 

>-Rogue
>Roger Gonzalez   -  rg@msel.unh.edu

Ray
Newsgroups: rec.games.netrek
From: rg@msel.unh.edu (Roger Gonzalez)
Subject: scrimmage results:  Gashouse Gorillas vs 12 Angry Men
Organization: UNH Marine Systems Engineering Lab
Distribution: rec
Date: Wed, 29 Jul 1992 04:00:18 GMT


They swung their rusty crowbar!  We countered with our bats, and chomped on
our cigars!  They ogged our SB, we bombed their core, they took a front line
planet, we took it back, we took one of theirs, they took it back, they took
one of ours, we took it back, they took one of ours, we took it back, we took
one of theirs, they took it back, we took one of theirs, they took it back,
they took two of ours, we took em both back and took one of theirs for good
measure.  They took it back.  So we took it back.  And then they took it.  And
then we took it.  And then we snuck over to the other side, and took a
different one.  They took it back, and took another.  We took it back.  They
took it.  We took one.  We took the other back.  (In between the taking was a
good deal of "They ind it.  They take it.  We ind it.  They take it.  We ind
it.  We take it.  They ind it.  We take it.  They ind it.  They take it.  But
I won't go into that.)


while (timer > 0) {
    if (random() > random()) {
        we_take(reg);
		they_take(reg);
    }
	else {
        they_take(org);
        we_take(org);
	timer--;
}
/* sudden death */
we_take(reg);
we_ind(cap);					/* We won?.. (!).. (!!)... *zowie!*  */
exit(0);




The game was plagued on both sides by 150-450ms lags.  People on both sides
got ghostbusted once or twice.  Our base had to quit, because he was lagging
so badly.

They were very aggressive.  We fought like cornered animals.  During sudden
death, we took some aggression pills, and ogged everything in sight.  It
seemed to work.

I can't vote for a particular MVP; their whole team was mind-bogglingly
ill-tempered.  When they wanted to ogg, they had most of the romulan fleet
surrounding the person.  I'm not sure how they got there that fast.
Basically, they would be at rom, I'd pick up armies, scan the team board while
beaming, look up, and see three ships uncloaking on me.  How they get from Rom
to say, Cet, in the time it takes to beam up 3 armies I'll never understand.

All in all, it was a frustratingly enjoyable scrimmage.

-Rogue

--
"The question of whether a computer can think is no more interesting
 than the question of whether a submarine can swim" - Edsger W. Dijkstra 

Roger Gonzalez   -  rg@msel.unh.edu
Division of Bit Banging and Reluctant Robotics
UNH Marine Systems Engineering Laboratory, Durham, NH  03824-3525
(603) 862-4600 -4399 (fax)
From: jerryw@cs.umd.edu (Jerry Wieber)
Newsgroups: rec.games.netrek
Subject: Re: I LOVE Iggy!! (Or, how to kill Iggy every time.)
Date: 22 Jul 92 06:01:39 GMT
Organization: U of Maryland, Dept. of Computer Science, Coll. Pk., MD 20742

In article <59154@mimsy.umd.edu> peyote@umiacs.umd.edu (Gary W. Flake) writes:
> [how to kill Iggy...]
 
>Gary (toe-jam, Animal, Happy Fun Ball!)

Is 'Happy Fun Ball!' a little-known member of 'The Horsemen!'?

-Jerry
-- 
                                                           __________ 
 UUCP:     uunet!cs.umd.edu!jerryw   SPOKEN: Jerry Wieber  |/ `-.    | U of Md
 INTERNET: jerryw@cs.umd.edu                                     \_|.|-,  
                                                                    ` - 
Newsgroups: rec.games.netrek
From: petonak@chem.psu.edu (Paul Petonak)
Subject: Re: raw stats from moriarty "clue night" games
Date: Fri, 31 Jul 1992 19:24:24 GMT

>>Game 1 ended in a 10-10 tie.  Game 2 ended 11-9 in favor of the Roms.
>>Below are the relevant "Leaving" lines from the logfile.  The times
>>on the right show when they player quit out.  --Bert

>>sunscreamer      (F6)   4P  57A  62W/ 64L  67min  9 <fortony> 22:37:55

>>4P!  Well *now* I see why I was getting ogged brutally.


>Icarus           (R7)   8P  71A  38W/ 34L  63min 10 <petonak> 21:23:25
[1st game]

And I didn't get ogged once the first game. I guess it's better that people
think you don't know what the hell you are doing. In that case, call me 
clueless!!


Paul


Icky
From: fadden@uts.amdahl.com (Andy McFadden)
Newsgroups: rec.games.netrek
Subject: Re: Golden Bears vs. Lagg U
Date: 23 Jul 92 19:42:57 GMT
Organization: Amdahl Corporation, Sunnyvale CA

In article <1992Jul21.050940.28589@galileo.cc.rochester.edu> amrk@troi.cc.rochester.edu (Andrew Markiel) writes:
>What is the capability for the server to determine when a person has been
>ghostbusted?

The server resets a counter to zero periodically.  Each turn, the daemon
increments it.  If it reaches a certain value, the player is considered
hosed and is killed by the ghostbuster.  It doesn't actually depend on the
client doing anything; you don't get server-ghostbusted unless your ntserv
dies.  Your client will say "augh, ghostbusted!" as soon as the connection
drops, but that's not entirely the same thing.

Right now the server will try to reconnect for a couple of minutes.  You can
drop this down to do just a couple of retries (which is bad for short net
interruptions, but good if you're just going to quit and sign back in), and
then ntserv will give up.  If you have ntserv set the p_ghostbuster field
to GHOSTTIME-1 or so, then the daemon should clean him up right away.

>             If the server could say "gee, I haven't heard from player f in a
>while, maybe he's ghostbusted", then you could have the server take automatic
>action, freezing play until that player reconnected.

Interesting idea.  You could send a message to ALL and then halt the daemon
until the player got back in.  Might be dangerous to do w/o a server diety
around though.

>Of course, this depends on how easy it is for the server to tell when the
>connection to the client has been broken. How easy is it?

If it's actually broken, then it's real easy.  If it's just stalled in a big
way, then there's no way to know.

>-Grey Elf

-- 
fadden@uts.amdahl.com (Andy McFadden)
[ Above opinions are mine, Amdahl has nothing to do with them, etc, etc. ]
From: amrk@troi.cc.rochester.edu (Andrew Markiel)
Newsgroups: rec.games.netrek
Subject: Re: IGGY SB
Date: 29 Jul 92 02:19:02 GMT
Organization: University of Rochester (Rochester, NY)

In article <seRMp4_00Voq5JL1h4@andrew.cmu.edu> "Timothy C. Worsley" <tw1r+@andrew.cmu.edu> writes:
>
>Note:  I know that Iggy isn't too popular, and I understand the
>complaints against him.  However, *if* you accept him as part of netrek,
>he is *supposed* to be a hose to a team the deals with him wrong.
>
>ZZnew guy 

The problem is, there are only two type of people in the netrek world. There's
the clueless/netless, who are simply cannon fodder for iggy, and then there's
the players who know about iggy and casually run him over whenever they feel
like it.

So, you can't really use iggy in an effective way. If you try, usually either
some poor schmuck wanders too close to him and gets splattered (while getting
iggy pointed in the wrong direction), or you get iggy too close to the enemy
planet and someone ogs him with a free ship and you've wasted all the time it
took to get iggy to the right place.

Generally, I find he's just a nuisance. I don't have the time to dogfight him,
so I just try to avoid him and hope someone else disposes of him. I can't use
him for anything because he's far too fragile to be any use in most situations.
If he gets too close to my home planet, I just dispose of him since it doesn't
waste too much time, and saves my teammates from having to do it.

And I really don't like robot SB's. It's nothing more than a random screw for
the guy whose teammates suck. Great, so not only am I on a team too weak to
deal with iggy, but I get an additional robot to have to deal with myself. I
am not really in favor of any mods which create a random bad event.

I think iggy was a nice idea, but I'm not too fond of it's implementation. I
shouldn't really talk, though, since I'm not really sure how to fix him up.

-Grey Elf
Xref: sparky rec.games.netrek:4245 alt.games.xtrek:3972