HDTenEightyP/NetNews huggingface dataset:
From: jimmyhua@aludra.usc.edu (Jimmy Huang)
Newsgroups: rec.games.netrek
Subject: Re: Halftime
Date: 24 Jan 1993 00:29:28 -0800
Organization: University of Southern California, Los Angeles, CA
NNTP-Posting-Host: aludra.usc.edu

I agree ;). 

Jimmy
Organization: Sponsored account, School Of Computer Science, Carnegie Mellon, Pittsburgh, PA
Newsgroups: rec.games.netrek
Date: Thu, 21 Jan 1993 19:35:17 -0500 
From: Sean Christopher Simmons <ss72+@andrew.cmu.edu>
Subject: Re: Comparing Ship Types
	<3dWJ03qYc9oo00@amdahl.uts.amdahl.com>

Excerpts from netnews.rec.games.netrek: 19-Jan-93 Re: Comparing Ship
Types Andy McFadden@uts.amdahl (2170)

> Don't forget that the ships are regenerating fuel while you're firing, and
> that BB has the best fuel regeneration short of an SB.  Of course, the fuel
> cost for warp and the high cost of the torps in a BB probably negates any
> advantage.


	From the same archive post:

                           BB    CA    DD    SC          
damage produced/sec *   |  31    34    31    23
damage produced/sec **  |  28    30    27    20

*  non-moving shields down
** non-moving shields up

	All of this is assuming that all torps hit.  The BB will lose ~1/4 of
this damage/warp, the CA ~1/6, the DD ~1/7, and the SC ~1/8.


> >	If I were to fix the BB, I would want to make its fuel less deceptive. 
> >It's torp cost would be the same as that of a CA and its phasers would
> >be ~10%-15% more expensive instead of ~50% more expensive.  This might
> >well make it too good, so I might have to hurt it's maxwarp or
> >acceleration to compensate.

> There's more to fuel than firing weapons.  Bigger tanks and expensive weapons
> mean it takes longer to regenerate fuel and a BB docked on an SB will suck
> more out of it.  Every change affects lots of little things.  Even if the BB
> has the same effective weapons capacity as the CA (only the fuel is scaled
> up by 1.4), it affects things in other ways.


	I'm very unhappy about how deceptive the BB is.  It sucks for newbies
who see more fuel and think that they actually GET moe fuel.  Really,
the BBs' lage fuel supply is a hose.  I don't really expect anyone to
fix it.

ZZnew guy
From: bellew@pixmap.seas.upenn.edu (Douglas V Bellew)
Newsgroups: rec.games.netrek
Subject: Re: DD's need improvement!
Date: 25 Jan 93 17:05:34 GMT
Organization: University of Pennsylvania

In article <1993Jan24.123142.63112@cc.usu.edu> sl7sg@cc.usu.edu writes:

:>	Uhhh, no.  Let me show you some stats:
:>
:>Scout;      Torp Damage: 30    Torp Speed: 16
:>Destroyer;  Torp Damage: 30    Torp Speed: 14
:>Cruiser;    Torp Damage: 40    Torp Speed: 12
:>Battleship; Torp Damage: 40    Torp Speed: 12
:>Assault;    Torp Damage: 30    Torp Speed: 16
:>Starbase:   Torp Damage: 30    Torp Speed: 14
:>
:>	I would say a DD's is no closer to a CA's or BB's torps, than a
:>scout...but than again, I may be wrong...   ;)

Ah... is this some server that I was unaware of?
I was under the impression that the stats are as follows:

Scout;      Torp Damage: 25    Torp Speed: 16
Destroyer;  Torp Damage: 30    Torp Speed: 14
Cruiser;    Torp Damage: 40    Torp Speed: 12
Battleship; Torp Damage: 40    Torp Speed: 12
Assault;    Torp Damage: 30    Torp Speed: 16
Starbase:   Torp Damage: 40    Torp Speed: 14

>		-Lynx
>		Brandon


Doug
Vampyre
From: el0g+@andrew.cmu.edu (Erik Lauer)
Newsgroups: rec.games.netrek
Subject: Re: NBR Proposal -- Shooting in Repair
Date: 27 Jan 93 04:49:52 GMT
Organization: Carnegie Mellon, Pittsburgh, PA


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


>Okay, for the second time:
>
>
>Proposal:  While in repair mode, shooting while in Repair Mode will
>take you out of repair mode.  Will not turn on shields.
>
>Why:  Consider this -- when you are moving, and hit repair, it doesn't
>say "Can't repair while shooting", and if you have your shields up and

I have seen more convincing arguments in my time.
Have you swallowed too much plasma?


Erik
---=
From: paulsen@eniac.seas.upenn.edu (Brian Paulsen)
Newsgroups: rec.games.netrek
Subject: Re: Halftime
Date: 27 Jan 93 03:23:32 GMT
Organization: University of Pennsylvania

In article <1993Jan27.010509.2908@cs.su.oz.au> danny@cs.su.oz.au (Danny) writes:
>In article <1993Jan25.190243.23729@pasteur.Berkeley.EDU> von@cory.Berkeley.EDU (Steve Von Worley) writes:

>Ummm...  You try playing bridge and not sticking by your partner or not
>talking to them!  I've seen people get a lot more worked up about bridge
>than about netrek.  (And has anyone ever been shot over a game of netrek?)
                      ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^

I see you haven't had the pleasure of meeting Mike Juster.  :)
He informed me that he has a gun, and was aching for a chance to meet me.

No joke...

Brian
From: jb8n+@andrew.cmu.edu (Joseph E. Beck)
Newsgroups: rec.games.netrek
Subject: Re: Halftime
Date: 25 Jan 93 03:04:18 GMT
Article-I.D.: andrew.gfMyJG_00awQE216Qa
	<1jqo9p$aqc@agate.berkeley.edu>
Organization: Junior, Math/Computer Science, Carnegie Mellon, Pittsburgh, PA


tom@soda.berkeley.edu (Tom Holub) writes:
> In article <IfM87sa00VpNMKbVo0@andrew.cmu.edu> Sean Christopher Simmons <ss72+\
> @andrew.cmu.edu> writes:
> )       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.
This is stupid.  If halftime is instituted, and neither team wants it
for that game, why are you forcing it down their throats?  And has the
council discussed this already or are you just deciding ahead of time?
Will the council be discussing halftime again (and not telling us
again?)  We want to know.

> 
> )       If there is to be a halftime, there is no reason for it to be a *poof*
> )halftime.  It should just be a freeze.  The *poof* completely upsets the
> )game, destroying kills, killing armies, and possibly making it
> )impossible to regain a base.  Personally, I'd like to see overtime done
> )with a freeze instead of a *poof*, but I think that I can bring that up
> )later.
> 
> This would be a possible worthwhile comprimise, if other halftime opponents
> feel the same way.
Compromise?  A lot opponents think the freeze is better, but certainly
don't support it (based on the reponse last time).  

Repeat:  can someone in council land tell us if this is being
discussed.  I really don't want to be told about this after the fact
again.

	joe
	Lamb, Leg Of
Newsgroups: rec.games.netrek
From: jive@spanky.ssc.gov (Jim Ivey)
Subject: Re: New Sturgeon Style Server
Organization: SSC Laboratory, Dallas, TX
	<1j72h9INNt0m@matt.ksu.ksu.edu> <j4j3=tg@rpi.edu>
Date: Thu, 21 Jan 1993 22:58:15 GMT


The infamous Grey Knight responds to someone about a possible sturgeon mod:

> >2) Terminaotrs that come out every so often (either timed or random) and
> >seek and destroy the player with the most mods. they could be given
> >the same set of mods as their target, too.

> I think this is a step towards TwinkTrek. Instead of having to ogg a player

     *Snicker*  No comment.

     Jamie / FillInTheBlank
Newsgroups: rec.games.netrek
From: colles@rebecca.its.rpi.edu (Grey Knight (Shawn Collenburg))
Subject: Re: Scummers all over the place!!!!!!!!!!!!
Date: Sun, 24 Jan 1993 17:44:19 GMT

kumara2@vccsouth08.its.rpi.edu (Anuj Kumar) writes:


>     Well guys it was boring night, so I wanted to play netrek, and I started
>looking for servers to play at. I first went to Doorstop, and looky looky:

[Doorstop stuff deleted]

>    But that was not the end of it, next I went to another server and looky, 
>looky there too:
>Server: netrek.icaen.uiowa.edu, port 2592 (Sturgeon-type server.)
>Last checked at 01:09:10 (8 minutes ago).

>There are 7 people playing here.

>  Type Rank       Name              Login
>F0 SC  Ensign     aleran            aleran@red1.cac.washin
>F1 SC  Commander  Dark Knight       aleran@red1.cac.washin
>F2 AS  Ensign     guest             Bozo@shelley.u.washi
>F8 AS  Ensign     guest             Bozo@shelley.u.washi
>R3 AS  Ensign     guest             Bozo@shelley.u.washi
>R7 AS  Ensign     guest             Bozo@shelley.u.washi
>Ra DD  Commander  bolton            joseph@128.192.2.75


>    Scummers caught!!!!!!        
>       NAIL EM!!!!!!!
>                                                              -slut

Why? They were kill scumming, w/ nobody else on. If this really
irritates you, and you want to play, spend 30 sec and ogg them
before you start real play. Or, gosh, send them a message . . .

Grey Knight
Newsgroups: rec.games.netrek
From: books@fsunuc.physics.fsu.edu (Roger Books)
Subject: Re: glossary
Organization: FSU nuclear physics
Date: Thu, 21 Jan 93 21:21:20 GMT

In article <15j3a_j@rpi.edu> colles@vccnw06.its.rpi.edu (Grey Knight (Shawn Collenburg)) writes:

>
>>	Note; often times (depending upon who is sending the message)  the
>>amount of plusses equals how many armies they are, so don't send out a message
>>like:     7++++++++++++++++++++++++++++++++++++++++!!
>>	When he only carries two armies, Because it wouldn't be true       :)
>
>I tend to send plusses proportionate to the need for this person to die.
>If I notice (insert favorite high-skill+clue character) picking up when
>we have a battle over a front-line agri, I'm more likly to send 20 plusses.
>If newbie twink picks up, then the nominal ++ is what I use.
>

So now I know that when Grey Knight sends lots of plusses it means he
doesn't know how the world communicates.

>Grey Knight

Cirdan

Roger
books@fsunuc.physics.fsu.edu
From: noah@cad.gatech.edu (Noah White)
Newsgroups: rec.games.netrek
Subject: MIRAMAR Clue Game Results
Date: 23 Jan 1993 02:30:53 -0500
Organization: Georgia Institute of Technology
Distribution: usa
NNTP-Posting-Host: cae.cad.gatech.edu


   Well this was the first time I ran a 'formal' game. I guess this will
be a good starting point towards our INL games. It started off bumpy
and next time I plan to use the INL server instead of bronco. We had a
good game (I thought) which lasted about an hour and a half with the 
- FEDS - winning by genocide. Captain for the Fed team was One <labb-3je@e260-3g.Berkeley.EDU>...Captain for the Romulans was: Slow gt4908a@richsun18.gatech.edu 
  One player, turkey <local1@MORIARTY.THEORY.CS.CMU.EDU>, had some gripes
about either the server or the players or something. Seeing as this was my
first time running an `organized' game I am open for suggestions esp. from
more experienced server gods who have run these types of games. 

  Well I look forward to hosting another such event in the near future. Thanks
to those who came by and played and feel free to come by miramar (on the meta-
server) and play in a pick-up game!

				-Noah  (Rogue)
From: jwh@cs.bham.ac.uk (James Hawtin)
Newsgroups: rec.games.netrek
Subject: Re: Another scum wannabe
Date: 24 Jan 93 16:48:17 GMT
Reply-To: jwh@cs.bham.ac.uk
Organization: School of Computer Science, The University of Birmingham, UK

Hmmm correct me if I am wrong but does not Lynx run it? If he is the server god he can
do what it bloody well wants anyway.....

				James

Commodore wibble
Organization: Sponsored account, School Of Computer Science, Carnegie Mellon, Pittsburgh, PA
Newsgroups: rec.games.netrek
Date: Sat, 23 Jan 1993 03:27:39 -0500 
From: Sean Christopher Simmons <ss72+@andrew.cmu.edu>
Subject: Re: Escorting Tips Wanted

	I sounds to me like you didn't have much of a chance.  Certainly,
you're not guilty of not paying attention, which is what the carrier was
saying.  Maybe you made a mistake; maybe you didn't -- It's hard for me
to say because I wasn't there.  However, you knew what was going on and
did all you could to help.  I wish there were more players like that.

ZZnew guy
From: leonard@mimsy.umd.edu (Leonard Dickens)
Newsgroups: rec.games.netrek
Subject: Re: Pop Timer
Date: 27 Jan 93 15:19:07 GMT
Organization: Deep Thirteen, Gizmonics Institute

ZZnew guy writes:
>	I think that an important point when declaring or not declaring the
>pop timer illegal is that it is independant of the client.  It doesn't
>get info from the client, nor does it provide info to the client.

Very astute observation; I like it.  I think our representative on the
council should consider a rule banning any auxiliary programs that get
info from or send info to the client (except in NBR approved ways like
the message hook stuff.)

-Leonard

Newsgroups: rec.games.netrek
From: colles@vccnw06.its.rpi.edu (Grey Knight (Shawn Collenburg))
Subject: Re: glossary
Date: Thu, 21 Jan 1993 19:09:15 GMT

sl7sg@cc.usu.edu writes:

>	Note; often times (depending upon who is sending the message)  the
>amount of plusses equals how many armies they are, so don't send out a message
>like:     7++++++++++++++++++++++++++++++++++++++++!!
>	When he only carries two armies, Because it wouldn't be true       :)

I tend to send plusses proportionate to the need for this person to die.
If I notice (insert favorite high-skill+clue character) picking up when
we have a battle over a front-line agri, I'm more likly to send 20 plusses.
If newbie twink picks up, then the nominal ++ is what I use.

Grey Knight
From: srt@aero.org (Scott Turner)
Newsgroups: rec.games.netrek
Subject: Re: Scattered Pops in INL- I vote NO!
Date: 21 Jan 93 18:48:19 GMT
Organization: The Aerospace Corporation, El Segundo, CA
NNTP-Posting-Host: sun-dimas.aero.org

leonard@mimsy.umd.edu (Leonard Dickens) writes:
>The whole issue boils down to this: do people think that it is
>interesting and valuable to be able to mentally track pop times and
>have an idea of when the next pop will be?

>I don't.  That is bogus.

Uh-oh, a voice of reason and sanity in the wilderness.  Burn him!

					-- Scott T.
Newsgroups: rec.games.netrek
From: hill@norman.VI.RI.CMU.EDU (Robert Hill)
Subject: Re: Escorting Tips Wanted
Reply-To: hill@norman.vi.ri.cmu.edu
Organization: School of Computer Science, Carnegie Mellon
Date: Fri, 22 Jan 1993 18:12:38 GMT

David Barnett writes
> I got sneered at on bronco yesterday, and I'm wondering how I might

Happens to me all the time :-).

>[..]
> Well, the ogger dooshed him and the carrier blamed me.  I guess it
> looked like I was just standing around, but I was trying to station
>[..] 
> So what should I have done?  (Besides quit earlier.)  If I should have
> gone to help the carrier, how exactly should I deal with the ogger? I 
> could counter-ogg him, but I wouldn't want to shoot torps that might get
> detted on my teammate.  I could get between the ogger and oggee to
> prevent phasers from hitting him, but it's kind of hard to match courses
> when they are maxwarping toward me in faster, more maneuverable ships.
> What would Spaceace! do?  What should a low-skilled loser like me do?

Step 1:  position:  get in between the ogger and the taker.  If the taker  
is on the planet, get on the side of the planet the ogger is coming at.   
This is the MOST important.  Try to engage the ogger as far from the  
planet as possible.

Step 2:  cloaked?  If he's cloaked...fire torps at him on the galactic  
map...try to delay him.  If he's far from the planet...try to match his  
speed (and direction) and force him to slow.  Never let him get inbetween  
you and your taker.  Never fire torps over the planet.  See step 1.  Time  
is on your side. Phaser lock him if you can.  If he's uncloaked, see step  
3.

Step 3:  unload on him:  Pressor and det if he's near the taker...crush  
him quickly.  Make him try to kill the carrier with torps (which you can  
det).  If you allow him to get close to your taker...you lose.  

This is practically what i'd do.  Always know where your taker is.  If you  
have plently of time to engage, engage him as far from your taker as  
possible.

This all changes if you are escorting the taker to enemy space.  You must  
consider the implications of killing the carrier and allowing him to  
appear fresh at his homeworld.

> 
> Rabies

Rob
aka Spaceace!
From: ss72+@andrew.cmu.edu (Sean Christopher Simmons)
Newsgroups: rec.games.netrek
Subject: Re: Halftime
Date: 25 Jan 93 20:08:14 GMT
Article-I.D.: andrew.cfNBJCG00VorIEHl4k
	<1jqo9p$aqc@agate.berkeley.edu>
	<gfMyJG_00awQE216Qa@andrew.cmu.edu>
Organization: Sponsored account, School Of Computer Science, Carnegie Mellon, Pittsburgh, PA

Excerpts from netnews.rec.games.netrek: 25-Jan-93 Re: Halftime "Joseph
E. Beck"@andrew. (1569)

> > )       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.
> This is stupid.  If halftime is instituted, and neither team wants it
> for that game, why are you forcing it down their throats?  And has the
> council discussed this already or are you just deciding ahead of time?

	Joe, you don't have to be so damn hostile.  I can't remember when you
didn't start out a debate with a statement like "This is stupid."  It
really irks me because we normally agree, with you, and you make my side
look dumb with your ranting.

> > )impossible to regain a base.  Personally, I'd like to see overtime done
> > )with a freeze instead of a *poof*, but I think that I can bring that up
> > )later.
> > 
> > This would be a possible worthwhile comprimise, if other halftime opponents
> > feel the same way.
> Compromise?  A lot opponents think the freeze is better, but certainly
> don't support it (based on the reponse last time).  

	This is the nature of compromise.  Tom, and others like him want a full
half-time with a poof to be instituted in every game.  Hugh, and others
like him want no half time.  They talk.  They agree on something that
hopefully makes everyone pretty happy.

No halftime -> Optional halftime -> Manditory halftime
No halftime -> Pause halftime -> *poof* halftime

Let your council member know how YOU feel.

ZZnew guy
Newsgroups: rec.games.netrek
From: bodom@silver.ucs.indiana.edu (Brian Odom)
Subject: What do these things do?
Organization: Indiana University
Date: Sun, 24 Jan 1993 06:56:10 GMT

Hi, this is my first posting to this newsgroup (I think), and I was just 
wondering what does declaring a coup do and what is a scanning beam?
Just clueless as to what these things do.

Thanks in advance
--
Brian "the black man cometh" Odom | bodom@kiwi.ucs.indiana.edu   
primary character:                | Raiden 
secondary character:              | Sub-Zero
tertiary characters:              | 1 bad nigga, and MostlyTasteless
From: tom@soda.berkeley.edu (Tom Holub)
Newsgroups: rec.games.netrek
Subject: Re: Halftime
Date: 26 Jan 1993 21:03:14 GMT
Organization: U.C. Berkeley, CS Undergraduate Association
NNTP-Posting-Host: soda.berkeley.edu

In article <UfNKMgm00VpD0yUBVw@andrew.cmu.edu> "Joseph E. Beck" <jb8n+@andrew.cmu.edu> writes:
)
)tom@soda.berkeley.edu (Tom Holub) writes:
)
)> The Council in the past has unanimously agreed that all games should be
)> played on identical servers; it is very unlikely that this will change.
)> Your argument is spurious; if both captains want to play a 15 minute
)> game, can they do that?
)Umm...yes.  If both captains agree that a 15 minute game is best then
)they should be allowed to do this. 

BZZZT, wrong answer, but thank you for playing.  You cannot compare
the results of a 15 minute game with the results of a 2-hour game.  
Since part of the INL's function is to compare games, the INL cannot
allow captains to choose their game length.

)> The Council will be discussing halftime again.  I intend to push
)> strongly for a halftime, a shorter game, or both.  
)Good, and I will remember not to vote for at next election.

That's your right.

)> )> This would be a possible worthwhile comprimise, if other halftime opponents
)> )> feel the same way.
)> )Compromise?  A lot opponents think the freeze is better, but certainly
)> )don't support it (based on the reponse last time).  
)> 
)> Yes, this is the definition of 'compromise.'
)No Tom.  The original halftime proposal was ludicrous (everyone dies,
)armies carried die, etc).  Starting out at a ludicrous position then
)dropping down to something that people still oppose, but is at least
)reasonable, is NOT making a compromise.  

A lot of people were for the original proposal; it passed the first
INL Council vote, and during the flame wars I got a lot of positive
mail.  The idea was not 'ludicrous', then or now.  
 -Tom
From: sg2r+@andrew.cmu.edu (Scott Parks Gourley)
Newsgroups: rec.games.netrek
Subject: Re: Not 6, but 4.5
Date: 26 Jan 93 18:55:53 GMT
	<1993Jan22.094820.29144@cs.su.oz.au>
	<8fN=AkO00VpNE3P0oV@andrew.cmu.edu>
Organization: Senior, Mechanical Engineering, Carnegie Mellon, Pittsburgh, PA

Excerpts from netnews.rec.games.netrek: 25-Jan-93 Re: Not 6, but 4.5
Sean C. Simmons@andrew.c (1381)

> 	Balton had some sessions vs Team BLOOD in which he was standing off 13
> ship waves.  I think that Lumchan was escorting.


I seem to rememeber that in some those 13 man waves, only myself and
Balinor were escorting him and that Lumchan was 1 of the 13 oggers.  I
don't remember when he stopped escorting since I remember he did for a
little while with us.

-Mike
Admiral chi
Newsgroups: rec.games.netrek
From: rhodesia@wixer.cactus.org (Felix S. Gallo)
Subject: Re: From the CounCILboY:  Your news reps are... [drum roll]
Followup-To: rec.games.netrek
Organization: Real/Time Communications
Date: Tue, 26 Jan 1993 16:11:00 GMT

osyjm@cs.montana.edu (Jaye Mathisen) writes:
>
>Danny Yee (ICMP Redirect), and Doug Bellew (Vampyre).  
>
>Following is the candidate list, and the number of votes received.
>
>
>Danny Yee -- 12
>Doug Bellew -- 8
>Sam Shen -- 7
>Scott Draves -- 6
>Leonard Dickens -- 4
>Brian Paulsen -- 4 
>Felix Gallo -- 4

Tied with BRIAN PAULSEN?  Oh, someone just *shoot me.*

>Andrew Markiel -- 1 (not himself :)
>Eric Lauer -- 1 (not himself :)
>

Well, my loyal followers and I won't take this lying down!  WE
DECLARE THIS ELECTION VOID!  There was OBVIOUS ballot stuffing
by the would-be so-called ""winners""!

Loyalists everywhere, JOIN THE SUNSCREAMER NATIONAL FRONT!  Our
secret mark will be found scrawled on planets everywhere, and
our scouts will dance in space in the private scout handshake!

To the barricades!

>-- 
> Jaye Mathisen, COE Systems Manager                (406) 994-4780
> 410 Roberts Hall,Dept. of Computer Science
> Montana State University,Bozeman MT 59717	osyjm@cs.montana.edu

And this imperialist capitalist SWINE will be the first up against
the WALL when we WREST POWER from the FAT AND SMELLY ELITE.

-- 
----------------------------------------------------------------------------
Felix Sebastian Gallo                              rhodesia@wixer.cactus.org
----------------------------------------------------------------------------
From: tom@soda.berkeley.edu (Tom Holub)
Newsgroups: rec.games.netrek
Subject: Re: Halftime
Date: 23 Jan 1993 06:23:53 GMT
Organization: U.C. Berkeley, CS Undergraduate Association
NNTP-Posting-Host: soda.berkeley.edu

In article <IfM87sa00VpNMKbVo0@andrew.cmu.edu> Sean Christopher Simmons <ss72+@andrew.cmu.edu> writes:
)	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.

)	If there is to be a halftime, there is no reason for it to be a *poof*
)halftime.  It should just be a freeze.  The *poof* completely upsets the
)game, destroying kills, killing armies, and possibly making it
)impossible to regain a base.  Personally, I'd like to see overtime done
)with a freeze instead of a *poof*, but I think that I can bring that up
)later.

This would be a possible worthwhile comprimise, if other halftime opponents
feel the same way.
 -Tom