HDTenEightyP/NetNews huggingface dataset:
From: drac@uumeme.chi.il.us (Bruce Maynard)
Subject: Re: Robotech vs. ?
Organization: UUMEME Public Access Xenix
Date: Mon, 25 Jan 93 15:19:28 GMT

In article <yBisXB5w165w@runic.via.mind.org> thantos@runic.via.mind.org (Paul Williams[SysOp]) writes:
>ebstokes@uncc.edu (Edward B Stokes) writes:
>
>> Worf: missile launch from threat vessel. Chemical powered, nuclear warhead.
>>        Swarms of fighters approaching.
>> Piccard: Fire phasers at missiles. Tractor the fighters.
>
>  One problem.  No way in Hell does the Enterprise have enough power to
>  fire continuous phasers, keep the shields up, and tractor the 2000 or
>  so space-worthy mecha released by a ship the size of a city+.
>
>  All they'd have to do is keep harassing the shields, keeping them
>  flickering and then send Cyclones into the hull-area to drop on some
>  plastique and breach the hull.
>
>  Instant gutted Enterprise.

Worf: Incoming missiles... chemically powered, nuclear warheads. Several
      hundred fighters following immediately behind.

Picard: Raise shields; Prepare a photon torpedo spread set to explode within
        the area of the leading missiles, followed by another spread set for
        similar effect amongst the fighters. Mr. Warf, you may fire when ready.

[scene of mass destruction of missiles and fighters, obliterated by 40-50
   matter/antimatter explosions]

Data: The attacking force has been effectively eliminated, Captain. Mothership
      appears to be chainging, aiming a large twin-barrelled weapon, capacity
      reads as approximately 4,000 megawatts; a large plasma cannon.

Riker: Mr. Data, initiate a (somewhat famous {side wink to Picard}) Picard Maneuver, and bring us out of warp 60,000 kilometers the other side of the enemy vessel.

Data: Course programmed and ready.

Picard: Make it so. (couldn't resist  8-{)}  )

[gigantic blast passes thru where the Enterprise was a moment ago; scene of 
   great consternation aboard the Macross]

Riker: Target enemy vessel; commence rapid fire with all weapons.

[Macross reflex-shield explodes impressively]

Data: The enemy vessel's shield has exploded; minor damage to forward shield.
       (well, what didja EXPECT at a range of 60,000 klicks?!?)

Riker: Mr. Worf, you may recommence fire when ready.

[boing zap clang honk tweet.... expanding cloud of FORMER Macross...]





As y'all can see, while Veritech is quite impressive, it just don't cut it vs 
matter/antimatter explosions (photon torps)... and the Enterprise's main 
phasers have such a range that the reflex-shield explosion would basically
be just a pretty effect. End of story.

Xref: sparky rec.games.mecha:1404 rec.arts.anime:30192
From: avalon@stein.u.washington.edu (Prince Charming)
Newsgroups: rec.games.mecha,rec.arts.anime
Subject: Re: Robotech vs. ?
Date: 24 Jan 1993 23:49:41 GMT
Organization: University of Washington, Seattle
NNTP-Posting-Host: stein.u.washington.edu

In article <1993Jan23.100515.24373@midway.uchicago.edu> arp2@midway.uchicago.edu writes:
>
>What's all this talk of pinpoint barriers, guys.  Let's not forget that those
>little suckers were replaced with a full barrier shield that can withstand
>the might of several hundred lasers, missels, etc bfore overloading.
>And if it does overload, it just wipes out everything in sight (entire
>Zentradi armada) leaving the SDF-1 completely undamaged (except for a few
>people in engineering).  
>   Since we all know the enterprise has wimpy firepower compared to Zentradi
>warships, it couldn't possibly damage the SDF-1.  And if Geordi managed to
>modify the phasers so that they could overload the barrier, it would just
>explode destroying the enterprise.  So, the SDF wins unless the enterprise
>runs away.
>
>-Andrew Polis

Sorry Andrew, but the Enterprise (any of it's incarnations (sp?)) is no wimp. 
Tunable phaser arrays would cut through the barriers in nothing flat and by
the time the SDF-1 got that big, slow main gun going, photon torpedos (bottled
anti-matter) would have wasted it. The lasers and missiles are laughable, the
rail gun would be taken care of by the navigational deflectors, and the veritech
fighters aren't even worth mentioning. Realise that the Enterprise universe is so
advanced as to be able to make anything that can be thought of (replicators),
hunger, headaches and 99% of diseases are just bad memories. It is unfair to put
the two together as they are incompatable.  

Just my $.02 worth.....

Avalon
From: busch006@staff.tc.umn.edu (Johnny R.)
Newsgroups: rec.games.mecha
Subject: Stephane-New FASA L.O.S. Rules???
Date: 27 Jan 93 00:52:00 GMT
Article-I.D.: staff.busch006.728095920
Distribution: usa
Organization: University of Minnesota



	I was wondering if FASA will ever update thier LOS rules? As
they are they're too simplystic. I think just about everyone thing
they SUCK!! Also I'm working on a new LOS system but it needs further
refinement. I will post it for play testing when I finish. I'm basing
them on the LOS we get from a Full Scale model of the maps. There's a
pattern to it we're just trying to get it into a simple formula. (the
hard part)  I was wondering if FASA would be interested?
 Also I was wondering if you could (in your infinite busy-ness) make a few rule
clarifications. In the compendium they say that a mech is only 1 level
high yet in the part describing terrain they say  a mech is 2 levels
high. How high is  a mech according to FASA? I assume it's 2 levels
high. And laastly is fasa in the LOS rules assuming a mech is 1 or 2
levels high?



					Tanks,

					Johnnyb
From: probe@jhunix.hcf.jhu.edu (Prabal Nandy)
Newsgroups: rec.games.mecha
Subject: Re: AS7-J Atlas recalc
Date: 27 Jan 1993 16:23:53 -0500
Organization: Homewood Academic Computing, Johns Hopkins University, Baltimore, Md, USA
Distribution: world
NNTP-Posting-Host: jhunix.hcf.jhu.edu

  Yes, Guass rifles can be a nasty weapon in combination with other heavy
firepower... It reminds me of a time when I had to fight A daishi in primary
configuration with a Nemesis Deathstalker (my personal design... this 
version used 2 guass rifles, 2 Large lasers, and 6 medium pulse lasers, 
inner sphere..) My object was to cripple and capture the Daishi in a one on
one fight... And I did!
   I would have killed it too if it hadn't detonated both of my Guass
cannons at the same time... 
   I could post a summary of the battle, if you want...


-- 
      /| ________________   |probe@jhunix.hcf.jhu.edu|  Lord of the Flies 
O|===|* >________________>  |probe@jhuvms.hcf.jhu.edu|  1st MPC Division
      \|                    | nandy@scivax.stsci.edu |  Colony Mechworks
  Velox - Durus - Infestus  |  nandy@fos.stsci.edu   |  Colony World Myops
From: probe@jhunix.hcf.jhu.edu (Prabal Nandy)
Newsgroups: rec.games.mecha
Subject: Re: Six limbed mechs and Centaurian Warlord
Date: 27 Jan 1993 16:33:22 -0500
Organization: Homewood Academic Computing, Johns Hopkins University, Baltimore, Md, USA
Distribution: inet
NNTP-Posting-Host: jhunix.hcf.jhu.edu

   Personally, I've never found the sidestep to be THAT effective, but then
again, I've only needed to use it once, and my quad mechs were much too fast
anyway... Yes, I think that they'd make great transport mecha (Do they have
different piloting modifiers than the standard bipedial mecha?) But their
legs, as we have them working right now, would be much to vulnerable to
mines, etc.. If I were to make a centaurian... I would let the mech's arms
and legs be legs... and construct the two upper arms by placing actuators in
the lower torsos of both sides... that way they're actually more a part of
the torsos than anything else, and the legs are much better armored than
they would be the way we have them working now... 

-- 
      /| ________________   |probe@jhunix.hcf.jhu.edu|  Lord of the Flies 
O|===|* >________________>  |probe@jhuvms.hcf.jhu.edu|  1st MPC Division
      \|                    | nandy@scivax.stsci.edu |  Colony Mechworks
  Velox - Durus - Infestus  |  nandy@fos.stsci.edu   |  Colony World Myops
Xref: sparky rec.games.mecha:1401 rec.arts.anime:30183
From: edmonds@cs.ubc.ca (Brian Edmonds)
Newsgroups: rec.games.mecha
Subject: Re: BTECH: Mech spreadsheet
Date: 25 Jan 1993 12:29:30 -0800
Organization: Computer Science, University of B.C., Vancouver, B.C., Canada
Distribution: world
NNTP-Posting-Host: cobra.cs.ubc.ca

jrob@ecst.csuchico.edu (Gillis the Humble) wrote:
>How can you print out 'mechs made with this?  I can only seem to print
>out the info, but not in the spreadsheet format.
Well, I use the sc command W, then you enter the name of the file to 
write to.  At least with my version of sc, there are some formatting 
problems with decimals, but nothing a little editing can't fix.

------------------------------------------------------------------------
Brian Edmonds (MSc CompSci)                            edmonds@cs.ubc.ca
From: Scott.Lampman@f1369.n203.z1.fidonet.org (Scott Lampman)
Newsgroups: rec.games.mecha
Subject: Robotech vs. ?
Date: 21 Jan 93 19:01:18 GMT


MH>   Or more, remember all you Star Trek fans, the the 1701-D has the
MH>interesting ability to stack-load around 10 photons in each tube..
MH>With a wide enough spread, I don't care about your wimpy little
MH>pinpoint
MH>shields....

     Cool, someone else that remembers this little bit of info.  Oh, did you
also know the photons have a destrctive range of 2,500,000 km?
From: demented+@pitt.edu (Scott E Berry)
Newsgroups: rec.games.mecha
Subject: Re: Humble Pie.
Date: 25 Jan 93 17:12:54 GMT
Organization: University of Pittsburgh


     I have a few remarks to make about MECHA!.  I purchased MECHA! looking for
a system to do mecha combat for ROBOTECH RPG.  I have not played it but it 
does look good.  My one complaint is that the weapons all seem to be energy
based.  There is no ammo restriction and no point decrease for a weapont that
would only be able to fire a few times.  If I had the book with me I would be
asking a few more questions.

BTW
  Has anyone ever played MECHA! with battletech mini's I figure that 
converting inches to centimeters or 1/2 inches would probably be a workable 
scale.  I wish I had the money and the time to acquire and asemble a 
collection of plastic models but $30 or more and several hours each.
 
-- 
-------------------------------------------------------------------------------
                                 Scott E. Berry
                               demented+@pitt.edu
From: probe@jhunix.hcf.jhu.edu (Prabal Nandy)
Newsgroups: rec.games.mecha
Subject: Re: Six limbed mechs and Centaurian Warlord
Date: 26 Jan 1993 21:17:46 -0500
Organization: Homewood Academic Computing, Johns Hopkins University, Baltimore, Md, USA
Distribution: inet
NNTP-Posting-Host: jhunix.hcf.jhu.edu


   I would also think you could subtract, let's say, 20 from the engine
rating to account for the fact that the mech can gallop or move faster with
thinner, lighter legs...?

   (Personally, I think all quad mechs should be given some benifit like
that...)

-- 
      /| ________________   |probe@jhunix.hcf.jhu.edu|  Lord of the Flies 
O|===|* >________________>  |probe@jhuvms.hcf.jhu.edu|  1st MPC Division
      \|                    | nandy@scivax.stsci.edu |  Colony Mechworks
  Velox - Durus - Infestus  |  nandy@fos.stsci.edu   |  Colony World Myops
From: Steve.Lamb@f1369.n203.z1.sac.ca.us (Steve Lamb)
Sender: postmaster@abcbcafe.sac.ca.us
Newsgroups: rec.games.mecha
Subject: Locust revamp
Date: Mon, 25 Jan 1993 05:30:00 -0800

Gillis,

Saturday January 23 1993 17:58, Gillis the Humble wrote to All:

 GtH> I'm sorry, but I've scored the 3rd ed. rules for this heat sink crap.
 GtH> Where do you see it?

    'scuse the cheap-shot, but...  That doesn't bode well for your reading
ability....  Page 43, 2nd column, Paragraph's 2&3.  It's also PLAINLY evident
in the mecha designs.  I was wondering why the Locust only had 4 of it's 10
heat sinks placed on the critical hit list when the 1st ed. rules for the
"Merlin" (the sample created mech, page 40) had ALL of it's heat sinks clearly
marked.  I checked under "Heat", "Adding Extra Heat Sinks" and finally
"COMPLETE CRITICAL HIT TABLES."

 GtH> I read it as having no new rules since the Compendium....

    Well, read my message again.  I own a whole TWO Battletech books.
Battletech 1st edition and Battletech 3rd edition.  You may say...

 GtH> But then, FASA's not perfect.........

    ... and I'd sometimes agree with you  (Shadowrun, PRIME example)...  But
in this case, no, it's best THAT rule be in the basic game.  Maybe now I can
finally make my Terminator series Mech a reality.  W/o that rule making a
viable 100-ton mech is a NIGHTMARE.

Steve C. Lamb, SysOp of Abcb Cafe     | "Wherefore art thou Ushiko-san!?"
Abcb Cafe 1:203/1369@Fidonet.org      |                    -- Umao-san
    Data: (916) 363-1424              | "Wherefore art thou Umao-san!?"
cm644@cleveland.freenet.edu           |                    -- Ushiko-san
abcbcafe!foxx@csusac.ecs.csus.edu     |   From Kimagure Orange Road


Newsgroups: rec.games.mecha
From: lunatic@netcom.com (Lunatic Johnathan Bruce E'Sex)
Subject: Re: [Btech] Engines....Hmmmm.
Organization: Netcom; Renegade User
Date: Sun, 24 Jan 1993 01:08:35 GMT

In article <1jsa4jINNfma@cobra.cs.ubc.ca> edmonds@cs.ubc.ca (Brian Edmonds) writes:
>lunatic@netcom.com (Lunatic Johnathan Bruce E'Sex) wrote:
>>fannicm@wkuvx1.bitnet (Master Hawk) wrote:
>>>Engines
>>>   The non-linear system used by the BT publishers to determine engine rate
>>>for each size strikes me as odd.
>>
>>    ][t may be odd, but it's intentional.  The non-linear BT engine
>> table is what gives the designs variety.
>
>Seems to be a decent reason.  My question is:  is there a simple 
>formula that given the engine rating you can calculate the tonnage?  
>This would be very nice to work into the mech design spreadsheet (sc) I 
>made.  Also, is there a simple formula for the internal structure 
>points? 
 
 
    |\|ope.  There's no formulas for either, you have to use lookup
 tables.  A pain, isn't it?  Wouldn't be the same game if it were
 truly based on formulas, though.

-- 
   _______________________________________________________
  /         -= Lunatic Johnathan Bruce E'Sex     (:      /
 /  lunatic@netcom.com  GEnie: LUNATIC  CI$: 76170,672  /
/______________________________________________________/
Newsgroups: rec.games.mecha
From: jjhayes@nbrwh75.bnr.ca (Jeff Hayes)
Subject: Re: BTech over the net?
Reply-To: jjhayes@bnr.ca
Organization: Northern Telecom Public Switching, Bramalea Product Tech. S908
Date: Wed, 27 Jan 1993 23:01:50 GMT

_]
_]Has anyone seen the mechwarrior-type game/demo available on some Silicon
_]Graphics workstations?  I've only heard about it from a friend who
_]did some work on SGI's over the summer, but he's not a big Btech
_]fan, and I never got a chance to go and take a look....  It's
_]supposed to let you play together over the net (at least locally),
_]and use some of the SGI's graphics hardware to very good use...
_]
_]will

	I saw that running on an SGI box about 2 yrs ago.  It was a complex
keyboard controlled game and i got to play with it, but it was in a brain
dead mode that only permitted me to move around.  And the sales folk were
not letting me read the man pages all the way through either 8^)

	It was polygonal humanoids pretty much  like Mechwarrior, but
with the SGI's processing power behind the graphics... well MW looked
sick after that.

	That's all i know.  you should re-post your query in comp.sys.sgi
(if there is one).  And if you find someone willing to donate the source
to PD send me a copy please!

-- 

jeff hayes                      (esn) 333-3894  (fax)..3083 (416) 452-3894
jjhayes@bnr.ca                  NT, Prod Tech, dept S908, Bramalea Ont Can
From: miurad@prism.CS.ORST.EDU (D. Miura)
Newsgroups: rec.games.mecha
Subject: Re: [Btech] Engines....Hmmmm.
Date: 25 Jan 93 03:24:22 GMT
Article-I.D.: flop.1jvmh6INNqub
Organization: Oregon State University, Computer Science Dept.
NNTP-Posting-Host: prism.cs.orst.edu

In article <1juvr3INNgsd@cobra.cs.ubc.ca> edmonds@cs.ubc.ca (Brian Edmonds) writes:
>lunatic@netcom.com (Lunatic Johnathan Bruce E'Sex) wrote:
>>    |\|ope.  There's no formulas for either, you have to use lookup
>> tables.  A pain, isn't it?  Wouldn't be the same game if it were
>> truly based on formulas, though.
>Well, I did manage to come up with linear formulas (with a few special 
>cases) for the IS points based on tonnage.  I graphed the engine rating 
>vs. tonnage function, and the curve looks very familiar, but I haven't 
>been able to fit it quite right yet.  Note that a few (<10) special 
>cases where a formula is off by 1/2 ton or so is ok, as I can easily 
>accomodate them.  Any curve fitting mavens out there? :)

Hmm... I got these formulae off the net some time ago. I did not write them,
and have not checked to see if I wrote 'em down correctly so don't complain
if they're wrong.

y=39.4 - 0.078067 * eng. rating
y=40.6 - 0.082336 * rating (eng >= 200)

... actually, I've no idea how it works, so if anyone recognizes how these
were derived, feel free to post an explanation. (hopefully better than the
original poster did)

-- 
-miurad@prism.cs.orst.edu
If there is a method to my madness, then I must be mad.
From: willday@ux1.cso.uiuc.edu (The Eye of Fatima)
Newsgroups: rec.games.mecha
Subject: Re: BTech over the net?
Date: 27 Jan 93 16:50:09 GMT
Organization: University of Illinois at Urbana-Champaign

In article <bdp3lcf@rpi.edu> lewism@vccsouth29.its.rpi.edu (Michael C. Lewis) writes:
>
>>Has anyone out there thought of creating a computer BTech game playable over
>>the internet, where people from all over the world could simultaneously
>
>None involving a graphical interface if thats what your looking for.
>-- 

Has anyone seen the mechwarrior-type game/demo available on some Silicon
Graphics workstations?  I've only heard about it from a friend who
did some work on SGI's over the summer, but he's not a big Btech
fan, and I never got a chance to go and take a look....  It's
supposed to let you play together over the net (at least locally),
and use some of the SGI's graphics hardware to very good use...

will

///////////////////////////////////////////////////////////////////////
|    William A. Day      \\"The irony of the   ||      _   ___        |
|willday@ux1.cso.uiuc.edu.\\ universe has not  ||    ___\   | angerine|
|wad41076@uxa.cso.uiuc.edu.\\ escaped me."     ||   \\|_|o   __       |
|  ^--@sumter.cso.uiuc.edu. \\ _BattleTech:    ||  /_\  \/   |_)ream  |
|..Aka ComStar Adept Sealth..\\  Blood Legacy_ || /                   |
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
Organization: Freshman, CIT general, Carnegie Mellon, Pittsburgh, PA
Newsgroups: rec.games.mecha
Date: Thu, 21 Jan 1993 01:20:33 -0500 
From: Robert Everett Brunskill <rb6t+@andrew.cmu.edu>
Subject: Re: MacII vs Daishi

From: Steve.Lamb@f1369.n203.z1.fidonet.org (Steve Lamb)

>There isn't a mech in Robotech (at least the books I have) that can
take a direct 
>hit from a volly of those cannons and survive w/o some SERIOUS
damage...  Or be 
>taken out close to 40-50% of the time.

Very true.  A friend and I ran the 'capture the flag' scenario out of
the RDF training manual.  We decided to post 2 MAC 2's on guard duty,
and put our flag on the island in the river.  The MAC's then crouched in
the water and hid....

....after a while a lone Armored(or was it Super?) Veritech spotted the
flag and no mecha around it.  He converted to Guardian mode and swooped
down to grab the flag.  Both MAC's rose up out of the water and fired
everything they can at the Veritech.  It was an awe-inspiring event I
must say.  The Veritech pilot wasn't impressed at all.

Rob
Aka Buckaroo
From: miurad@prism.CS.ORST.EDU (D. Miura)
Newsgroups: rec.games.mecha
Subject: Re: Six-limbed mechs `?'
Date: 25 Jan 93 03:07:25 GMT
Article-I.D.: flop.1jvlhdINNqev
Distribution: inet
Organization: Oregon State University, Computer Science Dept.
NNTP-Posting-Host: prism.cs.orst.edu

<g> I did something like this a couple times... once used a 35 ton quad
with about 15-20 tons cargo space and had the 15-20 tonner sticking out
of the quad's top. I think I played it that the smaller mech could be
hit with partial cover.
 More recently (still a year+ ago) I built a 95 Tonner with 4 arms...
each having half-normal internals, and two of the arms holding hatchets.
It also had a cockpit facing the rear in the LT so it would be able to
punch and chop in all directions :). Mind you, I never actually bothered
to use it...

-- 
-miurad@prism.cs.orst.edu
If there is a method to my madness, then I must be mad.
From: probe@jhunix.hcf.jhu.edu (Prabal Nandy)
Newsgroups: rec.games.mecha
Subject: Re: Humble Pie.
Date: 26 Jan 1993 20:39:58 -0500
Organization: Homewood Academic Computing, Johns Hopkins University, Baltimore, Md, USA
NNTP-Posting-Host: jhunix.hcf.jhu.edu


   Mecha!? Sorry, but I've never heard of it or seen it... Could you post a
brief background?

-- 
      /| ________________   |probe@jhunix.hcf.jhu.edu|  Lord of the Flies 
O|===|* >________________>  |probe@jhuvms.hcf.jhu.edu|  1st MPC Division
      \|                    | nandy@scivax.stsci.edu |  Colony Mechworks
  Velox - Durus - Infestus  |  nandy@fos.stsci.edu   |  Colony World Myops
From: probe@jhunix.hcf.jhu.edu (Prabal Nandy)
Newsgroups: rec.games.mecha
Subject: Re: MacII vs Daishi
Date: 21 Jan 1993 20:37:44 -0500
Organization: Homewood Academic Computing, Johns Hopkins University, Baltimore, Md, USA
NNTP-Posting-Host: jhunix.hcf.jhu.edu

In article <1993Jan20.104329.5100@wkuvx1.bitnet> fannicm@wkuvx1.bitnet (Master Hawk) writes:
>[much stuff about 400mm guns that was longer than 80 characters per line
>  deleted]
>
>   Well, by your figures, that would put the MAC II with about, oh, an
>NAC/10 or so.  Whadda think guys??  
>
>--Master Hawk--(


     Yes, I'd say so... Something more or less like that. (A NAC/10 means
what, 100, or 1000 points of standard damage?) Whatever it is, the MAC II
carries, and was designed to carry Warship weaponry. It is, in short, a
Mobile Assault Cannon. Basically a very rough artillery piece to have to
fight. 
   But then again you might want to note that it would probably be pretty
hard to track and hit individual fast moving targets with those cannons.
They're used mostly against other Warships, or so I thought....

-- 
      /| ________________   |probe@jhunix.hcf.jhu.edu|  Lord of the Flies 
O|===|* >________________>  |probe@jhuvms.hcf.jhu.edu|  1st MPC Division
      \|                    | nandy@scivax.stsci.edu |  Colony Mechworks
  Velox - Durus - Infestus  |  nandy@fos.stsci.edu   |  Colony World Myops
Xref: sparky rec.games.mecha:1462 rec.arts.anime:30357