HDTenEightyP/NetNews huggingface dataset:
From: jimmyhua@aludra.usc.edu (Jimmy Huang)
Newsgroups: rec.games.netrek
Subject: Re: Impact of 40 second pops
Date: 26 Jan 1993 09:31:44 -0800
Organization: University of Southern California, Los Angeles, CA
NNTP-Posting-Host: aludra.usc.edu

Hmm, 

I've been trying this theory in normal pick-up games.  And...,
it kinda works.  40 secs is very little time.  What you usually
end up doing if you try to take advantage of the 40 secs is be
an SC running around without any fuel (assuming few people engage
you).  

It really works when the other team has less planets (and closely
and packed together), but in the beginning of the game, just when 
everybody was flattened, the 40 sec pops meant 3-4 planets popped
at the same time (enemy), and it would take ~40 seconds to get to
all of them and bomb them all (assuming no one is bugging you). 

I think if the pop code was changed, none of the statements I have made
will change. a) no free time (or little) when you're either losing or
even b) lots of free time when enemy is almost down to their core. 

What's really handy about it, is when you've noticed your planets popped,
and the enemy's didn't. Then, you have a FULL 40 secs to do whatever.  
Something that happens once in a while is a d++, that hasn't died yet, 
(try crashing into him, he's probably hurt by some other ogger that has
been dogging him). Of course that rarely happens. 

Jimmy
From: sl7sg@cc.usu.edu
Newsgroups: rec.games.netrek
Subject: Re: This hoser cracked me up...
Date: 24 Jan 93 18:24:26 GMT
Organization: Utah State University

In article <1993Jan24.031455.23473@ncsu.edu>, jecoleb@eos.ncsu.edu (have clue, will travel) writes:
> 
>>  Type Rank       Name              Login
>>F5 AS  Ensign     guest             Bozo@stein.u.washing
>>R2 AS  Ensign     guest             Bozo@stein.u.washing
>>R3 AS  Ensign     guest             Bozo@stein.u.washing
>>R7 AS  Ensign     guest             Bozo@stein.u.washing
>>R8 AS  Ensign     guest             Bozo@stein.u.washing
>>R9 AS  Ensign     guest             Bozo@stein.u.washing
>>Ra AS  Ensign     guest             Bozo@stein.u.washing
>>Rb AS  Ensign     guest             Bozo@stein.u.washing
>>Rc AS  Ensign     guest             Bozo@stein.u.washing
>>Rd AS  Ensign     guest             Bozo@stein.u.washing
>>Re AS  Ensign     guest             Bozo@stein.u.washing
>>K0 AS  Lieutenan  varun             varun@stein.u.washing
>>K4 AS  Ensign     guest             Bozo@stein.u.washing
>>K6 AS  Ensign     guest             Bozo@stein.u.washing
>                                      ^^^^
> 
> *grin*


	Funny thing is, after all that effort, he didn't even get t-mode!  He
has 1 fed, 10 roms, and 3 kli's...?


	-Lynx
From: bellew@pixmap.seas.upenn.edu (Douglas V Bellew)
Newsgroups: rec.games.netrek
Subject: What do these things do? Also: cross-race t-mode ability.
Summary: newbie help... cross-race game stuff at the bottom.
Date: 25 Jan 93 17:01:34 GMT
Organization: University of Pennsylvania

In article <C1CJ9n.EnL@usenet.ucs.indiana.edu> bodom@silver.ucs.indiana.edu (Brian Odom) writes:
>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.


These are the more obscure depths of netrek.
Coup:

	This occurs when after the second genocide, the winning team 
still doesn't control 3 quadrants. (i.e. they indied the last planet
but didn't take it)  The server doesn't throw people off until the 3
quadrant rule is implemented, so it allows the losing team to re-enter
as the race that was genocided first.  If a losing team member gets
a kill before the winning team takes 3 quadrants, s/he can run back
their race's home planet (which is in the hands of the enemy) and
"throw a coup", essentially creating another LPS.

       It's great fun to come back from a coup to conquer the galaxy
by the way. :)


Scanning Beams:
	I've never actually used these so someone can maybe correct me,
but here it goes....

	Scanning beams are like an information phaser.  If you get
close enough, you can scan the enemy player, and it will tell you 
things like how damaged they are, or how many armies they are carrying
how much fuel they have left, etc...

	I haven't seen these implemented in a while though.  You might
have to go to a chaos server to find them.

On cross-race games:

Oh, and by the way, non-adjacent race t-mode is possible.  
I played in one cross-race game a long time ago.  It wasn't
fun at all.  Basically It's a whole lot of flying around. 
It did make taking planets (there are no real "side" planets
 anymore) rather easy.  The LPS is a real (insert favorite
 explative) though.


>Brian "the black man cometh" Odom | bodom@kiwi.ucs.indiana.edu   


Doug
Vampyre
From: hill@norman.VI.RI.CMU.EDU (Robert Hill)
Newsgroups: rec.games.netrek
Subject: Re: Escorting Tips Wanted
Date: 25 Jan 93 15:58:50 GMT
Article-I.D.: cs.C1F325.2or.2
Reply-To: hill@norman.vi.ri.cmu.edu
Organization: School of Computer Science, Carnegie Mellon

Jonathan Hardwick writes
> mswihart@rainbow.ecn.purdue.edu (Michael R Swihart) writes
> > P.S. I was also wondering about which ships more clued players
> > use for escorting?
> 
> Whatever they're flying when the call for escort goes out.  The longer
> the carrier hangs around with armies, the more time the other side has
> to get a clue about what's happening.  If you're playing full-time
> escort, you'll probably need a ship that can keep up with a taker when
> they hit maxwarp.  Apart from that, fly whatever you're most
> comfortable with.

Actually, this is a very good question.  I guess what spiff said is true,  
but sometimes you know you are going to escort someone.  What ship do you  
choose?  I'm not quite sure of the answer, but i'd use a guideline such as  
this:

1)  if you have no choice, use the ship that you are currently in
2)  if its a close core world, use a BB
3)  if its an enemy front-line planet, use a CA
4)  if its deep in enemy space, use the same type of ship as the  
taker..unless they are in an AS, in which case you use a CA or DD.

Rob
aka Spaceace!
From: paulsen@eniac.seas.upenn.edu (Brian Paulsen)
Newsgroups: rec.games.netrek
Subject: SC-DD battle or DD-CA battle
Date: 27 Jan 93 22:06:14 GMT
Organization: University of Pennsylvania

I will admit that the SC team was a little stacked.  In response to this,
I would offer the following challenge to anybody who believes DD's are
the way to go.

Pick any DD team you want - you get first choice.

Since I'm letting you pick the top 8 players, I get to decide whether
you face an all CA team or an all SC team, and then I'll pick my 8
players.

Brian
From: hendric@matt.ksu.ksu.edu (Richard Hendricks)
Newsgroups: rec.games.netrek
Subject: Re: glossary
Date: 23 Jan 1993 14:49:11 -0600
Organization: Kansas State University
NNTP-Posting-Host: matt.ksu.ksu.edu

dodger@planet10.WPI.EDU (DoDGeR) writes:

>>
>>Well, wouldn't you be hostile if a newbie came to your MUD and started
>>pkilling, w/o responding to messages?  Of course.  All i ask a newbie for
>>is for him to read team messages.  That's all.  Once he's learned the basics
>>of dodging with a Hoser, he can join a team and say "Hi, i'm new to the game,
>>please help me."  I'm sure most people out there will give him a hand.
>>
>>5150
>Well...i am a newbie (twink?) and i was wondering one thing...
>how does one talk to those screens?
>i couldn't figure out how to respond or even tell them that i'd love to go 
>out an double team someone...
Ok, press '?' to get the total message window.  then got the second small
window under the galactic map, it's right under the window that tells you
amout of phaser damage, refits, etc.  Then type the number or letter of the
ship you want to talk to, then type your message.  To type to all, hit 'A'
to type to a team type 'F','K','O','R' for each team.  Good luck, and good
reading!  Also, shift-E is the distress call.  Many good players will us
this instead of telling you how many armies they have, or that they need an
escort.  (BTW-I am working on some ideas with my team, to use it as a code.
:)

Richard Hendricks
Captin, Pro Tem, Newbie Twinks.
MuckyPup, Sperminator, :P
From: ss72+@andrew.cmu.edu (Sean Christopher Simmons)
Newsgroups: rec.games.netrek
Subject: Re: Impact of 40 second pops
Date: 27 Jan 93 03:43:02 GMT
	<C1Fvy1.11p.2@cs.cmu.edu>
Organization: Sponsored account, School Of Computer Science, Carnegie Mellon, Pittsburgh, PA

Excerpts from netnews.rec.games.netrek: 26-Jan-93 Re: Impact of 40
second pops Robert Hill@norman.VI.RI (2600)

> 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...:-)


	It most certainly uses a 40 second timer.  I used the clock when
playing for TWNN vs GB, and again in XG's final match vs GB.  I don't
know about your bombers, but it would seem foolish of them not to. 
Certainly, TWNN knew about the pop clock.  I remeber FITB asking me for
current pops while I was sitting out.

ZZnew guy
From: tom@soda.berkeley.edu (Tom Holub)
Newsgroups: rec.games.netrek
Subject: Re: Halftime
Date: 26 Jan 1993 05:22:45 GMT
Organization: U.C. Berkeley, CS Undergraduate Association
NNTP-Posting-Host: soda.berkeley.edu

In article <1993Jan26.035635.27082@pasteur.Berkeley.EDU> von@cory.Berkeley.EDU (Steve Von Worley) writes:
)In article <1k2bp6$foo@agate.berkeley.edu> tom@soda.berkeley.edu (Tom Holub) writes:
)>
)>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).

I don't know that we've come up with a strict definition.  The general
idea is that you can't compare games played, say, on a chaos server
with games played on bronco.  The changes in a chaos server fundamentally
affect the play of the game.  There are other changes that don't
fundamentally affect the play of the game--such as, say, port #--which
are fine.  And there's a grey area in between.  I'd prefer there to be
as small of a gray area as possible; for example, I liked the idea of
a fixed planet setup, and indeed the original INL server was set up that
way.  It wasn't very popular, which is why we have the setup we do now
(which is random but follows an algorithm to distribute resources
evenly).

In any case, if halftime affects the game as much as its detractors claim,
it falls firmly in the first category, and shouldn't be configurable
(under our previous decision).  Perhaps that will change, but I doubt it.
 -Tom
From: bdhall@en.ecn.purdue.edu (Brian D Hall)
Newsgroups: rec.games.netrek
Subject: Improving the DD
Date: 26 Jan 93 20:45:51 GMT
Distribution: usa
Organization: Purdue University Engineering Computer Network


	If you want to "experience" the impact of adding 1000 fuel to the DD,
come play at fife.ecn.purdue.edu.  That mod has been in place for quite some
time.


   Brian Hall



-- 
   Brian D. Hall
   (bdhall@ecn.purdue.edu)
Xref: sparky rec.games.netrek:12096 rec.answers:11 news.answers:5401
From: mlee@soda.berkeley.edu (Michael Lee)
Newsgroups: rec.games.netrek
Subject: Re: MIRAMAR Clue Game Results
Date: 25 Jan 1993 23:53:52 GMT
Organization: U.C. Berkeley, CS Undergraduate Association
Distribution: usa
NNTP-Posting-Host: soda.berkeley.edu

In article <1jqs7dINNm16@cae.cad.gatech.edu> noah@cad.gatech.edu (Noah White) writes:


>- 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

	Yah, I was in that game.  I think turkey just left because we didn't
get started right away which was lame excuse.  About half-way through the game,
I got ghostbusted as did tom, and I just thought it was over anyway.  Sorry
I didn't come back on, but I didn't quit.

mlee
One

Newsgroups: rec.games.netrek
From: books@fsunuc.physics.fsu.edu (Roger Books)
Subject: Re: SFB netrek
Organization: FSU nuclear physics
Date: Wed, 27 Jan 93 14:35:47 GMT

In article <1993Jan26.212443.18246@ucsu.Colorado.EDU> farrow@ucsu.Colorado.EDU (J. Scott Farrow) writes:
>books@fsunuc.physics.fsu.edu (Roger Books) writes:
>
>>I'm thinking about setting up an experimental server.  For those who
>>like to quote "netrek is not star trek" hit n now.
>
>>Everyone would be able to cloak as now except for Roms.  The 
>>races would have the following abilities.
>
>Meaning ROMs can't cloak or do it better? They invented the cloaking device,
>you know.

You left out part of my post.  Rom's get better at cloaking.

>>Kli - May actually need to come up with a new weapon, or allow faster
>>      phaser rate to simulate disruptors.
>
>More powerful phasors would be excellent. But maybe tone down the torps a bit.
>How about limiting the range on the phasors too?

I guess I didn't make myself clear.  Kli's would lose torps entirely as
would Roms.

>
>Trash the Orions entirely. How about Cardassians? (Kzinti? NOT!)
>

Everyone keeps wanting Cardassians.  The Cardassians are nothing but
the Feds in snake skin.  They use the same weapons and have the same
abilities.  What's fun about that?  Also note that for cross-galaxy
alliances you need someone that would naturally get along with feds.
One way you have Rom-Kli, the other way you have Fed-?.  That's why
I suggested Kzinti, although I guess Gorn would also work.  Minor
cloak, terrible maneuvering, but a CA would be everone elses BB with
a slightly better turn mode.  Lots of hull.

Cirdan

Roger
books@fsunuc.physics.fsu.edu
Newsgroups: rec.games.netrek
From: JGR@ECLX.PSU.EDU (Jim Reisman)
Subject: Re: Real Name(s)?
Organization: Penn State Engineering Computer Lab
Date: Fri, 22 Jan 93 16:31:04 GMT
X-News-Reader: VMS NEWS 1.24

Hugh aka "Sean" writes:

> Excerpts from netnews.rec.games.netrek: 20-Jan-93 Real Name(s)? Dan
> Hua@garnet.berkeley. (217)
> 
> > Hey folks!  Is ZZNewguy now christopher simmons?
> > Also  is sunscreamer felix gallo or felix ortony?  I wish
> > I have two names to use too, one for scumming and the other
> > for.... more ulterior motoves..
> 
> 
> 	I've been borrowing accounts for entirely too long.  I am, as I was
> before, Hugh Moore.
> 
> ZZnew guy

   Does your newservers allow you to change your name field to ZZnew guy
or Hugh Moore when you post?
From: noah@cad.gatech.edu (Noah White)
Newsgroups: rec.games.netrek
Subject: Stats Problem <again> *sigh* (help need:)
Date: 26 Jan 1993 22:01:37 -0500
Organization: Georgia Institute of Technology
Distribution: usa
NNTP-Posting-Host: cae.cad.gatech.edu


   Hi all. Once again I have the stats problem where my DI has disappeared
and I have a huge defense. Someone mentioned something about a global file.
What is this file? I have one but it is empty. Your help is much appreciated.
Thanks in advance.

				-Noah
From: jwh@cs.bham.ac.uk (James Hawtin)
Newsgroups: rec.games.netrek
Subject: Re: NEEDED: Server for a machine in Europe
Date: 26 Jan 93 17:26:18 GMT
Reply-To: jwh@cs.bham.ac.uk
Organization: School of Computer Science, The University of Birmingham, UK

You dont need a server to play netrek :-)

But try...... melmac.risc.uni-linz.ac.at

You can get a nice rsa (bronco) server from there

Also you can get the reserved.c (security patch) from me :-)


			James

Commodore wibble
Organization: Sponsored account, School Of Computer Science, Carnegie Mellon, Pittsburgh, PA
Newsgroups: rec.games.netrek
Date: Tue, 26 Jan 1993 19:34:01 -0500 
From: Sean Christopher Simmons <ss72+@andrew.cmu.edu>
Subject: Re: From the CounCILboY: Your news reps are... [drum roll]

Excerpts from netnews.rec.games.netrek: 25-Jan-93 From the CounCILboY:
Your .. Jaye Mathisen@cs.montana (632)

> Danny Yee (ICMP Redirect), and Doug Bellew (Vampyre).  

	Congratulations.  Condolences.  Good luck -- I fear that you need it.

Znew guy
Newsgroups: rec.games.netrek
From: farrow@ucsu.Colorado.EDU (J. Scott Farrow)
Subject: Re: SFB netrek
Organization: University of Colorado, Boulder
Date: Tue, 26 Jan 1993 21:24:43 GMT

books@fsunuc.physics.fsu.edu (Roger Books) writes:

>I'm thinking about setting up an experimental server.  For those who
>like to quote "netrek is not star trek" hit n now.

Here, here! I would do it myself, but my boss would probably fire me on the
spot. Why not a server that at least tries to reflect our beloved Star Trek
world?

>I realize it would be a bit hard to balance things, but I'm thinking
>of setting up a server that gives different races different weapons/
>abilities.  Everyone would be able to cloak as now except for Roms.  The 
>races would have the following abilities.

Meaning ROMs can't cloak or do it better? They invented the cloaking device,
you know.

>Feds - lose ability to get plasma. 

Good.

>Kli - May actually need to come up with a new weapon, or allow faster
>      phaser rate to simulate disruptors.

More powerful phasors would be excellent. But maybe tone down the torps a bit.
How about limiting the range on the phasors too?

>Orions - have weaker plasmas than Roms and have weaker torps than feds.
>	 Might have a double shields ability which would cost a set amount
>	of fuel.  They could be replaced with Kzinti.  (Plasma type
>	weapon that does smaller damage but can have multiple on the screen.)

Trash the Orions entirely. How about Cardassians? (Kzinti? NOT!)

>All - cannot cloak while tractored. Possibly mines.  The ability to
>      Det torps goes away.

Good idea. How do you detonate a photon torpedo anyway? - supposed to be just
energy.


>Cirdan

>Roger
>books@fsunuc.physics.fsu.edu

Necron
(my stats may suck, but I've got Captain on two servers now! :)

--
------------------------------------------------------------------------------
J. Scott Farrow-Student SysAdmin/Programmer, University of Colorado at Boulder
Computing & Network Services, Boulder, Colorado, USA, phone: (303) 492-4428
Internet: farrow@spot.colorado.edu, farrow@cs.colorado.edu
From: fadden@hkn.Berkeley.EDU (Andy McFadden)
Newsgroups: rec.games.netrek
Subject: Re: DD's need improvement!, No, Everything needs improvement!
Date: 27 Jan 1993 21:22:22 GMT
Organization: University of California, Berkeley
Distribution: world
NNTP-Posting-Host: hkn.berkeley.edu

(hope this gets out)

---- original -----
In article <4fNTuIG00VpHF8J0oN@andrew.cmu.edu>, Sean Christopher Simmons <ss72+@andrew.cmu.edu> writes:
>> Is this true?  If it is this is bogus.  No wonder battleships are worthless
[...]
                                                            I think that
whoever made the ship stats initially (don't know if they used xtrek's, or made
their own...) just put in what looked good, and didn't do an overall comparison
between them all.  This is glaringly obvious.  I will point out a few things
	#1, why, when a SB's plasma does more damage, does it cost less?
	#2, why does a BB's torps do the same amout of damage, yet cost 80 more
		points?
	#3, do you really think it costs another 350 fuel to create 5 more
		points of phaser damage (BB vs CA)
----

BBs are worthless the same way that DDs are worthless.  Yes, the fuel is
deceptive, but the important tradeoff is shields/hull/tractor/plasma for
speed and manuverability.  If you don't think it's worth it, don't fly them.

We've all seen that a CA and a BB can dish out roughly the same amount of
damage.  The BB can take more and is *much* more effective against SC and DD
because of the tractors.

Finally, NETREK IS NOT REALITY.  IT IS OKAY FOR THINGS TO BE ILLOGICAL.

---- original msg ----
	If anything is changed, I think it should be a BB, by raising its stats.
Nobody plays a BB right now, because it sucks, now you know why.
----

Yup, just like "nobody" flies a DD.  My ratio on esrg is 20 wins 0 losses;
I came in with some non- to semi-clued people, and sat there in a BB.  The CAs
came in hard and died fast, the DDs tried to fly circles around me and "plink
me to death".  Every once in a while they'd get tired of missing and get close,
at which point they died.

They aren't used in most games because they aren't needed in most games.  Most
of the time you need manuverability and speed to get something accomplished.
BBs are too slow for this, no matter how much firepower they have.

A stronger BB will make LPSs harder.  That's about it.


PS - I added the auto-repair nonsense to the FOCS.

Organization: Sponsored account, School Of Computer Science, Carnegie Mellon, Pittsburgh, PA
Newsgroups: rec.games.netrek
Date: Thu, 28 Jan 1993 03:48:01 -0500 
From: Sean Christopher Simmons <ss72+@andrew.cmu.edu>
Subject: Re: Pop Timer
	<books.218.0@fsunuc.physics.fsu.edu>

Excerpts from netnews.rec.games.netrek: 27-Jan-93 Re: Pop Timer Roger
Books@fsunuc.physi (2054)

> If you're close
> enough for an SC to use its phasors it's dead.

	Clearly spoken by one who has never played a SC.  In a SC vs SC, SC vs
DD, or SC vs Cloaker fight, not knowing your phasers is very bad.  When
fighting big ships, it's true that if you're not back pelting, you'd
better be right on top of him hoping for a mutual, but that's not the be
all and end all of SC fighting.

ZZnew guy
From: jmn@crown.berkeley.edu (J. Mark Noworolski)
Newsgroups: rec.games.netrek
Subject: Keeping INL server peace- was: Re: MIRAMAR Clue Game Results
Date: 25 Jan 1993 20:26:10 GMT
Organization: University of California, Berkeley
Distribution: usa
NNTP-Posting-Host: crown.berkeley.edu

pcp2g@karma.astro.Virginia.EDU (Gilligan) writes:
>However, I was also a bit mystified at the lack of organization.
>The resets were odd (getting everyone back to ROM was tougher
>tahn I expected for a clue game), but there didn't seem to be
>much communication except through the ALL band. I would send
>messages and get no replies. 

I have noticed that this is a right pain in most INL server games that are in 
'the process of starting'. Saying something and making sure people read it
is really difficult. I have on occasion used a script of the following 
flavour to enforce nobody screwing around:

while (1)
foreach i ( 0 1 2 3 4 5 6 7 8 9 a b c d e f )
xtkill $i T
xtkill $i tc
end
end

This makes everybody independent and teleports them to a fixed location 
repeatedly. Result is that you can't fly anywhere or do anything for that 
matter. Keeps em quiet while you talk or do other stuff.

So it's draconian. so WHAT! YOU GOT A PROBLEM WITH THAT?!

Passing Wind
Newsgroups: rec.games.netrek
From: qarl@wuecl (Karl Stiefvater)
Subject: Re: Is there a Netrek for the NeXT?
Organization: Washington University, School of Engineering, St. Louis MO
X-Newsreader: TIN [version 1.1 PL8]
Date: Fri, 22 Jan 1993 03:04:36 GMT

: > Is there any way to run netrek on a NeXT without X windows ?

: Nope...not yet(as far as I know).  Some work is being done on this,  


Speaking of which...  Is anyone working on the GUI abstraction level of
Netrek... so that NeXTStep/Openlook/Motif/Mac versions can easily be made?

- Karl