From: tsang@cs.washington.edu (Donald Tsang)
Subject: Sturgeon's Back (and about ready to test)
Organization: Computer Science & Engineering, U. of Washington, Seattle
Date: Tue, 15 Sep 92 06:34:21 GMT

Wow, that was scary.  I got mail, I saw posts, some guy hung onto
port 2592 so I couldn't start the daemon back up...

But now Sturgeon (aka Scummer Heaven) is back.  I dunno if it's any
more balanced, but I got to implement a couple of *neat* features
anyway (multilevel menu system, part of the Nuclear War game, ...) I
tossed the reactive shielding and tracking torp upgrades.  That alone
should help.

Try it out at:

  -h sturgeon.cs.washington.edu -p 2592

Hopefully, by the time you do, my officemate's research simulation will
have completed... :)

Here's a copy of the relevant part of the current motd:

************************************************************************

UPGRADES
--------

To upgrade, have available kills and orbit your home planet.  Refit to
the same ship type, and a menu will come up on your messages display.
Press the number corresponding to the upgrade you want.  The kills will
be deducted from the number available, and your ship will be upgraded
(with some amount of refit time, depending on the upgrade).

In all menus, press 0 (or a non-number) to abort.

From the Main Menu, 1 works the same as the classic refit (fixes damage,
shields, fuel, wtemp, etemp).

Upgrades cost k1 + k2 * (previous upgrades of same type) kills, listed
as (k1/+k2), and your ship will be nonresponsive for that many seconds.

Upgrades include:

 - Shields            +10 pts to your shield maximum                 (1.0/ 0.0)
 - Fuel capacity      +250 fuel maximum                              (0.5/ 0.0)
 - Fuel recharge      +10 fuel/sec                                   (0.5/+0.5)
 - Max Speed          +1 to maximum warp speed                       (2.0/+1.0)
 - Acceleration       +0.1 warp/sec acceleration                     (0.5/+0.1)
 - Deceleration       +0.1 warp/sec deceleration                     (0.5/ 0.0)
 - Engine Cooling     +10 engine temp cooling/sec                    (1.0/+0.5)
 - Phasers            +3 to point-blank damage                       (1.0/+1.0)
 - Photons            +1 to photon torpedo *speed* (base is 15)      (3.0/+2.0)
 - Weapon Cooling     +10 weapon temp cooling/sec                    (2.0/+2.0)
 - Cloaking Device    halve the fuel cost (round up)                 (2.0/+1.0)
 - Tractor/Pressor    +100 tractor/pressor strength                  (1.0/+0.5)
 - Damage Control     +1 damage repair/sec                           (1.0/+1.0)

Commodities: upgrades that are "no deposit, no return"...

 - Overload shields   +50 pts to your current shields, one use only  (1.0/ 0.0)

 - Pseudoplasma        0  pt plasma (12)                             (1.0/ 0.0)
 - Type 1 Plasma       50 pt plasma (12)           All plasmas cost: (2.0/ 0.0)
 - Type 2 Plasma       75 pt plasma ( 6) 
 - Type 3 Plasma      100 pt plasma ( 4)
 - Type 4 Plasma      125 pt plasma ( 3)
 - Type 5 Plasma      150 pt plasma ( 2)

 - 10 megaton nuke    Just like in Nuclear War (1 army = 1 million)  (1.0/ 0.0)
 - 20 megaton nuke    The tables have been duplicated, except for    (2.0/ 0.0)
 - 50 megaton nuke      the "destroy the solar system", which may    (4.0/ 0.0)
 - 100 megaton nuke     later...                                     (8.0/ 0.0)

Plasmas cost no fuel to fire.  Nukes take up (1/2/3/4) army bays until used.

Switch between special weapons with the "C" key.

-- 
Donald Tsang                    "Ho!  Haha!  Guard!  Turn!  Parry!  Dodge!
tsang@june.cs.washington.edu     Spin!  Ha!  Thrust!"
..!uw-beaver!june!tsang                       -- Robin Hood Daffy