HDTenEightyP/NetNews huggingface dataset:
From: kgnome@cs.concordia.ca (MATIS stephane)
Subject: Re: BIG Naval Ships... Why not!?
Summary: New Rules?... hmmm... 
Keywords: engines 
Organization: Computer Science, Concordia University, Montreal, Quebec
Distribution: world 
Date: Sun, 27 Dec 1992 09:45:23 GMT

In article <BzwM0D.GpL@newsflash.concordia.ca> kgnome@cs.concordia.ca (MATIS stephane) writes:
>From: kgnome@cs.concordia.ca (MATIS stephane)
>>    \/\/here BattleSpace comes in is that it WILL have rules to design
>> space naval ships.  This, hopefully, will provide the rules for the
>> larger engine sizes needed for large ocean naval vessels.  I haven't
>> seen any indication that FASA has thought of this, as well, so there
>> probably won't be anything mentioned in BattleSpace about ocean naval
>> vessels.  Wouldn't it be funny to see the looks on people's faces,
>> though, if when they opened up BattleSpace they found rules for ocean
>> naval vessels, as well?  ("I knew this game was about warship combat,
>> but I didn't know it included THOSE kinds of warships!" :)
>>
>>    |\|o shipping date has been announced for BattleSpace, yet.
>>
>
>	Hello folks! I guess you've met Gene ... my psychotic pal :-)
>
>	Anyways ... the way I understand it.., Chris Hartford, the
>congenial Brit who designed BattleSpace, has said to me even back at
>GenCon92 that there WILL be construction rules. BTW, don't expect the
>old designs to fit! :) :)
>
>	So Gene... "Ol' Buddy, ol' pal", you can have my test copy, once
>I receive it and have made some photocpies :-) Jan 10th or so. 
>
>	It should be near ready. Also, those rules with Vehicels... well
>, they still need "playtest" aprooval. You might have only Mechforce
>turnaments using it ... but I sorta doubt that. :| 
>
>	Note folks.... Gene doesn't have this neat .sig!
>
>+---------------------------------+   ___     ___       ___
>| Stephane I. Matis               |  /   \_BATLLETECH  /\__\ Viva NeXT! 
>| E-Mail : kgnome@cs.concordia.ca |  \___/   \___/     \/__/ NeXTSTEP 3.0!
>| "It Just Works..." - Steve Jobs |      \___/   
>+---------------------------------+       Wolfnet Operative & NeXThead 

Gack, I've gotta learn UNIX better and figure out some way of reposting
a message without posting the whole thing.  Arg.  Ok, new rules to
design vehicles.  Sounds fun.  I'm sure you'll pump them into a
spreadsheet and have 18 bejillion designs done before I finish plodding
through with my calculator on my first design and then you and Dave will
critisize me for wasting a ton on a hundred ton design.  *sigh*

Ok, I'll wait and see if I can use the BattleSpace rules to design some
nifty ship (yes, I got Harpoon for christmas and I'm on a naval binge).

J. G. G. Gene G. Marcil  (don't ask... I'm French Canadian and we get
                          more names than southerners)

Mac users and proud of it!

It's either that or slobber over Steph's overpriced black pizza box.

Newsgroups: rec.games.mecha
From: dv52151@uxa.cso.uiuc.edu (RedSwordTarga)
Subject: Re: Which weapon is best? (Was: Re: btech lrm)
Organization: University of Illinois at Urbana
Date: Mon, 28 Dec 1992 16:48:08 GMT

lunatic@netcom.com (Lunatic Johnathan Bruce E'Sex) writes:
>     _
>    /-\s you can see, the Pulse ML actually beats the ER ML for range
> everywhere except at ranges beyond 12, PLUS it has that nice 2 less
> to-hit on ranges below 5.  It may weigh a ton more, but it does 1 less
> heat.  Using regular heat sinks, they're even.  Using double heat sinks,
> the Pulse ML is only down half a ton.  (Reminds me of caomparisons
> between the PPC and the AC/5, when BattleTech/Droids first came out. :)

Yes, but that extra ton really counts a lot. You can run 5 ER Mediums and
a targeting (sp?) computer for 6 tons. That only gets you 3 Pulses.

Axly

Newsgroups: rec.games.mecha
From: james@cs.UAlberta.CA (James Borynec; AGT Researcher)
Subject: Kaytusha vehicle
Organization: University of Alberta, Edmonton, Canada
Date: Wed, 23 Dec 1992 17:32:25 GMT


For those of you who like vehicles, here is one that will 
survive the new FASA rules:

The Kaytusha (KL and KR).  3025
80 Ton Wheeled vehicle
140 ICE 10 tons (speed 2/3)
6 * LRM 15 with 6 * LRM15 ammo
Armor 10 tons (65 F, 48 L, 26 R, 21 Rear - Kaytusha KL)  
              (65 F, 26 L, 48 R, 21 Rear - Kaytusha KR)

The Kaytushas are used for heavy long range fire-power.
They always operate in pairs, and are particulary suited to
the mobile defense role.  Their great firepower allows them to
take out scout mechs in one round.  Since they only cost 2,300,000
they are a very cost effective weapon and can be used in great numbers.

Once they are out of ammo, they are virtually helpless and must rely on
the remaining friendly forces to protect them.  This usually is no problem
if they used their ammo properly.

j.b.
Newsgroups: rec.games.mecha
From: tfoley@camaro.uucp (Tim Foley)
Newsgroups: rec.games.mecha
Subject: Gundam Videos? Where in Toronto?
Date: 2 Jan 93 17:34:47 GMT
Distribution: na
Organization: camaro


Does anyone know of any stores in Toronto or Mississaga that carry the 
Gundam series?  
 
I have all 6 of the Macross Series (Harmony Gold Version) and recently have 
been seeing alot about the Gundam series, sounds like its much better for 
tech'n'mech compared to Robotech.  

  Also, are the Gundam series available in English?
 
-- 
  --------------------------------------------------------------------------
               The HeartBeat of America...Yesterdays Camaro Z28 
                             tfoley@camaro.uucp   
     Call the Camaro Linux Pub-access site: 1-416-238-6550 USRobotics HST
    Note: Please, no ftpmail or mailing lists or the host gets annoyed :)
  --------------------------------------------------------------------------
From: RiTz@eckert (Richard Taillon)
Newsgroups: rec.games.mecha
Subject: Re: BTECH: Mech112.zip available at ftp.uwp.edu
Date: 1 Jan 93 04:00:24 GMT
Organization: Ecole Polytechnique de Montreal
X-Newsreader: TIN [version 1.1 PL6]


 
I have been advised that Mech112.zip will be moved to
the directory "pub/incoming/misc".  So if it's not in "pub/incoming"
check in "misc".
 
RiTz
From: thantos@runic.via.mind.org (Paul Williams [SysOp])
Newsgroups: rec.games.mecha
Subject: Re: Mekton MTS Roadstrikers
Date: Sat, 26 Dec 92 08:50:46 EST
Organization: Runic Writings / Lawrenceville, GA


kstclair@atlantis.CS.ORST.EDU (Kelly St.Clair) writes:

> Well... *blush*  To be honest, I didn't.  I looked at the costs for the
>   new forms (Cycle and Auto) and, noting that they included bonuses to
>   Movement Allowance, assumed that wheels came with the form.

   Ah ha!   A  rationalization!  I wish I'd bloody well come up with that,
        that's elegant...

> Plus, they look keen.  *grin*  One of the more interesting quotes from the
>   Techbook.  And, it's as likely a reason as any.

   Well, its shorter than my PGP key.  :)

> I have this strange fantasy of seeing, someday, a story in which invaders
>   using mecha attack Earth, and destroy the conventional defenses.  When
>   asked to explain how vehicles which are more efficient, better armored,
>   and in general more soundly designed are so easily defeated by the
>   aliens, the human scientists can only offer that something about the
>   inherent 'coolness' of the mecha concept allows them to win, despite all
>   common sense to the contrary.
> It's part of the genre.

   Hmmmmmm...  That gives me a jolly good fanfic idea.  }:)


-----------------------------------------------------------------------
thantos@runic.via.mind.org (Paul Williams [SysOp]) |  PGP 2.0 Key avail
...!emory!uumind!runic!thantos                     |      upon request.
-----------------------------------------------------------------------
 Mecha: It is said that these metal giants were shaped like men, so the
    alien servents of evil would know it was Man who defeated them.
From: foregone@stein.u.washington.edu (Carl Chavez)
Newsgroups: rec.games.mecha
Subject: Re: MECH: Heavy Hammer
Date: 1 Jan 93 08:47:23 GMT
Article-I.D.: shelley.1i10erINN62a
Organization: University of Washington, Seattle
NNTP-Posting-Host: stein.u.washington.edu

In article <C03oy9.DvM@news.cso.uiuc.edu> dv52151@uxa.cso.uiuc.edu (RedSwordTarga) writes:
>I expect someone will post commenting on how the XL Engine winds up nearly
>doubling the cost of the Mech. Well, victory costs and the pocketbook is the
>first place you start paying. The IS cannot afford to have Mechs which fall
>down with leg injuries in the 3rd round of firing as the current Warhammer
>has an annoying tendency to do. The Heavy Hammer's XL Engine lets it pack on
>the extra 3.5 tons of armor that have proven effective in extensive field
>trials. Two ER PPCs give effective long ranged combat with no reliance on

Ah, the TRASHBORN CLAN SCUM :) expects us to believe that! An IS mech with an
XL is very vulnerable (according to my design theories) because a knocked out
LT or RT will disable the mech, and torsos have less armor than legs. I'd
rather have the mech go slower, since 3050 tech has made speed nearly worthless
against Clans (lose speed and shoot more since they'll probably hit you if
you're using mechs that don't jump at least 7 or run 10!).

>
>Axly
>
>*******************************************************************************
>*                         Star Captain Axly                                   *
>*                         Alpha Second Nova                                   *
>*                         Supernova  Second                                   *
>*                        341st Assault Cluster                                *
>*                            Clan Wolf                                        *
>*******************************************************************************
>
>
From: maxxon@swob.nullnet.fi (Mikko Kurki-Suonio)
Newsgroups: rec.games.mecha
Subject: Re: Realism vs. Mechs
Date: 26 Dec 92 23:17:28 GMT
Organization: Sweet Oblivion

> You really don't need to target the "vulnerable" areas in the armor.
> Modern missles can sink a frigate with one or two shots. They 
> would easily blow through the armor by main force.

I agree, except that modern frigates don't really carry much armor. I
recall there was a problem with them when the Falklands incident (call
it war if you must) was taking place - they seem to contain so much
aluminium that fires are near impossible to put out.

Modern warships count on not being hit.



--------
maxxon@swob.nullnet.fi (Mikko Kurki-Suonio) Voice +358 0 8092681
Sweet Oblivion (+358 0 8092678, V.32bis 8N1) Official SRP Headquarters
SnailMail: Maininkitie 8A8 SF 02320 ESPOO FINLAND
From: quirke_a@kosmos.wcc.govt.nz
Newsgroups: rec.games.mecha
Subject: Re: Which weapon is best? (Was: Re: btech lrm)
Date: 21 Dec 92 17:37:31 NZST
Organization: Welligton City Council, Public Access.
Distribution: world
NNTP-Posting-Host: kosmos.wcc.govt.nz

kabreuer@cip.informatik.uni-erlangen.de (Klaus Breuer) writes:
>>> I nominate the disruptor as the Klingon weapon of choce....
>> I nominate the Genessis device. It's Ecologically friednlly!
> I nominate the Ringworld Laser from Larry Niven.

   *sigh*
   Why look outside the Battletech universe for mega-weapons ?
   I mean, even if you don't use nukes (and why not, I ask myself, the
scummy Combine/Clans/Fedrats/Whoever *deserve* them 8-) ), consider the
simple laws of physics.
   You have dropships weighing in at the kiloton range moving towards a
planet by constant acceleration to halfway, and then constant deceleration
until touchdown.
   So what happens if they just constantly accelerate ? (I'd figure it out
myself if I had "Dropships and Jumpships" handy)

Tony Q. (And when people comment "Bit expensive isn't it ?", I point out the
joys of hijacking... 8-) )
Newsgroups: rec.games.mecha
From: fks1@ellis.uchicago.edu (Scaramouche)
Subject: Re: Battletech: The Great Debate.
Reply-To: fks1@midway.uchicago.edu
Organization: University of Chicago Computing Organizations
Date: Mon, 21 Dec 1992 10:00:36 GMT

In article <0096563F.304428A0@vms.csd.mu.edu> 8044ferguson@vms.csd.mu.edu writes:
>In article <1gl94qEINN8r0@uni-erlangen.de>, kabreuer@cip.informatik.uni-erlangen.de (Klaus Breuer) writes:
>>hamilton_p@kosmos.wcc.govt.nz writes:
>>
>>> Andrew Morris of Alberta Canada writes:
>>
>>>> Just a question to throw out to the masses, how many people out there
>>>>played this game BEFORE the clans showed up?  What is your impression?
>>>about Clan this, and Clan that, and Clan blah blah blah.
>>> In a nutshell, I believe the game was better before the Clan invation, and
>>>its dam hard to find people who feel like wise. So if you do, SPEAK UP!  
>>
>>UP! UP!
>>I _loathe_ Clan tech. Life was much more fun when you actually had to watch
>>your heat level, use some strategy, sneak about...
>>Clans are just a Munchkins dream come true...
>>
>>Ciao,
>>Klaus
>>---
>>Klaus Breuer, Rudelsweiher Str. 6b, 8520 Erlangen, Germany
>>** "Geez, I need a _reason_ for everything?" --Calvin 
>>** "Should I or shouldn't I? -- Too late, I did!" --Hobbes 
>	Clans suck.  But if you oppenant can't play they are kinda fun to make
>connfetti out of.  Anybody like that shareware version of Battletech.  With
>pretty much all the stuff the real game had?  Just curious.
>
>		Thanks very much
>			From
>
>				Mr. Touch

Clans suck... remember way back when it was something to be happy
about when you made a kick ass mech?  these a days if you put an
XL engine in a mech you have to try *damn* hard to make a bad mech...
and you aren't always successful.  Clans are indeed munchkin heaven.

btw, what is the shareware version? is it out for the mac? or just 
ibm, sigh.

Scaramouche
-- 
>>>----------------fks1@midway.uchicago.edu-------------------------<<<
"Reality is the only word...that should always be in quotes." -MLW/TTKC
"I am afraid , monsieur, you will have to kill me first and i have a
   prejudice against being killed before nine o'clock."    -Scaramouche
Newsgroups: rec.games.mecha
From: seablade@u.washington.edu (Sigfried Allen Trent)
Subject: Re: Realism vs. Mechs
Followup-To: rec.games.mecha
Organization: Mac N' Dos Consulting
Date: Wed, 23 Dec 1992 18:47:29 GMT

     Originaly they said that the battle tech universe was in some
kind of dark age of technology where people knew how to oporate
the machines but didnt understand them.  And when things like
smart missiles were all used up all they had were point and shoot
weapons available.  FASA has since made this not true with their
newer material.
					I always thought a good explination was this.  They do have
hight tech targeting and guidence systems, but all they can all
be effectively blocked my ECM systems and the like.  Thus the 
guidence systems yield unreliable results, and the pilots must
assist in aiming these systems.  This of course is contradicted
by the mere existance and function of things like targeting computers
and C3 systems but its not a bad explination.  Perhaps those
systems use some kind of only semi reliable extra-dimentional
signals that cant be blocked with conventional systems.  That might
also explain why these bits of electronics weight a ton or more.
They need the weight for the dimentional wave generators or something.
     Another explination might be that the computers arnt
smart enough to target vulnerable areas on the mechs and thus the 
pilot must aim the wepon at the most vulnerable spots in the armor
to be efective.



Some advice
"Forgive yourself and those you love."
"Always try to be nice to people and animals."
"Try to stay relaxed in all situations."
"Always be as honest as you can."
"Be confidant and have no fear."
Newsgroups: rec.games.mecha
From: wh@mentor.cc.purdue.edu (Winter Nova)
Subject: [Btech] Dual Engine *grin*
Organization: Purdue University Computing Center
Date: Sat, 2 Jan 1993 11:52:19 GMT

Greets and salutations!!

Following the posts about subs weighing in at 300+ ton and noticing
someone expressing the possibility of using two engines--sorry, forgot who
it was :)--I thought about applying the same idea to Mechs.  And after some
number crunching, I found out that even 3025 tech can make the Mech as good
as 3050 Mechs in regards to speed, but at the sacrifice of, of course,
vulnerable engine shielding.  BUT, that could be fixed because the other
engine can still work if one engine was shot up!  *grin*  AND, the extra
10 HS (or 20 if using double heat sinks) that come with the second engine is
a welcomed addition.  Placing the engines in the right and left torsos may
seem vulnerable at first, but after creating a 100 ton Mech that moves
5-8-5 under this rule and still has 27 tons left for weaponry (or 37 if you
remove the jump jets), I thought that hey! this is pretty neat!  *grin*
AND this was using 3025 tech!

I also tried using XL engines and placing all the extra shielding in the
center torso--all 12 of the slots :(  Might look dangerous, but everything
else looks great.  I tried building Mechs from 20 tons to 100 tons.  All
worked pretty well.  Using 250+/- rated engine was the best because the
heat sinks don't have to take up any more of the already cramped critical
spaces.  I was able to create a Mech that could almost match up to the Dire
Wolf!  *grin*  But of course, IS weapons are not as good as Clan's, so I
made up for the disadvantage by boosting the speed of all the Mechs using
dual-engines.  I was actually able to create a 100-tonner that moves 6-9-6
and still have 32.5 tons of weapons!!  Armour?  19 tons.  Heat sinks?  20
double heat sinks that come with the engines seem aplenty.  Cost?  *smile*
About 10 million C-Bills without figuring weapons for the best Mech I could
come up with.  Now that's cheaper than the Berserker.  The 10M one was
equipped with two XL engines, so of course it was expensive, but
ahh....look at the ones with normal engines.....CHEAP for what you get.

I did all these under the assumption that the two engines will provide the
same amount of power necessary for Mech operation as that from a single,
higher rated engine.  As we all know, the engine tonnage increases very
rapidly for higher ratings, so using dual engines should be able to save
some tonnage for other stuff.  *smile*  The extra vulnerable engine
shieldings are a good balance to this new idea, I believe, so I _think_ I'm
not munchkinizing too much here....*evil grin*  Ah...just imagine the REAL
Super Charger with twin-engines.....heheheh....:)

I was gonna post some of my new designs, but I don't have them with me
right now.  Besides, you guys might want to do some designing yourselves if
you find this interesting.  *grin*  Any comments?  Ideas?  Suggestions?
Am I destroying delicate balance here?

:)

Winter Nova
Night Stalkers

--
From: probe@jhunix.hcf.jhu.edu (Prabal Nandy)
Newsgroups: rec.games.mecha
Subject: Re: BTECH: Color Schemes
Date: 23 Dec 92 05:40:27 GMT
Organization: HAC - Johns Hopkins University, Baltimore

In article <seablade-221292152949@128.95.123.173> seablade@u.washington.edu (Sigfried Allen Trent) writes:
>In article <1992Dec20.124407.7044@gw.wmich.edu>, 997vanderkol@gw.wmich.edu
>wrote:
>> 
>> 
>> 
>> 	Here is a question for all of you painters of Battletech minatures.
>> Does anyone have an up-to-date listing/selection/idea of color schemes of
>> mech forces. I Know about the "Cammo Specs" Book, and I want more than that
>> offers. Things like standard FC camo, Star League color schemes, famous
>> mercenary color schemes, colors with history (For ex: in drag racing it is
>> considered bad luck to have a car painted green), and so forth. One thing I
>> would like to see in further sources books is possible painting guides.
>> Similar to what Games Workshop/White Dwarf do for Space Marines, Warhammer
>> 40k, Warhammer, etc.
>> 
>> 
>> John VanDerKolk
>
>I've got a great color scheme.  I paint my mechs with suits and ties.
>I like to call it "Urban Camoflage".  I get lots of compliments on them.
>
>Thats not a mech, its a 60 tom buisness man.
>Gives new meaning to the term hostile takeover and corprait raiders.
>

    Ever try a clown suit on a Battlemaster?
    Or even better, a Motorcycle Policeman's uniform on an Enforcer? (Hey,
it's head is just the right shape for the helmet!)
    Whatabout a lumberjack shirt for the Warhammer? Or the Axeman? He he!


-- 
      /| ________________   |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
Newsgroups: rec.games.mecha
From: stxtnt@rs733.GSFC.NASA.Gov (Nigel Tzeng)
Subject: Re: ECM system (was RE: C3 Network Questions)
Organization: Goddard Space Flight Center, Greenbelt, Md, USA
	<1992Dec17.033042.5948@jhunix.hcf.jhu.edu>,<1992Dec17.100740.7020@gw.wmich.edu>
	<1h2vidINN91j@golem.wcc.govt.nz>
Date: Mon, 21 Dec 1992 16:11:36 GMT


This whole thread could go away if FASA simply made ECM to increase
target numbers for the affected systems (or even all systems if they
liked).  It is simple and requires no additional dice rolling and
consistant with a lot of other FASA games...  

Actually thinking about it increasing all target numbers isn't a half
bad idea (maybe all bad but not half bad :).  After all it kind of
makes hitting things harder again and really can save the butt of the
lighter mechs in these clan happy days...

I'd also increase the usefulness of the beagle probe.  As is it is
kind of a waste...maybe it can tell you which mech is painting you
with TAG or C3...maybe I'm playing too much Centurion :).  Those
templates are rather fun to work with...although it does escape me why
you don't build every tank on maxed armor :).

Nigel
--
Nigel Tzeng
.sig under construction
Newsgroups: rec.games.mecha
From: lunatic@netcom.com (Lunatic Johnathan Bruce E'Sex)
Subject: Re: Which weapon is best? (Was: Re: btech lrm)
Organization: Netcom; Renegade User
Date: Fri, 25 Dec 1992 01:35:09 GMT

In article <BzMw60.Lt4@news.cso.uiuc.edu> dv52151@uxa.cso.uiuc.edu (RedSwordTarga) writes:
>taia_a@kosmos.wcc.govt.nz (Second Genyosha) writes:
>
>> For best energy, the old medium laser for old tek (3025).
>>  The choice of all munchkins in the Universe. The obvious Clan energy would
>>be the Medium Pulse Laser.
>
>Really? I think the ER Medium is a lot better. You basically get a 3025 
>Large Laser that does one less point of damage and 3 less heat for 1 ton.
 
 
    \/\/ell, compare the two and adjust the range of the Pulse ML to
 account for the -2:
 
               Heat  Dam    2      4      6      8     Tons  Crit
 ER Medium     5     7      -     1-5    6-10  11-15   1     1 
 Pulse Medium  4     7     1-4    5-8    9-12    -     2     1

     _
    /-\s you can see, the Pulse ML actually beats the ER ML for range
 everywhere except at ranges beyond 12, PLUS it has that nice 2 less
 to-hit on ranges below 5.  It may weigh a ton more, but it does 1 less
 heat.  Using regular heat sinks, they're even.  Using double heat sinks,
 the Pulse ML is only down half a ton.  (Reminds me of caomparisons
 between the PPC and the AC/5, when BattleTech/Droids first came out. :)
    ___
     |hen use your own reasoning and compare the Pulse ML to the original
 BT weapons, say a PPC.  The Pulse ML has the same or better to-hit out
 to range 12, does 3 less damage but 6 less heat, weighs only 2 tons,
 and has no minimum range.

-- 
   _______________________________________________________
  /         -= Lunatic Johnathan Bruce E'Sex     (:      /
 /  lunatic@netcom.com  GEnie: LUNATIC  CI$: 76170,672  /
/______________________________________________________/