BSE Digest v195 #133 From: kerry@io.com (Kerry Harrison) Date: Sat, 08 Apr 1995 00:00:00 +0000 BSE Digest Friday, 7 April 1995 Volume 195 : Number 133 In this issue: + BSE: QSN(da...) + BSE: Re: Great New Game!!! + Re: BSE: Questions for RTG + Re: BSE: Questions for RTG + BSE: Drug Quantities? + Re: BSE: Drug Quantities? + Re: BSE: Re: Great New Game!!! + Re: BSE: Werth War Crimes Trial + BSE: Re: BSE Digest V195 #132 + Re: BSE: Questions for RTG See the end of the digest for information on subscribing to the bse-list or bse-digest mailing lists. ---------------------------------------------------------------------- From: Jackmyster@aol.com Date: Fri, 7 Apr 1995 04:06:52 -0400 Subject: BSE: QSN(da...) <Because you are against us, you are evil. No no really they are the evil ones.> The QSN evil? When did that happen? Far from it...I may accuse them of being stupid....as the below shows, but not "evil". <Look we can attack unarmed ships.> Oh good...it's the "They were unarmed" thing (again). It's not the FGZ's fault that the QSN leadership sent out two "unarmed warships" to attack the FGZ in our own space....as the QSN have already admitted...What, forgot to get m/xs? <futile attempt to convince everyone that you are in the right.> Well, most everyone already has figured that one out on their own Richard...even then, I could care less if people "think I'm right"...now it's a matter of me being angry. Please Richard...keep talking about this. The more you do the less I have to say..<g> ------------------------------ From: Jackmyster@aol.com Date: Fri, 7 Apr 1995 04:10:05 -0400 Subject: BSE: Re: Great New Game!!! Harry: That game has spread like wildfire through out NeverWhere. Thanks for the demo tape....I hear they are working on a fully interactive verison now.<g> (Where *everyone* can join in on the fun!) Den of Earth ------------------------------ From: ccharnle@m-net148.arbornet.org (Chip Charnley) Date: Fri, 7 Apr 95 07:29 WET DST Subject: Re: BSE: Questions for RTG Thad, I respectively disagree with you. As a professional programmer and analyst, I understand your comments about re-writing code BUT the things I have seen so far about this type of colony being able to use factories at this level of production while others get this level for certain things and this level for other things is user-unfriendly in the extreme. Things are bad enough as they currently are with strion and other modifiers. The way you are headed, I'm going to have to build a spreadsheet to keep things straight running multiple colonies of different types. *NOT* the level of complexity that I want in my gaming. In addition, the alure of BSE is it's role-playing. NOT adding CRLs is a significant downer from a role-playing standpoint as far as I am concerned. CRLs are what diferentiates a RESEARCH colony not some name at the top of a turn printout. You going to label every scan with the label RESEARCH COLONY? If not, how am I supposed to figure out whether a colony is a research colony? I don't really want to write a SA every time I am curious as to the category of colony. The type of colony should be inferable from a good scan. As to open discussions slowing things down, you are certainly correct. HOWEVER, the single largest cause for the failure of a new system in the computer industry is a failure by the designers to adequately compile and address the USERS needs and desires. This is usually done in a desire to get the system out the door quickly. BAD BUSINESS! In the long run you would have been much better served clearing the design with the users and taking more time to do it. I doubt VERY seriously that you would find ANYONE in BSE (especially right now) that wouldbegrudge you an extra 6 months implementing these changes as long as you were keeping them up to date on what was going on and involved them (at least the ones on this list) in the on-going design trade-off decisions. Chip Charnley >Hiya Chip: > >We have modified a lot of the stuff based on programming issues and such but >the intent of all the changes remains the same. In the case of research, the >idea was to have each colony be good at specific things ... I could just as >easily rename factories something less descriptive as institute CRLs and >such. The point os to restrict what certain colonies produce so that they are >really good at some things and really crappy at others.What does the >producing isn't that material in my eyes, especially when re-writing loads of >sub-routines are involved <g>. In any case, we are real close now, and any >open discussions just tend to slow things down big time. I think what we have >at this juncture reflects the spirit of eberything we have said we wanted to >do, so hold on just a little longer, I think you'll be pleased when you see >the whole picture. > >Thad > > > ------------------------------ From: Scragg@infi.net (Joe Eckhout) Date: Fri, 7 Apr 1995 08:44:33 -0400 Subject: Re: BSE: Questions for RTG >Thad, > I respectively disagree with you. As a professional programmer and >analyst, I understand your comments about re-writing code BUT the things I >have seen so far about this type of colony being able to use factories at >this level of production while others get this level for certain things and >this level for other things is user-unfriendly in the extreme. Things are >bad enough as they currently are with strion and other modifiers. The way >you are headed, I'm going to have to build a spreadsheet to keep things >straight running multiple colonies of different types. *NOT* the level of >complexity that I want in my gaming. In addition, the alure of BSE is it's >role-playing. NOT adding CRLs is a significant downer from a role-playing >standpoint as far as I am concerned. CRLs are what diferentiates a RESEARCH >colony not some name at the top of a turn printout. You going to label every >scan with the label RESEARCH COLONY? If not, how am I supposed to figure out >whether a colony is a research colony? I don't really want to write a SA >every time I am curious as to the category of colony. The type of colony >should be inferable from a good scan. > > As to open discussions slowing things down, you are certainly correct. >HOWEVER, the single largest cause for the failure of a new system in the >computer industry is a failure by the designers to adequately compile and >address the USERS needs and desires. This is usually done in a desire to get >the system out the door quickly. BAD BUSINESS! In the long run you would >have been much better served clearing the design with the users and taking >more time to do it. I doubt VERY seriously that you would find ANYONE in BSE >(especially right now) that wouldbegrudge you an extra 6 months implementing >these changes as long as you were keeping them up to date on what was going >on and involved them (at least the ones on this list) in the on-going design >trade-off decisions. > >Chip Charnley > Chip: I'm not quite so eliquint in my way of communicating so please don't take offense if I sound like l'm flaming you but I think your wrong. Why should a CRL automatically make you a research colony? Do the CRLs turn ordinary colonist into highly trained scientest and researchers? I say no. Designating your colony as a research colony means that it has a larger population of scientest and researchers. A production colony would have a higher population of workers and a special production colony would have a population of workers more highly skilled in the production of certain goods. >From a roleplaying point of view this seems to make more sense the just the use of CRLs. I like the idea of colonies not being able to do everthing well. By specialising it will stimulate trade and shipping. This will also keep the big colonies from being huge self sufficiant corks in the economy. So you have several colonies and can't keep them straight huh? Waaaaaaaahhhh. Get rid of a few of them. There will be enough players comming back that I'm sure you can find someone to run a few of those confusing colonies for you. <grin> Joe ------------------------------ From: wayne.alexander@linxinc.com (Wayne Alexander) Date: Thu, 6 Apr 1995 18:55:00 GMT Subject: BSE: Drug Quantities? Any one in the know, Is there a vanishing point for the # of drugs you can give your colonists? When do you reach the point of diminishing returns? Luxury goods = +10/mu, right? Thanks for any info. Wayne - --- ~ QMPro 1.53 ~ EEM: Shipwrights to the Stars for over 150 years! ------------------------------ From: btb4@Lehigh.EDU (B T Braun) Date: Fri, 07 Apr 1995 13:13:37 EDT Subject: Re: BSE: Drug Quantities? Wayne, +30 points max on drugs. The number given simply depends on drug type. Be seeing you, Brad Braun btb4@lehigh.edu ///////////////////*********************************************\\\\\\\\\\\\\\\ Brad's Sig. File Here >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>><<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<< ------------------------------ From: HarryFlash@aol.com Date: Fri, 7 Apr 1995 16:50:50 -0400 Subject: Re: BSE: Re: Great New Game!!! Dear Den, Glad you enjoyed the game!!! I hear Q-COM II is due out soon! Regards, Harry ------------------------------ From: HarryFlash@aol.com Date: Fri, 7 Apr 1995 16:57:04 -0400 Subject: Re: BSE: Werth War Crimes Trial Dear Sir Arthur, I now believe there is a good chance that your brother Forrest may be pardoned by the War Crimes Tribunal. The tribunal is merely waiting until after the "snap" general election that Harry has just called to ratify his Contract With Werth. So be patient. Regards, Dr. Zachary Smith ------------------------------ From: Ron.Kleinman@Eng.Sun.COM (Ron Kleinman) Date: Fri, 7 Apr 1995 14:25:10 -0700 Subject: BSE: Re: BSE Digest V195 #132 >> >>From: HarryFlash@aol.com >>Date: Wed, 5 Apr 1995 21:16:05 -0400 >>Subject: BSE: Great New Game!!!! >> >>Folks, >> >> Sorry I haven't been more active here, but between preparing the Werth War >>Crimes Trial, readying IND Werth for a visit from a VERY IMPORTANT person, >>and playing a great new computer game, I just haven't had much free time. >> Anyway, the great new game (which I stay up late every night playing) is >>called Q-COM. It is about a mythical urine-colored race from the mythical >>Drill System attempting to enslave all the free peoples of the CP. It is >>nerve-racking and exciting, and when the last Q-colony goes up in a nuclear >>cloud, you want to stand up and cheer. It is now the most popular computer >>game at IND Werth, and I hear it is selling well at most other colonies >>(except SMS colonies, where self-help programs on how to lick the stinking >>feet of six-fingered monsters are apparently the best sellers). >> >>Regards to all, >> >>Harry >> My Dear Sir Harry, Your posting was extremely interesting in almost every respect. The fact that the population of a large Capellan colony such as IND Werth still uses computer games to amuse themselves when Holograph based virtual reality games have been available for decades has caused many smirks and silent shaking of the head among the more civilized folk I have been trading with. For example, the number of "How many Werthless Werth'ers does it take to change a zymung tube" jokes making the rounds has gone way up on Bome alone since your unfortunate posting. As for your apparent infatuation with the details of the Q-COM game itself .. well considering your reputation and the affection you were held in by many .. it's all rather sad. To see a noted citizen of no mean accomplishments hunched night after night over a computer game, indulging himself in an orgy of wishful thinking while the actual real-world situation is developing quite independently of those wishes .. perhaps we should consider making a Holio-TriD of it. Something like: "Sir Harry Flashpan the Later Years" (showing the side-effects of excessive (ab)use of Robotic Sheep)" If you wish, we can program a sequel where the entire Periphery is enslaved by IND Werth. This way you can continue to enjoy yourself until your quarters at the funny farm (new tech) are completed. Alternatively (and what your many admirers hope) you can snap out of it, and return to being truely IND. Yr Obiedient Servant Nicholas Van Rijn QSN Blue Whale MerchantPerson ------------------------------ From: ccharnle@m-net148.arbornet.org (Chip Charnley) Date: Fri, 7 Apr 95 18:27 WET DST Subject: Re: BSE: Questions for RTG >I'm not quite so eliquint in my way of communicating so please don't take >offense if I sound like l'm flaming you but I think your wrong. > No offense taken. >Why should a CRL automatically make you a research colony? Do the CRLs turn >ordinary colonist into highly trained scientest and researchers? I say no. >Designating your colony as a research colony means that it has a larger >population of scientest and researchers. A production colony would have a >higher population of workers and a special production colony would have a >population of workers more highly skilled in the production of certain goods. >>From a roleplaying point of view this seems to make more sense the just the >use of CRLs. I never intended that there should not be differences between research colonies, general colonies, and production specific colonies. I just don't like the feel of the WAY things are being done and I question that there isn't a better way. I know as well as anyone that the economy is a disaster. Larry Kuderick, Bill Ameling, Gerry Austin, Fred Bailey, H.S. Lahman, I, and a host of others were berating the company that cannot be mentioned on this point in the early 80's. I *HATE* the huge, self-sufficient monstrosities we have today but I also don't think that it will ever change without a fall in to total anarchy the way ship sizes/bombardment capabilities are going. > >I like the idea of colonies not being able to do everthing well. By >specialising it will stimulate trade and shipping. This will also keep the >big colonies from being huge self sufficiant corks in the economy. > I agree >So you have several colonies and can't keep them straight huh? >Waaaaaaaahhhh. Get rid of a few of them. There will be enough players >comming back that I'm sure you can find someone to run a few of those >confusing colonies for you. <grin> That wasn't called for and I only have 2 colonies that mean anything at this point. Chip ------------------------------ End of BSE Digest V195 #133 *************************** To subscribe to bse-digest, send the command: subscribe bse-digest in the body of a message to "Majordomo@io.com". If you want to subscribe something other than the account the mail is coming from, such as a local redistribution list, then append that address to the "subscribe" command; for example, to subscribe "local-bse-list": subscribe bse-digest local-bse-list@your.domain.net A non-digest (direct mail) version of this list is also available; to subscribe to that instead, replace all instances of "bse-digest" in the commands above with "bse-list". Referenced By Up