On Fri, Dec 07, 2001 at 05:11:00PM -0500, Mark Mielke wrote:
> On Fri, Dec 07, 2001 at 10:41:53AM -0800, Tom Holub wrote:
> > On Fri, Dec 07, 2001 at 11:47:04AM -0600, Darryl Palmer Jr wrote:
> > > I see what you are thinking.  Should the scenarios just be some simple
> > > script that displays messages and expects that certain actions or
> > > conditions occur in an amount of time?  For example if it says press '5'
> > > for warp 5, should it disable most of the other keys other than 5?
> > It shouldn't say warp 5, it should say maxwarp.  Let's not get people
> > into bad habits.
> 
> Let them get a handle on their ship before you sic a base on them.

I didn't say anything about a base.
There is no reason for anyone to choose warp 5 in a ship with full fuel.
The secnarios shouldn't teach people how to do things they shouldn't do,
especially since failure to use maxwarp is one of the most common newbie
errors.

> Anyways... they shouldn't stick with maxwarp. Especially with a DD,
> I've found toggling between 4, repair, and maxwarp to be quite
> effective. (Oops... this may have re-opened the debate about whether a
> DD is effective against a clued opponent except as a runner
> scum... hehe)

Actually, I think it closed the debate about whether Mark Mielke has any
clue at all.
 -Tom