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