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Post » Fri Dec 13, 2013 2:16 pm

The sad thing is, like KFC said, chances of anything coming from this SDK are little to nothing – and if they do, there’d be only a handful of players in all likelihood.

The worst part about what Hi-Rez did to Tribes with TA is I can’t see any other developers out there wanting to touch the IP or similar with a ten foot pole. TA2 – if they actually dare to create it, ought to provide a laugh I think.
Deepjay
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Post » Fri Dec 13, 2013 2:17 pm

its like a first yr uni student arguing with a lecturer

they dont know enough to know how wrong they are

a little knowledge is a dangerous thing

uninformed opinions sprouting like mushrooms after rain amongst the TA only players makes the "vets" cynical as to their ideas

its hard to see the issues with TA compared to other tribes games when u have no other points of comparison

surely this is logical?

would u rather have a surgeon on their first gig or one who has done it for 15 yrs?
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Post » Fri Dec 13, 2013 2:19 pm

So you want to see further fracturing of the player base?

And it's not about whose opinion is better. ....... it's about what is relevant for making a better game. There are people that have straight up said words to the effect that if this is to work 'vets' shouldn't be included because of drama caused or some shit - which is of course is the best way to get shit fixed. :roll:
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Post » Fri Dec 13, 2013 2:21 pm

Lets make ta tribes.

10 vs 10

Naked spawn

Destructable inventories

Mk4 gens + turrets

Allow technician to deploy maximum 5 turrets

Scrap regen, put in health kits

Make disc jumps increase your speed to 300 or 350, stand still disc jumping should be 250

Adjust physics so you can turn while you chase.

5 weapon slots for heavies

4 weapon slots for med

3 for light (adjust grenade launcher so you can clear as a capper )

Allow tribers to scavenge off dead tribers (e pack, thrust pack, weapons etc)

WE HAVE TRIBE!! And balance!

Capper vs chaser
Capper vs sniper
Capper vs hof
Hof vs HO
Tech vs HO
HD vs HO
Etc
Happy times
XU1
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Post » Fri Dec 13, 2013 2:25 pm

I recall a server mod that disabled base rape for games under 6v6.

TBH, I think that limited spawn would be preferable to naked spawn, a couple of core weapons and maybe half the ammo, unless we can pick up weapons naked is just bad fucking ju-ju, not to mention the nuggets on survival.

Also while I'd prefer the classic style loadouts and a three weapon minimum, I previously advocated weapon "weights" similar to The Specialists Mod (I was pushing for this in Legions) - maybe similar to outfitting in Eve, however part of me knows that would be too complex.
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Post » Fri Dec 13, 2013 2:26 pm

see i even agree with xui!

add same damage for all discs/mortars/chains etc

no perks of any kind, just make things like weapon switch time sensible

its all there and would be killer, doesnt even take much effort just a willingness to accept the wisdom of tribes

forget ur fancy shit rougey just embrace the tribe (referencing bad TA design as a reason for things makes whaley upset)
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Post » Fri Dec 13, 2013 2:33 pm

I hate u ww but I have to agree with do have tribal brains ;)

Even the ta kids would love 10 vs 10 naked.

Dodge can chase
Heff can turret and repair(important if you want ur team to win)
Greenish and triangle chase HO
I can sit in base and keep gens down
Viper can sit as HD bbing incoming HO
Etc etc it caters for all!

I forgot to add - remove oob grid for some awesome routes. Removing the oob grid will allow tribers to get on an invent so many new routes

Make tribe tribes ffs

@heff imagine you had to work out strategic turret placement to take hp off HO + cappers and you'd be on the comms with your partner in crime(HD) so much tactics in 10 vs 10.
Last edited by XU1 on Fri Dec 13, 2013 2:36 pm, edited 1 time in total.
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Post » Fri Dec 13, 2013 2:35 pm

dropping weapons and unused health kits on death would go a long way to making naked more viable in TA.
Few rep kits laying about.
Mines.
Not a fan of adding weight to weapons.
no base rape under say 8v8 or 6v6
Bring tactical decision making back to tribes.
make it harder to maintain top speed once you've reached it.
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Post » Fri Dec 13, 2013 2:55 pm

forget ur fancy **** rougey just embrace the tribe (referencing bad TA design as a reason for things makes whaley upset)
Never, it's pretty much the only thing I have a hard on for changing - and I stubbornly refuse to give it up until it's tried and proven to be a failure.

That said, better the system that worked than TAs shitty system.
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Post » Fri Dec 13, 2013 3:01 pm

Forcefields also need to go. Fuck me they should never have been in it.
Deepjay
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Post » Fri Dec 13, 2013 3:10 pm

Re: tribes ascend SDK

@heff imagine you had to work out strategic turret placement to take hp off HO + cappers and you'd be on the comms with your partner in crime(HD) so much tactics in 10 vs 10.
I did something like that when.I cobbled together ST many moons ago. Doesn't work in TA :( Pls fix

Edit: actually works really well on drydock. Many tears were shed over my drydock shenanigans
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Post » Fri Dec 13, 2013 4:10 pm

you guys have highlighted pretty much everything i'd like to see. only thing i want to emphasise is the link between map design and gameplay. if the ta maps had been introduced during say, t2 ladder days, they would have been ruled out because they were too easy to back cap and too small. that single fucking crime in map design was the root of so many shitty weapon additions and tweaks because they were trying to balance the chasing/return phase of gameplay. it was a constant frustration for me during ta. sidecap routes gives the chasers just enough of a window to quickly work out where to intercept and get there.

hobbs quick-list:
- remove perks
- review all duplicate, overpowered and retarded weapons
- limit health regen to 1 per life and bind to a key = "health kit"
- better/higher impulse from disc jumps
- light (3) medium (4) heavy (5) classes with weapons and pack limits (eg: only lights can snipe etc)
- 9 custom loadout slots - class, weapons, pack, grenades
- spawn with a spinfusor, low end pistol and grenade
- no loadouts without generators
- free vehicles with variable limits per map
- enable looting (class limits apply, corpses contain the weapon they were using, pack, ammo, grenades and health nugget)
- persistent deployables (eg: turrets don't explode when you change loadout) with variable limits per map
- minimum 7v7 before base rape enabled
- map editor (with better designed maps)
[ Hobb ] off the record, are we considered "grumpy old vets"?
[ hirezapc ] haha all old tribes players are "grumpy old vets" :P
[ hirezapc ] they want their childhood memories)
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Post » Fri Dec 13, 2013 5:59 pm

just give ppl the ability to script = all problems solved
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Post » Fri Dec 13, 2013 6:13 pm

Put everything in this thread in that game and it's a winner. There'd be sweet FA left to do other than people making scripts/maps/skins etc (ie. worthy of the Tribes name)


And while the discussion is fine, DJ hit the nail on the head if it's to be achieved;
Shit like this doesn't need community input. It just needs a Triber at the helm, Tribers in the creative positions, people who understand what made Tribes Tribes. Not people who in reality have nfi what Tribes is, and are trying to put together an artistic representation of it.
It'd be awesome if it did eventuate though :baddass:

edit - also buff HO vgt 8-)
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Post » Fri Dec 13, 2013 6:50 pm

If you increase DJ impulse, and if a capper gets 1 full regen, then he can nitron-nitron-disc, regen and be going faster for most routes, if not all = still relying on snipe. It shouldn't be full regen, only a set amount per class. Perhaps for lights, health kits only get you back as much as 1 nitron's worth of self-damage (300 hp?). Was T2 1/3 of life? Also, you don't want more impulse plus full on-demand regen as that means enemy O just crashes your stand faster.

I'd hate to be fixing this game. So many things were introduced to balance something else, that changing one thing has this knock-on effect of breaking at least 2 others. It's going to take a lot of effort and testing from the crop of people actually doing it. Not sure if they'll succeed.
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Post » Fri Dec 13, 2013 8:50 pm

Get rid of all hitscan.
Snipe is now ping based.

<insert t1/t2 mods better graphics>
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Post » Fri Dec 13, 2013 8:55 pm

Make everything ping based sounds good :)
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Post » Sat Dec 14, 2013 8:27 am

correct me if im wrong but laser rifles were always hitscan in t1, there was a slight ping delay though?
you guys have highlighted pretty much everything i'd like to see. only thing i want to emphasise is the link between map design and gameplay. if the ta maps had been introduced during say, t2 ladder days, they would have been ruled out because they were too easy to back cap and too small. that single fucking crime in map design was the root of so many shitty weapon additions and tweaks because they were trying to balance the chasing/return phase of gameplay. it was a constant frustration for me during ta. sidecap routes gives the chasers just enough of a window to quickly work out where to intercept and get there.
word, maps have always been a huge issue. i think we all want the same things. lots of good points from everyone.
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Post » Sat Dec 14, 2013 11:09 am

hitscan means on your client - if you hit, its guaranteed. In T1 you had to lead. Yes the shot was an instantaneous burst but relied on ping :)
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Post » Sat Dec 14, 2013 11:17 am

Hit scan wasn't even invented in 1998 :lol:
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