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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.
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?
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.
10 vs 10
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
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.
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)
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.
Few rep kits laying about.
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.
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.forget ur fancy **** rougey just embrace the tribe (referencing bad TA design as a reason for things makes whaley upset)
That said, better the system that worked than TAs shitty system.
I did something like that when.I cobbled together ST many moons ago. Doesn't work in TA Pls fix@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.
Edit: actually works really well on drydock. Many tears were shed over my drydock shenanigans
- 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"
[ hirezapc ] they want their childhood memories)
And while the discussion is fine, DJ hit the nail on the head if it's to be achieved;
It'd be awesome if it did eventuate thoughShit 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.
edit - also buff HO vgt
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.
word, maps have always been a huge issue. i think we all want the same things. lots of good points from everyone.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.