Tribes 3

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Scouse

Guest
So - Tribes 3. If it ever gets off the ground (which I hope it does).

What would you want to see in it?


Couple of things to bear in mind before posting:

1) Do you *really* want just a rehash of T1 or T2 (like Quake 3 is - a boring, played-and-seen-it-all-before-piece-of-shit)?

I.E: Wouldn't it be better if the game was revolutionary rather than evolutionary.


2) Different people have different ideas about what they enjoy - so if something pisses you off but you seldom encounter it in-game because of your style of play - don't immediately advocate it's removal - it may add to other people's enjoyment.

3) Be inventive :)
 
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Mongrol

Guest
I`d like to see something the same as Tribes2 but without the bugs, and with balanced maps and designed for 10v10 player teams. Without the bugs. Using cutting edge tech so everyone gets 10fps on GF5`s. Without the bugs.

Revolutionary can`t be called Tribes3. It would be called something else.
 
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Moving Target

Guest
Ok, I can't be inventive so ner :p

More vehicles, T2 seems to have a distinct lack of them (the T1 scout 0wn3d btw).

I doubt T3 will be made though.
 
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Scouse

Guest
I`d like to see something the same as Tribes2 but without the bugs, and with balanced maps and designed for 10v10 player teams

Erm - so you'd rather play T1 with good graphics then?

Reducing the number of players is not the way forward - the fact that T2 allows 50-a-side's (if the server's beefy enough) makes it much more fun.

Personally - I think the vehicles have killed off the majority of teamplay. Shame really because used in a team setting they rule.

Come on people :) Ideas! I know they're out there..........
 
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old.Bibe

Guest
vehicles, especially the shrike ruin teamplay as it is so overpowered.. 2 shrikes own every vehicle on any vehicle map.. especially if they are half decent.
imo: 10v10 is not a rehash of t2 which was iirc 8v8, and 14v14 is too difficult-a-side to field for many teams, and I dont believe that gaming is quite at the level where this works properly..
imo: 10v10 would be much more intense, whereas 14v14 gives a leniency to defence, as more ppl are respawning etc.
I would like to see less turret/automated dependency + more individual + team skill come into the game... 1 player, no matter how good doesnt make an incredible difference to any map.. although there are some exceptions; largely t2 has moved away from an individual's skill + more towards a ubiquitous effort-type thing.. I would like to see a compromise of the two, although I am quite happy with anything that isnt solely individual based.
 
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bigbb

Guest
Originally posted by Moving Target
I doubt T3 will be made though.

Me neither, not with wonkers like Dynamix behind it. Any other industry and they simply wouldn't survive, absolutely piss poor.
 
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old.Archimedean

Guest
re:

I would like to see a more realistic feel to vehicles, things like slip, drag, slide, GRAVITY, energy distribution (more to shield, or more power to engines or to weapons),resevoir of 5 flares or 5 chaffs, damage to certain systems like if hit in back, your got 50% chance ya vehicle cant hit top speed if damaged till repaired and wider range of vehicles. Also to fly a figher for example, you cant simply eject, grab flag and pop back in, in prevent you for doing that( better still you die if ya in a interceptor), but against a shrike will own it on armour and fire power, not speed. Better flight engine for air vehicles for example, allowing proper flight physics, but to none flight /air combat sim fans a auto pilot feature that helps (not takes over ) controls to give similiar feel to T2 vehicles, but peeps who like flight sim games can apply better skill to flying. Better turret weapons on bombers :) and eject bomberdier or tailgunner option if ya know they a liability to your flying :). Get ruddar pedals and throttle stick involved in use.

Better use for missile launchers, they dont fire and instantly hit 280 kph, they accelrate, but have 50% chance to be fooled by flares, and if they over shoot a flare, require next heat target which any normal heat seeking missile does. Radar missiles, flares dont full em, jammers can or chaff grenades.

Heavier version of chain gun, for assualts, make em more usefull than deploying invens, as they dont exactly live up to there name of asssualt.

Environmental Situations, earth quakes, deformable terrain, destructable walls on buildings (buildings can be destroyed, but take hell alot of damage, but can be repaired like vehicles and turrets)

Instead of cloak pack that makes you inviable, infiltration pack, you have a green triangle above your head to the enemy, they think your on there side, only lasts as long as ya have energy.
Also if within say 5 metres of enemy turret, infiltrator could take it over, would allow some confussion, but also blow ya cover, or if your energy runs out.

More water fighting maps, with turrets/weapons/armour designed for that role. Think of damanation, falling in water, and finding a torpedo homing in, or gas cannons firing explosive bolts. Even a mini water gunship dropping mortar like barrels, depth charges if ya like :).

Decoys.

keep elf, modify it a little, the peeps who complain about it are cappers, because most grabs fails because of this, but on T2 balance of offense vs defense has always been off, thats something entirely different that needs to be sorted.

One safe hold that nme team cannot destroy or get near, but plays no major help to winning a game. For example , ive seen too many games where one side gens are down all through game (reca.....map forget how its spelt :) ), and have no chance of clearing the nme heavies guarding the gens, nothing much wrong, but with no invens for the team, not much chance clearing em, but thats a problem on public games, but all maps need a rally point me thinks.

A instant 5 day server ban for peeps who say O sniping is no skillz or use the word lame :)


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at moment

shrike - for a scout vehicle is too powerful, i would class it as a interceptor if anything, which then would mean ejecting shouldent be possible, or not as fast, this is why we should have 2 are vehicles types.

bomber - turrets are bit of a joke, needs a resevoir of 5-10 flares, need option to eject bombadier or tailgunner, as its annoying when a light jumps in tailgunner, and you know they dont have flares,a nd are gonn a jump moment you go near nme base. Turret neets to become chain gun maybe. Bombers also need to be able to go little higher than scouts can fly.

tank - nothing much wrong with it

bike - nothing much wrong, maybe blaster only as built in weapon, wouldnt be used much though

havoc - no complaints apart from eject option to eject lights who nick a seat while heavy trying to get in

assault - not much distinction, magority of players play either heavy or light, this is probably most underused armour, some peeps use it well, but mainly used to deploy remote equipment, or invens, which is not the point of assualt armour. Needs something done to it, to make it more of a choice to pick




more to come.........just loading word. :)
 
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Scouse

Guest
Smeg. Fekking thing posted twice :( Well - I'll defy convention and delete the first post...... :)
 
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Scouse

Guest
/me gets the impression that you're a bit of a vehicle hog. :)

I don't like the eject idea - you'll just get loads of twats ejecting people half way through flight.

I disagree with the shrike being made interceptor only - with teamwork it's easy to beat them. However I do think that the laz is too powerful on it though.

Also - I like the missiles in T2 - don't like the re-seeking target thing as they're easy to kill people with as they are!

I agree that some heavier weapons are needed for assault armour only though. Maybe one that is particularly devastating to turrets and emplacements. :)
 
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old.Archimedean

Guest
re:

Need a gunship like vehicle bit like an orca from Command and Conquer (you can tell i like vehicles, but in T2 they so simplistic, i wouldnt really call em that, but gimmicks), but if gunship includeds, would really benefit from better physics, nap of earth flying, pop up, use gravity to drop behind cover. Of course turrets would need modifiing as well.

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New use for Elf, if you lose gens, and the elf guy instead of stealing energy, could feed it into a turret or vehicle pad, thus giving it temporary power to make vehicle or power opject, makes so much more sense, i want to trademark the idea :)
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Better trnasport vehicles, would see decine of heavy skiing, would probably allow better team play, also make better pilots more successful getting his team to the destination, again gavity and slipping would be great for some fancy flying and more realistic feel, and more peeps in vehicle, more sluggish it would feel.

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Kinda feel a scout can walk over a heavy or same player abilities, but thats a personall opion and not really true of other players.

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Need flame throwers :)

Haywire grenades or something that if thrown on a turret or vehicle pad will render it useless for 10 seconds or something, disrupting it , would help offense a little me thinks.

Secondary fire option for all weapons, most other first person shooters employ this , so should tribes, for eample , mortar that explodes instatly on impact, increase rate of fire on chaingun but could have it overheating and blowing up killing user, or losing gun as if a concussion greande hit him. Missile laucher fires as a dumb rocket. Plasma gun, instead charges up and fires a super plasma ball at a cost of a few rounds. Grenade laucher fires secondary greande of what you carry, but much slower rate of fire as you have to load each shot.

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rain, effects how you walk or ski, will have effect on incendary weapons.

Ice maps, if not wearing envornmental armour( which be new class, bit like assault, but made for water, etc) suffer from cold attacks if submerged in lakes etc. Vehciles like mpb can fall through ice, as its tracked wheel based, same goes for bikes. btw deformable terrain is a piece of pi$$ these days to program.

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Im obviouslly bored at the moment :)

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A heavy lock down on the amount of unlawful scripts out there, half the scripts should of been impleneted into the game anyway, as standard features, but others are just not cricket :)

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Better JOYSTICK SUPPORT for vehicles.

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If you somehow get disconnected from server, and rejoin same game, pick up from same team, rerequire score. Main thing is NO More UE please :)

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Unfortunately this is a thread of what we would like to see in T3 but, even if they did start making it, sure wouldnt look at this thread. Anyway, if they did start in like 5 months time which is relaistic, you wont see the game for another 2-3 years, and by then most peeps will be playing other first person shooters, that have most of what i said in one form or another.


Archimedean
 
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Scouse

Guest
New use for Elf, if you lose gens, and the elf guy instead of stealing energy, could feed it into a turret or vehicle pad, thus giving it temporary power to make vehicle or power opject, makes so much more sense, i want to trademark the idea

I like this idea - elfing your own stuff gives them limited energy whilst gens down! Great! Gives light defenders/flag chasers a lot more to do!

Not fussed about the secondary fire options though, or having vehicles have flares etc.

One thing i'm dead against is the introduction of more armours. 3 is simple enough for n00bs to pick up the game and want to carry on playing, any more and it could be overwhelming (it's bad enough as it is).

We want MORE people playing tribes - not less :)
 
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haggisman

Guest
btw deformable terrain is a piece of pi$$ these days to program.

but that aint the problem, it would require a massive amount of bandwidth to distribute the deformation data (not everyone has DSL), especially with the large amounts of mortar spamming, and if its deformable you may start getting floating bases :) Unless you made them destructable bases, which would end up destroyed in 5mins, what the tribes series really need is slowing down, there is practically no way to be tactical when everyones travelling at 200kph, i hoped T2 would have gotten away from dueling and pushed a more fun team assault.
 
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Scouse

Guest
I like the idea Haggisman - but the fact is - not many people want to play such a slow game.

Perhaps in T3 they'll have traditional and tactical game modes???
 
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old.Khan

Guest
MOD !!!

a lot of these things can be implemented into a mod.......

Inc Slowdown, Elf-Powering (COOL IDEA!), gunship :D etc

how about it all you modders out there....

-------------------------------------------------
My Contribution
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New game Type....

Twin Assault : 2 Bases.. same objectives as assault, only there is no need to have 2 rounds... 1st team to complete objective wins.

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Contribution Ends....
--------------------------------------------------
 
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old.Ewan

Guest
Decent maps (balanced ffs!)!

1% of the number of bugs in the launch version of T2

Those things would be a good start, everything after that might fall into place - its quite obvious by now that players are better at balancing and redesigning Tribes than any of the developers that have given it a go so far.

Ewan
 
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Scouse

Guest
Thats a tad cynical - I think some of the maps are brilliant.

They're just ruined by wankers just flying about rather than focussing on the team objective...
 
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old.Stabs

Guest
Sound effects that take distance into account. MUCH more immersive seeing a blast before you hear it.

Heavies shouldnt be body blocked by lights, in fact heavies should be able to push lights out of the way and possibly even cause impact damage like a shrike does.

Mini radar: simplified version of CC that takes into account the direction your facing, looking more like a sonar grid. Most games have these these days.

Mortar should have the same knockback effect as a concusion grenade, i wanna see people getting blown away by a mortar blast, not consumed by it.

Sonic Boom for vehicles that break the sound barrier :p.

I liked archis ideas about damaged vehicles. One of the misconceptions i had about T2 was that if your ship got damaged your ship was unable to pull the nose up past a certain point making you go go into a crash landing mode. Later i found out it was just my voodoo card that killed my system everytime smoke came on screen.

Team Up weapons, like say a 2 man mortar team that fires 3-4 mortars at once instead of 2.

Missiles require a longer lock time and only lock on foot troops at full heat signature. Lets face it, Missiles already have their place for vehicles and Turrets. By making foot troops so vulnerable you effectively make flares the main grenade to choose.

Multi person Mechs ;)
 
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Scouse

Guest
Heavies shouldnt be body blocked by lights, in fact heavies should be able to push lights out of the way and possibly even cause impact damage like a shrike does.

It is already slightly like this - but apparently the physics is a little too realistic... I think they need to increase the emphasis on the heavy's weight in that calculation by a factor of 2 or 3 - then light body blocks would be a little more difficult.

Mortar should have the same knockback effect as a concusion grenade, i wanna see people getting blown away by a mortar blast, not consumed by it.

Not sure about that - people would mortar-spam flags all the time (not that they don't now) - 3 heavies could effectively make the flag unstealable.... Perhaps a little bit - but not much :)

Sonic Boom for vehicles that break the sound barrier

Kewl :)

Missiles require a longer lock time and only lock on foot troops at full heat signature. Lets face it, Missiles already have their place for vehicles and Turrets. By making foot troops so vulnerable you effectively make flares the main grenade to choose.

- aye - definately make them less effective against troops.

Or perhaps - keep them as effective against lights - but make them less effective against other troops?? Gives them an option to carry something other than flares.... (heavy with concussion or whiteout would be a bit more fun)...
 
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old.mzungo

Guest
Pilots should be shootable not shielded so a good sniper could hit the shrieker.

Heavys should walk or ride not ski.

flares on vehicles is great and the elf thing would be cool.

Kill the feckin satchel charge ,i sat on the hill behind the flag the other nite and kept a charge on the flag every time a capper came on i blew him away ...to easybut the oposition were doing it so woth the f.....
make it easier to werk together we still dont really team play much...
i like the cs way of play where you are out till end of match ,it makes peps play more realisticly not just bounce in mortars every where and kill em selves , real life sodgers wont to live past the battle .
 
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theriven

Guest
On a 16 v 16 match,on a map the size of maps in tribes, you want a game where its last man standing?
With a decent team how many flags would that be?
Plus, after the cappers got blown up "on the hill" a few times, didnt they just go another way?

But i agree the satchel is fucking shit. Only time ive ever seen it used is to blow up 1 L.O and all there own defence.
 
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Moving Target

Guest
I think the teams should be Counter-Terrorists and Terrorists!
 
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AntiPop

Guest
There was a huge thread about this on The Ladder forums with Marweas and Thrax Panda from Sierra both putting their 2$ worth in. It's well worth a read as they seem to have the same ideas as the rest of the community, not only that but it does look like Tribes 3 (or whatever it's called) will be made at some point.

From what I've read it's all good! :)
 
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CyberTech

Guest
Personally I'd like Tribes 3 to give me new armour, made out of the stuff buildings are made out of.

And a pair of underpants made out of flag material.


Seriously though..

A) At least two more vehicles.

1: Two man buggy, driver up front, gunner in rear, armed with twin machine guns. Fast and manouverable (?) but lightly armoured. For use by Cappers, Sensor deployers etc.

2: Heavy Assault Vehicle. A land based, amphibious Havoc capable of carrying Three Juggies (Left/Right/TailGunner), One driver and One gunner.
For use in base assault, MBP escort.


B) Larger maps with more terrain variety. For example, Flags up in mountain base, defence set up on plains below, large expanse of water with small but vital islands seperating teams.


C) Sightly larger player loads on servers. 16 a side is still a very nice load, but 30 a side is fun.. Imagine 50 or 60 a side?


Just my 2 cents.

CyberTech
 

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