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7/28/2019 Tribes Community Idea Doc
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Tribes: AscendCommunity Ideas Doc
Instructions/Guidelines
The way this document will be structured is as follows:
The document will be split up into Five main sections.
1. General Information
2. Ideas
i. Gameplay Ideas
ii. Weapon Ideas
iii. Miscellaneous
3. Miscellaneous
4. Discussions
5. Hi-Rez Responses
Anybody can edit this document. Warning: The Table of Contents is acting wonky, do not refresh(Update) it. If you
accidentally refresh it just refresh the entire googledocs page and it should fix
itself. If you try to manually edit the Table of Contents you will accidentally edit or
delete unrelated text below it.
Note: Occasionally Refresh the entire google docs page to fix possible
synchronization errors. Always refresh the page once before editing.
Table of Contents
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Section 1 - General Information
Subject: Game Info
Subject: QuakeCon 2011
Subject: Current Community Concerns
Section 2 - Ideas
Part I - Gameplay IdeasPart II - Weapon Ideas
Things to keep in mind
Weapon Template1
Part III - Miscellaneous
The Blaster
Targeting Laser
Boost Grenade
Section 3 - Miscellaneous
Game Elements
Regenerating Health
Regenerating Bases
One Shot Kills
Self Sufficiency
Encouraging Teamwork
Creating Depth
What Limits Depth
What Creates Depth
Selling Content
Gameplay-Independent Content
Clan Skins
Weapon SkinsAmmo skins
Player Skins
Voice Packs
Armor Features
Gameplay Content
Availability
Weapons
Packs
Vehicles
Section 4 - Discussions
Section 5 - Hi-Rez Responses
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Section 1 - General Information
Subject: Game Info
Developer(s)----------Hi-Rez Studios
Publisher(s)-----------Hi-Rez Studios
Engine------------------Unreal Engine 3(modified)
Platform(s)-------------Microsoft Windows
Release date(s)------2011
Genre(s)----------------First-person shooter, Action
Mode(s)-----------------Multiplayer
Subject: QuakeCon 2011
Tribes Ascend will be showcased at QuakeCon 2011 at Booth 333, held
in Dallas, Texas from August 4th-7th 2011. Attendees will be able to register to win a limited
number of keys to the Tribes: Ascend Closed Beta.
Location: Hilton Anatole, Dallas, Texas, USA.
Date to take place: August 4, 2011 - August 7, 2011
Date announced: January 28, 2011source:http://en.wikipedia.org/wiki/QuakeCon#2011
Link:Map of nearby Hotels
Twitter Updates
@ToddAlanHarris
@TribesAscend
@HiRezStudios
@TribesCyberlink
@TribesNetwork
changemeDisclaimer: Image depicted may be grossly exaggerated
Protip: Apply deodorant before entering facility.
Subject: Current Community Concerns
1. Two Weapon Slots Per Armor
2. Limited number of restricted loadouts available for use
http://en.wikipedia.org/wiki/QuakeCon#2011http://en.wikipedia.org/wiki/QuakeCon#2011http://en.wikipedia.org/wiki/QuakeCon#2011http://maps.google.com/maps?near=2201+Stemmons+Freeway,+Dallas,+TX+75207&geocode=CfUt7kJeQHsXFTZ-9AEdrYU6-iGAc8RZOqYPsg&q=hotel&f=l&ie=UTF8&hq=hotel&hnear=&checkin_date=2011-08-04&num_nights=3&sll=32.80031,-96.827987&sspn=0.006295,0.006295&ll=32.80055,-96.827981&spn=0.010317,0.022681&z=16http://maps.google.com/maps?near=2201+Stemmons+Freeway,+Dallas,+TX+75207&geocode=CfUt7kJeQHsXFTZ-9AEdrYU6-iGAc8RZOqYPsg&q=hotel&f=l&ie=UTF8&hq=hotel&hnear=&checkin_date=2011-08-04&num_nights=3&sll=32.80031,-96.827987&sspn=0.006295,0.006295&ll=32.80055,-96.827981&spn=0.010317,0.022681&z=16http://maps.google.com/maps?near=2201+Stemmons+Freeway,+Dallas,+TX+75207&geocode=CfUt7kJeQHsXFTZ-9AEdrYU6-iGAc8RZOqYPsg&q=hotel&f=l&ie=UTF8&hq=hotel&hnear=&checkin_date=2011-08-04&num_nights=3&sll=32.80031,-96.827987&sspn=0.006295,0.006295&ll=32.80055,-96.827981&spn=0.010317,0.022681&z=16http://twitter.com/#!/@ToddAlanHarrishttp://twitter.com/#!/@ToddAlanHarrishttp://twitter.com/#!/@TribesAscendhttp://twitter.com/#!/@TribesAscendhttp://twitter.com/#!/@hirezstudioshttp://twitter.com/#!/@hirezstudioshttp://twitter.com/#!/@tribescyberlinkhttp://twitter.com/#!/@tribescyberlinkhttp://twitter.com/#!/@TribesNetworkhttp://twitter.com/#!/@TribesNetworkhttp://twitter.com/#!/@TribesNetworkhttp://twitter.com/#!/@tribescyberlinkhttp://twitter.com/#!/@hirezstudioshttp://twitter.com/#!/@TribesAscendhttp://twitter.com/#!/@ToddAlanHarrishttp://maps.google.com/maps?near=2201+Stemmons+Freeway,+Dallas,+TX+75207&geocode=CfUt7kJeQHsXFTZ-9AEdrYU6-iGAc8RZOqYPsg&q=hotel&f=l&ie=UTF8&hq=hotel&hnear=&checkin_date=2011-08-04&num_nights=3&sll=32.80031,-96.827987&sspn=0.006295,0.006295&ll=32.80055,-96.827981&spn=0.010317,0.022681&z=16http://en.wikipedia.org/wiki/QuakeCon#20117/28/2019 Tribes Community Idea Doc
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3. Auto base repair
4. Player regeneration
=====================================================================
Section 2 - Ideas
Part I - Gameplay Ideas
Part II - Weapon Ideas
Things to keep in mind
Weapons should be futuristic/sci-fi based. They should also fill a niche or be balanced through
the proper setting of Rate of Fire (RoF), Damage to Hit Points (HP), Area of Effect (AoE),
Range, Amount of Ammo (ammo), Ammo type (AT), Damage type (DT).
Spinfusor Technical Info (Tribes 2)Source:http://www.tribes2wiki.com/wiki/Spinfusor#Technical_info
For example: the Disc Launcher (Spinfuser) is a long range weapon that does medium damage
(50 HP), it fires projectiles (15 disc clip) at a medium RoF, and when it hits its target it explodes
having a mild AoA (anything within about 5m takes damage)
Weapon Template1
http://www.tribes2wiki.com/wiki/Spinfusor#Technical_infohttp://www.tribes2wiki.com/wiki/Spinfusor#Technical_infohttp://www.tribes2wiki.com/wiki/Spinfusor#Technical_infohttp://www.tribes2wiki.com/wiki/Spinfusor#Technical_info7/28/2019 Tribes Community Idea Doc
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Short Weapon Description
Weapon overview
Describe what the weapon does
Reasons for Inclusionnone
Reasons Against Inclusion
none
Method of Implementation
Describe how the weapon could be implemented into the game. I.E., do you have to earn it?
What armors can carry it? Are there different versions? Do you have to be standing still to use
it? Etc.
Part III - Miscellaneous
The Blaster
Nicknamed the Pea Shooter, the Blaster is the first weapon in your loadout in Tribes 2.
The Blasters shots ignore the shields of players, instead applying direct damage
to a players HP. The Blaster also runs off a players energy supply.
Overview
The Blaster was generally too slow to be used in offensive situations, its more helpful role was
in helping take back bases that had been overtaken by heavies carrying shield packs. The shots
also had the unique ability to ricochet off walls allowing one to shoot around corners without
being in direct line of fire of the enemy. The Blaster was also one of the few weapons that used
the armors power supply as its ammunition source. Since you spawned with this weapon by
default it made it the weapon of choice to use in taking down heavies whod overrun your base.
The blaster was also the only projectile weapon that did not have its projectile slowed down
while firing underwater.
Reasons for Inclusion
The weapon was good at helping take back a base when the generators or inventory stations
were down. Nostalgia reasons, all three Tribes games had a Blaster.
Reasons against Inclusion
Perhaps a better game element could be used in helping players take back their base.
Method of Implementation
The Blaster was a regular weapon which ran off the armors power supply. Every armor type
can carry it.
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Targeting Laser
The Targeting Laser is a tool used to visually point at
specific locations, objectives, and persons. The laser can also
act as a rangefinder for projectile based weapons. Finally, the laser can also be used to target a
specific location for laser-guided munitions.
Overview
The Targeting Laser was a tool first introduced in the original Starsiege: Tribes and then
reintroduced in its sequel, Tribes 2. The Targeting laser's functionality is to act as a rangefinder
for the various weapons in the game. Certain weapons can be
effected by gravity, while many weapons can have effective
distance limits. With the Targeting Laser a player is able to
assess distances with pin-point accuracy, said player can then
calculate a proper aiming direction while taking into account the
effect of gravity on a weapon's rounds. If a round has a short
life-time, the player can also assess the round's effectivedistances.
The power of the Targeting Laser is increased if two or more team-members are working in
tandem. If one player lazes a target, the armors of all team-members with a direct line-of-sight
to the target can automatically make the calculations, allowing the team member's HUDs to
display the optimal aiming location based on the current active weapon. This would not work for
the player lazing the target, since their active weapon is the targeting laser itself.
The laser is especially useful when a team-member has access to weapons capable of being
laser-guided, such as the missile launcher. One team-member lazes the target, while another
locks on to the laser point. The missile will then follow the laser wherever it's pointed. This canbe especially useful in targeting objects that don't produce enough heat to be lockable by the
missile's default heat-seeking mode.
The most used function of the Targeting Laser is the laser itself as a pointing device.
Communicating locations through voice or chat can be overly cumbersome, by simply using the
Targeting Laser as a pointing device a player is able to quickly communicate different ideas
depending on the context. It can be used to gain the attention of an ally, or point the team
towards enemies that may be incoming or are weapon sniping from a hard to see or far away
area. There are many other ideas that can be communicated with the Targeting Laser
depending on context, too many to list.
A special feature of the laser in Tribes 2 was that it simulated
the laser hitting another player's eyes. It was probably mostly
used to annoy enemy offensive snipers in public games if the
player themselves didn't carry a sniper rifle or were too far
away to immediately kill the sniper. The sniper would have a
hard time aiming with his entire screen flashing green.
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Oh and of course, we must not forget the best feature of them all...
Laser
Dance
Parties!
Reasons For Inclusion
The targeting laser, while considered a niche tool, can be an invaluable addition to the players
arsenal. With it a player can quickly communicate different ideas depending on the situation.
The Targeting Laser can also allow for new and interesting team-operated laser-guided
weapons. For example, a long range cannon could require a team-member to laze a target for a
certain amount of time before firing.
Reasons Against Inclusion
None
Method of Implementation
In Tribes 2 the targeting laser was given to every single player at spawn, as well as any time a
player used an inventory station if for some reason they didnt have one. It did not take up a
weapon slot since it was not considered a weapon, and its uses being very specific meant the
player didnt have to worry about whether they needed to carry one or not.
If this device is to be implemented in Tribes: Ascend it should not take up any weapon slots, and
should be given to the player automatically. A player shouldnt have to worry about whether they
need one or not and it should simply be considered Standard Tribal Equipment.
Boost Grenade
A grenade that doesnt do damage but shoots anyone in the vicinity flying
Weapon overview
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One Shot Kills
One shot kill(OSK) weapons must be carefully designed with its potential use by veterans kept
in mind. For example, if the sniper rifle was capable of OSKing a light it might make flag running
too difficult a task. A group of 2 or more snipers could keep an enemy light, even heavies, from
successfully taking the flag very far.
Easy Solution: Allow weapons to be disabled.
Self Sufficiency
The concept of Self Sufficiency is prevalent in Tribes. The game gives you protective armor, a
jet pack, weapons, some tools, the ability to pick and choose different loadout configurations,
and access to a command circuit. Since you carry a jetpack you are more likely to find yourself
away from your teammates out in the battlefield than near them. What this means at the micro
game level is that many times you are expected carry out various mission objectives on your
own. A flag capper, for example, does not go for the flag in groups.[1] Especially since the time
spent setting up the group is time not spent moving the enemy flag to your base, destroying the
enemy generator, repairing your base, or completing other necessities.
In many other games the best and sometimes only way to be effective is to attack objectives as
a group. In Tribes, it is important to be a bit more versatile, and youre given the tools necessary
to complete certain objectives on your own.
1. Except for certain maps where the flags location is so difficult to reach that to even get the
flag out of a base necessitates the use of a coordinated attack.
How This Differs From Global AgendaIn Global Agenda there are a couple of classes a player can choose from. Each of these
classes has their own advantages and disadvantages, this is by design. The Medic class heals,
the Robotics class farms or builds deployables, the Recon provides long range support, and
so on. Once a player chooses a class they are then encouraged to advance their class in levels
and improve their ability to use that specific class to their advantage.
The way the classes are designed means they each compliment each other. In order for you to
be effective you need to work very close with your team, and do your class-specific job. Things
can become frustrating if you get picked to a team that has too many Recons or not enough
Assaults, since you as an individual can suddenly find yourself becoming ineffective, not
because you are not skilled, but because you are incapable of overcoming your classs built in
deficiencies, and you do not have the choice of changing to a more suitable class should the
need arise for that round.
This can create situations in which the player feels helpless to affect the games outcome, and
can be discouraging. In Tribes non-competitive games tend to be much more relaxed and easier
to get into. If a player feels theyre not being effective they can simply change their gear on the
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fly and participate in something they can be effective at, without needing to leave the game or
feel suffocated by loadout restrictions.
Encouraging Teamwork
text
Creating Depth
What Limits Depth
Two-Weapon loadouts
Two-Weapon loadouts undermine a players self-sufficiency. A player can no longer be as
effective on their own and will be have to work in closer proximity to their teammates to be
effective. Furthermore, with less weapons to worry about, a more experienced player can better
counteract a less experienced player in a 1v1 situation, increasing the games difficulty. The 3 -
4-5 for Light-Medium-Heavy armors worked well. Tribes: Vengeances 3-3-3 system made thegame feel much smaller and simpler. 2-2-2 seems like overkill. The amount of weapons an
armor can carry allows the player to instantly know which armor theyre using without going into
third person view.
Suggestion:Experiment with Tribes 3-4-5 system.
Restricted Loadouts Per Game
Restricted loadouts severely undermine a players self-sufficiency. A player should be able to
utilize every tool at their disposal. A players ability to be very effective in different situations is
self-balancing since the enemy has access to the same level of situational effectiveness.
Suggestion: Experiment with an interface that allows a player to define their loadouts how ever
they want. This interface can later be expanded to include a system similar to Tribes:
Vengeances design of weapon selection, which displays a graphical representation of the
weapons available for choosing, while taking advantage of Unreal 3s scaleform UI feature.
What Creates Depth
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Sufficient Weapon Slots to Be Self Sufficient
why
Unrestricted Loadouts
why
Ever Evolving Gameplay Elementswhy
Selling Content
Gameplay-Independent Content
Clan Skins
Many clans or tribes like to have their own armor skins. Hi-Rez can sell the ability for a clan to
have armor skins that propagate to all the players in a match.Trackmaniaincludes a built in
skin editor that allows players to share skins without having to download them using an external
website or resource. A suite of different shapes and logos can be provided to allow for creative
expression while keeping the skins data footprint small.
Weapon Skins
Free players dont need custom weapon skins, it can be sold as a luxury for those who want to
skin their weapons. If players can trade equipment with each other then skins should transfer
over. Weapon skins are not necessary for clans, however if a clan does want to outfit their
members with skinned weapons they can have the option of buying duplicate skin items(Think
of a game item represented with a picture of a bucket and paintbrush which holds skin
information inside it) to give their members. They simply design the skin and put in how manycopies they want to buy. The game can then keep track of the skin data held in each of the
duplicate items such as logo positions, rotations, color, scale, and text information, so that when
a player applies the skin it is the exact same copy everyone else in their clan has.
This can also create an ingame market for skinned weapons.
Ammo skins
Think of this like weapon skins but affecting the ammo of certain projectile weapons. Clans
could skin their disc launchers disc to match with their clan colors instead of blue maybe a red
or green disc and tracer. Maybe the old school plasma gun shooting skulls of plasma instead ofballs of plasma.
Player Skins
Regular players could have basic access to some simple skinning features, similar to Halos
designer.
Voice Packs
http://www.youtube.com/watch?v=CELgLGTpIQghttp://www.youtube.com/watch?v=CELgLGTpIQghttp://www.youtube.com/watch?v=CELgLGTpIQghttp://www.youtube.com/watch?v=CELgLGTpIQg7/28/2019 Tribes Community Idea Doc
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A basic set of free voices can be available to all players. At Hi-Rezs discretion, newer voice
packs can be released for those who want to buy them.
Armor Features
Hi-Rez can sell different armor pieces, such as new helmet designs, shoulderpad designs, etc,
not unlike Global Agendas selection of armors.
Gameplay Content
Availability
Most if not all gameplay items available for purchase should be attainable by playing the game.
Weapons
One of the main issues people have with giving everybody the ability to buy certain game items,
such as weapons, is the idea that their personal skill can become irrelevant when confrontedwith another player who has bought equipment that can outmatch the capabilities of their own.
This creates a dilemma in which a players skill is not as important as how much time or money
a player has invested playing the game. This can be seen in other games, particularly EVE
Online, where a new player, no matter their skill, cannot easily catch up to players that had
spent years playing the game. At least, not without investing some major gametime themselves.
In Tribes a newcomer to the series can find themselves being successful as soon as they start
playing. There are no weapons to earn, and everyone has the exact same equipment available
to them. This keeps the game focused on personal skill rather than on how much gametime
theyve invested into the game. A player can advance at their own pace, not the p ace decided
on by the game.
Perhaps Hi-Rez could sell packs while keeping everyone on the same playing field when it
comes to weapons. This will keep the weapons balanced since new weapons need not be
created, and players can have the freedom to use all the weapons in the game in whatever
combination and situation they wish.
Packs
Packs allow Hi-Rez to operate with a bit more freedom. For example, a player can buy
deployable sensors that have a longer range than the default sensors. An enemy playercarrying such a pack will not become more effective than a player without the pack by default.
Things like turrets that fire different ammunition, such as:
Mini flamethrower turrets(Good for internal base defense)
Mini Anti-Air-Personnel turrets(Not effective against vehicles)
Mini ELF turrets(Slowly drains enemy energy supply, ideally not as effective as a base
ELF turret)
And unique packs like:
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Deployable Teleporters
Deployable Shields
Deployable Forward Base of Operations(FBO) Only Heavy can carry?
Deployable Vehicle Repair Platform Only Heavy can carry?
can be available for use without making those players who have yet to gain access to these
items feel outmatched.
The packs can be balanced using the proposed credits system, requiring that players
earn the ability to deploy any packs that could be considered very powerful.
Premium Buy Only packs not obtainable through the game could be created, players
will accept the selling of such content since theyd have access to all the weapons in the
game, keeping the focus on skill.
Its also important to keep in mind that there are no set classes in tribes. The only real
limitations are what your powered armors can carry.
Hi-Rez can sell the packs individually instead of selling locked loadouts which only
serve to restrict the players freedom.
Vehicles
=====================================================================
Section 4 - DiscussionsNote: Write your messages on its own line, nickname not required. You can also use the ready-
made forum by clicking the Discussions button on the toolbar or use the pulldown chat box for
live chatting on the right.
Hello - TouslyXid
Hi. - Pittyswains
wtf is with all the server flag option. I feel like this is a copout on gamedesign, being unable to
make a choice or find a compromise so you choose both. I dont want to find that one magical
server that happens to have my 20 favorite flags enabled and 20 hated flags disabled. -
WaterBottle
I kinda have to agree, but if they dont implement our ideas at least well have the server flags
lol. I know for sure Classic servers will pop up with all of the n00b-handholding disabled.
Newbies might actually enjoy the Classic servers as well. - TouslyXid
=====================================================================
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Section 5 - Hi-Rez ResponsesIf anyone from Hi-Rez has any statements/questions/rebuttals/etc they can respond here.