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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#2011
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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_info
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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=CELgLGTpIQg
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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.