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Tribes! FAQ
  • zolop0
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Re: Tribes! FAQ
« Reply #105 on: 04.06.09 | 07:24 PM »
Will PlayTribes include...

-Mortars, for heavy class
-Cloak suit for infiltrators
-Targeters that show the point Mortars/Lobbing weapons need to shoot at to hit the target dead on.  Recommend it should be invisible, as it role is only support, does not cause any damage to enemy systems.
-What Vehicles will PT have?  For example will PT have Heavy Tanks and Mobile Spawn Points that Tribes series did have (Crosses fingers!)?
-Aircraft-Will we get bombers, transporters, fighters, APC in PT (again crosses fingers)?  Recommend The control scheme for aircraft was really well done in Tribes 2, PT could benefit from that. 
Flares for Flying aircraft-In Tribes 2 a player had to sit in back of a aircraft and drop flares.  This was a bad gameplay decision.
-Mobile spawn Points
-Squad System (In teh tribes Series there was always a squad system.  Taking that out would ruin teamplay aspects
    If there is a squad system will there be voice over IP?
    If there is a squad system will there be Ranks so that only certain players can play waypoints?
    If there is a squad system what will the squad leader be able to do?  How is his role defined?
-Bases of Tribes 1 were quite large, floating in the air.  I like how it felt like a base, with tunnels and shortcuts.  Tribes 2 expanded that even further bu having underground bases large, sometimes containing more floors than bases than in Tribes 1.
-Renegades Mod and a few others had some interesting classes...
     Renegade Mod classes
       Hacker-Infect turrent temporarly to turn them against their owner.  Could also hack into shields to disable them.
     Misc Mod Ideas from Tribes 2
        Deployable Raid Bases to attack the enemy from
-Tribes 2 was more geared to war, Tribes 1 was more for smaller maps and Capture the Flag Mode.  For example there was no -heavy tank and no deployable spawn point in Vanilla TRibes 1.  There were fewer deployables in Tribes 1 than Tribes 2.

I have more but for that is all.  Thank you Instantaction.com
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  • Gheist
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Re: Tribes! FAQ
« Reply #106 on: 04.06.09 | 07:42 PM »
PlayTribes is Tribes 1, only in a browser. Nothing more, nothing less. The improvements to the original version can be found in the first post of this thread.
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  • FishStix
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Re: Tribes! FAQ
« Reply #107 on: 04.08.09 | 11:05 AM »
Seriously, all we need now is some great new community made maps and it'll be like 99 all over again!!! (jk... or am I???)
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Re: Tribes! FAQ
« Reply #108 on: 04.08.09 | 03:34 PM »
umm.... what is Tribes exactly? is it like a mmorpg or a shooter or a RTS?

Tribes is an FPS.  However, unlike games like Halo it introduces players to the Z-axis through the use of jet packs.  Here is a gameplay video to give you an idea of what it's like.

http://www.youtube.com/watch?v=i2et3cKlSSk


thanks for telling me, it looks like instantaction got alot of their ideas from Tribes (never heard of this game before and only play I.A for F.E.L., and never used the forums before other then the post before this) for Fallen Empire Legions.
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Re: Tribes! FAQ
« Reply #109 on: 04.09.09 | 02:38 AM »
thanks for telling me, it looks like instantaction got alot of their ideas from Tribes (never heard of this game before and only play I.A for F.E.L., and never used the forums before other then the post before this) for Fallen Empire Legions.
Some of the developers on Instant action are original developers from Dynamix.
Dynamix made Tribes.
therefor they did not get their ideas from tribes, they ARE tribes.
I beleive Legions was based loosely on Tribes as a lot of the weapons reflect gameplay of tribes.
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Re: Tribes! FAQ
« Reply #110 on: 04.09.09 | 06:10 AM »
Im pretty sure most of the dynamix guys that moved to GG also have since then left GG to form a new company
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  • thizda
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Re: Tribes! FAQ
« Reply #111 on: 04.09.09 | 09:35 AM »
I DEMAND OPEN BETA

In other words: when is the open beta coming out?
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Re: Tribes! FAQ
« Reply #112 on: 04.09.09 | 02:50 PM »
My main concern with this entire transition is:
 1) How will mods be affected? A lot of work went into ALL of the mods that you can find on Starsiege: Tribes today, and Garage Games shouldn't force these modders to go through a lot of trouble just to get their server up and running again.
 2) The TRPG mod: This mod created by Jeremy Irons is simply monumental. I would be willing to say that it required more work than any other mod that I have seen for Starsiege: Tribes. Ironically, many mods have been made of TRPG, so my question is whether this will (or could) be supported as a separate game?
 3) Will the master server system that is currently used in Starsiege: Tribes be used in Play Tribes?

I am glad that Garage Games is bringing this classic FPS back to life. Thank you SO much to the person on the development team who suggested this genius move!
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Re: Tribes! FAQ
« Reply #113 on: 04.09.09 | 11:55 PM »
thanks for telling me, it looks like instantaction got alot of their ideas from Tribes (never heard of this game before and only play I.A for F.E.L., and never used the forums before other then the post before this) for Fallen Empire Legions.
Some of the developers on Instant action are original developers from Dynamix.
Dynamix made Tribes.
therefor they did not get their ideas from tribes, they ARE tribes.
I beleive Legions was based loosely on Tribes as a lot of the weapons reflect gameplay of tribes.

lol THEY are not tribes, what you just said validated what i said, they GOT their ideas from tribes, they may of made tribes but they are not tribes its self, they are former Dynamix employees and so its the idea, only way they wouldn't of gotten the idea from tribes would be if they just made tribes in its place.
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  • Gheist
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Re: Tribes! FAQ
« Reply #114 on: 04.10.09 | 05:12 AM »
[...] 1) How will mods be affected? A lot of work went into ALL of the mods that you can find on Starsiege: Tribes today, and Garage Games shouldn't force these modders to go through a lot of trouble just to get their server up and running again. [...]
Q: I heard from [here/there/somewhere], speculation that mods would not be supported, is this true?
A: From the beginning of this project a goal has been to make sure that mods are not sacrificed.  Mods may need to adjust a few things here and there to work with the new base game scripts with the new version, but should work with relatively small amounts of fixing up.

Q: What if my mod needs to have custom art or data downloaded to the client. 
A: There are no immediate plans to directly distribute them through the site, so we may have to filter them from the server list for players that are in browser.  Luckily most mods don't require extra art and files.  We may selectively seek the permission to release a community made resource through our website from the author, at our discretion.
You can find more info about modding and the changes to the game in the first post.


I DEMAND OPEN BETA

In other words: when is the open beta coming out?
You expect an open beta for a game from 1998? For your question about "when": Read the first post.
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Re: Tribes! FAQ
« Reply #115 on: 04.10.09 | 06:23 PM »
"Mods may need to adjust a few things here and there to work with the new base game scripts with the new version, but should work with relatively small amounts of fixing up."
Hate to say i told you so nale....
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  • Razain
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Re: Tribes! FAQ
« Reply #116 on: 04.10.09 | 08:50 PM »
I got a question what is tribes lord  Huh
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  • voidbytor
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Re: Tribes! FAQ
« Reply #117 on: 04.11.09 | 12:05 PM »
so whats the ETA of playtribes.com going live?
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Re: Tribes! FAQ
« Reply #118 on: 04.11.09 | 03:44 PM »
Quote
so whats the ETA of playtribes.com going live?

They're doing something with the playtribes website on Tuesday, hopefully we'll get some more information then.
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Re: Tribes! FAQ
« Reply #119 on: 04.11.09 | 05:32 PM »
I for one welcome our new Tribes IP overlords.

Cracked.com ftw Cheesy
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