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Re: Tribes: 10% gameplay and 90% accusing people of HM

Posted: Sun Jun 28, 2015 6:42 pm
by AnniDv6
Flag hunter mode damages any player that sits too close to the nexus. I was thinking of something like this where any deployable within x distance of the flag would be instantly destroyed irregardless if it was deployed there or moved in. I also think this is a terrible idea in general though. Force field doors at the least are required to keep ghosts from capping very easily. There are also a lot of maps with already exposed flags where if you don't have some sort of cover on the flag the maps will end much sooner.

Re: Tribes: 10% gameplay and 90% accusing people of HM

Posted: Sun Jun 28, 2015 9:13 pm
by Firelord
Death666 wrote:Flag hunter mode damages any player that sits too close to the nexus. I was thinking of something like this where any deployable within x distance of the flag would be instantly destroyed irregardless if it was deployed there or moved in. I also think this is a terrible idea in general though. Force field doors at the least are required to keep ghosts from capping very easily. There are also a lot of maps with already exposed flags where if you don't have some sort of cover on the flag the maps will end much sooner.
Agreed. It's a pain when you just want to cap like crazy and there are deployables on it, but I feel like thats just part of anni. I've always put forcefields on the flag, and platforms are really just a bit quicker to set up. People still manage to cap all the time anyways. The main reason I put a deployable on it anyways is, as death666 said, to block ghosts.

Re: Tribes: 10% gameplay and 90% accusing people of HM

Posted: Mon Jun 29, 2015 2:37 am
by DaRk
Let's code players to not be one dimensional

Re: Tribes: 10% gameplay and 90% accusing people of HM

Posted: Tue Jun 30, 2015 10:02 am
by perrinoia
Personally, I want to make necromancer beacons do this:


Then remove the ghost pack and phase shifter, but allow necromancers to carry any of the standard packs.

Pros:
  • Fakes death to confuse enemies.
  • Trigger up to teleport (even through walls).
  • Jump to cancel (teleport deploy check fail causes jump).
  • Carry any standard pack.
Cons:
  • Lifeless body can be damaged while searching for suitable teleport location.
Facts that could be interpreted either way:
  • No more invisibility.
  • Beacon item limit.
  • Can't be used to get stuck in walls or on the wrong side of the terrain.

Re: Tribes: 10% gameplay and 90% accusing people of HM

Posted: Wed Jul 01, 2015 3:21 am
by perrinoia
Ghost wrote:Phase shift is dear to my heart and I will defend it to the death.
Astral projection is better, IMO.

Re: Tribes: 10% gameplay and 90% accusing people of HM

Posted: Wed Jul 01, 2015 12:41 pm
by AnniDv6
It's a neat pack, but I would rather see it as another option than a replacement. Ghost and phase shift are extremely satisfying as is.

Re: Tribes: 10% gameplay and 90% accusing people of HM

Posted: Wed Jul 01, 2015 10:49 pm
by perrinoia
It's not a pack, it's a beacon.
I wanted to limit it's usage by making it ammo based, and didn't want it to take up the backpack slot.