the Junkyard: Tribes:Vengeance Q&A
 
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Tribes:Vengeance Q&A

Tribes:Vengeance Q&A

Posted by: on Tue May 13th, 2003 at 8:30 PM
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A: To answer this a bit more specifically, there is greater freedom of movement to a certain extent, but not in terms of rotation.

Q: How are you guys going to get the netcode upto scratch for T:V?

A: We have a team of programmers. They program stuff, including net code. (I don't mean to sound like an arse, that's just the way it is).

Q: Will there be a "practice mode" like how it is in Classic right now?

A: Sorry, we're not currently revealing details about game types or modes.

Q: are the ragdoll effects we're hearing about planned to effect gameplay, or just be fancy death animations? (e.g. tripping over things at high speeds, but not actually dying from it)

A: Ragdoll effects are currently for death animations only - we don't intend to have them affect gameplay in the sense you're describing.

Q: there has been a little talk on body blocking. 1 person mentioned its stupid that a stationary light can stop a heavy moving at mach 362. Its also a little strange that both these players can continue playing as normal after the collision. Might we see some movement penalties occur in those situations? Could these include some fancy falling over ragdoll style things?

A: Collision physics are being properly handled by the physics system.

Q: Are you intending to revolutionise the single-player fps genre by adding original mission objectives, instead of the standard "find key, open door, find key, open door" or "defend the objective for 5 minutes" etc missions?
You know what i mean anyway...


A: We may well use some standard FPS mechanics in single player, but standards are good because a) they fit our gameplay in many ways, and b) people are familiar with them.
Keep in mind that some of the best games out there have the simplest objectives, because it's not achieving those objectives that's fun, it's the experience of the game while in-between getting the key or opening the door - moving, fighting, exploring.

Q: will the there be a streamlined comprehensive admin menu system to enable tourny mode, switch all players to the correct teams, prevent unwanted players joining servers and start the map when everyone is ready.

A: Yes.

Q: people were saying before that they didn't like getting killed by the AI.
are there any plans for turrets controlled by human players only?
perhaps something like a cannon in BF that you can access by jumping in, rather than controlling via the command screen as in the last 2 tribes games


A: Nope. However, we believe that human control should always be more effective than AI control.

Q: will there be a command / admin option to simply rename both team's to clan names and force both teams to use custom skins on both models and bases?

A: Team names, possibly something like this. Skins, nope...customization is client-side. Since it's always possible to override customization cilent-side, it doesn't make much sense to try and enforce it server-side.

Q: What are you doing about helping new players, are you possibly going to make option help messages pop up? For example:
If someone suits up as a heavy a message could appear saying:
"You are suited up in heavy armour, this is useful for Heavy on Flag or Heavy Offence"
Or if someone TK'ed instead of having a message in the chat hud you could have one that appears in the centre of the screen:
"You have killed a teammate, if you continue to do this you could possibly be banned"
Are you going to make anything like this?


A: We are creating new and better systems for informing the player, including prompts and messages.

Q: Will the game be a bit realistic like when you re injured you run slower or stuff like that or when you are in water you would be limited in time ?

A: Nope. That's a very RPG-style thing to do, and we're not making an RPG. Tribes: Vengeance is an action game.

Q: Will there be any new funky portable devices to look forward too,
like the motion / pulse sensors ect.
i remember the effective use a radar jammer had back in T1


A: There are new deployable objects - and we consider them funky. No specifics at this time, sorry.

Q: What environments (e.g. grassland, jungle, volcanic, desert, ice, moon, underground, etc.) do you have or are planning on including in T:V?

A: We can't release any details other than what's already out there, so all I can say is look at the screen-shot that's been released, and read the blurb on Sierra's T:V page:
"Battle in vast locations from underground caverns and forgotten cities to acid wastelands and mighty coliseums"

Q: With the ragdoll effects... I only played the demo of UT2k3 but I loved the way you could 'juggle' dead bodies with rockets or whatever... is this part of the ragdoll effect? Will we be able to juggle dead bodies with the disc launcher?
I hope you know what I mean by juggle


A: Potentially ... although I'm not sure how useful being able to juggle a dead body is to the game ...

Q: does the dev team anticipate to be issuing patches to effect gameplay design in T2 style post-release

A: Our intention is to build a solid design up front and tweak during open beta, if necessary. Physics design and implementation are already underway, so we have a long time to refine core gameplay internally before we even hit open beta.

Q: Are there certain gameplay features that you've identified in other games that you are looking at incorporating into TV to increase the userbase?

A: Yes...we play a lot of other games here, including all kinds of non-FPS games. We learn from their strengths and weaknesses. Sorry, no specific examples at this time.
Also, sorry if I seemed a bit harsh in my previous response to you...I thought about it some more and I'd like to return to your question at some point because it's a good one.

Q: Will you be able to bounce off vertical walls with the new physics?

A: Sort of.

Q: we play a lot of other games here, including all kinds of non-FPS games. We learn from their strengths and weaknesses. Sorry, no specific examples at this time...

A: KP's favorite game is Lemmings, which is the genisis of the "Everybody run off the cliff" game type.

Q: Ok..My second post..My first got deleted. I missed the post that referenced
my question but I still don't think that post answered my question.
Anyways...Will this be a problem with T:V?


A: No.

Q: I have a slightly less serious question than most, but one that's still worth answering (I hope). It deals with everybody's favorite voice chat message, "Shazbot." What exactly is Shazbot (besides a Mork and Mindy reference)? I think the Tribes community has used it as an expletive and as a scream of primal joy. In fact, with some of the voices between T1 and T2, it seems some lean more towards the expletive sound, while others sound more joyful.
My question is: Would it be possible to have *two* Shazbots per voice? Since I don't think we'll see a comeback of "Damnit," it would be great if there were a definite pissed off Shazbot sound, and a very happy Shazbot sound. That way, instead of just spamming vgs at the end of every map, if my team wins I could spam vghs (happy shazbot), or if my team loses I could spam vgms (mad shazbot).
Oh by the way, quickie 2nd question if you have time, on the same topic. Will the voice chats be 3 or 4 characters? 4 characters just seems to take too long, and has a bigger chance to hit the wrong key.


A: We use Shazbot as an expletive here (except for Gaffer, who uses it all the time, at inappropriate moments). We can't give specifics as to what voice messages there will be at this time.

Q: Do any current base designs include Unreal Engine "movers"?
In other words, it's a combo question that includes as sub questions:
Do some bases contain doors?

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