Cinderkarst: That remains to be seen/revealed.
-- IVIaedhros: Will some of the interiors be accessible to vehicles or will only infantry be able to get into anything?
Cinderkarst: Some have openings that will let more than infantry get in there, yes.
IVIaedhros: Alright, thnx for giving that…a related question...will any of the interiors be natural IE caves?
Cinderkarst: If I have my way, yes.
I love making caves and natural structures like that.--IVIaedhros: Now for a graphics question. Will the skyboxes change to reflect weather and time of day?
Chemeleon: It's possible, though the current day/night implementation for torque is a bit buggy last I heard, so it may be more hassle than its worth and as far as going from, for example, a clear day to a rainy, I'd say its not likely because we'd have to most likely create a way to generate the clouds dynamically, which gets pretty complex.

IVIaedhros: Hmm, hopefully TSE will smooth out the process.
Cinderkarst: Chem, I've actually seen a storm passing implemented in a Tribes map. It's very much in the realm of possibility I think, but another thing to consider on the day/night is the lag it could generate.
Chemeleon: Keep in mind that fading from one skybox to another could chew up graphics memory very quickly, especially on any maps that need x resolution images for the skybox.

Cinderkarst: Since that's actively changing something within the map that must be consistent across all clients.
Chemeleon: Two sets of x would eat up [a lot of memory]. The majority of the skies will be x , we tested some a few weeks ago and the only time it's a noticeable performance difference is with a lot of stars. In that case there are a few workarounds for that we might be able to try.
IVIaedhros: Ah well, I'd rather have good frame rate.
Cinderkarst: That's what we thought too.
--Kaz: Will there be out of bounds?
Cinderkarst: OOB hasn't been addressed quite yet and at least for Venus it's a null issue due to the surrounding mountains…AFAIK anyway. But if someone were to manage to get loose and run away with a game object into the wild blue, I'm sure that'd suck the fun out of a game. Only takes one asshole to shit all over everything. I'm gonna have to say that an OOB implementation will probably be there, since the risk is too great IMO.
Chemeleon: One thing to keep in mind. Once we switch over to TSE terrain size is essentially unlimited so if we do have out of bounds specified we could still leave a huge area to fight in.
Cinderkarst: Indeed, [in fact], I would say the terrain of Venus in TGE is as large if not larger than the T:V version.
Chemeleon: Yea, we can get plenty of size out of it for the ATR, it just wont be textured as nicely (or as detailed) as it will be in TSE

--IVIaedhros: Here's a question I'd like to ask again, will terrain be design with more cover (either natural or artificial) as compared to StarSiege? More than a few of us remember City on the Edge
Cinderkarst [Yes there will be.] After all, we don't want to let the infantry run out into the open only to get stepped on by an Adjudicator.
IVIaedhros: Hence your signature

Cinderkarst: LOL, indeed.
IVIaedhros: Cool, I like to hear that because it'll force the use of broader ranged tactics and unit selection.
Cinderkarst: I design my SS terrain with consideration to all things great and small.
Kaz: So like rocks scattered everywhere?
IVIaedhros: Probably depends on the individual map
Cinderkarst: Rocks, fjords, cliffs, depressions, natural trenches, buttes.
Kaz: Nice
Chemeleon: The amount of stuff like that will depend on performance...removing that type of thing is typically an easy way to get a performance boost, so if things are seeming to run slow, that's likely one of the first things to be dropped back.
--IVIaedhros: Trajan mentioned a while ago that the number of people possible will be much higher due to the engine switch. Now, I want know is what # of players do you typically make maps for?
Cinderkarst: Right now, I'm speculating that we'll be able to put at least 64 players on the field a la Tribes 2. There's really no indication to say that number's gonna be lower.
IVIaedhros: Yes, I believe that's what Trajan guestimated at though, he hinted client side could be a problem...however, I asking what # number do you design maps for. For example, in Tribes2 Firestorm and Minotaur were for a lower player count while Sanctuary was design for bigger teams.
Cinderkarst: Right now, the map I'm working on should do well enough [for mid to high ranged numbers], though it partially depends on the mix of units in play.
IVIaedhros: So that's about the standard for the ATR?
Cinderkarst: I can't speak for Sentinal and Storm[trooper] but I'm gonna get them in trouble and say yes.

IVIaedhros: Thnx for risking it

Cinderkarst: I'm sure we'll ship a few smaller maps too, just to be safe. But for now, I'm all about the one I'm doing. Epic is the word.
IVIaedhros: Can you give us any info on that one?
Cinderkarst: Nope, I'm going to let you hang out to dry until I have some screenies for you to drool over.
IVIaedhros: Figures...I think Trajan's cruelty is filtering down the ranks.

Cinderkarst: The man's a monster. So yes, it's affecting me.
IVIaedhros: Well..jaah, have you seen his picture? He's like satanic gaming god, totally squared away.
Cinderkarst: Indeed, I've heard his voice too.
--GDF|Stratus: Cinder, bit pointless to ask but will there be any hidden things like in the SS maps?
Plague: *makes "yack yack" hand motion*
Cinderkarst: You'll have to look Strat and find 'em… if there are any.
Aldaron:: Snowmen anyone?
IVIaedhros: Of course...avoiding an actual confirmation
Plague: You know they'll do something, it's a community thing, they're obligated to do something.
Cinderkarst: I know how to play this game Mae.

--IVIaedhros: Will there be any structures equivalent to hangar bays?
Cinderkarst: Yep. They'll be scaled down for MP play of course, basic holds and the like.
IVIaedhros: Will all vehicles/infantry use the same ones, or will bases have separate structures for each type?
Cinderkarst: If you remember the T V screenies, you see the barracks and the HERC bay. That was actual, functional stuff. They're my design BTW.
IVIaedhros: Frickin' sweet…I had thought those were only eye-candy.
Cinderkarst: We have the barracks in Torque now too, and everything fits for the most part. Seriously, there'll be plenty of places for you to fight and die in, whether part of the base proper, or just some abandoned building. You'll be pleasantly surprised.

--IVIaedhros: Related question will any of the MP maps tie into the SP? Besides thematically that is.
Cinderkarst: As you know, the two aspects are being developed separately. But will a shiny new MP map show up with some ties to the SP? I'd say yeah. We've got some really cool areas planned out for SP…really, really cool. One of the areas just floored me when I read the description. I would love to do an MP based on that area and in all fairness I probably will and you will know it when you see it. I can promise you this: you WILL shit yourself.
IVIaedhros: I will have the diaper ready
Cinderkarst: Excellent.
--Plague: How can we expect to see many city maps considering the background? It was said before there won't be any Sol system areas as maps post-ATR, so....
Cinderkarst: Plague, I'm not gonna comment on that right now. I might leave that one to the fans or as something for me to do as a pet project.
Plague: lah blah blah
IVIaedhros: Well, it's MP so it doesn't have to follow the story that closely as long as we have fun blowing crap up.
Plague: Early on they showed off Nova Alexandria... wonder what happened to all those art assets.
--Plague: By the way, are Cybrid buildings going to be placed on a sort of tiled surface area? Sort of like the... whatever they call them in Starcraft.
IVIaedhros: Zerg
Cinderkarst: Zerg, the Creep.
Plague: There you go.
Cinderkarst: It depends largely on what we do with the Human bases I imagine, at least MP-wise or what it does to FPS. Then again, we could always cheat and use a terrain texture.
Plague: Always thought Cybrid bases looked like they were dropped onto the terrain like giant toys and felt that could be corrected if there was a "pavement" made around them.
GDF|Stratus: Ah, in SS it didn't seem the bases were meant to be permanent
IVIaedhros: Well, you were dealing with mostly outposts in far off regions...hopefully that'll change this time around. What other alternative would there be?
Cinderkarst: Something more palpable might be used, Like a DIF.
--IVIaedhros: Another base question will underground tunnels be used at all...or if not tunnels then simply lower subsections or any other multi-leveled bases?
Plague: I recall being cursed because of that Cybrid base I made that some poor soul had to model (probably Chemeleon)... what's the largest building you've had to make/see poly-wise, or just sheer size?
Cinderkarst: I haven't been keeping up with poly counts the modelers have been posting, but on the underground thing stay tuned.
--Plague: How big is the focus going to be on using hills for cover? it never really worked well in SS, and I'd hate to see all the maps littered with thousands of hills
Cinderkarst: We're really looking at how well the terrain and all the different units play together. That's one of the big things that I'm interested in about this project. Terrain is gonna play a big role on what goes where.
Worlds in the ATR
--Plague: Are Mars and Venus the only ATR maps?


