[T:V] How should vehicles be implemented?

|MrSniper|Nyx
07-12-2003, 03:34 PM
What do you guys think about how vehicles should work, what kind of vehicles should be implemented, and what place they should hold in gameplay?

In T1 vehicles were of a mostly humorous nature, with a slight amount of usability. It was fun to fly around in the unmanuverable scout and try to make it work like you want it to. You also had transports that had very little value due to sking and lacked any firepower in and of themselves.

In T2 vehicles took a central role, being necessary for the large maps and heavily used by the best teams. They were very manuverable, useful, and powerful.

How do you think vehicles should play in T:V?

Shinigami
07-12-2003, 05:47 PM
I loved my scouts that were completely unaffected by real physics. :[

exogen
07-12-2003, 05:51 PM
Halo has a vehicle implementation that all first-person shooters should strive for. Not too powerful (except for the tank, of course) or too hard to flip/disable, flawless integration with the engine and interaction with player models... the only thing that would have to be changed for Tribes of course is that they would be destructible.

addps4cat
07-12-2003, 06:30 PM
yeah, and it was able to pull that off because of its awesome physics engine, something that t2 lacked especially.

exogen
07-12-2003, 11:48 PM
yeah, and it was able to pull that off because of its awesome physics engine, something that t2 lacked especially.

Agreed... but this thread is about how it should be in T:V.

NAT Mav
07-14-2003, 08:18 AM
I loved my scouts that were completely unaffected by real physics. :[

Ixiterra
07-14-2003, 10:55 AM
It seems the T:OT forum is repeating itself now. We must be caught in a timeloop on the Twlight Zone.