Stage01
05-16-2004, 02:04 PM
Will mutators be available right away?
Yes, but they are not providing any at release (could change). User only.
Will an SDK be released, and any idea how soon after release?
Tribes editor (modified unreal editor like other unreal engine based games).
Cut Scene Tool and Tribe Script tool.
What anti-cheat measures can you discuss?
*work in progress*
Are there plans to have a built in system to handle unique player names? It's really nice, given how clan-based the Tribes series is. Smurfing can be a big problem. Similarly, will there be a built in Tribe system?
Not unique, (if 1000 people want to be “Ranger”, and one of them already have it, they don’t’ want to piss off 999 people.) There will however, be ways to tell them apart (tribes, statistics, etc), more later.
Will an exporter for GMax be supported/created?
No plans, but can easily do it.
Will there be full skinning available on all items/Are there plans to support client side skinning in T:V at all, like in T1&T2?
You wont be able to skin all items (i.e. neon turrets [cheap!!]). There will be some level though. There will be server options.
Will IRC be integrated?
Possibly.
If Vengeance is optimized for 16vs16, is there support for larger teams?
The levels they have created are for 2 to 32 players, but it is possible to create levels that support more players. It will really tie down to bandwidth and hardware power.
Will there be a demo, and will it be available before or after the game launches?
There will be a Single Player demo before release, as well as an Open Beta also before release this Quarter 4.
Will there be bots and will they know how to fly? At what level is the AI?
There will be single player A.I. only. They decided it would be better to spend more time on the game than spend countless hours trying to develop a “good A.I.” It gets exponentially harder to create a good A.I. when you take a basic player and add jetpacks, etc.
How customizable will the in-game GUI be? UT2k3 has a whole lot of options that range from colors, to sizes, and much more. Will we be seeing a similar system in T:V?
Moderately customizable, but totally skinnable. (like winamp for example).
How are vehicles controlled at the moment? Are we to expect a WASD style (W&S are forward and backward, A&D turn), or a mouse steering system (W&S are forward and backward, mouse controls steering)?
They are mouse driven (steering that is). W&S to go. He talked about a tank they have that they might change to use keyboard steering, but said it might not happen because the driver also controls the main turret, there is another guy manning the machine gun on top.
How does the inventory station work? We've already seen that it's a screen much more in the style of Tribes 1, but will there be a way to "quick buy" a set of favorites, like in T2?
You can preselect before you join (or while in game) load out. This way you can just run over a pad, and the GUI wont even pop up for speed, just run on and run off with new equipment. You can have multiple pre set loadouts. (i.e. you can walk over a pad and press a number of your loadout to speed things up.)
What deployables will be available this time around? Are we going to be seeing turrets, and radar, and how will they differ from previous versions?
5 different deployables. (as of now)
Inventory
Remote Repair
Turret
Mine
Jump Pads
Please tell us about the new Fuel and Ball game types:
Fuel Game Type:
The fuel game time is quite simple. There are 3 fuel tanks on a map. Each team has one as well as a neutral in the center. Each team side will start with about 30% full, with the neutral having about 80%-100% full.
The idea is to steal fuel out of the enemies tank, as well as the neutral tank. The first to get to 100% win.
Ball Game Type:
The ball game type is EXACTLY like bombing run in UT2k3/UT2k4. Except you have jet packs.
Yes, but they are not providing any at release (could change). User only.
Will an SDK be released, and any idea how soon after release?
Tribes editor (modified unreal editor like other unreal engine based games).
Cut Scene Tool and Tribe Script tool.
What anti-cheat measures can you discuss?
*work in progress*
Are there plans to have a built in system to handle unique player names? It's really nice, given how clan-based the Tribes series is. Smurfing can be a big problem. Similarly, will there be a built in Tribe system?
Not unique, (if 1000 people want to be “Ranger”, and one of them already have it, they don’t’ want to piss off 999 people.) There will however, be ways to tell them apart (tribes, statistics, etc), more later.
Will an exporter for GMax be supported/created?
No plans, but can easily do it.
Will there be full skinning available on all items/Are there plans to support client side skinning in T:V at all, like in T1&T2?
You wont be able to skin all items (i.e. neon turrets [cheap!!]). There will be some level though. There will be server options.
Will IRC be integrated?
Possibly.
If Vengeance is optimized for 16vs16, is there support for larger teams?
The levels they have created are for 2 to 32 players, but it is possible to create levels that support more players. It will really tie down to bandwidth and hardware power.
Will there be a demo, and will it be available before or after the game launches?
There will be a Single Player demo before release, as well as an Open Beta also before release this Quarter 4.
Will there be bots and will they know how to fly? At what level is the AI?
There will be single player A.I. only. They decided it would be better to spend more time on the game than spend countless hours trying to develop a “good A.I.” It gets exponentially harder to create a good A.I. when you take a basic player and add jetpacks, etc.
How customizable will the in-game GUI be? UT2k3 has a whole lot of options that range from colors, to sizes, and much more. Will we be seeing a similar system in T:V?
Moderately customizable, but totally skinnable. (like winamp for example).
How are vehicles controlled at the moment? Are we to expect a WASD style (W&S are forward and backward, A&D turn), or a mouse steering system (W&S are forward and backward, mouse controls steering)?
They are mouse driven (steering that is). W&S to go. He talked about a tank they have that they might change to use keyboard steering, but said it might not happen because the driver also controls the main turret, there is another guy manning the machine gun on top.
How does the inventory station work? We've already seen that it's a screen much more in the style of Tribes 1, but will there be a way to "quick buy" a set of favorites, like in T2?
You can preselect before you join (or while in game) load out. This way you can just run over a pad, and the GUI wont even pop up for speed, just run on and run off with new equipment. You can have multiple pre set loadouts. (i.e. you can walk over a pad and press a number of your loadout to speed things up.)
What deployables will be available this time around? Are we going to be seeing turrets, and radar, and how will they differ from previous versions?
5 different deployables. (as of now)
Inventory
Remote Repair
Turret
Mine
Jump Pads
Please tell us about the new Fuel and Ball game types:
Fuel Game Type:
The fuel game time is quite simple. There are 3 fuel tanks on a map. Each team has one as well as a neutral in the center. Each team side will start with about 30% full, with the neutral having about 80%-100% full.
The idea is to steal fuel out of the enemies tank, as well as the neutral tank. The first to get to 100% win.
Ball Game Type:
The ball game type is EXACTLY like bombing run in UT2k3/UT2k4. Except you have jet packs.