[T3]Flag waypoint

I don't think Tribes needs waypoints.

I mean, it was good for when you were lost as a newbie, and it is helpful for escorting.
But you can be just as effective with a command screen or something like TV.cs

Removing waypoints would be an easy way to get around any possible waypoint cheats, and it'd also strip some time off the development, that could be used to make the game better.
I really don't think they're needed, and having no compass could clear the GUI up, making it look nicer, and more newbie friendly.
 
jsut said:
from the little i know about T1 waypoints i could recreate the air waypoint spam script for it without much trouble. This could of course not be the case, i've never really written any script for T1

I don't really know what you're talking about (as I don't play T2)
But T1 waypoints are a 1-dimensional line/arrow which appear on your compass. I doubt you could create any 3-dimensional ones using it, without the source code to the executable, and without the server sending you the information required.

I'd like to see a poll for this, but only if Thrax hasn't already decided.
Waypoints are a "Feature", but by all means not required.
Removing them will also add to the depth, and awareness we will need to pay attention to where our teams cappers are.
I like a challenge.
 
I know it sounds crazy, but I agree with R@ND0M.

I know we all like to think that waypoints are just a part of tribes and what makes it unique, but the only thing they're really used for is exploitivie scripts. Autowaypoint enemy turrets, flag drops, etc. etc. I don't see a problem with temporary VVH waypoints, or essocrt way points that go away when the player dies, but ones you set on the command map are ONLY used by scripts (in almost every case).


So I say limit them, they're redundent with markers/beacons (which are better b/c they can't be exploted by scripts)
 
R@ND0M said:
I don't really know what you're talking about (as I don't play T2)
But T1 waypoints are a 1-dimensional line/arrow which appear on your compass. I doubt you could create any 3-dimensional ones using it, without the source code to the executable, and without the server sending you the information required.

I'd like to see a poll for this, but only if Thrax hasn't already decided.
Waypoints are a "Feature", but by all means not required.
Removing them will also add to the depth, and awareness we will need to pay attention to where our teams cappers are.
I like a challenge.

Shiva.

:eek:

Remember that one? :D

I say screw waypoints. That would make beacons and targeting laser finally useful for something other than decoration; see, they'd be be handy to have, yet not necessary. Beejutiful.

I'm for the "waypoint flag in sensor net" though.
 
Maybe make the targeting laser sticky? You can kill rangefinders if you want too -- they'll just turn into a cheat.


EDIT: Range finders on beaons and T-laser I mean. I don't see a problem with having them on reticles.
 
or in addition to the target laser for distances some sort of weapon addon to just use as somewhat of a sight laser for your weapon....to show teammates where something is without the waypoint on the other end of it...thats just like another keybind to push and hold?
 
off hand targeting laser you mean? I agree, there's really no reason that you should need to change to a differnt weapon, and the item is mostly used for pointing anyways.
 
Just make it like T1 but with better graphics and new bases... And not the shitty kind that some people scrap together i mean good ones.

Ribs.jpg
 
Make flag waypoints like T1 but with better graphics and new bases....




You know that b/c you siad that JUST now they're going to make tribes 3 NOTHING LIKE tribes 1 -- nice going.
 
R@ND0M said:
I don't really know what you're talking about (as I don't play T2)
But T1 waypoints are a 1-dimensional line/arrow which appear on your compass. I doubt you could create any 3-dimensional ones using it, without the source code to the executable, and without the server sending you the information required.

After an extremely brief look at z0dd_waypoints, it looks like waypoints in T1 didn't allow you to set the z axis (elevation), which would effectively make it impossible to duplicate air waypointed spam. You could still create ground based spam waypoints though using it.

But yes, they achieve the same thing that shiva did, but using something from within the engine. From what i understand of shiva (which is admittedly little) it overlayed transparent images overtop of the playgui to achieve the same effect. The T2 spam scripts are actually a lot more vesitile i think.

For T3, i'd hope that the engine was much more restrictive about what could and couldn't be waypointed directly, and about where waypoints could be placed arbitrarily.
 
Sir Lucius said:
Maybe make the targeting laser sticky? You can kill rangefinders if you want too -- they'll just turn into a cheat.

TAC2 had something similar to this, one of their many great ideas. Same that mod didn't take off, it is really quite good.

Not to sing my own trumpet or to advertise a old article i wrote.

"TAC2:The Gound Assault" (Review) By Beren
.. has 2 firing options: TAG Cannon or the Targeting laser. The TAG Cannon fires a dart, which will stick to anything except a player. This leaves a targeting beacon style dart in the object for 60 seconds, or until its destroyed. This is perfect for targeting when stealth is required. The Targeting laser isn't the normal targeting laser we see in T2. This version will leave a red marking beacon wherever it is shot; this red marker will stay there until it's either destroyed or the gunner places it elsewhere.

Both are interesting ideas to add fuel to the thought processes.
 
i'm all for flag carrier waypointed in sensor net range. This way it is balanced on both sides. The hardest part would probably balancing player sensor net range, but nothing that couldnt be accomplished through trial and error.

waypoints on inv stations are almost a neccesity, espicially in fast passed action when 1 station doesnt last very long.
 
shiva put a beaconlike effect onto anything, so you could fire at it from ANYWHERE, unlike qfire (and i'm assuming jsut) where you have to stand in the same spot every time to get the airpoint to work

as for groundspam spots, i use warpointer to do that already ;)
 
I saw a script demoed in T1 that autowaypointed any enemy asset and gave you moving airtargets to aim at with your mortar.

Waypoints assist in giving orders (deploy at ... repair at location etc.) I often used engineerHUD to identify a damaged turret, click on it, waypoint it, so that I knew which of the 8 to go fix (16 man base T2). They can assist in team coordination. So they are good and useful especially for noobs.

Blind or waypoint spam can be fixed by introducing an exponential random "spread" on any long range weapon. It would be realistic too, as weapons do have ranges where they are accurate and beyond those ranges lose accuracy.

As far as waypointing enemy deployable assets, talk to some of the cheaters. Promise them they'll be allowed to participate in the open beta in exchange for divulging how they make this work... ;)
 
1- flag wp when in sensor net
2- waypoints, but limited to being at terrain level

waypoints should be a point on the screen, not just a general direction.. possibly inaccurately positioned at long ranges
 
|Rx|Fragginstein said:
I saw a script demoed in T1 that autowaypointed any enemy asset and gave you moving airtargets to aim at with your mortar.

That's called Autobeacon and it's a cheat, not a script.

Blind or waypoint spam can be fixed by introducing an exponential random "spread" on any long range weapon. It would be realistic too, as weapons do have ranges where they are accurate and beyond those ranges lose accuracy.

realistic? jet packs are sooooo realistic....

if t3 has a spread on the weapons i won't play it...it leaves too much to luck and removes skill
 
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