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[[http://tribes.wikia.com/ Has it's own wiki]]

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[[http://tribes.wikia.com/ Has it's its own wiki]]
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[[http://www.garagegames.com/ GarageGames]] ([[TheTropeFormerlyKnownAsX formerly]] Dynamix) developed ''[[http://www.legionsoverdrive.com/ Legions: Overdrive]],'' a SpiritualSuccessor to ''Tribes 1''. Some former members of Dynamix are also helping create ''[[http://www.firefallthegame.com/ Fire Fall]]'', an beta [=MMOFPS=] which bears many similarities to the ''Tribes'' series, such as the extensive use of jetpacks.

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[[http://www.garagegames.com/ GarageGames]] ([[TheTropeFormerlyKnownAsX formerly]] Dynamix) developed ''[[http://www.legionsoverdrive.com/ Legions: Overdrive]],'' a SpiritualSuccessor to ''Tribes 1''. Some former members of Dynamix are also helping create ''[[http://www.firefallthegame.com/ Fire Fall]]'', an beta ''Videogame/FireFall'', a [=MMOFPS=] which bears many similarities to the ''Tribes'' series, such as the extensive use of jetpacks.
jetpacks. ''[[https://www.playmidair.com/ Midair]]'' is an upcoming "''I can't believe it's not Tribes®!''" shooter that was successfully crowdfunded.
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So Cool Its Awesome is a fanspeak term that doesn't get wicks.


* ''Tribes 2'', was released in March 2001 and on Linux in April. It was bigger, badder and came with its fair share [[ObviousBeta of bugs]], [[SoCoolItsAwesome but it was loved all the same.]] It received a UsefulNotes/PlayStation2 port in the form of ''Tribes: Aerial Assault'' in 2002. The [[ArtificialHumans Bioderms]] present in the game [[ContinuityNod debuted]] in ''{{VideoGame/CyberStorm}}.''

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* ''Tribes 2'', was released in March 2001 and on Linux in April. It was bigger, badder and came with its fair share [[ObviousBeta of bugs]], [[SoCoolItsAwesome but it was loved all the same.]] same. It received a UsefulNotes/PlayStation2 port in the form of ''Tribes: Aerial Assault'' in 2002. The [[ArtificialHumans Bioderms]] present in the game [[ContinuityNod debuted]] in ''{{VideoGame/CyberStorm}}.''
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Many of the games have since had their offical master servers shut down: ''Starsiege: Tribes'' in July 2007, ''Aerial Assault'' in November 2008 and ''Tribes 2'' in November 2009. However, ''Tribes 1 & 2'' now have multiple community-run master servers, and continue to have strong player bases to this day. ''Aerial Assault'', being a PS2 game, was not so lucky.

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Many of the games have since had their offical master servers shut down: ''Starsiege: Tribes'' in July 2007, ''Aerial Assault'' in November 2008 and ''Tribes 2'' in November 2009. However, ''Tribes 1 & 2'' now have multiple community-run master servers, and continue to have strong player bases to this day. ''Aerial Assault'', being a PS2 [=PS2=] game, was not so lucky.
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Hey Its That Guy cut by TRS decision. Ditto for Hey Its That Voice.


* HeyItsThatVoice
** Is the commander of ''Ascend's'' Blood Eagles [[Manga/FullmetalAlchemist Alex Louis]] [[Creator/ChristopherSabat Armstrong?]]
** More like [[DragonBall Vegeta.]]
** SteveBlum voices General Jericho in ''Vengeance''.
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* ShoutOut: [[MorkAndMindy Shazbot!]]

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* ShoutOut: [[MorkAndMindy [[Series/MorkAndMindy Shazbot!]]
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* ''Tribes 2'', was released in March 2001 and on Linux in April. It was bigger, badder and came with its fair share [[ObviousBeta of bugs]], [[SoCoolItsAwesome but it was loved all the same.]] It received a PlayStation2 port in the form of ''Tribes: Aerial Assault'' in 2002. The [[ArtificialHumans Bioderms]] present in the game [[ContinuityNod debuted]] in ''{{VideoGame/CyberStorm}}.''

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* ''Tribes 2'', was released in March 2001 and on Linux in April. It was bigger, badder and came with its fair share [[ObviousBeta of bugs]], [[SoCoolItsAwesome but it was loved all the same.]] It received a PlayStation2 UsefulNotes/PlayStation2 port in the form of ''Tribes: Aerial Assault'' in 2002. The [[ArtificialHumans Bioderms]] present in the game [[ContinuityNod debuted]] in ''{{VideoGame/CyberStorm}}.''

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* AbnormalAmmo: Perhaps the most notable is the Spinfusor, also known as the Stormhammer, a weapon that fires [[PowerGlows glowing blue]] [[StuffBlowingUp explosive]] [[DeadlyDisc discs.]] There's a ''ton'' of them in ''Ascend'': Light, Dueling, (Pathfinder), standard, Spare(Soldier), MKD, MK-X,(Juggernaut), Heavy, Devastator, (Brute), and Stealth (Infiltrator). The stealth Spinfusor shoots red disks, while the MKD shoots green discs and has [[AreaOFEffect an increased splash radius]] relative to the Soldier's version. The Juggernaut can also unlock a Spinfusor as a type of grenade used by manually ''throwing'' the disk at people's faces.

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* AbnormalAmmo: Perhaps the most notable is the Spinfusor, also known as the Stormhammer, a weapon that fires [[PowerGlows glowing blue]] [[StuffBlowingUp explosive]] [[DeadlyDisc discs.]] There's There have been a ''ton'' of them in ''Ascend'': Light, Dueling, (Pathfinder), standard, Spare(Soldier), MKD, MK-X,(Juggernaut), Heavy, Devastator, (Brute), and Stealth (Infiltrator). The stealth Spinfusor shoots red disks, while the MKD shoots green discs and has [[AreaOFEffect an increased splash radius]] relative to the Soldier's version. The Juggernaut can also unlock a Spinfusor as a type of grenade used by manually ''throwing'' the disk at people's faces.



** Versions that can fire two discs before reloading were later added, [[MeaningfulName known of course as "Twinfusors"]], as well as "Blinksfusors", whose discs inherit their firer's velocity.



* ArchEnemy: The Starwolf and Blood Eagles hate each other's guts, and as of ''Tribes 1'' have been fighting it out for a good three centuries. The Children of the Phoenix have long attempted to mediate between the two with varying degrees of success. The Diamond Sword tend to stay neutral.

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* ArchEnemy: The Starwolf and Blood Eagles hate each other's guts, and as of ''Tribes 1'' have been fighting it out for a good three centuries. The Children of the Phoenix have long attempted to mediate between the two with varying degrees of success. The Diamond Sword tend to stay neutral.neutral, though that's hardly the case in ''Ascend.''



* BribingYourWayToVictory: The biggest problem with ''Ascend'' in the eyes of many is the large amounts of expensive guns that take an extremely long amount of time to purchase via XP. Not helping this is that several are almost necessary to do well at a class, such as the Infiltrator's default primary being pretty much terrible.
** To put this in perspective, most of the unlockable items that are considered to be worthwhile are upwards of 70K exp. Generally speaking, it's a rare occurrence for a player to earn 3K exp an hour. It generally takes upwards of ''25 hours'' of play to unlock a single gun, pack item, or grenade.

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* BribingYourWayToVictory: The biggest problem with ''Ascend'' in the eyes of many is was the large amounts of expensive guns that take took an extremely long amount of time to purchase via XP. Not helping this is was that several are were almost necessary to do well at a class, such as the Infiltrator's default primary being pretty much terrible.
** To put this in perspective, most of the unlockable items that are considered to be worthwhile are were upwards of 70K exp. Generally speaking, it's it was a rare occurrence for a player to earn 3K exp an hour. It generally takes took upwards of ''25 hours'' of play to unlock a single gun, pack item, or grenade.



** After years without updates, a major patch was released in December of 2015. Anyone who spent any amount of money on the game over the years had their gold refunded and received the "ultimate pack", automatically unlocking all weapons and equipment, rank be damned. Perks were removed from the game completely.



** The December 2015 patch did away with the nine class system, instead allowing players to set their own loadouts, as in previous games.



** The December 2015 patch did away with the nine class system, instead having players simply choose one of the three armor types, gear and three weapons, four for heavies. Some balance remains in play as each weapon slot can only have certain weapon types in it- you cannot for example take two kinds of spinfusor or automatics. Many weapons have also been re-balanced, and several "superfluous" weapons were removed.



* ContinuityNod: Most of the spinfusor variants are based on [[http://i.imgur.com/qRjal.jpg previous game's spinfusors]]; the Light is from ''Tribes 2'', standard from ''Starsiege: Tribes'', and heavy from ''Tribes Ascend''

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* ContinuityNod: Most of the spinfusor variants are based on [[http://i.imgur.com/qRjal.jpg previous game's spinfusors]]; the Light is from ''Tribes 2'', standard from ''Starsiege: Tribes'', and heavy from ''Tribes Ascend''''Tribes: Vengeance''


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* LimitedLoadout: Ascend previously only let you carry two weapons, dependant on which of the nine classes you used. The December 2015 patch changed this to allow three weapons for light and medium armors and four for heavies, as in the earlier games.


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*** Much of the above has been worked over since the game's release. As of the December 2015 patch, if you spent any real money on the game, your gold has been refunded and all weapons and gear unlocked.


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* TrickBomb: ''Ascend'' has a dizzying array of specialist grenade types. In particular, the concussive "impact nitron" does minimal damage but inflicts heavy knockback in its blast radius, and uniquely causes an enemy carrying your flag to drop it, making it an invaluable chasing tool. It's also pretty good for RocketJumping. Others include the aforementioned laser-spewing "fractal" grenade and the "blackout" grenade, which disables turrets and base shields.


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** XP-based upgrades and perks were removed entirely in the December 2015 patch.
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* ''Tribes: Ascend'' is free to play FPS released in April 2012, created by Hi-Rez Studios (creators of ''{{VideoGame/Global Agenda}}'') with [[BribingYourWayToVictory microtransaction]] [[ClassAndLevelSystem character classes]] (Each class has some customization - like swapping out a SMG for a shotgun or a shield pack for a sensor jammer, but each class has a clearly defined role). Access is simple, all one needs to do is register an account and download the client; either through {{Steam}} or a separate program. There are several game types, all of which revolve around conflicts between the Blood Eagle and Diamond Sword tribes.

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* ''Tribes: Ascend'' is free to play FPS released in April 2012, created by Hi-Rez Studios (creators of ''{{VideoGame/Global Agenda}}'') with [[BribingYourWayToVictory microtransaction]] [[ClassAndLevelSystem character classes]] (Each class has some customization - like swapping out a SMG for a shotgun or a shield pack for a sensor jammer, but each class has a clearly defined role). Access is simple, all one needs to do is register an account and download the client; either through {{Steam}} UsefulNotes/{{Steam}} or a separate program. There are several game types, all of which revolve around conflicts between the Blood Eagle and Diamond Sword tribes.
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* ''VideoGame/TribesVengeance'' was released in October 2004, developed by {{Creator/Irrational Games}} (the creators of ''[[VideoGame/SystemShock System Shock 2]]'' and the ''{{Franchise/BioShock}}'' series) and based on the [[{{VideoGame/Unreal}} Unreal Engine]]. A {{prequel}} to the earlier games, it features a story-driven campaign centered around the Tribal Wars, a conflict between "tribal" fringe planets and [[VideoGame/{{Starsiege}} Earth's]] [[TheEmpire Galactic Empire]]. ExecutiveMeddling and cessation of official support barely a year hence gave this installment a short lifespan. It was critically well-received, [[FirstInstallmentWins but never enjoyed the same fan support as the earlier titles.]]

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* ''VideoGame/TribesVengeance'' was released in October 2004, developed by {{Creator/Irrational Games}} (the creators of ''[[VideoGame/SystemShock System Shock 2]]'' and the ''{{Franchise/BioShock}}'' ''VideoGame/BioShock'' series) and based on the [[{{VideoGame/Unreal}} Unreal Engine]]. A {{prequel}} to the earlier games, it features a story-driven campaign centered around the Tribal Wars, a conflict between "tribal" fringe planets and [[VideoGame/{{Starsiege}} Earth's]] [[TheEmpire Galactic Empire]]. ExecutiveMeddling and cessation of official support barely a year hence gave this installment a short lifespan. It was critically well-received, [[FirstInstallmentWins but never enjoyed the same fan support as the earlier titles.]]
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Corrected. The Nova Blaster is projectile based, but the Nova Colt is hitscan.


* PainfullySlowProjectile: Nova Colt projectiles in ''Ascend''. Imagine the pea-shooter discoball firing Blaster from ''Tribes 2'', but in revolver form.

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* PainfullySlowProjectile: Nova Colt Blaster projectiles in ''Ascend''. Imagine the pea-shooter discoball firing Blaster from ''Tribes 2'', but in revolver form.
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%%* MightyGlacier: Heavy armor. In the old games, it was the only armor that could equip the deadly fusion mortar cannon, which can destroy a base from far away, kill anyone trying to get out and bulldoze the base all without the Heavy breaking a sweat.

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%%* * MightyGlacier: Heavy armor. In Absurd amounts of health and firepower paired with a suit of armor so heavy that its jet pack can barely lift it off the old games, ground and so cumbersome that it was can barely move at a jog without skiing. In all the games it is the only armor capable of carrying the Fusion Mortar, a massive weapon that can rain death from afar. In the older games, it could equip also carry the deadly fusion mortar cannon, which can destroy a base from far away, kill anyone trying to get out most weapons (5) and bulldoze the base all without the Heavy breaking a sweat.ammo.

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Lot of natter, none of which establishes the example as slow. Additional context required.


* MightyGlacier: Heavy armor. In the old games, it was the only armor that could equip the deadly fusion mortar cannon. ''Ascend's'' "Juggernaut", "Doombringer" and "Brute" classes use it, with the Juggernaut retaining the mortar and exemplifying the trope.
** This underplays the sheer POWER of the Heavy armor. The aforementioned Mortar cannon can destroy a base from far away, kill anyone trying to get out and bulldoze the base all without the Heavy breaking a sweat. [[ComplacentGamingSyndrome And if 5 heavies ram into your base and completely rape your defenses and slam your generator against a wall,]] have fun using anything less than 50 grenades to get them out.
*** Or [[ComplacentGamingSyndrome Ram 6 of your own Heavies in after nuking your own generator room to kingdom come with mortars and fractal grenades]]

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* %%* MightyGlacier: Heavy armor. In the old games, it was the only armor that could equip the deadly fusion mortar cannon. ''Ascend's'' "Juggernaut", "Doombringer" and "Brute" classes use it, with the Juggernaut retaining the mortar and exemplifying the trope.
** This underplays the sheer POWER of the Heavy armor. The aforementioned Mortar cannon
cannon, which can destroy a base from far away, kill anyone trying to get out and bulldoze the base all without the Heavy breaking a sweat. [[ComplacentGamingSyndrome And if 5 heavies ram into your base and completely rape your defenses and slam your generator against a wall,]] have fun using anything less than 50 grenades to get them out.
*** Or [[ComplacentGamingSyndrome Ram 6 of your own Heavies in after nuking your own generator room to kingdom come with mortars and fractal grenades]]
sweat.
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* LevelEditor: ''Tribes 2'' (and all subsequent Torque GameEngine games) came with a simple but fairly powerful in-game level editor, which allowed users to freely place, rotate, and resize (pre-made) buildings and objects, shape the terrain, and so on, with support for custom objects. If the level designer kept to vanilla objects, the map could also be played by anyone without requiring a separate download.
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* ''[[VideoGame/TribesVengeance Tribes: Vengeance]]'' was released in October 2004, developed by {{Creator/Irrational Games}} (the creators of ''[[VideoGame/SystemShock System Shock 2]]'' and the ''{{Franchise/BioShock}}'' series) and based on the [[{{VideoGame/Unreal}} Unreal Engine]]. A {{prequel}} to the earlier games, it features a story-driven campaign centered around the Tribal Wars, a conflict between "tribal" fringe planets and [[VideoGame/{{Starsiege}} Earth's]] [[TheEmpire Galactic Empire]]. ExecutiveMeddling and cessation of official support barely a year hence gave this installment a short lifespan. It was critically well-received, [[FirstInstallmentWins but never enjoyed the same fan support as the earlier titles.]]

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* ''[[VideoGame/TribesVengeance Tribes: Vengeance]]'' ''VideoGame/TribesVengeance'' was released in October 2004, developed by {{Creator/Irrational Games}} (the creators of ''[[VideoGame/SystemShock System Shock 2]]'' and the ''{{Franchise/BioShock}}'' series) and based on the [[{{VideoGame/Unreal}} Unreal Engine]]. A {{prequel}} to the earlier games, it features a story-driven campaign centered around the Tribal Wars, a conflict between "tribal" fringe planets and [[VideoGame/{{Starsiege}} Earth's]] [[TheEmpire Galactic Empire]]. ExecutiveMeddling and cessation of official support barely a year hence gave this installment a short lifespan. It was critically well-received, [[FirstInstallmentWins but never enjoyed the same fan support as the earlier titles.]]



* SniperRifle: The Laser Rifle, featured in every game until ''Tribes Ascend''. It's capable of killing enemies from across the map with a few well placed shots, but leaves a bright red trail that easily reveals the shooter's location. In addition, it drains the user's energy entirely per shot, with more damage at full energy. ''TribesVengeance'' adds an additional limitation in requiring limited ammo in addition to energy for extra damage.

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* SniperRifle: The Laser Rifle, featured in every game until ''Tribes Ascend''. It's capable of killing enemies from across the map with a few well placed shots, but leaves a bright red trail that easily reveals the shooter's location. In addition, it drains the user's energy entirely per shot, with more damage at full energy. ''TribesVengeance'' ''VideoGame/TribesVengeance'' adds an additional limitation in requiring limited ammo in addition to energy for extra damage.
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ZCE


* FragileSpeedster: Light armor. In the older games, it was the only armor that could equip the [[SniperRifle Laser Rifle.]]

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* %%* FragileSpeedster: Light armor. In the older games, it was the only armor that could equip the [[SniperRifle Laser Rifle.]]



* FragileSpeedster: Pathfinder, Infiltrator and Sentinel classes wear light armor. The Pathfinder is the strongest example, it can have a recharge pack for quick energy recovery, or use [[NitroBoost a boost pack for quick bursts of acceleration.]]

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* %%* FragileSpeedster: Pathfinder, Infiltrator and Sentinel classes wear light armor. The Pathfinder is the strongest example, it can have a recharge pack for quick energy recovery, or use [[NitroBoost a boost pack for quick bursts of acceleration.]]

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* CompetitiveBalance: In Ascend, there are 3 light, medium, and heavy classes each, with one offensively oriented one (The stealthy Infiltrator, base-razing specialist Raider, and walking artillery piece Juggernaut) that destroy the opponent's generator and make the opponent's defense's life a living hell, balanced, genericish classes (The high-speed chase/capper Pathfinder, JackOfAllStats grunt Soldier, and CQC beast Brute) that can either defend their own flags and generators, or attack the enemy's, as well as defensive specialists (The Sniper-esque Sentinel, Base maintance guy Technician and Flag defender Doombringer) who shut down enemy offenses.



** This underplays the sheer POWER of the Heavy armor. The aforementioned Mortar cannon can destroy a base from far away, kill anyone trying to get out and rape the base all without the Heavy breaking a sweat. [[ComplacentGamingSyndrome And if 5 heavies ram into your base and completely rape your defenses and slam your generator against a wall,]] have fun using anything less than 50 grenades to get them out.

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** This underplays the sheer POWER of the Heavy armor. The aforementioned Mortar cannon can destroy a base from far away, kill anyone trying to get out and rape bulldoze the base all without the Heavy breaking a sweat. [[ComplacentGamingSyndrome And if 5 heavies ram into your base and completely rape your defenses and slam your generator against a wall,]] have fun using anything less than 50 grenades to get them out.



* AwesomeButImpractical: The Juggernaut in ''Ascend'' has a Spinfusor as a secondary. In lower level play it is somewhat successful. Upon leaving level restricted servers the Spinfusor is rather pointless as automatics can pick players off from great distances unchallenged.

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* AwesomeButImpractical: The Juggernaut in ''Ascend'' has a Spinfusor as a secondary. In lower level play it is somewhat successful. Upon leaving level restricted servers the Spinfusor is rather pointless as automatics can pick players off from great distances unchallenged.unchallenged and the Mortar is much more powerful indoors once used right.



* CompetitiveBalance: In Ascend, there are 3 light, medium, and heavy classes each, with one offensively oriented one (The stealthy Infiltrator, base-razing specialist Raider, and walking artillery piece Juggernaut) that destroy the opponent's generator and make the opponent's defense's life a living hell, balanced, genericish classes (The high-speed chase/capper Pathfinder, JackOfAllStats grunt Soldier, and CQC beast Brute) that can either defend their own flags and generators, or attack the enemy's, as well as defensive specialists (The Sniper-esque Sentinel, Base maintance guy Technician and Flag defender Doombringer) who shut down enemy offenses.



* TheEngineer: The Technician, who gets a unique superior version of the Repair tool, turrets, deployable repair kits, and a variety of other tools while still having some usable weapons. The Doombringer also has shades of this with his large arsenal of deployables and heat-seeking anti-vehicle missile.



* TheFaceless: All the base skins. One of the Infiltrator skins, the "Assassin", has a visible face, though he wears a Vader-style rebreather. The faces of the Pathfinder's "Freerunner", Brute's "Crusher" and Raider's "Griever" skins are visible, while the Sentinel's "Specter" has most of his face visible save a pair of goggles.

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* TheFaceless: All the base skins. One of the Infiltrator skins, the "Assassin", has a visible face, though he wears a Vader-style rebreather. The faces of the Pathfinder's "Freerunner", Brute's "Crusher" and Raider's "Griever" skins are visible, while the Sentinel's "Specter" has most of his face visible save a pair of goggles.goggles and you can see through the Technician's "Specialist" skin's visor.



* {{Griefer}}: The "Griever" skin is all but a reference to the Raider Class's tendency to be these.



* InNameOnly: Ascend has been referred to as "COD with jetpacks" as it has an extensive library of automatic and semiautomatic weapons were previous titles have had only the Chain Gun. This abundance of high rate of fire/low penalty weapons has basically turned the projectile based combat into sea of antiair guns firing into the sky.

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* InNameOnly: Ascend has been referred to as "COD with jetpacks" as it has an extensive library of automatic and semiautomatic weapons were previous titles have had only the Chain Gun. This abundance of high rate of fire/low penalty weapons has basically turned On the projectile based combat into sea other hand, most of antiair guns firing into those ''still'' require leading, especially the sky.slower bullets of the LMG and Chain Gun.


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* SpamAttack: The Light Spinfusors used by the lighter classes have a ''stupidly'' fast rate of fire, especially compared to the Brute's Heavy Spinfusor, which requires you to aim every shot, while the light "Spamfusor" just involves spray and pray at times.


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* WolverineClaws: Blood Eagle troops are armed with one as Melee weapons.
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*** Or [[ComplacentGamingSyndrome Ram 6 of your own Heavies in after nuking your own generator room to kingdom come with mortars and fractal grenades]]

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Most Autos have projectiles.


* CompetitiveBalance: In Ascend, there are 3 light, medium, and heavy classes each, with one offensively oriented one (The stealthy Infiltrator, base-razing specialist Raider, and walking artillery piece Juggernaut) that destroy the opponent's generator and make the opponent's defense's life a living hell, balanced, genericish classes (The high-speed chase/capper Pathfinder, JackOfAllStats grunt Soldier, and CQC beast Brute) that can either defend their own flags and generators, or attack the enemy's, as well as defensive specialists (The Sniper-esque Sentinel, Base maintance guy Technician and Flag defender Doombringer) who shut down enemy offenses.



* CrewOfOne: Utterly and thoroughly [[AvertedTrope averted]] for vehicles like the hovertank (which needs a separate gunner) and bomber (which needs a bombardier who controls the underbelly turret and actually drops the bombs)...until ''Ascend'' made the hovertank's cannon driver-controlled, though it leaves the chaingun for the gunner to control.

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* CrewOfOne: Utterly and thoroughly [[AvertedTrope averted]] for vehicles like the hovertank (which needs a separate gunner) and bomber (which needs a bombardier who controls the underbelly turret and actually drops the bombs)...until ''Ascend'' made the hovertank's cannon driver-controlled, though it leaves the chaingun for the gunner to control. [[PointDefenseless Not having the chain gun]] leads to a quick and unavoidable death at the hands of a Doombringer and his Anti-vehicle missile launcher, so most tankers still prefer keeping one.



* DifficultButAwesome: What Tribes does differently from the majority of shooters is having projectile speed instead of hitscan. This leads to concepts like positioning, leading, and object tracking to be fundamentals in combat which weight just as heavily as aiming. Combined with the the ability to fly over opponents or ski to attain speed and distance, being able to successfully predict where your opponent will be in the next second or two can be the deciding factor in pushing back the offence, disrupting defence, or most importantly retrieving flags to secure a score lead for the team. With the addition of Ascend, these projectiles have been largely forgotten in favor of the lower risk automatics that most classes have access to, or worse histcan such as the sinper rifle which abuse the floaty physics or configuration glitches such as flash.ini which illuminate jetpacks for easy targeting.

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* DifficultButAwesome: What Tribes does differently from the majority of shooters is having projectile speed instead of hitscan. This leads to concepts like positioning, leading, and object tracking to be fundamentals in combat which weight weigh just as heavily as aiming. Combined with the the ability to fly over opponents or ski to attain speed and distance, being able to successfully predict where your opponent will be in the next second or two can be the deciding factor in pushing back the offence, disrupting defence, or most importantly retrieving flags to secure a score lead for the team. With the addition of Ascend, these projectiles have been largely forgotten in favor of the lower risk automatics that most classes have access to, or worse histcan such as the sinper rifle which abuse the floaty physics or configuration glitches such as flash.ini which illuminate jetpacks for easy targeting.
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* TheLastOfTheseIsNotLikeTheOthers: You start with the multi-purpose light class, the Pathfinder, the Multipurpose medium class, the Soldier, and the.........offensively-focused heavy class, the Juggernaut instead of the multipurpose CQC expert, the Brute.
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** Likewise, the airstrikes are not particularly useful for their cost. Unlike in the CallOfDuty series, the player calling in a strike must aim at the target uninterrupted for a few seconds with an INCREDIBLY obvious laser pointer. The area of effect is not particularly large, and unless the prohibitively expensive Orbital Strike is used, the timing has to be absolutely perfect in order to take out enemy units or buildings (the Orbital Strike lasts a few seconds longer). The airstrikes have one saving grace, in that a successful hit is an instant kill (and as such can be used as an effective, if not incredibly expensive, way to disable a Base Turret), but considering that there are ways to take them out that do not cost several thousands of credits a pop (such as the Juggernaut's Mortars and the Infiltrator's Sticky Grenades), it's simply not practical.

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** Likewise, the airstrikes are not particularly useful for their cost. Unlike in the CallOfDuty ''VideoGame/CallOfDuty'' series, the player calling in a strike must aim at the target uninterrupted for a few seconds with an INCREDIBLY obvious laser pointer. The area of effect is not particularly large, and unless the prohibitively expensive Orbital Strike is used, the timing has to be absolutely perfect in order to take out enemy units or buildings (the Orbital Strike lasts a few seconds longer). The airstrikes have one saving grace, in that a successful hit is an instant kill (and as such can be used as an effective, if not incredibly expensive, way to disable a Base Turret), but considering that there are ways to take them out that do not cost several thousands of credits a pop (such as the Juggernaut's Mortars and the Infiltrator's Sticky Grenades), it's simply not practical.
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* TeleFrag: Players can be killed if someone activates a vehicle pad to construct a vehicle while they are standing on it.
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* FollowTheLeader: The ''Franchise/{{Halo}}'' series owes a great deal to the original ''Starsiege: Tribes''[[note]](The original ''VideoGame/HaloCombatEvolved'' was in pre-production when the original ''Starsiege: Tribes'' was released)[[/note]], particularly the seamless transitions between wide open areas and narrow internal spaces and the integration of on-foot and vehicle combat in the same space. The popularity of that in turn would lead to these features becoming more common in first-person-shooters in general.
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* GameMod: ''Tribes 1'' and ''2'' were built from the ground up with the [[GameEngine Torque engine]] and designed to be extremely moddable. Sure enough, a ''staggering'' array of mods have sprung up over the years, some of which change the games so completely that they cease to be recognizable.

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* GameMod: ''Tribes 1'' and ''2'' were built from the ground up with the [[GameEngine Torque engine]] and designed to be extremely moddable. Sure enough, a ''staggering'' array of mods have sprung up over the years, some of which change the games so completely that they cease to be recognizable. As an added bonus, mods that do not have custom models or textures can be played on servers without having to install the mod, ensuring that it's never difficult to get players on a modded server.
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* AustralianAccent: The "Disker Dundee" voice pack gives your character the "Screen and Television" variety.

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* AustralianAccent: UsefulNotes/AustralianAccent: The "Disker Dundee" voice pack gives your character the "Screen and Television" variety.
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* ContinuityNod: Most of the spinfusor variants are based on [[http://i.imgur.com/qRjal.jpg previous game's spinfusors]]; the Light is from ''Tribes 2'', standard from ''Starsiege: Tribes'', and heavy from ''Tribes Ascend''

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* InfinityPlusOneGun: The Buckler in ''Vengeance''. Can one hit kill most enemies, which would be very useful if, as soon as it's introduced, you weren't locked into Light armor for the rest of the game, and thus unable to ever use it in the field.



* TrapMaster: Finally took out that Doombringer on the flag? Your capper screaming in for the final cap to victory? Oh he touched on of the forcefields and is now a corpse that just threw the flag into someone, who then put it back on the floor. Got rid of those? Landmines. Lots of them.

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* TrapMaster: Finally took out that Doombringer on the flag? Your capper screaming in for the final cap to victory? Oh he touched on of the forcefields and is now a corpse that just threw the flag into someone, who then put it back on the floor. Got rid of those? Landmines. Lots of them. them.
* TutorialFailure: Tribes Vengeance features a clan proving hall that teaches you some useful advanced movement and how to use the [[InfinityPlusOneSword one-hit-kill Buckler]]. Pity it takes place roughly 90% into the game, and as for the Buckler... see above.
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* SamusIsAGirl: There are two available female voice packs, "FemmeFatale" and "Ms. Wilderzone", though they don't change the player models.

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* SamusIsAGirl: There are two available female voice packs, "FemmeFatale" and "Ms. Wilderzone", Wilderzone" and the female voices from ''Tribes 2'' though they don't change the player models.
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** The video for the Brute update is called "[[TheBeeGees Staying Alive]]", in reference to the Fractal Grenade's FanNickname "disco grenade".

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** The video for the Brute update is called "[[TheBeeGees "[[Music/TheBeeGees Staying Alive]]", in reference to the Fractal Grenade's FanNickname "disco grenade".
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* BackStab: The Shocklance will instantly kill any player if they are struck with it from behind.

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