Portable generators

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vistalize
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Re: Portable generators

Post by vistalize »

Firelord wrote:
Death666 wrote: Mobile inventories don't require power and I've left them that way intentionally. They are a little more difficult to cover with defense leaving them more venerable than portable generators were, but if you set them early in the match you really shouldn't get to the point where you cannot come back into the fight unless your team is so bad that all of this wouldn't matter anyway which is essentially the same as joining in the middle of a match and being upset that you can't make a comeback.
Thanks for leaving them around. They make porta gens obsolete anyways. If you're defending at the beginning, your first placement should be a mobile inventory. If you rush the flag at the beginning and cap, your second move should be to place a mobile (if your team hasn't yet). I tend to place one that is in a convenient location for everyone, then buy another and place it near where I'm setting D.

It's unfortunate that about 50% of Tribes players don't seem to know how to read the chat box or type. It would make it easier if you're getting base raped to have one guy repairing gens while you repair an inv and buy a mobile ASAP.

You see for years the FIRST things at the beginning of a match was to deploy a portable generator not a mobile inventory station. Because on maps like Broadside and Blastside you cannnot defend up top if you are spawned down bottom. By the time you get up top to lay turrets your gens are destroyed. I would LOVE to see you motherfuckers try a scrim without portable generators you might as well call it Anni fucking spawn now. You guys are crazy for getting rid of that shit just saying. Although I can see hiding a mobile inventory somewhere inside your base would probably work
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KILROY
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Re: Portable generators

Post by KILROY »

You see for years this was a "TEAM" warfare game, not turret warfare. The development of Mod's changed this. Annihilation mostly changed this and the entire game itself. Due to the amount of defenses that could be placed. This caused many to leave the mod's. The object of the game is to work as a team to capture the flag, with the aid of "LIGHT" defenses. Not load up the map with so much defense you can't do anything, except stay close to your base and take out any attackers, or take them out at a distance from the boundaries of their own base. Your team is supposed to defend your flag and base, and other's of your team are supposed to go offense. This was the main objective behind Tribes. To work as a "TEAM" to obtain your objective.
perrinoia
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Re: Portable generators

Post by perrinoia »

Yeah, some of my fondest memories of Tribes involved a whole team working together, whether via VOIP, or simply knowing each other well enough to predict who was going to attack and who was going to defend, those were the best games ever.

There are a few times that I connected to a server, kicked every one's ass, all by myself, that I remember, too... But all of those matches ended in unfair teams, because the losers quit.
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Lawlz
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Re: Portable generators

Post by Lawlz »

All a portable generator does is make it nearly impossible to rape a base. Unless you want to spend forever trying to necro/cham through all of the sunken platforms and blastswalls that people place over them. Sure you can do it to a generator too, but at least that is more of a double-edged sword than doing it to a fucking deployable.

Bitch at your team to set up defenses, or to guard you so you can set D. Getting a mobile invo. is like having a port gen in itself now, so really no reason to complain at this point.

Edit: Also, what the fuck? I carry mobile-invos with me like herpes on a prostitute. Any "above average" defense setter has a favorite for mobile-invos, and set's up their defense with a new one every time.

I will teach you later EvilScrub :trolol:
AnniDv6
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Re: Portable generators

Post by AnniDv6 »

I should mention again that I have no objection to the portable generators being added back once their code is fixed up a bit, but that I have no interest in doing that. Perrinoia or Crow might get around to it when they have time and or if they care enough to and then we would have them back. Maybe people have forgotten, but they are pretty buggy as they are currently coded and would constantly mess up the power (mobile stations randomly not being powered when generators were online etc.) and that's another reason that I don't want to throw them back in as is.

Personally I think it makes for better games on the majority of the maps and encourages team play and map diversity to leave them out, but that's just me. Do we really want to completely rule out base rape? At that point we might as well have no inventory and generator damage toggled to ON by default so you guys can always spawn right next to a working station without having to do anything to earn that.
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Fixious
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Re: Portable generators

Post by Fixious »

I haven't noticed any major issues since they've been gone. Then again I don't play every day. I enjoy taking out the enemy gens a bit more now, and I really like the automated messages regarding them. Wouldn't mind having something like T:A's generator icons showing if they're still down/powered, but it's not really necessary.

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vistalize
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Re: Portable generators

Post by vistalize »

haha lawlz vgv
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Firelord
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Re: Portable generators

Post by Firelord »

What it comes down to: if the enemy team isn't smart enough to get some mobile inventories up and set up some good D, they deserve all the base rape that comes their way. You have to be a seriously low echelon player to not be able to avoid some access to power unless it's on a map like Hungry_Hippos.
perrinoia
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Re: Portable generators

Post by perrinoia »

Fixious wrote:I haven't noticed any major issues since they've been gone. Then again I don't play every day. I enjoy taking out the enemy gens a bit more now, and I really like the automated messages regarding them. Wouldn't mind having something like T:A's generator icons showing if they're still down/powered, but it's not really necessary.

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That is definitely something we could do, if we wanted to crash every software rendered player who sees the message.

Personally, I want to fix the generator code, but it's not as simple as finding an old working version, copying and pasting... I never liked the old code, either.

I either want to keep it how it is, or make ALL deployables (except deployables that provide their own power, such as portable generators and air bases), require proximity to a working generator to deploy, and function properly. This means you can't deploy turrets in the middle of the map, unless you have a portable generator or air base near by. Raping generators would disable all turrets, not just base turrets... Deployable force field doors would open when generators are destroyed... Etc...

I would also consider removing the proximity to enemy flag deploy restrictions, so you could choose to use your portable generator as a backup to your base generators, or to power offensive turrets around the enemy base... But that might be going too far.
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Ninetails
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Re: Portable generators

Post by Ninetails »

Oh man Base rape galore with Perma gen rape + Jailing chams...GG guys GG
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