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GameSlice: One of the bigger areas of change between Tribes and Tribes 2 are the vehicles.  Changes include the flying craft having force fields to make them more difficult to take down and the scout craft sporting dual chain guns for increased accuracy over the old missiles.  In addition there will now be land-based vehicles that will also have some decent (and interchangeable) weaponry. What type of economics system will be in place to keep the focus of the game from becoming only about having these powerful vehicles?

Dave: It's all a big balance game once we hit Alpha. For instance…aerial vehicles can be shot down with guided rockets once lock-on has been achieved. Of course, that makes vehicles fairly easy to kill, so we have to develop a flare system that allows the vehicle to fool the rockets and avoid certain destruction. And we added a tailgunner position to assist in keeping those pesky scouts off a bomber or transport's tail. Vehicles will definitely be suplementary to suits. The vehicles have more armor and more firepower, but they are FAR less maneuverable and can be destroyed by well coordinated jumpjetting fireteams. All-in-all, it shouldn't be a big issue for us to balance.

GameSlice: Tribes 2 will have three new weapons for players to use including a rocket launcher -- Quake-Tribers should be happy -- a melee weapon and one other which hasn't been decided on. Could you tell us about some of the candidates for the two undecided weapon allocations?


Exclusive Tribes 2 Screenshot

Dave: We're not using a Quake-style rocket launcher. We have a guided rocket in the game. Think of it as a heat-seeking missile that you can lock onto a target and you'll have a better picture of what we're doing. You can also have a buddy use his target laser to paint a target and then fire the guided rocket toward that target. It will automatically home in on that selected target. The remaining two weapons are still under wraps. Sorry about that, but we're pretty close-mouthed about stuff until we actually get it into the game.

GameSlice: Can you tell us about how some of the new gameplay modes will work, such as Hunter, Team Hunter and Rabbit?

Dave: We're actually still making specifics of those games up. There may be some replacement game forms as we continue to test them, as we drop some games out because they aren't fun enough, and replace them with others. The objective is to make more game types that are as fun to play and as easy to learn as Capture the Flag, which is currently our most popular game. So…for instance, we're putting a lot of thought into ways to make Hunter and Rabbit more intuitive and challenging.

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