Strategic Combat

A derivative by )i(Dasher[TOP]
of the Combat mod, by Despised

UPDATED: Now at version 1.62. This release fixes some important bugs.
Grab the latest version below!

In the beginning was the Combat mod. In the minds of its fans, it struck an excellent balance of gameplay that required more than just reflexes to play - it required planning.

Alas, Combat is no longer maintained by its original author, even though it falls short of some of its intended goals. This author wishes to see the best of this fine mod carried forward, providing the Tribes community with a game that emphasizes teamplay rather than superweapons, and adds a few thought-out weapons and armors rather than a huge number of unremarkable choices.

Hence, Strategic Combat. This is Combat with the following new features:

REVISIONS:

  • Refined Defender armor: This armor was rarely used before due to its slow speed and relative lack of power compared to the Assault. This armor has been upgraded with the ability to mount twin 25mm cannons at once, although with decreased ammo capacity. The ability to carry six missiles gives this armor exceptional anti-aircraft firepower. This armor can no longer be teleported. Even with its jump-jet upgrades, it is best left close to the base, as it is highly vulnerable in the open. In close quarters, however, it is more than a match for the assault.
  • Inventory screen cleanup: You now only see the items that your current armor can purchase. This makes navigating the equipment lists much easier.
  • Refined vehicle balance: Vehicles in the original Combat mod were able to take incredible amounts of damage. This mod has toned the vehicles down, even as it gives them slightly more firepower. The Scout has been reverted to a slightly upgraded version of that appearing in the Plus mod, while the Fighter packs more punch. The Bomber is slower and more fragile, making it unsuitable for attack on heavily fortified locations without escort.
  • BW-Admin: Why not include the well-known BarrysWorld administration mod? This mod includes version 5.01, and includes bugfixes to the voting system. This means that anti-TK options are more advanced than ever, and gameplay options more diverse.
  • Grenade Launcher: Rate of fire slightly slowed for reasons of game balance.
  • Laser Rifle: This weapon now operates in a manner more similar to the model in base Tribes.
  • Energy Cannon: This weapon now fires a huge electrical charge at up to 200 meters, much like a powerful ELF gun. It is the weapon of choice for destroying guided bombs and drones, and drains energy in short order. Defender only.
  • Barricades: These fortifications can take more punishment than before, yet can be repaired faster. In addition, you can now deploy up to thirty of these, although only ten may exist within any given 600x600x600 block.
  • Force screens: Up to sixteen of these devices may be deployed, but only eight may exist inside any given 600x600x600 block.
  • Floating Pads: These are now more easily repaired, yet more vulnerable to shrapnel damage: i.e., demolition charges.
  • Distinctive looks: With a little editing of the model placement, it is now easy to tell whether you are holding a Rocket Launcher or a Mortar. ;)
  • APC Stability: APCs now have a slow rate of drop, making them stable gun platforms. At the same time, they feature much-improved maneuverability. It is this author's wish to see them used as an effective fighting tool as well as transports, promoting team play.
  • Respawn invulnerability: A concept borrowed from the Plus mod, this curbs unfair tactics such as the mining of spawn points.
  • Relocator Packs: These packs are much more worthwhile, requiring less energy and only slowing energy charge for five seconds. At the same time, their effects are readily seen and heard at both the user's original location and destination.
  • Missile effectiveness: Missiles and Rockets are more effective at destroying vehicles and emplacements than before, due to tweaks in damage types.
  • Demolitions Satchel: This device now has an increased amount of damage and a larger blast radius, yet has an audible timer and may be destroyed prior to its detonation with much less catastrophic effect.

ADDITIONS:

  • Beacon Launcher: This gun launches a projectile that attaches a beacon to its target at ranges up to 250 meters. The beacon will light up in five seconds, allowing for indirect fire from teammates with mortars, and lasts for a minute before expiring. While it is not a panacea for lone assaults, it allows for effective placement of mortar fire by teammates.
  • Long Tom: A powerful yet fragile mortar turret that requires control through a command console or commlink. It fires heavy shells at ranges up to 600m, and interacts correctly with beacons and targeting lasers. An excellent weapon when an offensive requires indirect fire support.
  • Assault rifle: The 5.7mm Chaingun has been switched out for the Assault Rifle, which fires a rather inaccurate yet still deadly four-round burst. It is a reliable weapon, but does not match a chaingun for volume of damage once that chaingun has spun up.
  • Flamethrowers: This variant's replacement of the Plasma Repeater, the Flamethrower is an import from the Insomniax mod which shows its mettle in fire suppression, so to speak. :)
  • EMP Device: An adaptation from Shifter, this device drains the energy from nearby enemy players and objects. This has interesting defensive and offensive applications.
  • Firebase: Another adaptation from Shifter. This is comprised of a platform with a built-in generator and inventory station. Teams get one of these once per game, but this structure provides an excellent fallback or forward base.
  • Easier weapon mode switching: For the convenience of those new to the mod, weapon modes are switchable through the game menu. The client-side script is convenient, but not required for full access to the mod's functionality.

RETIRED:

  • RETIRED: The blaster, fusion rifle, pulse laser, plasma repeater, assault mortar, and survey drone have been retired. Each of these have been made obsolete.
  • Teleport Pads: Gone. The Teleport Fields are better balanced anyway.

There are more features that I am racing to document as development continues.

What you need:

Client and Server StrategicCombat_client.zip
Server only StrategicCombat_162.zip
This file now includes config\CombatServerCfg.cs, which was included in the Combat server but left out in previous versions of this mod. It is now included for your convenience.

Installation

Unpack the above file in your Tribes directory. It should place "CombatServerCfg.cs" in your Tribes\config directory, and make a new directory, "StrategicCombat". Next, you'll want to make a copy of your Tribes icon, and rename the copy to "Strategic Combat" or whatever suits your fancy. Next, right-click on the new icon, and edit its Target field to read like this:

"Tribes Directory"\Tribes.exe +exec combatServerCfg -mod StrategicCombat

Additional notes

If you wish to reach me, the author of this particular mod, I can be reached via email at dasher at zenonline.com (pardon my evasion of spam).

Finally credit is due to the authors of the Combat, Insomniax, Shifter, and Plus mods, some of whose work appears in this mod. I learned a lot from looking at what these people did. Thank you for your fine work!