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 Alas, Combat is no longer
maintained by its original author, even though it falls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!
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