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Loadouts 2.0: Customization for the masses, CASH for Hi-Rez

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 Loadouts 2.0: Customization for the masses, CASH for Hi-Rez 
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SmoothP
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Joined: Fri Jul 29, 2011 3:28 am
Posts: 1583
Post Loadouts 2.0: Customization for the masses, CASH for Hi-Rez
--------------------------------------------------


Loadouts 2.0: A class system Hi-Rez, casuals, and competitive players can all love.


TL;DR - Play with a web based loadout editor for this system: Two Weapon Version - Three Weapon Version


(Posting this here as this forum is the place for loadout threads. I rewrote, streamlined, and clarified most of the post, as well as making some interesting revisions to the system. The old version of the OP can be found here. Mods, feel free to lock the old thread.)


--------------------------------------------------

Part I - Design Motivation

--------------------------------------------------

Assumptions:
  1. HiRez will be selling some form of "loadouts", and wants to sell as many as possible.
  2. HiRez would like to maximize the fun and longevity of T:A so long as that does not conflict with (1).
  3. HiRez would like to foster a strong competitive scene for T:A, so long as that does not conflict with (1) or (2).

How to make T:A as fun and long lived as possible:
  • Highlight the features of Tribes that make it unique and engaging, i.e. skiing, jetting, and prediction based weapons.
  • Have a wide selection of fun and useful items, but avoid IMBA items or mechanics that are frustrating to play against.
  • Have a variety of engaging game types, and options that allow players to be useful in a variety of interesting ways.
  • Do not artificially constrain play styles, let the players decide what is fun.

How to foster a strong competitive community:
  • Maximize interesting game play elements at the competitive level, e.g. minimize bullet spray, one shotting, and RPS mechanics.
  • Do not pigeonhole players into specific roles, encourage emergent strategies and tactics.
  • Treat TRIBES as a sport, not just another shooter!




--------------------------------------------------

Part II - System Description

--------------------------------------------------


Armors
  • Three armor types: Light, Medium, and Heavy.
  • Heavier armors would have more HP, load capacity, and mass than lighter ones.
  • Every item would have weight that counts counts against an armor's load capacity.
  • All armors would have the same item slots: Two weapons, a pack, and a belt stack.
    (Alternately, three weapons, a pack and a belt stack.)

Items
  • Items would come in a small number of specific weights / sizes:
    • Extra Small (XS) - 0 units of load
    • Small (S) - 1 unit of load
    • Medium (M) - 2 units of load
    • Large (L) - 3 units of load
    • Extra Large (XL) - 4 units of load
  • Items that come in multiple sizes are known as standard items.
    Items that come in exactly three sizes, Small, Medium, and Large, are known as triplets or a ménage à troi.
    Items that only come in one size are known as singletons.

Weapons
  • Weapons would be balanced towards longer, dance-like engagements that give players time to strategize and interact.
    As a general guideline, the greater a weapon's effective range and/or projectile speed, the lower its overall DPS.
    Only a few specific items like the Fusion Mortar and Shocklance would be able to one-shot people.
  • Heavier versions of a weapon have more sustained DPS and/or a larger splash radius, but rarely more burst DPS.
  • Weapons would not be balanced by zoom mechanics. Zoom would be a weapon independent visor function.
  • All weapons would reload in the background without penalty and switch relatively quickly.
  • All weapons would have an option / setting for 100% inheritance.

Packs / Belts
  • Packs are either active or passive, active packs use energy but are hands free in operation.
  • Belt items would include grenades, mines, and deployables. Belt items can be stacked, subject to weight limits.
  • Heavier versions of a pack have greater energy efficiency and/or an increased effect.
    Heavier versions of a grenade have a larger AoE, heavier versions of a mine have greater durability.
    Heavier versions of a deployable have more durability and/or effectiveness.

Loadouts
  • Standard loadouts would simply be a collection of items sold as a package and selectable for use in-game.
    All standard loadouts would feature at least one graceful weapon.
  • Loadouts would not have any progression tied to them, progression would be tied to armors and items.
  • Custom loadout slots would be available that could be used to create classes from any unlocked items.
  • Individual items would be unlockable for less than the cost of a full loadout.




--------------------------------------------------

Part III - Item Details

--------------------------------------------------


A note to Hi-Rez: Imagine selling every item in this list for $2 per standard item (each size of a Spinfusor, SMG, Energy Pack, etc), and $5 per singleton (Phase Rifle, Fusion Mortar, Shocklance, etc)... that's a MUCH higher ceiling than in the current system, the cost barrier to purchase would be smaller, the items would be more desirable and useful, and the game would be a lot more fun, multiplying your player base and making them less hesitant to spend money on it.



---------- A r m o r s ----------

Light Armor
  • 1000 HP
  • 20 units of intrinsic mass
  • 6 unit load capacity
  • Can only use small and/or medium items

Medium Armor
  • 1500 HP
  • 28 units of intrinsic mass
  • 8 unit load capacity
  • Can only use small, medium, and/or large items

Heavy Armor
  • 2000 HP
  • 40 units of intrinsic mass
  • 10 unit load capacity
  • Can use all items except those marked as delicate



---------- I t e m s ----------


In Loadouts 2.0, no weapon other than the mortar or shocklance can one-shot someone. The items adhere to a system of "constant burst, variable sustained DPS" across weapon variants. The heavier versions of a particular weapon do NOT cause more damage per shot or have greater burst potential than the smaller ones, but instead have less downtime or a larger area of effect and are thus easier to use effectively.


Items are listed as follows:

Item Name
  • Available Weights
  • Special Properties if Applicable
  • Description


Some terms that may show up in the properties field of an item:
  • Delicate - Too fragile for use by heavy armor.
  • Hitscan - Arrives at its target instantaneously, with no actual projectile or travel time. Very, very few weapons are hitscan.
  • One Shot (Armor) - A perfect shot with this weapon deals enough damage to instantly kill a target in the specified armor.
  • Active Detonation - Continuing to hold down the trigger after firing this weapon will enable active detonation mode and the round will not explode until the trigger is released. While using active detonation, the fired weapon is blocked from reloading and the shooter cannot use other hands-on items.
  • Proximity Fuse - Rounds with a proximity fuse constantly check the distance to the closest player / vehicle within its blast radius, and if the distance increases, the round will detonate.


---------- G r a c e f u l - W e a p o n s ----------

Graceful weapons are the bread and butter of Tribes, and every standard class carries one. Graceful weapons are used to inflict damage on grounded foes, control an opponent's movement, disrupt an enemy defense, quickly build speed at the expense of health, or go for the highlight reel MA. Heavier versions of a graceful weapon have the same damage per shot, rate of fire, and projectile speed as smaller ones, but have a larger splash radius.

Spinfusor
  • S, M, L
  • "I don't always play Tribes, but when I do, I prefer a Spinfusor."

Arx Buster
  • S, M, L
  • Proximity Fuse (Stuck)
  • Stuck Arx rounds are on a timer and also have a proximity fuse when stuck to objects.

Grenade Launcher
  • S, M, L
  • GL nades pack a solid punch and can be bounced around corners. Larger versions of a GL can fire more shots between reloads.

Bolt Launcher
  • S, M, L
  • "Chewie's choice in graceful weaponry."

Thumper
  • S, M, L
  • Active Detonation
  • Fires a grenade with an optional active detonation mode, making it highly useful for setting traps and against airborne targets.

Fusion Mortar
  • XL
  • One Shot (Medium)
  • When you need massive firepower and don't care what's on your right, the Mortar can't be beat.



---------- E n e r g y - W e a p o n s ----------

These weapons are powered by an armor's energy reserves, and thus limit mobility. Larger variants of an energy weapon deal the same damage but use less energy per shot than smaller ones.

Blaster
  • S, M, L
  • An energy based blaster with relatively long lived, ricocheting projectiles.

Shotblaster
  • S, M, L
  • An energy based scatter gun with short lived, ricocheting projectiles. More dps than the Blaster, but less range.

Ion Burner
  • S, M, L
  • Fires a cloud of charged particles that drain a target's energy and increases their drag for a short time. Ions also cause feedback damage to shielded targets and heavy equipment.

Phase Rifle
  • M
  • Delicate, Hitscan
  • An energy rifle that uses all a player's energy when fired and deals damage that scales by energy squared.

Gauss Rifle
  • M
  • Delicate
  • A ballistic sniper rifle with high speed projectiles. Uses an electromagnet to "spin up" the chambered round. After firing the rifle, it takes time and energy to spin up the next round. Firing a partially spun shot results in a slower projectile with reduced damage.

Shocklance
  • M
  • Hitscan, One Shot (Heavy)
  • A short range, instant hit weapon with a significant knockback effect. If properly aimed from within a small cone directly behind the target, the lance will slip through armor seals and instantly kill the occupant.

Repair Gun
  • XS, S, M, L, XL
  • Fires a cloud of nanobots that repair a target for a short time. Larger versions of the repair gun have a lower RoF and use more energy per shot than smaller ones, but the nanobots repair for a longer duration.



---------- P l a s m a - W e a p o n s ----------

Plasma weapons are superficially similar to the bullet based ballistic weapons of the 19th - 21st centuries, however, plasma weapons operate along different principles than the ancient kinetic guns that would be hard pressed to even dent Tribal armor. Plasma weapons have a much lower rate of fire than their ancestral counterparts, but conversely impart much more energy per shot and have almost no recoil. Plasma projectiles, or bolts, glow extremely brightly and thus serve as their own tracers.

Plasma weapons do have a few significant weakness:
  • No plasma weapon can be made to fire with perfect accuracy, though the spread is generally quite minimal.
  • Plasma bolts lose coherence and begin to dissipate in under a second, leading to reduced damage as range increases.
  • Plasma weapons generate a large amount of heat which will eventually cause a weapon to stop firing until it has cooled sufficiently.

There are three main categories of plasma rounds, low velocity, medium velocity, and high velocity. Higher velocity rounds have less volume and surface area than slower ones, and thus do significantly less damage. Plasma produces a small amount of splash damage on impact, with the slower rounds having a larger, more powerful area of effect.

All versions of a given plasma weapon have the same cyclic rate and damage, but larger variants dissipate heat more quickly. Note: A reload mechanic where larger variants of a particular weapon have more rounds per magazine could be a reasonable substitute for heat with proper balancing.


Pistol
  • XS
  • Semi-auto, medium velocity.

SMG
  • S, M, L
  • Full-auto, medium velocity.

Assault Rifle
  • S, M, L
  • Full-auto, high velocity.

Chaingun
  • XL
  • Full-auto, high velocity. Lower cyclic rate than an assault rifle, but sufficient heat dissipation for continuous fire.

Shotgun
  • S, M, L
  • Semi-auto, low velocity. Fires three large, powerful projectiles per shot.

Beast Gun
  • XL
  • An extra large shotgun that fires four projectiles per shot. Using this weapon is colloquially known as going into "Beast Mode".



---------- O t h e r - W e a p o n s ----------

Missile Launcher
  • :?
  • There is no lock-on missile launcher in Loadouts 2.0.



---------- P a c k s ----------

Packs are powerful items that give loadouts new or enhanced capabilities. Heavier variants of an active pack have better energy efficiency than smaller ones, while heavier versions of a passive pack have a larger effect.

Energy Pack
  • XS, S, M, L, XL
  • Passive - Increases energy recharge rate.

Shield Pack
  • S, M, L, XL
  • Active - Uses energy to mitigate damage.

Cloak Pack
  • S, M, L, XL
  • Active - Hides the user from enemy vision and sensors. Larger armors require more energy to cloak.

Blink Pack
  • S, M, L, XL
  • Active - Uses a large amount of energy (~50%) to teleport the player a short distance in the direction of aim. Larger versions of the blink pack use the same amount of energy as smaller ones but increase the teleport distance. Larger armors get less distance from a given size of pack.

Jammer Pack
  • S, M, L, XL
  • Active - Hides the user and any nearby teammates / assets from enemy sensors.

Ammo Pack
  • XS, S, M, L, XL
  • Passive - Increases ammo capacity and the yield from scavenging, reduces the regeneration cooldown.

Repair Pack
  • XS, S, M, L, XL
  • Active - Uses energy to beam repairs to a nearby target (similarly to the TF2 medic, but works on both players and equipment). Like every other pack, the user's hands are free for other actions while in use.

Engineering Pack
  • S, M, L, XL
  • Active - Allows a player to use energy to beam in any unlocked deployable using a menu system. There are limits to how many items a user can have active at the same time, with larger versions of the pack allowing more and/or heavier items to be deployed. Larger items take more energy and time to beam in, and while an item is beaming in the user must stay near the target location. However, once the beam in process has started it is a hands free procedure.



---------- B e l t - I t e m s ----------

While generally called "belt items" or just "belts", this is a misnomer, as these items can be attached to several different load points on Tribal armor. This allows a loadout with weight to spare to carry more than one belt item. However, because of history, tradition, and the Tribal code of honor, only one type of belt item may be worn at a time. Carrying multiple belt items is known as "stacking", as in "a two stack of concussive grenades". Because of space limitations, the maximum stack size is three.

There are many types of belt items, including grenades, mines, deployables, and even other specialized devices. While youngbloods often consider belt items "filler", experienced Tribals know that the skillful use of wisely chosen belt items is often the difference between victory and death.

Mines and grenades generally come in sets of three, most other items are singletons. All belt items are stackable unless otherwise noted. A loadout designed with a stack of deployables can have the entire stack simultaneously deployed, but no more than that. Once belt item(s) have been used or deployed, a Tribal may retrieve replacement(s) at an inventory station.

Heavier versions of a grenade have a larger area of effect, heavier versions of a mine have increased durability, and heavier versions of a deployable have increased durability and effectiveness.


---------- M i n e s - a n d - N a d e s ----------

Frag Grenades
  • S, M, L
  • Active Detonation
  • A powerful explosive grenade with an active detonation switch in the "pin".

Sticky Grenades
  • S, M, L
  • Proximity Fuse (Stuck)
  • A beefed up, hand held version of the Arx grenade.

Concussive Grenades
  • S, M, L
  • Do little damage, but can knock objects out of a target's grasp. Arms as soon as it is released and explodes on contact.

Ion Grenades
  • S, M, L
  • Proximity Fuse
  • Release an ion cloud on detonation.

Flashbang
  • S, M, L
  • Active Detonation
  • Overloads sensors and vision in the explosion radius.

Frag Mines
  • S, M, L
  • Proximity Fuse
  • Explosive mine with a short range proximity fuse.

Claymore Mines
  • S, M, L
  • Proximity Fuse
  • Shaped charge mine with a directional proximity fuse and blast.

Ion Mines
  • S, M, L
  • Proximity Fuse
  • Release an ion cloud on detonation.


---------- D e p l o y a b l e s ----------


Plasma Turret
  • S, M, L
  • Turret with a medium velocity plasma gun.

Clamp Turret
  • S, M, L
  • High velocity plasma turret that can be attached to walls and ceilings.

Shotgun Turret
  • S, M, L
  • Low velocity plasma shotgun turret.

Ion Turret
  • S, M, L
  • Turret with an ion burner.

Force Field
  • S, M, L
  • A wall of energy that slows enemy movement through the field.

Drop Jammer
  • S, M, L
  • Hides nearby teammates and assets from enemy sensors.

Impulse Pad
  • S, M, L
  • Stepping on the pad gives the player a speed boost.

Remote Sensors (2)
  • S, M, L
  • Each sensor array has both radar and motion detectors.

Beacons (3)
  • S
  • Adds a point of interest to the battle network. Beacons are gravimetrically shielded, causing a bounce effect on contact with one. Bouncing hard off a beacon will cause it to implode.



---------- S p e c i a l t y - B e l t ----------

Repair Tool (not stackable)
  • XS, S, M, L
  • A single target, hand held repair tool that is powered by the user's energy supply. Larger versions repair more quickly but are less efficient than smaller ones. Once a repair has been initiated, the beam will stay engaged as long as the user holds down the trigger and stays within range. This leaves the user free to look around and move a bit during repairs, although using the tool is not a hands free procedure and he will be unable to use weapons while repairing.




--------------------------------------------------


Web based loadout editors for this system: Two Weapon Version - Three Weapon Version
_________________
Give a man a pistol, and he'll play for a day... Teach a man to disc, and he'll stay devoted forever.
Loadouts 2.0 - Directional Jets - True Inheritance - Cosine Splash - Active Regen - Abolish Credits

Last edited by SmoothP on Wed Dec 12, 2012 2:07 pm, edited 29 times in total.

Fri Jan 13, 2012 7:30 pm
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SmoothP
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Joined: Fri Jul 29, 2011 3:28 am
Posts: 1583
Post Progession in Loadouts 2.0
------------------------------------


Progression in Loadouts 2.0


------------------------------------


Litego wrote:
There was a lot to read so I might have missed it, but you did not address perks and skill trees.

Or are we just ditching progression from this whole loadout 2.0 and don't want skill trees and perks? Ah nvm, that doesn't work for HiRez, no point getting boosters then.


Progression can definitely be added to L2.0. While I'd certainly prefer to rely on the sheer awesomeness of gameplay to keep people interested, I can understand the desire to add another way to spend gold. And we can still try to create the progression system that leads to the best possible game!

So, yeah, in that light, I like your ideas for progression based on weapon types. So I'm going to expound on them a bit. Most of this is going over what's already in T:A or you talked about in your post, but I like to be thorough. ;)


  • Classes are simply a named set of gear that comes with a loadout slot. They do not have their own form of progression.
  • Each armor class and item type (eg: Spinfusor, Mortar, Sticky Grenade, Force Field, etc) would have a progression tree. Note, it is the item TYPE not the particular weight that has progression. Putting progression on item weights would add a large barrier against trying new things and would discourage diversity.
  • A progression tree starts with a set of skills to unlock. Skills only affect the use of the item or armor that they are tied to. Through pay or play, a player will be able to unlock *all* the skills in a tree.
  • Once all the skills in a progression tree are complete, there may be perks available for unlock. Perks are selectable effects that fit into a limited number of perk slots, and need not be based on their source item.
  • The game would be balanced around fully unlocked trees. An item that is in progress is quite simply a *gimped* item. Not having full progression on an item would be equivalent to going into an instance in WoW with a weapon you haven't trained: it's a complete nub move, the content isn't balanced for that situation, and your party would definitely look down on you for it.


So what does this get Hi-Rez? Well, for one, there are way more trees to unlock. This leads to a stronger emotional investment in your progress, and a stronger bond to the game. It also allows them to spread perks around more thinly, encouraging the purchase and use of a greater variety of items. Some perks could even be tied to a particular item weight, or having all the weights of a particular item unlocked, further encouraging purchases and diversification.


Honestly, it's win-win-win. We get:
  • A *far* more interesting game with greater opportunities for emergent play styles and strategies
  • the flexibility to add new maps and game types that aren't well suited to the available classes
  • less constrained, happier players who can try new things without completely abandoning their preferred play style
    (THIS CANNOT BE UNDERSTATED! IT IS *INSANELY* IMPORTANT! If I'm a sniper, but want to try using an Arx Buster as my second weapon, or a different belt item, I'm SoL in the current system and will just keep using my current class, resulting in *less fun* for me and a *lost sale* for Hi-Rez. This point alone should be enough reason for customization)
  • greater diversity in styles, leading players to want to unlock and use individual items they see used against them
  • the engagement and fun of experimenting with new builds or the builds we see used on YouTube, etc
  • more items available, and *millions* of possible item combinations, leading to increased purchases and diversity
  • the ability to easily add new classes that package existing items, leading to increased purchases
    (Limited offer! Unlock Litego's sniper loadout from MLG Altanta for 1000 Shazbux!)
  • more sources of progression, leading to greater bonding


Litego wrote:
Anyways, I like your idea and the class editor is cool. But I doubt this is something they will change this far into development. But who knows, I guess we can all hope.

I'm a professional software developer and have completely redesigned and rewritten many key systems that were already *live* and in heavy use with gigabytes of data behind them. It's *never* too late to fix your foundations, *especially* when doing so will lead to a better product. It can be painful in the short term, but the long terms rewards (CASH MONEY, YO!) make it worthwhile.
_________________
Give a man a pistol, and he'll play for a day... Teach a man to disc, and he'll stay devoted forever.
Loadouts 2.0 - Directional Jets - True Inheritance - Cosine Splash - Active Regen - Abolish Credits

Last edited by SmoothP on Fri Jan 20, 2012 8:10 pm, edited 2 times in total.

Fri Jan 13, 2012 7:31 pm
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SmoothP
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Joined: Fri Jul 29, 2011 3:28 am
Posts: 1583
Post Loadouts 2.0: Examples of Player Created Loadouts
--------------------------------------------

The Loadouts 2.0 8v8 CTF Contest

--------------------------------------------


To promote the thread and the benefits of customization, I'm going to have a contest... Use the loadout editor (edit: or the three weapon loadout editor) to put together and post an 8v8 CTF team composition and at the end of the January I'll choose the three most interesting and potentially viable squads and I'll paypal each of their creators $15 (edit: f*** it, let's make it $30, enough for a beta package) for use towards T:A. I know 8v8 isn't the most fun or flexible team size, but it makes the contest simpler. When designing your squad, assume that the generator / base assets / sensors are important (due to spawn in pajamas and a proper minimap / command screen), and that deployables are self powered.

Feel free to edit your posts as much as you want before February 1st, but only one submission per person.

Edit: I thought that Hi-Rez would have their cusomization patch out by now, but since it's still in the works I'm going to extend this contest until after customization is released and we can see how it pans out.


Sample squad using a variety of items:

Capper
  • Light Armor
  • Spinfusor (S)
  • Grenade Launcher (M)
  • Energy Pack (M)
  • Flashbangs (S)
Duties
  • Cap flags
  • Help clear the enemy stand


Escort / Interceptor
  • Light Armor
  • Arx Buster (S)
  • Assault Rifle (M)
  • Energy Pack (M)
  • Concussive Grenades (S)
Duties
  • Escort friendly carrier, serve as backup capper
  • Intercept enemy flag carriers
  • Help clear the enemy stand


Heavy Offense
  • Heavy Armor
  • Fusion Mortar (XL)
  • Shotblaster (M)
  • Ammo Pack (L)
  • Flashbangs (S)
Duties
  • Help clear the enemy stand
  • Destroy enemy assets and generator


Midfield Sniper / Pilot
  • Medium Armor
  • Spinfusor (M)
  • Phase Rifle (M)
  • Energy Pack (L)
  • Remote Sensors (S)
Duties
  • Kill enemy flag carriers / chasers
  • Harass enemy stand / targets of opportunity
  • Deploy remote sensors
  • Pilot Shrikes


Light D / Chaser
  • Light Armor
  • Thumper (M)
  • Assault Rifle (S)
  • Energy Pack (M)
  • Concussive Grenades (S)
Duties
  • Defend the flag
  • Chase enemy flag carriers


Flag Farmer / Medium D
  • Medium Armor
  • Gauss Rifle (M)
  • SMG (M)
  • Engineering Pack (L)
  • Ion Mines (S)
Duties
  • Farm / defend the flag
  • Assist with base clearing when necessary


Base Farmer / Repairman
  • Medium Armor
  • Blaster (M)
  • Repair Gun (M)
  • Engineering Pack (L)
  • Frag Grenades (S)
Duties
  • Farm / defend the base
  • Perform drive by repairs on teammates and assets


Heavy on Flag
  • Heavy Armor
  • Chaingun (XL)
  • Shotgun (S)
  • Shield Pack (XL)
  • Repair Tool (S)
Duties
  • Weaken incoming enemies with the Chaingun
  • Body block grab attempts
  • Stay alive and in position
_________________
Give a man a pistol, and he'll play for a day... Teach a man to disc, and he'll stay devoted forever.
Loadouts 2.0 - Directional Jets - True Inheritance - Cosine Splash - Active Regen - Abolish Credits

Last edited by SmoothP on Sat Jan 28, 2012 10:11 pm, edited 15 times in total.

Fri Jan 13, 2012 7:32 pm
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TekDragon84


Joined: Fri Nov 04, 2011 9:35 pm
Posts: 144
Post Re: Loadouts 2.0: Customization for the masses, CASH for Hi-Rez
Judging from the revenue model they've already chosen I'm fairly certain their "Marketing Director" has an associates degree in business. This is just going to pop the poor guy's head.


Fri Jan 13, 2012 7:32 pm
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RootbeerAlamode
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Joined: Mon Dec 05, 2011 5:01 pm
Posts: 1538
Steam Gamer Name: D-Hearts
Post Re: Loadouts 2.0: Customization for the masses, CASH for Hi-Rez
I love the amount of work you put into your posts.

Why isn't this guy hired yet?
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Fri Jan 13, 2012 7:42 pm
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Newmz
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Steam Gamer Name: newmz.tw
Post Re: Loadouts 2.0: Customization for the masses, CASH for Hi-Rez
so, rather than bumping your old one...
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Fri Jan 13, 2012 8:00 pm
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Gixis
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Joined: Sat Sep 17, 2011 8:27 pm
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Post Re: Progession in Loadouts 2.0
SmoothP wrote:
the best possible game.....
It's *never* too late
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T:A release date is Q1 2012.


Fri Jan 13, 2012 8:04 pm
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Wobberjockey
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Post Re: Loadouts 2.0: Customization for the masses, CASH for Hi-Rez
a blast from the past!

+1 all over again
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Fri Jan 13, 2012 8:08 pm
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SmoothP
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Joined: Fri Jul 29, 2011 3:28 am
Posts: 1583
Post Re: Loadouts 2.0: Customization for the masses, CASH for Hi-Rez
Newmz wrote:
so, rather than bumping your old one...

Yup, I rewrote it and posted it where everyone else posts loadout suggestions, the T:A Beta - Feedback & Constructive Discussion forum.

P.S. I asked to have the pre-PAX thread moved here several days ago, but got not response.
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Give a man a pistol, and he'll play for a day... Teach a man to disc, and he'll stay devoted forever.
Loadouts 2.0 - Directional Jets - True Inheritance - Cosine Splash - Active Regen - Abolish Credits


Fri Jan 13, 2012 8:09 pm
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Armoredphoenix
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Joined: Wed Dec 29, 2010 11:59 pm
Posts: 844
Location: Kansas
Steam Gamer Name: Armoredphoenix
Post Re: Loadouts 2.0: Customization for the masses, CASH for Hi-Rez
+1
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Armoredphoenix http://www.generhaters.com
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Fri Jan 13, 2012 8:13 pm
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