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Board index » Tribes: Ascend - Official Forums » Tribes: Ascend - General Public Forums » Tribes: Ascend - Feedback & Constructive Discussion

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New Deployable Idea: Boost Ramp

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 New Deployable Idea: Boost Ramp 
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Hymnosi


Joined: Sun Jul 17, 2011 4:57 am
Posts: 48
Post New Deployable Idea: Boost Ramp
Specifications

- Replaces the DMB Forcefield
- Provides a 45-60 degree ramp for allies(and enemies) to use
- Provides a 50-100 KPH boost to anyone who uses boost in the correct direction (not including enemies)
- Ramp has a sizable wall on the opposite side, not quite as tall as the forcefield. It does no damage to run into the wall, but does deflect/stop you.
- Ramp does not boost you if the generator is down, but still acts as a ramp/wall.
- Cannot be placed inside walls like the forcefield, and has a light/medium sized spacing on each side to prevent total wall offs indoors.
- Cannot be placed close to the flag like the regular forcefield.
- Boost Ramp has double the HP of the Forcefield.
- Maximum of 1 deployed, period. Upgrades would increase the boost and HP.

Implications

Currently the biggest issue people have with Tribes meta is that chasing is worthless against a pathfinder travelling over 300. Besides slowing down pathfinders, people are suggesting some of the craziest things to make it easier for chasers to get up to speed. I believe something like this would help, as well as add a bit more flavor to static defenses. I also believe this will allow chasers to finally run rage like they are trying to let them do.

Another point is that enemy flag cappers can use your ramp to benefit if they know how to run routes that would utilize the ramp sitting on your stand, but also denies them access to other routes. It could even be possible to slow them down if they descend the ramp the opposite direction.

Other possibilities is to let us open routes to the flag that normally wouldn't be possible, giving another aspect to the game it didn't have prior. Say a DMB goes to midfield and places a ramp that allows your pathfinder a huge boost in speed that would normally injure them making them weak crossing the flag.

Yet another is allowing the fatter of us get to midfield faster to deal with Juggernauts and other long ranged spam. This allows us to have heavy defense other than the HoF.


Directly copied from my post over at /r/tribes on Reddit.


Sat Jun 02, 2012 7:53 pm
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Firehawk45


Joined: Fri Mar 09, 2012 10:56 am
Posts: 26
Post Re: New Deployable Idea: Boost Ramp
Actually, that thing sound amazing, but i highly doubt hirez would implement it. Balancing it ( at least, in my mind) sounds incredible hard, but it would fit in the game
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Ingame: Trevon (EU: Amsterdam)


Sat Jun 02, 2012 8:39 pm
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Petroklos


Joined: Fri Jan 27, 2012 7:45 pm
Posts: 3
Post Re: New Deployable Idea: Boost Ramp
Firehawk45 wrote:
Actually, that thing sound amazing, but i highly doubt hirez would implement it. Balancing it ( at least, in my mind) sounds incredible hard, but it would fit in the game


It's not the ForceFields. It's allready balanced.


Sun Jun 03, 2012 5:44 am
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Pinepool


Joined: Fri Dec 02, 2011 7:36 am
Posts: 185
Post Re: New Deployable Idea: Boost Ramp
What if you just gave it the effect of a boost-pack? That would be effective also in balancing it against cappers already going 2 billion and adding more
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I Support FRACTAL MIRV LAUNCHER 100%


Sun Jun 03, 2012 7:28 am
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s0ma23
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Joined: Sat Jan 07, 2012 11:05 pm
Posts: 85
Post Re: New Deployable Idea: Boost Ramp
This would be kinda neat to implement. It helped out in T:V (most maps had "catapults" as base assets that were destructible and allowed all players to boost a bit). T:V's implementation of them kinda blew though... you could use the tension of the grappler and e-pack or e-pack and disc jump on the catapult to boost. ez mode chasing.

I think something like this would help with chasing. +1, though dunno how to really balance it.


Sun Jun 03, 2012 2:23 pm
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Hammich


Joined: Sun Feb 05, 2012 12:16 am
Posts: 9
Post Re: New Deployable Idea: Boost Ramp
s0ma23 wrote:
This would be kinda neat to implement. It helped out in T:V (most maps had "catapults" as base assets that were destructible and allowed all players to boost a bit). T:V's implementation of them kinda blew though... you could use the tension of the grappler and e-pack or e-pack and disc jump on the catapult to boost. ez mode chasing.

I think something like this would help with chasing. +1, though dunno how to really balance it.


That reminds me, grappling hooks would be awesome in this.

Also maybe an alternative to the ramp would be something that worked like a directional jump-pad that had a maximum set velocity so while it would be useful to chasers launching off, it would be useless to enemy cappers as it would reduce their speed if they were moving fast. If they were moving slow, they'd still move no faster than the chasers.

Another alternative is to have something approx the same size as the forcefield but make it a 'boost field' that simply has the effect of using the boost pack (minus energy cost) of any player running through it.
The ramp sounds great but getting a deployable slope workable without placing it very carefully relative to the surrounding terrain could make it problematic to use. Though I'm picturing Drydock here.


Sun Jun 03, 2012 8:13 pm
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