Help me improve Tribes
- Feweh
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Help me improve Tribes
As you know, everything for Tribes is basically done manually by me.
It's grueling and very tiresome as I generally spend the entire 3hours spawning, teleporting, PMing, planning, renaming and punishing players.
Aside from that, I don't mind doing it once a week until we do make it an official game-mode.
What are some things you'd like to see from tribes that doesn't require coding or dev work?
As in, during round starts what are a few things you'd like spawned in or a few suggestions to improve the general flow of things.
I realized that Big Red isn't very good for Tribes, Predators are kinda shitty to have and having the Almayer involved isn't too great either.
For those curious, Tribes will be hosted this Saturday or Sunday afternoon... depending what day I'm free.
It's grueling and very tiresome as I generally spend the entire 3hours spawning, teleporting, PMing, planning, renaming and punishing players.
Aside from that, I don't mind doing it once a week until we do make it an official game-mode.
What are some things you'd like to see from tribes that doesn't require coding or dev work?
As in, during round starts what are a few things you'd like spawned in or a few suggestions to improve the general flow of things.
I realized that Big Red isn't very good for Tribes, Predators are kinda shitty to have and having the Almayer involved isn't too great either.
For those curious, Tribes will be hosted this Saturday or Sunday afternoon... depending what day I'm free.
- TehSpoderman
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Re: Help me improve Tribes
tbh i feel like tribes needs more admin involved events. i dont know what it needs but i wouldnt mind some admin events
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- Feweh
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Re: Help me improve Tribes
Tribes is an event itself, people are set off to forge their own events VIA politics, war, collecting, trading.TehSpoderman wrote:tbh i feel like tribes needs more admin involved events. i dont know what it needs but i wouldnt mind some admin events
Not sure how else I can make more events inside an event.
- David Attenbruv
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Re: Help me improve Tribes
Yes! A Tribes suggestion thread! My dreams have became reality!
To be honest there's not really anything to improve, most of it's all worked out already, with all the crates and slave objectives and announcements to declare what's happening where and when. Though however:
To be honest there's not really anything to improve, most of it's all worked out already, with all the crates and slave objectives and announcements to declare what's happening where and when. Though however:
- Perhaps the leader of a Tribe could perhaps have their text bigger than others? Only due to the fact that sometimes being heard in a Tribe that consists of twenty+ people all mumbleing "Scriptz scriptz scriptz" Is a little hard to get any important information across as a leader.
- Instead of Hounds and PFC's coming down like a holy flood to cleanse the surface of sinners, make announcements of wars that are delcared between tribes by force and have Tribes comply to it. I didn't really want that kind of concept at first, however I think that it's a better ending of the game if people wiped out each other rather than have a bunch of salty dchat peeps rock up with SmartGuns and all types of DeadSpace looking gadgets to wipe everyone out.
- Anasthetic, the surgery tool is all good and I'd never complain about that, though Anasthetic Tanks/Masks to go along with it would be best for the Doctor of the tribe, if not that? Then perhaps a few bottles of Oxy' so that they can perform ghetto surgeries. If you don't have either it apparently doesn't work due to the person moving on the table, so the surgeries null and void anyways if they don't get numbed by something.
- I like the idea of the areas having what they entail, like Medical Tribe has Medicine and Power Tribe controls the power through the Colony. Then others get guns and shananegans, that should deffinently be kept.
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- Garrison
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Re: Help me improve Tribes
How about a way for tribes to be created and assigned? Kinda like how Mutiny worked in Baystation 12? The Head Loyalist/Mutineer role could be expanded/modified and assigned to players so they could recruit people onto their team/tribe? would that make managing the game mode easier?
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- Feweh
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Re: Help me improve Tribes
David Attenbruv wrote:Yes! A Tribes suggestion thread! My dreams have became reality!
To be honest there's not really anything to improve, most of it's all worked out already, with all the crates and slave objectives and announcements to declare what's happening where and when. Though however:Ultimately again, I think that the game is pretty much perfect, except from the round where everyone was bald because it was like playing Cluedo "Who did the murder." When everyone looks like eachother. I think when it's a solid game mode that doesn't require you or a lot of admins having to craddle it a lot of the way that it'll be a easy game mode to really vote on and play kind of like Hunter Games just think it'll require time for Devs or whomever's working on it to make it so that the spawns are in set locations and set items then pretty much just custom the announcements to whatever the Admins/Moderators feel like it would be interesting to play out.
- Perhaps the leader of a Tribe could perhaps have their text bigger than others? Only due to the fact that sometimes being heard in a Tribe that consists of twenty+ people all mumbleing "Scriptz scriptz scriptz" Is a little hard to get any important information across as a leader.
- Instead of Hounds and PFC's coming down like a holy flood to cleanse the surface of sinners, make announcements of wars that are delcared between tribes by force and have Tribes comply to it. I didn't really want that kind of concept at first, however I think that it's a better ending of the game if people wiped out each other rather than have a bunch of salty dchat peeps rock up with SmartGuns and all types of DeadSpace looking gadgets to wipe everyone out.
- Anasthetic, the surgery tool is all good and I'd never complain about that, though Anasthetic Tanks/Masks to go along with it would be best for the Doctor of the tribe, if not that? Then perhaps a few bottles of Oxy' so that they can perform ghetto surgeries. If you don't have either it apparently doesn't work due to the person moving on the table, so the surgeries null and void anyways if they don't get numbed by something.
- I like the idea of the areas having what they entail, like Medical Tribe has Medicine and Power Tribe controls the power through the Colony. Then others get guns and shananegans, that should deffinently be kept.
1. Text size isnt doable and if it is it's annoying to manually edit certain players.
2. I was thinking of forced wars, I tried to do that a couple of tribes ago with the North VS South.. no moved though.
3. Already been spawning in medical gear with anasthetics
4. Ill keep that up.
- Feweh
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Re: Help me improve Tribes
Garrison wrote:How about a way for tribes to be created and assigned? Kinda like how Mutiny worked in Baystation 12? The Head Loyalist/Mutineer role could be expanded/modified and assigned to players so they could recruit people onto their team/tribe? would that make managing the game mode easier?
This requires a coding system.
- David Attenbruv
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Re: Help me improve Tribes
FuckFeweh wrote:1. Text size isnt doable and if it is it's annoying to manually edit certain players.
That was true I was OG leading the North in Caves but the difficulty was, we hadn't solidified with the other Tribe and the time restraint would've meant for us to inevitably die as the South had a united front from what I remember, at least they had the entrenched position as they were closer to River so it took a bit of planning but the time was just difficult.Feweh wrote:2. I was thinking of forced wars, I tried to do that a couple of tribes ago with the North VS South.. no moved though.
Shiiiiieeet didn't know you did! Well, yeah. Awesome then.Feweh wrote:3. Already been spawning in medical gear with anasthetics.
Hail Fewruh.Feweh wrote:4. Ill keep that up.
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- Feweh
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Re: Help me improve Tribes
David Attenbruv wrote:Fuck
That was true I was OG leading the North in Caves but the difficulty was, we hadn't solidified with the other Tribe and the time restraint would've meant for us to inevitably die as the South had a united front from what I remember, at least they had the entrenched position as they were closer to River so it took a bit of planning but the time was just difficult.
Shiiiiieeet didn't know you did! Well, yeah. Awesome then.
Hail Fewruh.
The cave tribes are almost always much more organised and have better defenses, especially late game.
South usually has a lot more people running around but generally its pure chaos and they all hate each other.
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Re: Help me improve Tribes
It's because the Cave Tribe are usually descendants of the Taliban.
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- Butterrobber202
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Re: Help me improve Tribes
Cave Tribes are defendable
Building Tribes get more people
Jungle Tribes are well-entrenched and easy to defend.
so, I think its pretty good as it is, but removal of Pred drops would be neato.
Building Tribes get more people
Jungle Tribes are well-entrenched and easy to defend.
so, I think its pretty good as it is, but removal of Pred drops would be neato.
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- Bigchilly
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Re: Help me improve Tribes
Here is my idea i will pitch in:
On roundstart players are asked if they want to be leader: if they say no, the option is tossed to another player, if they say yes the are given a gangtool thing, sorta like in gangs gamemode in normal ss13.
with the tool they can name their tribe, spew out uniforms, message other tribes, message gods (admins), and maybe rank people? (not sure about that)
Also the leader will be teleported to their tribe spawn (were their guns and tools spawn) and a severwide message saying (TRIBE NAME has been created by their leader: LEADER NAME at TRIBE LOCATION)
I don't know how going about identifying fellow tribesmen, maybe huds showing which gang? Then it would completely shutdown spies and stuff, so i dunno.
just my slice of the pie.
emergency edit jesus christ: admins have to comfirm the tribe name so its not 'hitler did nothing wrong' or '420 xd club'
On roundstart players are asked if they want to be leader: if they say no, the option is tossed to another player, if they say yes the are given a gangtool thing, sorta like in gangs gamemode in normal ss13.
with the tool they can name their tribe, spew out uniforms, message other tribes, message gods (admins), and maybe rank people? (not sure about that)
Also the leader will be teleported to their tribe spawn (were their guns and tools spawn) and a severwide message saying (TRIBE NAME has been created by their leader: LEADER NAME at TRIBE LOCATION)
I don't know how going about identifying fellow tribesmen, maybe huds showing which gang? Then it would completely shutdown spies and stuff, so i dunno.
just my slice of the pie.
emergency edit jesus christ: admins have to comfirm the tribe name so its not 'hitler did nothing wrong' or '420 xd club'
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- TopHatPenguin
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Re: Help me improve Tribes
- Some 'tribal' jumpsuits could be nice instead of the standard ones but that's not something you can do. But Josh or Gorg maybe
- I like the idea of maybe having a few botany trays/seeds per tribe so there can be some kind of farming.
- Potentially having more an end goal, as currently tribes is still very much HG and requires one person to be alive at the end, so something to aim for as an ending might be nice.
- If we ever get into the full nitty gritty, crafting would be something that would be nice, because if it gets done for Tribes it means it could be used by survivors as well so it's a kind of win, win.
- Flags/Banners for tribes could be good to spawn in.
- Encouragement of exploration might be something as well, as generally all the resources will be found in the Main tribe areas, so it'd be nice to find more general loot scattered around (I mean I've only played Big red tribes once so take that as you will.).
- Imo guns should be fairly rare, or atleast ammo for them should be. Perhaps more of an emphasis on melee?
- It could be interesting if there was a small USCM presence on the map who were trying to restore order to the colony.
Last edited by TopHatPenguin on 04 May 2017, 18:40, edited 2 times in total.
- Feweh
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Re: Help me improve Tribes
Bigchilly wrote:Here is my idea i will pitch in:
On roundstart players are asked if they want to be leader: if they say no, the option is tossed to another player, if they say yes the are given a gangtool thing, sorta like in gangs gamemode in normal ss13.
with the tool they can name their tribe, spew out uniforms, message other tribes, message gods (admins), and maybe rank people? (not sure about that)
Also the leader will be teleported to their tribe spawn (were their guns and tools spawn) and a severwide message saying (TRIBE NAME has been created by their leader: LEADER NAME at TRIBE LOCATION)
I don't know how going about identifying fellow tribesmen, maybe huds showing which gang? Then it would completely shutdown spies and stuff, so i dunno.
just my slice of the pie.
emergency edit jesus christ: admins have to comfirm the tribe name so its not 'hitler did nothing wrong' or '420 xd club'
You completely ignored the part where I said suggestioms that dont rewuire coding.
- Renomaki
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Re: Help me improve Tribes
I have a few things that I wish we could have in tribes, if we ever do one again.
1: Promote a cease-fire between the major tribes for a little while. It doesn't have to be long, but at the very least somewhere between 15-20 minutes. One of the issues with tribes is that there is always bound to be some wanna-be Adolf Hitler whose first course of action is preparing for a war that his tribe isn't even organized enough for. War should be more a late game issue, not something that happens ASAP.
The first moments of any given game of Tribes should be for the factions to meet and get to know each other, form trade agreements, border agreements, and other types of diplomacy. It would not only allow players a bit more time to build and settle down, but also create RP.
2: don't spawn as many guns at round start, and instead encourage players to craft their own weapons to supply their armory. It should be possible to build spears easily enough, and players can also craft knives if they have the right materials. Hell, even if all you got is wood, you can easily supply your military with wooden bats, which should be more than enough to defend yourself with. Hell, maybe we could go without guns altogether and just focus on more primitive warfare. It might even help reduce the "Kill em all" tribes that tend to form at round start, since nothing kills a person's confidence more than realizing that he can't kill people with just a few clicks of a trigger.
Really, those two things are all I could ask for.
1: Promote a cease-fire between the major tribes for a little while. It doesn't have to be long, but at the very least somewhere between 15-20 minutes. One of the issues with tribes is that there is always bound to be some wanna-be Adolf Hitler whose first course of action is preparing for a war that his tribe isn't even organized enough for. War should be more a late game issue, not something that happens ASAP.
The first moments of any given game of Tribes should be for the factions to meet and get to know each other, form trade agreements, border agreements, and other types of diplomacy. It would not only allow players a bit more time to build and settle down, but also create RP.
2: don't spawn as many guns at round start, and instead encourage players to craft their own weapons to supply their armory. It should be possible to build spears easily enough, and players can also craft knives if they have the right materials. Hell, even if all you got is wood, you can easily supply your military with wooden bats, which should be more than enough to defend yourself with. Hell, maybe we could go without guns altogether and just focus on more primitive warfare. It might even help reduce the "Kill em all" tribes that tend to form at round start, since nothing kills a person's confidence more than realizing that he can't kill people with just a few clicks of a trigger.
Really, those two things are all I could ask for.
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- Feweh
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Re: Help me improve Tribes
Next round will be doing less guns.
Handguns only at round start and very limited ammo.
Handguns only at round start and very limited ammo.
- shyshadow
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Re: Help me improve Tribes
I probably shouldn't suggest something considering I haven't been for round start, however there's a few things that were kinda derpy.
Spawn Hand labelers, there's a lot of shit that could be taken from other tribes, it'd allow tribes to know who owns what.
While the Predator spawns are some what interesting, there should be a little more fun to be had. Instead of spawning soley mercs, I'd recommend doing Dutch's Dozen. Less
weapons and ammo and it could allow for some interesting RP because the dutch leader can speak Yautja if I remember correctly.
Also if possible spawn in Tribe leader IDs where it just says Clan Leader as the name or the specific clan and the Job is what clan they lead.
Also can you make it so there's less food so people actually want to do shit for food.
Sorry if I come off rude :P
Spawn Hand labelers, there's a lot of shit that could be taken from other tribes, it'd allow tribes to know who owns what.
While the Predator spawns are some what interesting, there should be a little more fun to be had. Instead of spawning soley mercs, I'd recommend doing Dutch's Dozen. Less
weapons and ammo and it could allow for some interesting RP because the dutch leader can speak Yautja if I remember correctly.
Also if possible spawn in Tribe leader IDs where it just says Clan Leader as the name or the specific clan and the Job is what clan they lead.
Also can you make it so there's less food so people actually want to do shit for food.
Sorry if I come off rude :P
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- Crab_Spider
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Re: Help me improve Tribes
I'd rather less snipers, and LV. Some random waves of hostile humans would be nice, like IBs. Also, please chill it out with the heavy weapons. I'd most certainly like some standard helmets (the helmets that are needed for securitrons) and some M3 pattern armor.
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- TheDonkified
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Re: Help me improve Tribes
I think it would be cool if you nudged people to take on certain roles in a tribe, like doctor or engineer. We already have someone who must become the leader of a squad, so someone that is supposed to be more specialized in something would be cool.
For example, designated doctors have access to things like the chem dispensers.
However, even with these more specialized members of a tribe, everyone in a tribe is still free to do whatever and be whoever they want (within limits of course).
For example, designated doctors have access to things like the chem dispensers.
However, even with these more specialized members of a tribe, everyone in a tribe is still free to do whatever and be whoever they want (within limits of course).
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- Snypehunter007
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Re: Help me improve Tribes
Better round ending conditions than just "whoever is last."
Such as:
- Manual restarts if two tribes are left standing and agree to an alliance (permanently).
- All remaining tribes submit to one central tribe.
- Etc.
Just more round ending events that add more RP fluff then eventually backstabbing/going to war with every other tribe.
Such as:
- Manual restarts if two tribes are left standing and agree to an alliance (permanently).
- All remaining tribes submit to one central tribe.
- Etc.
Just more round ending events that add more RP fluff then eventually backstabbing/going to war with every other tribe.
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- Evan Stelf
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Re: Help me improve Tribes
I would suggest reducing the amount of mercenaries. Even though it adds people back into the game, it extends the round for a while and kind of causes the round to stagnate. Some mercs is fine but bring it down a bit, everything else is pretty good
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Re: Help me improve Tribes
I would definitely agree with Evan. When merc team after merc team gets sent down, it FLOODS the round with guns, so much so the point that many many fully loaded weapons are just abandoned because they cannot possibly all be used. Like regular HG I would prefer to promote a more melee-centered gametype, where guns are a rarity and possession and use of them is special.
- Steelpoint
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Re: Help me improve Tribes
The proliferation of weapons is a bit of a turn off, when the round gets to the point where there's a gun ever six step in any direction you know things are insane.
I also noticed on LV-624 that the cave tribes tended to last the longest unless the admins directly intervened. I would suggest making the caves a forbidden area, or setting it up in a way that it's not viable to inhabit. Its so far away from the main colony that any group that goes up there is typically far removed from most threats, no one's going to raid a base on the other side of the map, who are heavily entrenched, and must walk such a long distance that they leave their own base vulnerable.
Best way to do this is to concentrate all resupply drops on the south of the river, this would discourage making a base far north unless you keep half your tribe to the south to get the supplies as they spawn.
I also noticed on LV-624 that the cave tribes tended to last the longest unless the admins directly intervened. I would suggest making the caves a forbidden area, or setting it up in a way that it's not viable to inhabit. Its so far away from the main colony that any group that goes up there is typically far removed from most threats, no one's going to raid a base on the other side of the map, who are heavily entrenched, and must walk such a long distance that they leave their own base vulnerable.
Best way to do this is to concentrate all resupply drops on the south of the river, this would discourage making a base far north unless you keep half your tribe to the south to get the supplies as they spawn.
- OatzAndHoes
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Re: Help me improve Tribes
Is there anyway to spawn in people without guns? I think the gamemode would be much better off if respawners spawned in with nothing but their underwear on and have to scramble to get anything. Also maybe tone down the amount of supply drops. The amount of guns gets a little ridiculous in lategame, to the point where when I was Chieftain Engineer on big red our tribe filled the reactor with piles and piles of weapons that never got touched. I think the gamemode might get a little more fun if resources are actually scarce, then going to war, raiding supply camps, and trading will actually mean something.Evan Stelf wrote:I would suggest reducing the amount of mercenaries. Even though it adds people back into the game, it extends the round for a while and kind of causes the round to stagnate. Some mercs is fine but bring it down a bit, everything else is pretty good
- driecg36
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Re: Help me improve Tribes
I completely agree with less guns, ESPECIALLY less snipers. Personally, I wouldn't even mind a no guns mode, but that would be impossible with the way ERT's work.
Otherwise, give tribes radios (medbay has med channel, engineering engie channel etc, and the minor tribes have squad channels), and maybe give tribe leaders big text. It's virtually impossible to keep a tribe organized without comms, as there will always be that one idiot that murderbones in uniform and starts shit with other tribes.
Otherwise, give tribes radios (medbay has med channel, engineering engie channel etc, and the minor tribes have squad channels), and maybe give tribe leaders big text. It's virtually impossible to keep a tribe organized without comms, as there will always be that one idiot that murderbones in uniform and starts shit with other tribes.
Some guy.