New Tribes this weekend + Changes

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Crab_Spider
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Re: New Tribes this weekend + Changes

Post by Crab_Spider » 11 May 2017, 13:11

Swagile wrote:Yeah, personally id just kill any trader that comes and take their token.

Why give out my precious big tribe resources when I can just bully non-tribal people to give me their shit?

Survival of the fittest, after all.
So uh, problems here. First, most people are on guard when in areas outside of their territory. Second, that's a shitty thing to do, hands down (considering this is you, I'm not surprised). Third, that's straight up stupidity and given how this is currency, you won't be the only guy doing it. Btw, I'm killing ya.
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Re: New Tribes this weekend + Changes

Post by Swagile » 11 May 2017, 14:18

You have a major tribe, and most likely surgery supplies, so risking a few broken bones for valuable tokens from a lonely or maybe 2-3 person trading group is just fine.

And its not a shitty thing to do if those tokens can be given in to keep your main tribe above the other tribe that will surely want to kill you off at any time that you are perceived as weak. Thats what happens every tribe round; one tribe is weakened and then they are pounced on by everyone else or by one stronger tribe till an alliance is either formed or that one strong tribe kills off the rest.

Deal with it.
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Re: New Tribes this weekend + Changes

Post by Casany » 11 May 2017, 15:19

Swagile wrote:You have a major tribe, and most likely surgery supplies, so risking a few broken bones for valuable tokens from a lonely or maybe 2-3 person trading group is just fine.

And its not a shitty thing to do if those tokens can be given in to keep your main tribe above the other tribe that will surely want to kill you off at any time that you are perceived as weak. Thats what happens every tribe round; one tribe is weakened and then they are pounced on by everyone else or by one stronger tribe till an alliance is either formed or that one strong tribe kills off the rest.

Deal with it.
Didn't Feweh want people to actually RP instead of murderbone?

Also, I would let them live because personally I'd rather not leave the tribe to find coins. If they are willing to hunt for the coins for hours and allow me to do no work well that's great!

See, that reasoning is very short sighted and short term. This is like saying 'I'd rather kill the farmer and steal his crops then grow the crops myself". This mentally works until no one is willing to do anything themselves outa fear. If you kill enough farmers there'll be none left who are willing to grow any food, and you run outa food
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Re: New Tribes this weekend + Changes

Post by Nubs » 11 May 2017, 15:35

Casany wrote:Didn't Feweh want people to actually RP instead of murderbone?

Also, I would let them live because personally I'd rather not leave the tribe to find coins. If they are willing to hunt for the coins for hours and allow me to do no work well that's great!

See, that reasoning is very short sighted and short term. This is like saying 'I'd rather kill the farmer and steal his crops then grow the crops myself". This mentally works until no one is willing to do anything themselves outa fear. If you kill enough farmers there'll be none left who are willing to grow any food, and you run outa food
Damn, now i'm dreaming of enslaving tribes players and forcing them to work on a giant plantation which the other tribes rely upon heavily for food...
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Re: New Tribes this weekend + Changes

Post by Swagile » 11 May 2017, 15:37

Casany wrote:Didn't Feweh want people to actually RP instead of murderbone?

Also, I would let them live because personally I'd rather not leave the tribe to find coins. If they are willing to hunt for the coins for hours and allow me to do no work well that's great!

See, that reasoning is very short sighted and short term. This is like saying 'I'd rather kill the farmer and steal his crops then grow the crops myself". This mentally works until no one is willing to do anything themselves outa fear. If you kill enough farmers there'll be none left who are willing to grow any food, and you run outa food
See, farmers are actually necessary, but coins are not.

They give slight bonuses and most likely will be gobbled up very early to mid game by loners. Unless you can buy an assault rifle with them, its not worth it to make good relations with traders unless they all form up and create a trading tribe.

If they have the drive to make a non-major trading tribe, that means they have a clear leader and goal, hence id bother trading with them. And RP is good and all, but when the other tribe is ready to fuck you over at any time, you have to be ruthless in order to survive.

I tried RPing in Tribes and it got me killed midway; when I tried to actually survive, and not be a good person, I lived till the near end without suffering a single injury. And with ERT waves usually being luck based, I like the latter method instead of the former.
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Re: New Tribes this weekend + Changes

Post by Symbiosis » 11 May 2017, 15:56

I enjoy the RP in Tribes. Few rounds back got shot by a random ERT dude with a gun without any RP and made the fatal mistake of trying to RP with him. Really enjoying the lower firearm rate.
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Re: New Tribes this weekend + Changes

Post by SpaceFarer » 11 May 2017, 16:13

Swagile wrote:See, farmers are actually necessary, but coins are not.

They give slight bonuses and most likely will be gobbled up very early to mid game by loners. Unless you can buy an assault rifle with them, its not worth it to make good relations with traders unless they all form up and create a trading tribe.

If they have the drive to make a non-major trading tribe, that means they have a clear leader and goal, hence id bother trading with them. And RP is good and all, but when the other tribe is ready to fuck you over at any time, you have to be ruthless in order to survive.

I tried RPing in Tribes and it got me killed midway; when I tried to actually survive, and not be a good person, I lived till the near end without suffering a single injury. And with ERT waves usually being luck based, I like the latter method instead of the former.
Translation: it's justified for me to be a murderboning dick because then I live longer.

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Re: New Tribes this weekend + Changes

Post by Swagile » 11 May 2017, 16:19

SpaceFarer wrote:Translation: it's justified for me to be a murderboning dick because then I live longer.
Bravo, you have now realized the secret to survival in Tribes.

Be more powerful than who you are negotiating with or be killed, thats how its worked from every game of Tribes ive played.
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Re: New Tribes this weekend + Changes

Post by Feweh » 11 May 2017, 16:22

Murderboning really turns down after the 30minute mark and people start settling into their tribes.

You see a lot of healthy RP and community building.

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Re: New Tribes this weekend + Changes

Post by Swagile » 11 May 2017, 16:24

Feweh wrote:Murderboning really turns down after the 30minute mark and people start settling into their tribes.

You see a lot of healthy RP and community building.
Eh, last round I was a Doctor and watched Tribes gang up on people later on in the round and convince everyone that "this person attacked us first!!!"

Not sure if it was the same person(s) doing it or not, because I saw it happen several times throughout the round, and later on Compound tribe started wiping out entire Tribes since they were the most powerful tribe as well.

So I dunno about that, Feweh, unless I was misinformed?

The tribes before that we had Medical vs Nexus tribes in LV going to war and murderboning everyone both part of and not part of the war in the walkway to Nexus and Medbay area, so...
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Re: New Tribes this weekend + Changes

Post by Feweh » 11 May 2017, 16:38

Swagile wrote:Eh, last round I was a Doctor and watched Tribes gang up on people later on in the round and convince everyone that "this person attacked us first!!!"

Not sure if it was the same person(s) doing it or not, because I saw it happen several times throughout the round, and later on Compound tribe started wiping out entire Tribes since they were the most powerful tribe as well.

So I dunno about that, Feweh, unless I was misinformed?

The tribes before that we had Medical vs Nexus tribes in LV going to war and murderboning everyone both part of and not part of the war in the walkway to Nexus and Medbay area, so...

Compound tribe was by far the most organized and helpful, followed by probably Research.

Tribes that have poor leadership and lack supporting individuals (doctors, engineers, etc) usually fall to pieces and just murder-bone.
Tribes with good leadership always end up doing the best as they pull in the most recruits and delegate tasks.


When people are given a purpose, they're more likely to RP and help eachother. But when they have no orders and no general direction they just do whats easiest to them, ie; Kill

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Re: New Tribes this weekend + Changes

Post by Tysonix » 11 May 2017, 18:12

Last tribes Compound had 2 decent people incharge of it, as a God King and Lord Warden. And a very good doctor that happened to join us in the beginning. I even RPed myself as a Warhammer40K style Cardinal world loyalist, RP was good all around. Especially with what happened with the Prophet vs Cultists, though cultists were fairly murderboned.
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Re: New Tribes this weekend + Changes

Post by Karmac » 11 May 2017, 22:50

Ceasers Legion vs NCR when.
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Re: New Tribes this weekend + Changes

Post by Peachy2912 » 12 May 2017, 06:48

Tysonix wrote:Last tribes Compound had 2 decent people incharge of it, as a God King and Lord Warden. And a very good doctor that happened to join us in the beginning. I even RPed myself as a Warhammer40K style Cardinal world loyalist, RP was good all around. Especially with what happened with the Prophet vs Cultists, though cultists were fairly murderboned.
My poor cultist ass was tied to a chair by the compound tribe where I was decapitated three times, beaten bloody by machetes, set on fire and generally tortured for about twenty minutes. All because I looked ugly as fuck. I eventually managed to convince them that I hadn't actually hurt anyone and that they were the real assholes. Other than the rampant meta it was pretty awesome.

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Re: New Tribes this weekend + Changes

Post by Eluxor » 12 May 2017, 08:00

Well, the thing about Compound tribe rolling us over was true, I was Viro/Research tribe. I am proud to say that we had the prettiest and cleaniest base of all of them. All the supplies were in the storage and I as the QM gave them to the people. We even had a big garden outside and most of the people just had fun and chit chated.
Some newly spawn people came, grabbed our suits... And I had to give them guns. What they did, I had no idea. But most of the people at our base were pacifists. We even traded with lone wolves and other tribes.

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Re: New Tribes this weekend + Changes

Post by Tysonix » 12 May 2017, 08:33

Eluxor wrote:Well, the thing about Compound tribe rolling us over was true, I was Viro/Research tribe. I am proud to say that we had the prettiest and cleaniest base of all of them. All the supplies were in the storage and I as the QM gave them to the people. We even had a big garden outside and most of the people just had fun and chit chated.
Some newly spawn people came, grabbed our suits... And I had to give them guns. What they did, I had no idea. But most of the people at our base were pacifists. We even traded with lone wolves and other tribes.
The funniest thing about the rolling over of viro/research was, you guys were never our target, we were at war with the caves + medical, we were scouting about and readying ourselves for the invasion of the medbay suddenly we had an attack force of Research coming and trying to kill us. Ended up a streamrolled self defence somehow.
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Re: New Tribes this weekend + Changes

Post by trustscience44 » 14 May 2017, 21:36

Feels like this was a good tribes the coins were nice because it gave unique stuff so they didn't kill each other as much. The timing of drops also felt better. The number of guns being less was good in that people couldn't respawn as the colonist in the ship and come back get their gun and be as asshole towards whoever, so it actually worked out great this tribes.

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Re: New Tribes this weekend + Changes

Post by Imperator_Titan » 15 May 2017, 13:30

My biggest problem with the latest Tribes was the fact that,

There were random people gathering up more people and going on random patrols, which in turn caused the chapel massacre. The leader of said massacre was the raid/diplomacy leader himself. The queen and viceroy were too busy dealing with internal matters to deal with said people, which in turn caused them running off and killing more people.


I also disliked the fact that there was only one tribe as opposed to two, which in my eyes would've added some competition/rivalry between the two, eventually leading to a war. Fighting with the unofficial tribes was really one-sided (besides for the powergamey method of killing via chems OD) because only the main tribe had the weapons to do so.


Coins were a decent idea of trading would it not be for the fact that:

a) Rogue Solaris troops were killing quite the amount of people.
b) Only the Solaris Queen could use the coins herself and nobody else.



Keep in mind that this is only my own opinion.

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Re: New Tribes this weekend + Changes

Post by Sailor Dave » 15 May 2017, 13:48

I had actually assigned someone else to handle the trading of coins and general affairs in the kingdom as my steward, so it wasn't just me. The viceroy was also able to trade coins I think, though it didn't come up much.

That being said, I do think having just one major tribe might be too difficult to juggle for the leaders, especially if comms are going to go out on a regular basis. There's generally well over 100 people in a tribes round, and most of that is going to be part of the major tribes. Two is probably the sweet spot for the potential trading/negotiations/conflict between the two tribes and their interactions with the other unofficial tribes, especially between any subplots that might happen.
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Re: New Tribes this weekend + Changes

Post by Renomaki » 15 May 2017, 16:03

Imperator_Titan wrote:My biggest problem with the latest Tribes was the fact that,

There were random people gathering up more people and going on random patrols, which in turn caused the chapel massacre. The leader of said massacre was the raid/diplomacy leader himself.
Huh, how ironic that a type of diplomat was responsible for making our kingdom look like a tribe of assholes... If only he was here to explain his actions.

As for my opinion on the number of tribes a Tribes game should have, I honestly did enjoy the "Roman Empire" type of round we had, where there was one major clan and the rest were smaller squabbling groups of various intent. Some would simply try to live peaceful lives, while others would become barbarians and harass the kingdom, all the while the kingdom would have to deal with a great deal of internal politics and weeding out corruption (which as the last round showed us, we did a bad job at it). Honestly, if we had a chance to do it again, I'd like to try another single-kingdom game and hope that the members of the kingdom wouldn't succumb to corruption so quickly such as last time...

On the other hand... I wouldn't mind a few more major tribes to conduct politics with. Would be fun to invite one of the nearby kings/queens over for tea and discuss matters of royal business... Provided they were willing to not declare war on a whim, which tended to be a thing that even Feweh noticed, hence why he did it in the first place. A single kingdom made for more RP and storytelling, while several kingdoms made it harder because people were quick to go to war rather than at least attempt to find peaceful solutions to their problems. War is a last resort, after all, not the first.

If we do have a multi-tribe game, though, I think 3 would be a good number, each hugging their own corner of the world and dabbling in trade and politics, at least until vital supplies start to run short and the kingdoms get desperate to survive. After all, what is the point of nobility if no one wants to play chess and sip tea while talking about how revolting the peasants are?
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Re: New Tribes this weekend + Changes

Post by Renomaki » 15 May 2017, 21:39

Well.. I just had my first round as a king, and I gotta admit, it was... Difficult.

Of course, I wasn't used to the whole king thing just yet, so it took awhile to get into the role, having pressure from both staff and ingame as I got SWARMED by people seeking jobs. I imagined it would be a simple matter, but then I remembered that this is SS13, so things never go as planned. In the end, though, we managed to get a system in place, along with 4 nobles: A High Watchmen, a High Healer, A Merchant and a Diplomat... And also a Head Engineer, although I don't think he was official due to Feweh only wanting 4 officers.

Throughout the round, I struggled to accomplish the pile of tasks that flooded my throne-room, from dealing with impotent Watchmen causing trouble and making the kingdom look bad to struggling to keep up with current events, even with 4 officers I had a lot of trouble getting things done. When comms died later on permanently, it made the situation an awful lot more stressful.

In general, I felt like I coulda done better, and I hope to become king again sometime so that I can make up for past mistakes, provided Feweh would let me anyways. While I had some good moments, I still feel like I could have performed a lot better, and now that I have experience, I could rework my tactics to better lead my kingdom, and hopefully find even better RP opportunities without being bogged down as badly with guards and peasants blabbing my ear off.
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Re: New Tribes this weekend + Changes

Post by Snypehunter007 » 15 May 2017, 22:25

Renomaki wrote:Well.. I just had my first round as a king, and I gotta admit, it was... Difficult.

Of course, I wasn't used to the whole king thing just yet, so it took awhile to get into the role, having pressure from both staff and ingame as I got SWARMED by people seeking jobs. I imagined it would be a simple matter, but then I remembered that this is SS13, so things never go as planned. In the end, though, we managed to get a system in place, along with 4 nobles: A High Watchmen, a High Healer, A Merchant and a Diplomat... And also a Head Engineer, although I don't think he was official due to Feweh only wanting 4 officers.

Throughout the round, I struggled to accomplish the pile of tasks that flooded my throne-room, from dealing with impotent Watchmen causing trouble and making the kingdom look bad to struggling to keep up with current events, even with 4 officers I had a lot of trouble getting things done. When comms died later on permanently, it made the situation an awful lot more stressful.

In general, I felt like I coulda done better, and I hope to become king again sometime so that I can make up for past mistakes, provided Feweh would let me anyways. While I had some good moments, I still feel like I could have performed a lot better, and now that I have experience, I could rework my tactics to better lead my kingdom, and hopefully find even better RP opportunities without being bogged down as badly with guards and peasants blabbing my ear off.
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Re: New Tribes this weekend + Changes

Post by Swagile » 28 May 2017, 00:10

OK HERE ME OUT.

I talked in Deadchat and thought it would be neat if we had a STALKER type Tribes next time we do it.

How?

Use Ice Colony.

WAIT, HOW COULD WE DO THIS?

Simple, have everyone go Underground and spawn lots of heaters. Make Coifs a currency (ill get to that) and spawn A VERY LIMITED AMOUNT and make it like 5 gold coins to have one. Give every LEADER of a tribe a rebreather to clearly mark them as a leader.

The Underground will be the main tribe area as its not as cold as above ground + it has all the main facilities that are needed. It is the "safe" area where your only worries is the plotting of other tribes. The problem? Supplies are scarce and you have to fight tooth and nail for the little you have. Melee weapons are scattered here and there while side arms are king and EXTREMELY rare alongside ammo. No assault rifles, snipers, etc. can be scavenged underground.

Above Ground? It has everything. Shotguns, SMG's, revolvers, assault rifles, grenades, specalist equipment, etc. The only people who can go there are rebreather and coif people (but only Leaders have rebreathers, and risking your leader for a scavenge run isn't a good idea). The above ground, despite its good loot, holds many dangers...

Xenos, a predator or two, armed bandits, etc. roam the Above Ground. Only those who are ready to go above and test their mettle can survive. Only the rare few with Coifs can bother. This doesn't mean that those Underground are safe, however, for if no one goes above ground... the above ground will come to the Underground. With xenos having no one to fight, predators being bored of their entertainment, someone will get angsty and go underground. So those who go above ground are scavengers for that good loot but they pay the price as entertainment for the most dangerous creatures the world has ever seen.

Thoughts? I could elaborate, but this is just a basic outline.
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Re: New Tribes this weekend + Changes

Post by Karmac » 28 May 2017, 00:12

+1 swagile gooby pls make a STALKER server already

Also Duty tribe best tribe.
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Re: New Tribes this weekend + Changes

Post by Sailor Dave » 28 May 2017, 00:14

Swagile wrote:OK HERE ME OUT.

I talked in Deadchat and thought it would be neat if we had a STALKER type Tribes next time we do it.

How?

Use Ice Colony.

WAIT, HOW COULD WE DO THIS?

Simple, have everyone go Underground and spawn lots of heaters. Make Coifs a currency (ill get to that) and spawn A VERY LIMITED AMOUNT and make it like 5 gold coins to have one. Give every LEADER of a tribe a rebreather to clearly mark them as a leader.

The Underground will be the main tribe area as its not as cold as above ground + it has all the main facilities that are needed. It is the "safe" area where your only worries is the plotting of other tribes. The problem? Supplies are scarce and you have to fight tooth and nail for the little you have. Melee weapons are scattered here and there while side arms are king and EXTREMELY rare alongside ammo. No assault rifles, snipers, etc. can be scavenged underground.

Above Ground? It has everything. Shotguns, SMG's, revolvers, assault rifles, grenades, specalist equipment, etc. The only people who can go there are rebreather and coif people (but only Leaders have rebreathers, and risking your leader for a scavenge run isn't a good idea). The above ground, despite its good loot, holds many dangers...

Xenos, a predator or two, armed bandits, etc. roam the Above Ground. Only those who are ready to go above and test their mettle can survive. Only the rare few with Coifs can bother. This doesn't mean that those Underground are safe, however, for if no one goes above ground... the above ground will come to the Underground. With xenos having no one to fight, predators being bored of their entertainment, someone will get angsty and go underground. So those who go above ground are scavengers for that good loot but they pay the price as entertainment for the most dangerous creatures the world has ever seen.

Thoughts? I could elaborate, but this is just a basic outline.
That would be super interesting, and a natural expansion to tribes.
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