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IKraKen
Joined: Mon Mar 14, 2011 12:25 pm Posts: 3
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 Tribes Lore
Heya, Anyone know if the new games will use the Tribes Lore of the previous games. I found the below info from Wikipedia and Tribalwar: Starsiege: Quote: In this time, humanity is nominally united in an Empire, led from Earth by the Immortal Emperor Solomon Petresun. Petresun's policy is the defence of Earth at all costs. While Earth is prosperous and well protected, the colonies on Luna, Mars, and Venus suffer from increasingly harsh regulations and production quotas.
The combat units of the Empire are represented by the Imperial Police and the Imperial Knights. The former paramilitary group is responsible for maintaining order in the colonies. The Knights, Grand Master Caanon Weathers, are the military's elite and are provided with the best pilots and equipment; naturally they are based on Earth. The Knights have customized versions of the standard HERCs.
The inequality between the colonies and Earth foments rebellion. In 2802 there are two guerilla movements on Mars, the Free Martian Alliance (FMA) and the Martian Liberation Front (MLF). The FMA concentrates on destroying and capturing Imperial infrastructure and supplies. The MLF focuses on killing Imperial personnel and sympathizers. Both groups operate from underground bases and make do with modified mining HERCs and tanks. The rebels partially offset their disadvantages with superior weapons taken from the alien "Tharsis Cache"; an underground stockpile of alien technology discovered by rebels while digging new tunnels. Eventually the rebellion becomes too great for the police to contain and the Knights are deployed to Mars to crush the insurrection.
The Cybrids are a race of sentient robots responsible for the first Earthsiege. They are led by the first Cybrid, Prometheus, who is revered with god-like status. The Cybrids established themselves in the outer solar system after being defeated two centuries before during the first Earthsiege. Since then they have built up their strength for another bid to destroy humanity and claim Earth for their own. Like the Martian rebels, the Cybrids discover their own cache of alien weapons and adapt it to use, but their cache is inferior to the Tharsis Cache.
Notable Cybrid units include the elite Platinum Guard - those closest to Prometheus - and the heretical Metagen. The former have access to customized HERC designs. During the Cybrid campaign, the player is ordered to destroy Metagen units. They are little mentioned in the human campaign; in the final mission Cybrids supposedly guarding Prometheus abandon their posts and refuse to fire on humans for "unknown reasons." Tribes: Quote: ca. 2832 Starsiege ends.
2845 Beginning of The Chase. Caanon Weathers is the new Emperor. Humans pursue defeated Cybrids to other star systems using FTL technology derived from Tharsis cache discoveries.
3289 Discovery of first "meta-jumpgate," allowing for travel over galactic distances.
3291 Cyberstorm corporations battle for control of the meta-jumpgate.
3350 THE DIASPORA Explorers discover the meta-jumpgate is part of a colossal network of jumproutes. Consequently, humanity begins a rapid expansion into the galaxy. The first generation of people travelling through the jumpgate, later to become known as "the First Who Jumped," forsake the security of the Empire to journey into the unknown. These pioneers develop a nomadic culture and find new pride in their ability to survive away from the mainstream of Imperial civilization. The ever-shifting galactic frontier comes to be known as the wilderzone. The Diaspora continues to this day.
3400 Wilderzone settlers begin to refer to themselves as a "tribe," calling themselves the Children of Phoenix. They claim to follow the teachings of the renowned warrior Harabec Weathers, hero of the Cybrid Wars. These teachings eventually find their way into written form as the Tenets of Harabec.
3450 THE SPLINTERING A force of Imperial Knights called the Order of the Blood Eagle invades the wilderzone to "subdue" the frontier for the Empire. The conflict fractures the Children, and countless groups break away to form their own tribes.
3455 Starwolf tribe forms, supposedly founded by renegade Children of Phoenix and deserters from the Blood Eagle, although the tribe's true origin remains a mystery.
3480 The Blood Eagle, far from their home bases for decades, begin to consider themselves a "tribe." Finding Hercs and quantum weaponry too difficult to maintain without a heavy industrial base, they adopt the lighter powered armor favored by the tribes.
3500 The Blood Eagle break with the Empire and declare themselves an "independent tribe." At this time, the intensity of the conflict with the Children of Phoenix fades, but warfare is still a constant in tribal life.
3610 During a conflict between the Starwolf and Blood Eagle on Ganges III, an ecocidal weapon is used, resulting in heavy casualties on both sides and reducing the planet to a lifeless husk. Each side denies using the weapon. The enmity between these two tribes deepens radically.
3630 The Diamond Sword tribe appears in the wilderzone under the tutelage of The Enlightened Master. Small in number at first, their teachings attract many new followers, and the Sworders' ranks swell.
3641 After much political maneuvering, the Children of Phoenix host the first Firetruce. This intertribal celebration and festival will take place twice each century on a planet chosen by The Children. The collective tribes gather on these worlds to compete in martial games and trade stories and technology. Much diplomacy occurs, as well as much intrigue. The Tenets of Harabec, long known among the Tribes of Man, are modified to include a ban on ecocidal weaponry. Remembering the death of Ganges III, all the Tribes of Man agree to abide by this new Tenet.
3670 Using innovative strategies and striking with precision and economy, the Diamond Sword rapidly carve out a large holding for themselves. They become known as one of the Four Great Tribes, along with the Children, Starwolf, and Blood Eagle.
3691 Second Firetruce: The Children make little impact on the fractious feuding that has become customary among the tribes.
3700 The Empire begins to demand more influence in the wilderzone, but meets heavy resistance from the many tribes.
3741 Third Firetruce: It is a time of much prosperity among the Tribes of Man, and a lengthy period of relative peace ensues. Many smaller tribes rejoin the Children of Phoenix.
3770 The Blood Eagle initiate a stunning series of offensives, doubling their world count. No other tribe escapes unscathed. Bitter critics accuse the Blood Eagle of taking up the cause of the Empire once again.
3791 Fourth Firetruce: The Blood Eagle are forced to surrender a number of their gains from the previous twenty years in the face of a possible alliance between the Diamond Sword and Starwolf tribes. Realizing that such a war would be overly costly, the Blood Eagle leadership backs down. The Children are quite pleased with these turn of events.
3831 Hector Komarosu, Great Eagle of the Blood Eagle, is assassinated. The culprit is never caught or identified, but the Blood Eagle’s age-old nemesis, the Starwolf, is blamed.
3841 Fifth Firetruce: Whispers of the Empire battling some distant "scourge" abound as Imperial advances into tribal space falter and cease. In the wilderzone, little progress is made toward tribal unification. Splinter groups from larger tribes seize the opportunity to declare themselves independent tribes. This year is no different, as the Blood Eagle leadership, still unsettled, fails to hold the allegiances of the Wolfsbane, Excelsior and Shadow Stalker groups. Many fights break out between Blood Eagle and Starwolf. The Diamond Sword champion humiliates the chief of the Gorgon Killers. This "time of reconciliation" sees little progress toward peace.
3844 Illya Ajax Konovalev is named Great Eagle of the Blood Eagle. The Wolfsbane tribe rejoins the Blood Eagle, but the Excelsior and Shadow Stalker tribes choose to remain independent.
3859 An unknown assassin kills the leadership triad of the Diamond Sword. Moving quickly, the Sworders are able to avoid the chaos and anarchy that plagued the Blood Eagle decades before. The assassin evades capture.
3891 Sixth Firetruce comes and passes uneventfully.
3903 Phoenix Prime Acantir Stefanos yl-Harabec, aged leader of the Children of the Phoenix, dies in his bed. His son, Renn Gistos yl-Harabec, is elevated to Phoenix Prime.
3904 Alexandre Konovalev, grandson of Illya Ajax, assumes the mantle of Great Eagle. In an effort to reconcile age-old differences with the Starwolf, he takes Freya Cloudchaser, daughter of a Starwolf chieftain, as his wife.
3905 Birth of Ulysses Konovalev to Alexandre and Freya.
3921 The Starslayer tribe settles on Theta Draconis IV after winning a lengthy battle with Diamond Sword over possession of the planet.
3924 The relationship between Alexandre and Freya decays to the point where she leaves him to rejoin her pack. Ulysses Konovalev reluctantly takes command of his father’s Marathon Pennant to force her to return to the Blood Eagle.
3925 Most of the Marathon Pennant die in battle with the Starwolf Hepta Ourubis Pack. Ulysses Konovalev is not found among the survivors. An inconsolable Illya Ajax Konovalev vows to destroy the Starwolf once and for all. Freya goes into seclusion, reportedly numb with grief at the loss of her only son.
3928 The Blood Eagle Wolfslayer Pennant, including the elite Eviscerator and Deathbringer talons, begin an offensive against the Starwolf holdings in the Hepta Ourubis system.
3929 Starslayer tribe vanishes mysteriously from Theta Draconis IV. No trace of the 100,000 tribesmen remains.
3930 Blood Eagle forces prevail in the Hepta Ourubis system. The Ourubis Pack, nearly 80,000 strong, is wiped out. The Starwolf charge the Blood Eagle with use of ecocidal weapons, outlawed for centuries, and call for all tribes to aid them in destroying the Blood Eagle once and for all. The Blood Eagle vehemently deny the charge, claiming ecocidal weapons were used against the Marathon Pennant in '25.
Many Starwolf swear an Oath of Vengeance upon the Blood Eagle, declaring all-out war upon them. The Children of the Phoenix offer to act as judges and mediate the conflict.
3931 First attempt at mediation by the Children of the Phoenix between warring Starwolf and Blood Eagle factions results in thirty-eight dead, over two hundred wounded. The Children declare this outcome a "promising beginning."
3935 Pursuant to successful negotiations, the Blood Eagle declare the Wolfslayer Pennant dissolved and relocate the members elsewhere. They also withdraw any forces from Hepta Ourubis II, ceding possession of the planet to the Starwolf. Several tribal allies, including the Sons of Heracles and Gibraltar tribes, break their ties with the Blood Eagle. Other tribes, notable enemies of the Starwolf such as the Black Vulture tribe and aggressive tribes such as the Way of the Red Sun, now choose to ally with the Blood Eagle. Many subgroups of the Starwolf and Blood Eagle continue to battle one another. The Diamond Sword remain neutral.
3937 The Hell Lantern Flame of the Children of the Phoenix destroys Imperial outposts that infringe upon their holdings in the Kepler system.
3938 Two full packs of Starwolf attack Blood Eagle holdings on Deus Sanguinus in a massive frontal assault, reportedly coming in under a flag of truce. The Red Paladin Pennant is wiped out to the last man and woman. Alexandre Konovalev is now being described as either "determined" or "insane," depending upon whom you talk to. Attempts by the Children to mediate are summarily rejected by all sides.
3939 Imperials resettle worlds of Kepler II and VI and place garrisons on these worlds to protect inhabitants. The Hell Lanterns watch but do not attack.
The Children of Phoenix leadership rejects the militant demands for a tribal crusade by general Anton Malderi, self-proclaimed "Harbinger of Phoenix."
The Red Paladin Pennant is reconstituted by a group of Blood Eagle who claim to rededicate themselves to the ideals of honor and ancient chivalry.
The Children of the Phoenix decide to use the devastated world of Hepta Ourubis II for the next Firetruce. Both the Blood Eagle and Starwolf show little pleasure at this choice. The Starwolf have been working for years to repair the ecosystem. They now transfer a massive number of thralls from other holdings to speed the effort.
The Blood Eagle General known as "Fury" reconstitutes the Wolfslayer Pennant as a symbol of vengeance against the Starwolf. The Wolfslayers reportedly ignore the authority of the Great Eagle and answer solely to Fury. Initial victories over the Starwolf Old Ymir Pack show the new Wolfslayers to be even more ruthless than the old Pennant, and Fury proves she is a brilliant strategist. Many Blood Eagle flock to her banner.
The Starwolf attempt to form an alliance with the Diamond Sword against the Blood Eagle. Unsurprisingly, the Diamond Sword deny the petition and remain neutral.
3940 The Children of the Phoenix conclude that an alarming number of independent tribes have taken sides with either the Starwolf or Blood Eagle. Full-scale planetary invasions have begun, and bloodfeuds grow more common. The Phoenix Prime remarks that "this path to unity would be a fearful one." Backed by growing support, General Malderi again demands that the Children of Phoenix mount a crusade to force unity upon the Tribes of Man. Again his argument is rejected, but by a far more narrow margin.
After a series of inspired victories against the Starwolf settlements along the Tessellate Trailing, Alexandre Konovalev inexplicably withdraws his forces to Euralio VI and goes into seclusion. Fury argues that the Great Eagle is too hampered by grief and rage (and madness) to lead the tribe effectively. Blood Eagle sworn to the service of the Line of Konovalev are troubled, but remain loyal.
The Diamond Sword Triad meets on the world of Falcon's Crossroad to discuss the interpretation of a philosophical tract said to hold significant meaning for the tribe's future. Sworders appear unusually restless during the seven months of the debate, but say nothing to outsiders.
The Starwolf continue to shift their forces and reserves toward the war with the Blood Eagle. Heartened by Konovalev's sudden withdrawal, Starwolf Packs go on the offensive and strike far afield, deep into Blood Eagle holdings. Divided in their loyalties, the Blood Eagle muster poorly coordinated defenses against the wolves of space.
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| Mon Mar 14, 2011 12:31 pm |
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DocHollidayWTF
Joined: Tue Nov 09, 2010 10:08 pm Posts: 117
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 Re: Tribes Lore
IKraKen wrote: Heya,
Anyone know if the new games will use the Tribes Lore of the previous games.
I found the below info from Wikipedia and Tribalwar:
I believe they will work some of this into the game. They have the ability to build on this foundation and have historical events. Obviously they should choose a starting point somewhere in the beginning/middle and then fill in the gaps. Man that is a blast from the past. I read all of that like 10 years ago and some of it sounds familiar.
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| Tue Mar 15, 2011 1:35 am |
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UltimateGrr
Joined: Thu Nov 04, 2010 5:34 am Posts: 257
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 Re: Tribes Lore
Quote: 3480 The Blood Eagle, far from their home bases for decades, begin to consider themselves a "tribe." Finding Hercs and quantum weaponry too difficult to maintain without a heavy industrial base, they adopt the lighter powered armor favored by the tribes.
This part makes no sense to me. If you have the industry to maintain your fleet of starships, which are getting shot at and/or blown up, you have the back bone to keep things like HERCs in the field. Hell, take a page out of the BattleTech hand book, and put a refit/repair depot INSIDE a transport ship. That way battle ready HERCs are always ready to deploy in support of your forces once the fleet has control of a landing vector. And lets face it, a HERC on the flag is a little tougher to deal with then a heavy.
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| Tue Mar 15, 2011 3:16 am |
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TouslyXid
Joined: Fri Nov 12, 2010 1:58 am Posts: 512
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 Re: Tribes Lore
UltimateGrr wrote: And lets face it, a HERC on the flag is a little tougher to deal with then a heavy. You can't place HERCs near flags, the flag will attack it and blow it up.
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| Tue Mar 15, 2011 3:18 am |
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Aldaron
Joined: Thu Nov 04, 2010 10:41 am Posts: 241
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 Re: Tribes Lore
UltimateGrr wrote: This part makes no sense to me. If you have the industry to maintain your fleet of starships, which are getting shot at and/or blown up, you have the back bone to keep things like HERCs in the field. Hell, take a page out of the BattleTech hand book, and put a refit/repair depot INSIDE a transport ship. That way battle ready HERCs are always ready to deploy in support of your forces once the fleet has control of a landing vector. And lets face it, a HERC on the flag is a little tougher to deal with then a heavy. Maintaining ships in space is different than keeping a fleet of HERCs battle-ready under harsh planetary conditions while deep in the Wilderzone and cut off from heavy supplies. That's if a HERCULEAN unit would even be viable on battlefields that other Tribes choose to fight on. Mars and Venus were bad enough in the 2820s and 2830s. There are still HERCs closer to capital planets, though. The full Earthsiege timeline is always a really fun read.
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| Tue Mar 15, 2011 3:27 am |
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admiralpicard
Joined: Tue Mar 08, 2011 6:11 am Posts: 19
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 Re: Tribes Lore
i think tribes mmo should probably occur during tribes 1 timeline this will include everything that exists so far except the rebellion/rise of the bioderm scourge (which could be an expansion)
imperials are migrating from earth solar system to wilderzone, empire has fallen into disolution
blood eagle protect the empire's hold on the wilderzone phoenix have adapted alien technology to battle cybrids/defeat imperials diamond sword are seperatists for equality and peace vs phoenix religious fervors starwolf are the newest guerilla terrorists who threaten the hold of bloodeagle's iron fist
splinter tribes are rising up like starslayers/sharks/spider sisters bioderm troops are still being used by imperial commanders cybrids are being reprogrammed by terrorists to assassinate warlords
vehicles - scouts, fighter ships, bombers, pods, dropships (scarabrae) phoenix cruisers, imperial yachts tanks/jump tanks (used by all tribes), hovertanks (alien tech stolen by phoenix), mechs used by blood eagle imperial knights
as for combat, it think it should revolve around capture and destroy bases flags themselvse should be kept for skirmishing/ctf arenas (or perhaps flaghunters) where each tribal warriar wears a flag for their family house (like japanese shogun/warriors) and when you kill a tribal warrior you can pick up their flag and sell them for faction weapons or loot or gain standing/increase in rank in your own tribe
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| Tue Mar 15, 2011 4:04 am |
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UltimateGrr
Joined: Thu Nov 04, 2010 5:34 am Posts: 257
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 Re: Tribes Lore
Aldaron wrote: Maintaining ships in space is different than keeping a fleet of HERCs battle-ready under harsh planetary conditions while deep in the Wilderzone and cut off from heavy supplies. That's if a HERCULEAN unit would even be viable on battlefields that other Tribes choose to fight on. Mars and Venus were bad enough in the 2820s and 2830s. There are still HERCs closer to capital planets, though. The full Earthsiege timeline is always a really fun read. How is maining a combat spaceship easier then maining a battle walker? I really don't see it. Unless the HERCs require some sort of special fuel cell that requires some trace element found someplace very far out of the way, most of the supplies require to build the ships could be used to build the HERCs and the required parts. All you'd add to the mix would be another transport hauling the HERC's spare parts and ammo around, on top of the one bringing in fresh troops, food, tanks, and ammo. Put the refit equipment into a modified heavy drop ship, and you're pretty much set. Tribals may like to fight in mountains, but mountains aren't the predominate landscape feature in nature. After oceans (provided you have any on that rock), most of the land is fairly flat (unless your rock is so unstable you'd not want to stay very long anyway). And a couple heavies on flat land vs a HERC isn't much of a contest, is it?
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| Tue Mar 15, 2011 6:39 am |
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Aldaron
Joined: Thu Nov 04, 2010 10:41 am Posts: 241
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 Re: Tribes Lore
Fielding a ship in space has no limits on what you can do with that ship due to the lack of major gravity. Turn or rotate it any direction you want with minimal effort, line up a larger ship next to it to transfer supplies and equipment, completely remove it from the system through the Hyperweb and go back to a shipyard for a complete overhaul, whatever. You're not bound by anything other than the need for human essentials to keep a skeleton crew going at least.
Doing that to HERCs on the surface of a planet requires: a shipping lane of some sort with enough fuel to land and take off with hundreds of tons of cargo; a facility to handle radioactive materials since reactors still power everything about HERCs; the equipment to service/load engines, weapons, shields, and other components that alone weigh more than modern trucks; in addition to the human side of the complex for essential quarters, command centers, etc. It would be a pretty large operation to support all that.
Not every planet in the Wilderzone is sunshine and daisies like Mars would have been when it was colonized in the 25th century. Entire tribes like the Starwolf settle in harsh environments just for the advantage the conditions provide to warriors who live in it every day. They're not going to settle in locations that puts them in idle enemy sights of 40-ton bipedal war machines that violate the Tenets of Harabec with each volley or near a location that's going to be the landing zone of an assault force complimented by a fleet of HERCs. If a tribe is not going to protect itself through shear strength then it's going to turn to whatever planetary features that are available for their defense and that's exactly where HERCs can't go.
Last edited by Aldaron on Tue Mar 15, 2011 9:07 am, edited 1 time in total.
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| Tue Mar 15, 2011 7:57 am |
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TouslyXid
Joined: Fri Nov 12, 2010 1:58 am Posts: 512
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 Re: Tribes Lore
I agree with Alderon, imagine the kind of wear and tear something as complex as a HERC is susceptible to. Spaceships broken down are basically just a bunch of metal mass with thrusters. By simply moving a HERC is already wearing down joints and causing vibrational shocks throughout all the complex moving parts. Once it breaks down, that's it, you have to transport this hunk of metal somewhere to fix, which is a huge logistical challenge. It's too big to easily transport but too small to carry all the necessary equipment to fix any problems.
Also, just the advantage of increased army mobility with using self powered armor and jetpacks pretty much compensates for all of the disadvantages of not using a HERC.
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| Tue Mar 15, 2011 8:46 am |
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Fixious
Joined: Thu Nov 04, 2010 5:18 am Posts: 209 Location: Michigan
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 Re: Tribes Lore
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 Tribes Universe on Steam
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| Tue Mar 15, 2011 8:59 am |
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admiralpicard
Joined: Tue Mar 08, 2011 6:11 am Posts: 19
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 Re: Tribes Lore
i agree, "Starsiege" HERCs were rediculously huge and were designed to combat other hercs/cybrids and destroy bases/tanks/defenses with ease (a herc was probably 50 times the size of a tank and a tank was 10x the size of a juggernaut armor...but there can be a middleground??)
Tribes could have NPC hercs which lend artillery support and players themselves could pilot something more like a very large juggernaut (AT walker) which is big enough to shoot dozens of mortars/rockets/miniguns like a tank but can easily be destroyed in team combat vs several defenders...if you played t2 shifter mod then baby-hercs were obviusly possible to load up and make, it all requires fair balancing by the dev team
the concept and role of the Baby Herc would remain the same... light and medium armor players would have a fast mobile vehicle they could get into to battle overwhelming forces (many lights and mediums/heavies) and halt sieges or eject from when in danger whereas a heavy armor is more of a slow support player who volleys a few mortars/guards generators/protects flag/rides in APC or whatever duties a heavy can find using heavy armor and weapons
of course in t1 heavies were more powerful than all armors due to the velocity someone could obtain by shield/mortarijng their feet and launching themselves at the enemy base... balance is the issue, not whether lore writers and game designers want to allow walkers/hercs
in t2 things were even more off balanced now that maps were very big and players could literaly fly in shrikes, grab flags and fly away... of course if tribers universe isn't based on capturing flags and is instead based on controlling planets, maintaining resources like fuel/energy and destroying enemy ships/troops then shrikes and heavy armors won't be as important as vehicle/team play
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| Tue Mar 15, 2011 9:02 am |
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admiralpicard
Joined: Tue Mar 08, 2011 6:11 am Posts: 19
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 Re: Tribes Lore
LORE WEAPONS
now that tribes is an mmo i think we should have even more weapons than original tribes and each faction should have exclusive weapons that they use against their enemies which suit their style of combat/lore some of these weapons come from renegades and shifter and players will already relate with them while other ideas came off doom/unreal other games where crazy weapons are commonplace i've tried to sort them into role but basically each faction has their own "element" of weapon
blood eagle use explosions and shrapnel phoenix use fire and liquid flame(plasma) diamond sword use emp and energyblades star wolf use concussion/blinding devices and standard bullets
Blood Eagle are militant warlords who maliciously assault anyone who threatens their territory holdings and threaten their warlike way of life - as such their weapons are savage bladed/bloody - punchdaggers, melee spears/polearms, chainsaws*special, spinning buzzsaw rippers, sniper rifle, equalizer chaingun, grenade launcher, rocketlauncher, napalm mortar
Light Armor - Peltast Medium Armor - Praetor Heavy Armor - Phalanx
Ranks - Warrior, Warlord, WarEagle, *Great Eagle (leader of bloodeagle)
Weapons ======= Dueling - Ceremonial Poleaxes, Spinfusor Assassination - Retractable Fist/Wrist Punchdagger Melee - Twin Axes/Hurlbats Savage Melee - Chainsaw (futurisitic/simplistic war design)/Warped Machetes/Reaver Axe Formation - Speargun/Harpoon Launcher, Razor Wire Net Gun Combat - Buzzsaw Ripper/Disc Launcher Assault - Equalizer Chaingun Support - Frag Grenade Launcher (launches same type of grenade thrown) Special - Military Assault Rifle + Laser/Grenade Combo Sniper - Sniper Rifle (red laser/heat inducing) Anti Air - Rocketlauncher Anti Armor - Annihilator Cannon (basically a large sniper/railgun used by heavies vs tanks/apcs) Anti Personel - Napalm Mortar
Vehicles ======== Bloodeagle Mech/War Walkers Bloodeagle Wildcat/Cycle Bloodeagle Scout/ Bloodeagle Assault Apcs Bloodeagle Siege Tank/Jump Tank Bloodeagle Dropships/Scarabraes
Children of Phoenix (when they aren't the saviors of mankind) could be considered tyrannical religious overlords who conduct scorched earth policy on non-believers (think the inquisition) hince their namesake describes their choice of weaponry - fire/liquid flame/molten lava, etc
Light Armor - Scout Medium Armor - Sentry/Legion Heavy Armor - Centurion
Ranks - Flame Servant or Flame Savant, Flame Seeker, Flame Sentinel, etc * Phoenix Prime
Weapons ======= Dueling - dueling torch/Lantern (Burning Spikefist/claws) Ceremonial Staff Assassination - Retractable Torchblade Melee - Twin Spiked Clubs/Claws Savage Melee - flamethrower/burner Formation - Pikes/Flame Glaives Combat - Firey Disc Launcher Assault - Vulcan Chaingun Support - Inciendiary Grenade Launcher (launches same type of grenade thrown) Special - plasma rifle Sniper - Sniper Rifle (red laser/heat inducing) Anti Air - rocket pod launcher (fires swarm rockets at 1 or multiple targets) Anti Armor - Devastator Lava Cannon (melts armor with molten lava) Anti Personel - Firestorm Mortar
Vehicles ======== Phoenix Hover Tank (alien Technology, no jump tank since phoenix actually have access to better tech than beagle) Phoenix Fighter Pod (TV) Phoenix Dune Buggy Phoenix Jericho/Mobile Base (T2) Phoenix Assault Yacht (to me phoenix seem like they favor air battle)
Diamond Sword (cybernetic knights and templar) have abandoned blood eagles lust for war and phoenix religous fervor and traded them in for cybernetics, alien technology and knowledge handed down by the enlightened one
Ranking Acolyte Light Armor - Guardian Medium Armor - Knight Heavy Armor - Templar
Ranks - Acolyte, Adept, Advocate - The Enlightened One
Weapons (blue with emp energy draining) ======= Dueling - Ceremonial Great Hammer/Great Axe or Great Sword Assassination - Throwing Knives/Shuriken (launched from armor) Melee - Twin Kitanas Savage Melee - Shock Mace/EMP Shock Axe Formation - Shock Lance Combat - Spinfusor (original concussive disk design) Assault - EMP Chaingun Support - EMP Grenade Launcher (launches same type of grenade thrown) Special - Volter or ELFgun Sniper - EMP Sniper Rifle (blue laser/energy/shield reducing) Anti Air - EMP Rocket Anti Armor - Obliteration Cannon (basically a large sniper/railgun used by heavies vs tanks/apcs) Anti Personel - EMP Mortar/Fusion Mortar/Gravity Mortar
Vehicles (basically employ battleship/navy like vehicles to reinforce their heavily armored cyberknights, they control these vehicles and structures with cyberenhanced telepathy) ======== Shrike fighter Thundersword HPC (large bomber t2) Blast tower (small hovering towers armed with cannons, basically a small destroyer/gunboat) Spytower (small hovering tower for snipers) Broadside Hovership (large hovering base/warship with heavy cannons/artillery pieces, similiar to scarabrae dropship)
Assault Cycle (fast, hovering, cybrid origins) War Buggy (heavily plated, almost cybrid in design) Siege Tank (heavily plated, almost cybrid in design)
Star Wolf are new tribe of guerilla terrorists and tribal rejects/mercenaries who believe in chaos and they specialize in sabotage and salvaging whatever weapons/armor they can find off their most hated enemies the blood eagle
Light - Mercenary (leather armor) Medium - Mauler (mixed plate/chain mail) Heavy - Marauder (heavy plate)
Lone WOlf, Brown WOlf Blue Wolf Grey Wolf, Black Wolf, White WOlf - The Great Wolf
Weapons (white/blue concussive or energy) ======= Dueling - Shock Sticks/Old T1 Blaster or Modified Hyperblaster Assassination - Sai, Shocking Stranglewhip, Twin Wrist Blasters (hidden then released) Melee - Battle Staff Savage Melee - Scythe, Sickles/Chains, Grappling Hooks Formation - PoleAxe/Halberd/Horseknife Combat - Storm Hammer (modified spin fusor design) Assault - Vindicator Energy Rifle Support - Concussive Grenade Launcher or Flashbangs Grenades Special - Sawed Off Shotgun Sniper - Old Outdated Sniper Rifle (archaic shell firing design) Anti Air - Serpent Missile Launcher Anti Armor - Freezer Cannon/Drake Cannon/Dragon Gun (fires heavy shells into the armor of tanks/walkers) Anti Personel - Blinding Glass/Dragon Teeth Mortar (explodes launching glasslike crystal shrapnel/blinding nearby enemies)
Vehicles ======== Jump Tank/Snow Tread Tank Snow Buggy Snowmobile Bunny (treaded cycle)
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| Tue Mar 15, 2011 9:59 am |
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TouslyXid
Joined: Fri Nov 12, 2010 1:58 am Posts: 512
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 Re: Tribes Lore
Do you think Hi-Rez has read that amazing document? If not they should stat!
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| Tue Mar 15, 2011 11:38 am |
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Aldaron
Joined: Thu Nov 04, 2010 10:41 am Posts: 241
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 Re: Tribes Lore
They probably have. There's a stickied thread here in the General Discussion forum with a link to a Tribal War Tribes lore compilation thread with even more links, videos, images, documents, etc. I have most, if not all, of it here in a folder index.
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| Tue Mar 15, 2011 9:05 pm |
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Sylentshot
Joined: Wed Mar 16, 2011 1:42 am Posts: 8 Location: Atlanta, GA
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 Re: Tribes Lore
I imagine TU will feature throwbacks to HERCs/Walkers and perhaps there should be gameplay with them. If this is a persistent world, it doesn't seem too far-fetched to go to some of the first planetary systems colonized in the Wilderzone and find old husks of HERCS or perhaps garrisons with operational HERCs from the Blood Eagle tribes or Imperial expeditionary forces from our solar system.
It shouldn't be too black and white, there should definitely be old-tech with new-tech; anti-grav ground vehicles mixed with tracked/wheeled and bi-pedal walkers. Extensive combat will be combat armors on tribals, but the vehicles can make some appearance.
It would also be interesting to see melee combat where the different types of tribes have their own versions of melee or ceremonial weapons. I always imagined the DS ceremonial weapon was an energy blade with a diamond composite hilt.
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| Wed Mar 16, 2011 1:55 pm |
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