Skill Sector is a game mode for learning skills needed in other Tribes 2 game modes
Find a file
2025-10-21 00:27:26 +01:00
.github/workflows fix another sed mistake 2025-10-20 15:59:06 +01:00
missions SSWW: fully implement zone based waypoints, delete disused code and comments 2025-10-20 13:40:57 +01:00
scripts out of ideas tbh 2025-10-21 00:27:26 +01:00
.gitignore initGameVars moved to missionLoadDone 2025-10-21 00:17:34 +01:00
LICENSE Initial commit 2025-10-09 17:53:39 +01:00
README.md Interim commit - added basic AimTrainer logic but no time limit / scoring mechanism yet. Copied some of the Teleporter code from classic's MPB but don't need as much of the logic around available spawns 2025-10-12 15:04:51 +01:00

SkillSector - The Sector that gives you Skills

Description

SkillSector is a game mode for Tribes 2 for building skills you will need to play other game modes. A few fun toys are also thrown in.

Mode plan

Building on the concepts seen in the Training Grounds game mode by jakraska, SkillSector hopes to achieve the following features for the following modes.\

Movement and shooting

  • Flying aim training, multiple difficulty levels
  • Human duel arena(s)
  • Robot duel arena(s)

Flag handling

  • Flag toss practice
  • Baseball machine flag catch practice (CTF, TR2)
  • Human flag practice (CTF, TR2)

Toys

  • Grav cycle racing
  • Ski racing

Modes

Flying aim training

Beginner difficulty

Static targets. Shots will only count when the player is...

  • In the air
  • Travelling at a minimum velocity

Different weapons will have different scores based on their 'ease' of hitting a static target.
Static targets will be both on the ground and in the air.
Hitting a static target with splash damage will count, but won't grant much score compared to a direct hit.

Moderate difficulty

Moving targets. Splash damage does not count. Same rules as previous.

Advanced difficulty

Fast moving targets. Same rules as previous.

Human duel arena(s)

Humans should be able to schedule a duel between themselves. I like the way that TG did it.

Robot duel arena(s)

Humans should be able to select from various difficulty robots for dueling.

Flag toss/catch practice

Flag tossing and flag catching require a fair bit of practice. Doing so manually or between players

auxiliary todo list / odds and ends

  • noIndividualDamage could be set for the roof's power stations, making it possible to annoy other players by disabling FloatingBank's inventory station(s)

map ideas

twin towers 9/11 map is a good meme

flying aim training thinking