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Fury: Terminal Velocity Overview and Guide

edited November 2017 in Fury: Terminal Velocity

This is an overview of the game, what it is, and how things work. Each post will be it's own section.

Table of Contents
1. Overview
2. Basic Mechanics and Changes
3. Damage Types and Weapon Archetypes
4. Vehicle Overview
5. Vehicle Weapons
6. Player and Pack changes
7. Player Weapons
8. Bots

Comments

  • edited October 2017

    Overview

    Fury: TV is a team-based vehicle combat total conversion. Unlike other vehicle mods, such as TAC or Bones, this mod's focus is on constant movement and teamwork to complete the objective, whether that is capturing the flag, defend and destroy, or whatever gametype it may be. There are still single-seater vehicles since there are cases where there are not enough players to make a team, or there are too many multi-crew vehicles at play.

    The primary focus of the game is still multiple people to a vehicle, but having single players able to join the fight will bring another dimension to aerial combat. The game is simple and intended for play by everyone, to appeal to a larger audience than the likes of both Bones and TAC. The rules are simple and getting up and running in the game should be relatively simple for everyone, with lots of room for mastery.

    The mod is a clientside total conversion, meaning it may have unexpected effects joining non-Fury: Terminal Velocity servers. It requires Tribes 2 patched with the TribesNext community patch, and the Fury: Terminal Velocity client download.

    For TribesNext, click here.

    For the Fury: Terminal velocity client, click here.

  • edited November 2017

    Basic Mechanics and Changes

    The combat is vehicle focused, as such some changes had to be made to the vehicles themselves. Vehicle shields now have their own separate capacitor for shields. Each vehicle has up to 6 hardpoints for weapons - these may include pilot controlled weapons, turret weapons, or missiles. Similar to how a player configures their inventory, a vehicle has it's own loadout screen. Click here to learn how to set up the vehicle HUD so you can create your own loadouts. If you change the loadout preset's name and save it, the vehicle will take on the name of the preset. Typing in "Random" will generate a random name for the vehicle. Strike fear into your enemies with a custom vehicle name!

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    Shields are a vehicle's first line of defense, and most vehicles have them. Shields are especially strong against Explosive type damage - mostly found in missiles, discs, mortars, etc. Shields absorb the majority of damage thrown at them as energy - a small amount still leaks through, called "bleedthrough". When shields take damage, they have a number of seconds before they begin to recharge from that damage. This is a fixed amount of time from the first hit, meaning subsequent hits do not prolong the time the shields are holding. If a shield reaches 0%, it collapses for a longer period of time while the vehicle attempts to recharge the shield capacitor.

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    Once this collapse time has elapsed, the shields will come back up and immediately jump to 25% capacity.

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    Shields recharge very quickly to full strength in a matter of a few seconds, keep this in mind when attempting to maximize damage windows for explosive damage like missiles. Shields also passively draw from the vehicle reactor, depending on which shield generator you select. A few ace pilots have decided to forego shields entirely for the extra energy generated in exchange.

    Many vehicles come with a selection of weapons built in, depending on the vehicle. To change weapons, you would cycle them just like you would outside a vehicle, via 1-6 or scroll wheel, next/previous, etc. Most vehicles also come with a selection of missiles, available to lock and fire from the pilot seat by pressing the Grenade key.

    Missiles and flares have also undergone a significant change as well. Flares only work very close to the missile, so if you are trying to distract a missile, be sure to throw it directly into it's line of sight, or it may not be effective. Missiles themselves have generally been reduced in terms of maneuverability, but pack a very large punch in exchange. Excelling piloting skills have often been rewarded by having a missile zip past the vehicle and take a long time to turn around, some skilled pilots have even managed to maneuver themselves so the missiles hit a building or a mountain instead, as they no longer have terrain avoidance in favor of their raw strength.

    Some weapons use ammo instead of energy, and as such most ammo weapons do not draw or require energy to fire.

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    Regardless of type, both ammo and energy draw from a central ship-wide cache that is shared between the vehicle and all turrets. Vehicle effectiveness will mean working with your teammates to make the best of your resources.

    Should you need to restock and repair, you can head back to either your base or a friendly objective's vehicle pad, and press the Mine key from the pilot's seat. This will trigger a complete restocking of the vehicle's ammo, module charges, shields, and hit points.

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    Vehicles gain points as a team, regardless of position, the vehicle is considered as a single entity like a player would be in terms of scoring. Individual points can still be gained for things such as objective captures or repairs, but most point gains are shared among the passengers in the vehicle.

    Most vehicles are designed for continuous forward motion. Some are VTOL and can move along all axes, while most vehicles generate lift. Coming to a complete stop or attempting to move in reverse will cause the vehicle to stall and fall towards the ground. The ground is deadly - both to players and vehicles as touching the ground in a vehicle will in most cases destroy it, while a player is guaranteed death touching the ground.

    Your vehicle's player composition is also important. Each armor grants a bonus both to every player and the vehicle itself, which affects it's turrets and missiles. Here is a breakdown:

    Light - Damage Reduction: Reduces vehicle's shield damage taken by 5%
    Medium - Damage Bonus: Increases missile and weapon damage by 5%
    Heavy - Energy Efficiency: Reduces energy weapon cost by 5%

    These bonuses are stackable, and includes both pilots and turret gunners as well.

    When taking hits, the vehicle will sometimes react with an explosion or a spark.

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    If this damage gets too severe (80%), the vehicle will catch on fire and will slowly become less and less stable and flyable.

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    Hit indicators have been added to the game, both as an audio cue and visually on the reticle. Red means team damage, white is enemy damage, Orange/Green is for charging weapons, and Blue is for repairs.

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    When projectiles hit a forcefield, they bounce off of it.

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  • edited November 2017

    Different weapon types affect shields an armor in different ways. Here's a table:

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    There are several weapon archetypes that apply to both player and vehicle weapons:

    Blaster - Energy Damage
    Blaster-based weaponry is recognizeable by their fast travelling energy bolts, most commonly with their energy halo. These weapons generally have a high RoF and may have slight spread to go along with their conservative energy usage.

    Disruptor - Energy Damage
    Compared to their Blaster brothers, the Disruptors are slow but powerful. Harder to aim, but when hitting the target the payoff is significantly higher. Disruptors are often used against larger targets that cannot dodge easily. The energy cost for this sort of power is high, however.

    Nullifier - Nullifier Damage
    Similar to the Disruptor, the Nullifier has been tuned to disrupt protective fields like energy shields, to which it does to devastating effect. Because of this however, it loses all effectiveness against armor. Energy usage is significant.

    Phaser - Kinetic Damage
    The Phaser as it's name implies allows you to phase partially or completely through energy shielding. It's significant bonus is hampered by an equally significant downside however, as it is cumbersome and energy inefficient.

    Beam - Energy Damage
    Beam weapons travel near the speed of light, over such short distances it can be considered instant hit. These weapons generally have high damage output, but can suffer from the atmospheric effects of diffusion, limiting range and requiring significant amounts of energy (exception Particle Beam Weapon, Kinetic damage).

    Gattling - Kinetic Damage
    A centuries-old standby, Gattling weaponry requires a negligible amount of power to operate, and can be used effectively against most targets. Projectiles fired using this kind of weapon usually have a moderate to large amount of spread, so they are commonly used at medium to close ranges. Uses ammo and does not require a link to an external power source.

    Scattergun - Kinetic Damage
    Another technology that has stood the test of time, Scatterguns are a burst of multiple projectiles at once, positioning these kinds of weapons as one of the many great choices for close range combat. Uses ammo and does not require a link to an external power source.

    Plasma - Plasma Damage
    A newcomer to the battlefield, Plasma weaponry is a ball of superheated gases contained in it's own electomagnetic field. This makes them very effective against both shields and armor. Commonly used at short to medium range as the field eventually weakens and causes the plasma fireball to dissipate. Uses ammo and does not require a link to an external power source, occasionally sets fire to infantry.

    Gauss - Kinetic Damage
    Commonly in use today, Gauss-based weaponry neatly fires high-velocity projectiles at targets. These weapons have a reputation amongst marksmen for their properties, and are often used to strike first at distant targets. Most projectiles come with it's own capacitor charge, negating the need for an external power hookup. Uses ammo and does not require a link to an external power source (exception: Railgun, energy use).

    Indirect - Explosive Damage
    The grandfather of all projectile weapons, Indirect weapons are dumbfire high explosive shells that have no self-propulsion and explode on contact. While not very effective against energy shielding, they are often devastating against armor. Uses ammo and does not require a link to an external power source.

    Rocket - Explosive Damage
    Often found in pods or launchers, Rockets are explosive projectiles that travel quickly to their targets, commonly used at medium range. Uses ammo and does not require a link to an external power source.

    Missile - Explosive Damage
    Like their rocket brothers, they lock onto their targets based on an infrared locking system. Missiles are often larger and slower to make up for the lost explosive power compared to Rockets of the same size, but a well place Missile can down a vehicle. For more details see Missile/Flare section. Missiles are their own ammo, visible on the vehicle itself (exception Tag Missile - Kinetic Damage, debuff).

  • edited November 2017

    Vehicles

    Vehicles are separated into 4 sizes: Interceptors, Fighters, Gunships, and Battleships. Each vehicle has their role to play.

    Vehicle weapons come in several slot types - Energy, Ballistic, Hybrid, Pod, Missile, and Bay. Each vehicle will have a slot that's capable of mounting one or a combination of these types.

    All information on this topic can be viewed in spreadsheet form here:
    https://docs.google.com/spreadsheets/d/1I2Vwfg4jKKwyVATdMryzdCXIy1sXohb6GabGIkxWvBU

    Vehicle Modules have two types - passive and active. Active modules can be activated by pressing the Pack key in either a pilot or gunner seat.

    Vehicle Shields drain reactor energy to project an energy field that dissipates concentrations of energy and kinetics. Foregoing a shield emitter returns the energy drain back to the reactor for use elsewhere.

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    List of Modules:
    [Passive] Ammo Cache - Doubles ammo count of vehicle
    [Active] Repair Module - When activated, it charges nano-repair bots over a few seconds, then generates 25% armor
    [Passive] Secondary Reactor - Increases recharge rate by 50%
    [Active] Shield Booster - When activated, instantly boosts shields, draining 50% of your energy reserve for 33% shield capacity boost
    [Active] Emergency Shield Battery - Instantly charges shields to 50% if shields are down, single use
    [Passive] Resupply System - Allows players to buy their selected inventory loadout by pressing the Mine key, and allows turrets to resupply by pressing the Pack key
    [Passive] Gyrostabilizer - Nullifies all outside impulses applied to the vehicle, and prevents stabilization failure at low HP
    [Passive] Missile Bank - Allows the vehicle to replenish it's missile supply once depleted, process takes 60 seconds, one use

  • edited October 2017

    Vehicle Weapons

    Vehicle weapons break down into several parts, as listed above: Energy, Ballistic, Hybrid, Pod, Missile, and Bay.

    All information on this topic can be viewed in spreadsheet form here:
    https://docs.google.com/spreadsheets/d/1I2Vwfg4jKKwyVATdMryzdCXIy1sXohb6GabGIkxWvBU

  • edited October 2017

    Player and Pack changes

    As mentioned above, players give bonuses both to each other and their vehicle, and are stackable. Here is the rundown again:

    Light - Damage Reduction: Reduces vehicle's shield damage taken by 5%
    Medium - Damage Bonus: Increases missile and weapon damage by 5%
    Heavy - Energy Efficiency: Reduces energy weapon cost by 5%

    The Heavy (Juggernaut) armor now comes with two built-in shoulder cannons. Instead of throwing grenades, the grenades are now launched out of the shoulder cannons, allowing them to be used against other vehicles at range.

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    The repair pack's repair gun has now transformed into the Repair Rifle. Similar to the Repair Cannon, the rifle shoots bright red bolts of nanobots contained in a plasma. These nanobots repair any damage until they run out of power, about 150 HP. This number is multiplied by the number of players in the target vehicle, and is affected by damage bonuses on the vehicle as well. When hit, the target will glow red while it is being repaired.

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    Repair patches now heal 150 HP per patch.
    The Grenade Launcher now shoots your handheld grenade instead of a generic grenade.
    The Laser Rifle no longer requires the Energy pack to function.

  • edited October 2017

    Player Weapons

    All information on this topic can be viewed in spreadsheet form here:
    https://docs.google.com/spreadsheets/d/1I2Vwfg4jKKwyVATdMryzdCXIy1sXohb6GabGIkxWvBU

  • Bots

    More information here once they have been programmed.

This discussion has been closed.