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I want to tell you guys about the greatest game I ever played that you never heard of: a Tribes 2 mod called 'The Great Tribal War'.

Back in the year 2000 I was working on a MUD (when's the last time you read that sentence?) with a bunch of other guys. One of them was a huge Starsiege: Tribes fanatic. I heard about it but never gave it much attention. A few months later I was walking through a CompUSA and saw a game with a funny-looking dude on the front - Tribes 2! Well, because that one guy seemed to think it was really great, I picked it up.
The game was a treat and was clearly a decade (or more given the state of FPS games today) ahead of its time. Between Tribes 2 and later Planetside, it started a love affair with Dave Georgeson and I can't tell you how disappointed I was that Everquest Next got killed off. Well, the game was also absurdly moddable. You didn't even need to download anything to play most mods.
One of the mods was called 'The Great Tribal War'. It's been 15 years and I can still tell you that this mod - this game - is something far beyond what I've ever seen before or since.
To give a very brief rundown on how Tribes 2 worked, every player had jetpacks and a backpack that could mount equipment. Could be a personal shield or a tool you deploy in the game world like a mobile turret, or even sensors so you could see enemies from farther away. There were also vehicles - fighters, bombers, tanks, transports. The gist of the game was some sort of team-based objective match. Capture the flag, typically.
Anyway, Great Tribal War, using an engine trick, would run on a map that was several square kilometers in size. I think it was roughly 16x16km (typically these maps were modeled in scale size of real locations like survey data of the Maroon Bells). Across the map were 'bases' that were marked with waypoints. About fifteen of them. Bases in this case were just indestructible, empty structures. Most were fairly large, but dwarfed by the map scale.
Each team would spawn in opposite corners of the map on a completely defenseless starting point. Each team had a "switch", which was a goofy nickname we gave to what was a mobile spawn point. If the spawn point were deployed and powered by a generator, your team would spawn around it. If it were unpowered, undeployed, or destroyed, the team could no longer spawn and the game was over when they were all killed. Obviously this was the objective. You also were given deployable vehicle pads and vehicles you would use to spawn vehicles you'd use for transport and war.
The point of the game was to pack up your team, move into one of the empty bases, and then find and kill the enemy. There was a beautiful strategy to it: because the bases were so numerous and far apart, the enemy could be hiding in any of them. The basic scout fighter has a powerful radar in it that could find enemies - so you had a choice. You could sneak into a base, hide your transport, and set up a stealth location so that enemies couldn't just fly by and see you... or you could set up powerful external defenses, which would make it easier to protect yourself, but the enemy would know where you were without having to manually get out and check every base on foot. It was also typical to have your transport (with the switch and most of your team carrying base construction equipment) escorted by fighters who could shake off pursuit, as well as sending out scouts of your own to try and find the enemy transport early.
It was also extremely common to use decoys. Because each team typically only had about 12-15 people on it you couldn't typically spare a whole lot of people to scout, because you'd need to defend your base. So while you might use your transport to fly your team to their base, you might then have a few guys jump on board and then fly the transport to draw away attention to decoy bases. Once the game got rolling, you'd typically have several bases set up and linked by teleporters (because of the size of the maps and the fact that only one player could carry one piece of equipment, and couldn't fly a transport while wearing it, it would require a minimum of three people to set up a basic base, which would mean a pilot, someone carrying a generator, and someone carrying an inventory station).
From then on, it was war. Games could be over in twenty minutes, some literally went on for four hours or more. Fighters would weave through canyons in dogfights crossing several kilometers. Mountaintops became strategic mortar locations. Feint attacks were common, as was last-minute 'switch' relocations to keep the enemy guessing.
One base was located very high on a mountaintop, in the middle of a cloud layer. This made it very foggy and hard to attack with ground forces because they could rain mortar fire down on you from afar. However, we devised a strategy - because of the thick clouds, they couldn't see the sky very well. However, they had a sensor network up that would spot us a mile away. Using terrain masking, we brought our dropships around the backside of the mountain near the base (the mountaintop extended above the clouds). We needed to take out the sensor network, so we had a single infiltrator sneak into the base and place a targeting beacon on the sensor. Targeting beacons (and laser pointers) would put a 'shoot here' HUD element up that would easily guide mortar and grenade launcher fire. While we had two heavies mortar their sensor, a bomber and a dropship flew high overhead. Once we got word that the sensor was down courtesy of our spy, we inverted our ships and began a vertical burn downwards, flying towards the ground (the aircraft were turbogravs - they didn't have lift, they had thrusters underneath that would counter gravity, so turning upside down would cause you to fall). At the last minute when we broke through clouds, we flipped and did a vertical burn to slow us down, allowing our troops to jump out while the bomber provided covering fire and worked on their turret defenses.
Another time the enemy set up position in a base at the bottom of a different mountain (remember, these mountains were true to scale, we're talking thousands of feet from base to summit). This proved to be a poor decision as the base had a well-known weakness. For much of the game we set about building a base on the mountaintop. Turrets. Sensors. Jammers. Teleporters. When the time came, we rained an enormous amount of mortar fire on the base while our skirmish troops would ski down the side of the mountain (a maneuver in Tribes that would turn terrain mostly frictionless, allowing players to cross terrain like it was a skate park. Yes it was as cool as it sounds). We fought our way into their base only to learn there was literally nothing there. Then came the calls for help from our base. They knew we were staging an attack up there and had covertly moved their base. While we prepared for the assault, they had set up a forward operating point inside our own basement. Within minutes they had blown our generators and taken out all our defenses, and in one move, wiped us out.
There's not really any footage of this game out there on the internet. There's this not very interesting video that demonstrates the scale of the game: https://www.youtube.com/watch?v=Com6xzG13-Y
Thanks for reading this far (if you did). I still say that this is the absolute best game I ever played, and I'm shocked that the concept has never, to my knowledge, been explored thoroughly. The pace of the game was slow, so that's going to be a problem with market penetration, but for a one-man labor of love from 2002/2003...
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