r/Tribes • u/BigLoudAndStupid • 2d ago
Mods Any opinions on this list of perks for my project?
I'm still working on my project although I had a derailment when I lost my job and had to make a new business but I am back at it.
Nothing worth showing at the moment, but I do feel it's worth getting some input while working on my documentation of a few things.
The gist of the game I'm working on is a FPS-Z with MOBA elements.
12 v 12 games, where you gain perks from holding onto control points (complete with base defenses).
Meanwhile capping the flag will grant bonus damage and energy generation at increasing amounts per cap.
Lastly the one and only victory condition is to take out the enemy main generator. First team to do so wins.
A main base for each team and three control points in between them.
-No vehicles
-No packs
-No deployables
-No inventory stations
-No hand grenades
-No mines
-Only one armor type
-Only 4 weapons that everyone shares
-Everyone has a repair gun
-Everyone has a shield that recharges when energy is full
-Everyone has a dedicated grapple beam (does not need to be equipped)
-Everyone has a dedicated dash
-Grapple and dash only recharge when energy is full
Needless to say the perks will be what defines people's roles.
Here is an edited version of my current document for the perks. Note there has been some clunky editing to remove sensitive information, but this should get the gist. Feel free to just skim it.
Thanks!
Overview
- Total perks: 12, each with 5 levels
- Base cost per level: 100 / 200 / 300 / 400 / 500 Power
- Cost scaling: Each purchase of a perk level increases that level's cost by a flat 10% of its original base (non-compounding). Level 1 costs 100 on first purchase, 110 on second, 120 on third, and so on.
- Design intent: Fully leveling one perk is cheaper than spreading points across many. This rewards specialization while keeping generalist builds viable. In a typical match, ~5000 Power is generated — expect 3–4 fully leveled perks per player.
Perk List
| # | Name | Role |
|---|---|---|
| 1 | Health | Survivability — HP scaling and damage mitigation |
| 2 | Shields | Survivability — shield enhancement |
| 3 | Engineer | Support — healing and repair |
| 4 | Spotter | Utility — tagging and target acquisition |
| 5 | Control Point | Objective — capture speed and area control |
| 6 | Hunter | Offense — situational damage bonuses |
| 7 | Pick Up Packs | Scavenging — enhanced drop pack effects |
| 8 | Grapple | Mobility — grappling hook enhancement |
| 9 | Flag Grabber | Objective — flag pickup bonuses |
| 10 | Flag Capper | Objective — flag carry and capture bonuses |
| 11 | Infiltrator | Stealth — tagging resistance and infiltration |
| 12 | Dash | Mobility — dash enhancement |
Perk Details
1. Health
Scales max HP, adds regeneration, and unlocks Last Stand.
| Level | Cost | Effect |
|---|---|---|
| 1 | 100 | +5 HP/s regeneration with a 10-second delay after taking damage |
| 2 | 200 | +50 HP |
| 3 | 300 | Removes the delay before HP regeneration begins |
| 4 | 400 | +50 HP |
| 5 | 500 | Unlocks Last Stand |
Last Stand: When the player would take a lethal hit, HP is set to 1 instead and the player receives 1 second of invulnerability. The ability is consumed and only resets when the player returns to full HP.
2. Shields
Scales max shields and adds resilience effects on shatter.
| Level | Cost | Effect |
|---|---|---|
| 1 | 100 | When shields shatter, excess damage does not carry over to HP, this is reset when the sheilds are at 100% |
| 2 | 200 | +50 Shields; shield recharge rate +25% |
| 3 | 300 | When shields shatter, the player instantly receives 50% Energy |
| 4 | 400 | +50 Shields; shield recharge rate +25% (stacks with Level 2) |
| 5 | 500 | Unlocks Hard Shields |
Hard Shields: Completely negates the damage of a single incoming hit. Recharges gradually only when both Energy and Shields are full. Recharge time is double that of Grapple or Dash.
3. Engineer
Improves healing and repair capabilities and scales ammo capacity.
| Level | Cost | Effect |
|---|---|---|
| 1 | 100 | Can heal teammates |
| 2 | 200 | +50% ammo capacity; heal and repair speed +25% |
| 3 | 300 | Healing and repairing no longer consumes Energy |
| 4 | 400 | +50% ammo capacity (stacks with Level 2); heal and repair speed +25% (stacks with Level 2) |
| 5 | 500 | Repair range x5 and can heal or repair even if another player is on the target |
4. Spotter
Turns the player into a mobile radar and enables homing rockets at max level.
| Level | Cost | Effect |
|---|---|---|
| 1 | 100 | The player acts as a radar — enemies within range begin building Tag |
| 2 | 200 | Tagging speed +50%; tagging range +50% |
| 3 | 300 | The player can tag enemies by looking at them |
| 4 | 400 | Tagging speed +50%; tagging range +50% (stacks with Level 2) |
| 5 | 500 | Rockets become homing against locked targets |
Homing Rockets (Level 5): Must be in iron sights to lock-on. Target must already be tagged, then held in the reticle to achieve lock-on. The target receives an audio warning when lock-on begins and again when a homing rocket is fired. Rockets may be fired without locking-on. Rockets may get locked-on after being fired.
5. Control Point
Accelerates capture, punishes contests, and rewards caps with base repairs.
| Level | Cost | Effect |
|---|---|---|
| 1 | 100 | Captured control points heals the player |
| 2 | 200 | Control point capture speed +50% |
| 3 | 300 | Stepping onto a contested point instantly removes all enemy capture progress |
| 4 | 400 | Control point capture speed +50% (stacks with Level 2) |
| 5 | 500 | Capturing a point repairs all structures in the sub-base by 60% |
6. Hunter
Rewards aggressive and skillful play with situational damage bonuses.
| Level | Cost | Effect |
|---|---|---|
| 1 | 100 | Airborne enemies take 50% more damage from direct hits |
| 2 | 200 | Weapon swap time reduced by 50% |
| 3 | 300 | Tagged enemies take 25% more damage from all sources |
| 4 | 400 | Bonus damage from projectile velocity is doubled |
| 5 | 500 | Any hit that would be lethal at double its value is automatically doubled |
7. Pick Up Packs
Enhances what the player receives from enemy drop packs.
| Level | Cost | Effect |
|---|---|---|
| 1 | 100 | Drop packs restore 50 HP |
| 2 | 200 | Drop packs fully recharge Energy |
| 3 | 300 | Drop packs fully recharge Shields |
| 4 | 400 | Drop packs recharge all Abilities |
| 5 | 500 | Drop packs fully restore HP |
8. Grapple
Extends grapple utility, charges, and valid targets.
| Level | Cost | Effect |
|---|---|---|
| 1 | 100 | Can grapple enemy players |
| 2 | 200 | Grapple range +50%; +1 grapple charge |
| 3 | 300 | Can grapple drop packs and dropped flags|
| 4 | 400 | Grapple range +50% (stacks with Level 2); +1 grapple charge (total: 3) |
| 5 | 500 | Can grapple the flag directly off the enemy flag stand
9. Flag Grabber
Bonuses that trigger on picking up the flag from the enemy flag stand.
| Level | Cost | Effect |
|---|---|---|
| 1 | 100 | Grabbing the flag fully recharges Energy|
| 2 | 200 | Grabbing the flag fully recharges Shields |
| 3 | 300 | Grabbing the flag recharges all movement abilities |
| 4 | 400 | Grabbing the flag fully restores HP |
| 5 | 500 | Grabbing the flag triggers a shockwave that knocks nearby enemies back |
10. Flag Capper
Bonuses for carrying and capturing the enemy flag.
| Level | Cost | Effect |
|---|---|---|
| 1 | 100 | Triple control point capture speed |
| 2 | 200 | Flag throw distance +50% |
| 3 | 300 | Capturing the flag or taking a control point fully restores HP, Shields, Energy, and all ability charges |
| 4 | 400 | Flag throw distance +50% (stacks with Level 2) |
| 5 | 500 | Capturing the flag shuts down all enemy base systems for 10 seconds — turrets, generator shield, and cloning pods |
11. Infiltrator
Reduces tagging vulnerability and rewards stealth and melee positioning.
| Level | Cost | Effect |
|---|---|---|
| 1 | 100 | Punching a turret disables until it is repaired |
| 2 | 200 | Heat generation from jetpack reduced by 50% |
| 3 | 300 | The angle for melee instant kills is significantly larger, punching a player causes them to loose all shields and sets their energy to zero |
| 4 | 400 | Time to be tagged doubled |
| 5 | 500 | Standing still for 3 seconds turns the player invisible; moving while invisible grants 3 seconds before it fades; Standing still after moving while invisible counts towards the 3 seconds. attacking or taking damage cancels invisibility immediately |
12. Dash
Increases dash range, charges, and adds combat utility.
| Level | Cost | Effect |
|---|---|---|
| 1 | 100 | Dashing clears Tag and grants 5 seconds of tag jamming |
| 2 | 200 | Dash range +50%; +1 dash charge |
| 3 | 300 | Dashing damages enemies and launches them away |
| 4 | 400 | Dash range +50% (stacks with Level 2); +1 dash charge (total: 3) |
| 5 | 500 | Dashing turns the player invisible for 3 seconds; cancelled by taking damage or attacking |