Tanks and Rogues is a serverside modification for Quake III Arena with heavy focus on teamplay. The core idea of Tanks and Rogues is that everything is a team effort. To kill an enemy tank, first your rogue has to disable the enemy's shield, then before it regenerate, your tank must hit the enemy tank with conventional weapons to actually kill him. This creates a new kind of teamplay, a tight teamplay seldom seen in FPS games, a teamplay that requires you to focus as much on your teammates as on your enemies. For extra spice, Tanks and Rogues includes cool features as the Power Taunt and the Team Grenade. The former is an awesome explosion activated by capturing a Power Taunt item and then using the Quake III Arena 'gesture'-feature simultaneously with and in proximity to your teammates. The Team Grenade is a very powerful grenade that will only detonate if hit by a rogue's weapon. It is perfect for clearing out a room of campers but again requires delicate teamplay.

Post feature Report RSS Tanks and Rogues - from answer to modification

Like many other projects, TnR started with a question. It was a question that had been present in my mind for a long time and during countless gaming sessions; why is there no first person shooter game out there that dares forcing the players into cooperation?

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TnR is teamplay

Like many other projects, TnR started with a question. It was a question that had been present in my mind for a long time and during countless gaming sessions; why is there no first person shooter game out there that dares forcing the players into cooperation?

Teamplay gaming is nothing new, ever since Threewave's capture the flag mod for Quake 1 there has been a lot of fps games were teamplay is key. However in public matches the teamplay mechanics, and even more so, the teamplay feeling has often been lost. Staying together might give your team an edge but soloing and going Rambo will give you more kills and is more fun.

The simple solution to this problem is forcing teamplay. In TnR going solo is not only less effective, it is during most circumstances not effective at all. The problem was solved...

...Or was it? When TnR started its transformation from an answer to a game I soon found out that forcing people is not very nice if they are not forced into something that is fun and rewarding. It's not only about creating a game were teamplay naturally occurs, it's also about creating a setting were teamplay is fun.

Team feeling

An important part of making teamplay fun is creating a set were a certain feeling of dependency between the players in the team is present and a mood were your own achievements in the game are hard to distinguish from your teams achievements as a whole. All teamplay oriented games have to work on this team feeling and in fps games this is often achieved by adding SWAT or war themes to the games. These themes make the player relate to real life scenarios were working as a team is the key for survival, creating a somewhat false feeling of team effort.

For TnR I was not really interested in themes. I wanted a game were a team feeling was achieved because actual team efforts took place and took place often, not because playing it reminded you of something from real life. There are more team games out there that rely on game mechanics rather than themes to bring this team feeling, Team Fortress is one example, but what distinguishes TnR from Team Fortress is the "took place often" part.

Teamplay on every level

Knowing that your teammate has your back adds to the team feeling. Knowing that every player in your team is doing their part gives a certain thrill. In TnR you don't have to look at the scoreboard to figure out if your team mates are doing their job because if they are not it will be painfully obvious to you when you stand alone facing a duo that you simply cannot beat by yourself. The teamplay is there every second not just as a strategic reminder but also as part of the action, this is micro scale teamplay. The teamplay you find in most first person shooters revolves around strategy and tactics. These elements are fun indeed but that intense feeling of teamplay often occurs when you find yourself in the middle of the action with your team mates by your side. These moments are what TnR is all about and to create them as often as possible the game prohibits you from doing some of the basic actions by yourself but it also gives you new possibilities and awesome stunts to pull off when you cooperate with others.

Too awesome not to implement!

When the development of TnR started the approach was to keep it simple. I wanted it to be a solid game without a steep learning curve and to achieve this I believed in keeping the features at a minimum. Then I found myself saying to Locke, "a feature containing a synchronized taunt gesture would be really cool!", and we ended up with the power taunt.

This was not to keep things simple and it was a bit wacky and over the top but it seemed like the right thing to do because it sounded awesome. From the beginning we didn't want the feature to affect gameplay that much but after hours of testing we realized that this feature really added to the team feeling. To synchronize a taunt and watch the body parts of your enemy fly gave a quite unique feeling of cooperation and success that I rarely felt in other fps before.

To sum it up

Giving a feeling is what gaming is all about and when developing a game there needs to be a good balance between awesome features and robust gameplay. This mod dares forcing people into a certain set of rules, hence the rules themselves needs to be fun no matter what theme they are applied to. With TnR I hope we can give you a game experience that lets you cooperate on a new level with other players in a way that is intuitive, competitive and fun!



LazyDog
Lead Designer
Tanks and Rogues

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GavinStevens
GavinStevens - - 620 comments

"why is there no first person shooter game out there that dares forcing the players into cooperation?"

Erm... A LOT do... I think your about 10 years to late.

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TheHappyFriar
TheHappyFriar - - 518 comments

not many force you to be cooperative. every FPS I've ever seen lets you go off on your own with no repercussions except things can get a little harder.

this forces you to work with at least one other person. if not you're dead.

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LazyDog Author
LazyDog - - 7 comments

As I said in the article “Teamplay gaming is nothing new". It’s the “forcing” part that is new. And well there is Army of two but this is more of an arcade game and the game mechanics mostly revolves around cooperative campaigns not deathmatch game play (even if it’s possible to play against other people).

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Jam3s007
Jam3s007 - - 1,217 comments

Gavavva is kind of right, Some Co-op games like Army of two force you to work with at least one other person(or bot that is). They may be few in numbers, but it has been done before. Tanks and Rogues does specifically require one other person, so i guess it is kind of different.

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