Locking the vehicles as the last tier of the unlock system is a mistake, I've only seen vehicles in about 4 games I've played since launch. Vehicles cannot be part of the unlock system. Throwing 9 unlocks behind the engineer pack; this is the same issue as the vehicles. In other words, there are basically zero deployables in any of the games. The T:A approach that deployables would be linked to a specific "class" is a mistake, and makes the deployable game essentially non-existent. There is virtually zero base play in this game, the same as T:A. T1 and T2 had large amounts of base play, this is why they were successful. Spawning in loadouts increases accessibility surely, but destroys the base play. You are short circuiting the entire base to do it. If gens are down, I still don't need an inventory station, I'll just have to wait an extra few seconds to spawn with equipment. This removes pretty much all importance from the generator, as the maps don't have strong base turrets, nobody uses vehicles [because they are stupidly locked], and the only thing left is sensors. Because their is no command map like in T1 or T2, you can't really understand the importance of the sensor network, you can't see where your team has physical sensor range coverage and it destroys the entire design behind the sensors. The actual gameplay is solid, but you are retreading the same mistakes that Hi-Rez already made, however, your game was supposed to show Hi-Rez what they did wrong -- but keep making all of their same mistakes. I can't even find US games anymore, because people got bored of the 0 depth game design. I'll never spend money to buy the pass on a game with no players, and because the game has no players, I'll never be able to even F2P grind to vehicles. This is essentially tribes, the spirit of the entire purpose this game was created was to give us a throw back to Tribes 2, don't ruin it for the same reason Hollywood ruins game movie adaptations. Bring back the targeting laser, get rid of the 0 generator maps, spawning in load outs, and make deployables team shared and NOT a pack; then they will get used. Then you will see people picking the Repair pack and playing as an engineer because the need to repair the network is there, while the entirety of the team places the network, not just the engineer. Bring back the command map. These are all essential parts to the formula. Also; the number one complaint that I receive instantly when showing the game to people... "It's got cartoon graphics, it looks worse than Tribes Ascend and that's years and years old already." You wouldn't think in a world where Fortnite is the number one game, that people would have a problem with this, but then again -- it's your target demographic that has a problem with it, not the people who don't play the game. I personally do not mind one way or the other, but people tend to complain about "cartoon graphics" people don't ever tend to complain about non-cartoon graphics. Certainly something to think about. As it stands right now, I don't see any point in working on development updates or things like matchmaking when the game is literally dead. If the studio can afford it, you gotta change the things that caused it to be dead and re-launch with more visibility. If not, it's time to pull the plug or release it as open source. Been playing FPS+Z games since they exist, played everyone, even Legions. T2 is still the best, T:V did do things that were better [the deployables and skiing] but also did things that were worse, like nerfing the carry limit on armors and making the game really small type arenas and adding the grapple. [While the grapple is incredibly fun, it overpowered rabbiting.] We're in the day and age of the modern revival that tries to be as close to the source material as possible. From X Com, to Battletech, to Mechwarrior Online and Mechwarrior 5, over to Battlefield and Star Wars: Battlefront, out of video games and into Movies and Television with Cobra Kai. The reason these are all successful is putting the focus in the right place and giving people new media that doesn't stray from the old media, it's just done with higher production qualities. The mantra stands, don't fix it if it isn't broken. Placing the focus of Tribes on "High Speed" and "Small tighter games" and "E-Sports" is the anti-thesis of tribes. Tribes is intended to be a big team game with strategy and depth. Making changes that short circuit the original intentions is precisely the reason why every new attempt fails. Tribes 2 was 32v32 games and some servers 64 v 64 [which is too much IMO] but the idea is not nor has it ever been 7v7, so making a game that scales down to 7v7 as it's sole viable treatment is what causes there to be 0 players. Get back to the actual roots, stop over designing and losing focus of what the game was intended to be; you're out of touch with what made it successful in the first place. Once you have a playerbase you can then start designing a competitive mode for 6's and 7's. Base game first, competition second. Can't have competitors if nobody plays the game. What we really need at this point is a Tribes 2 HD Remaster; it's not the game, it's the age of it and it's graphical presentation. Streamlining gameplay and design hurts, streamlining UI is fine. Miss the days of the 3 man bomber making passes on critical things like vehicle pads, so the 6 man heavy transport can rain mortar death from above while there are tanks on the ground clearing a way for base infiltrators trying to take down the defense systems so a capper can come in and make a grab. This is tribes, this hasn't been seen since 1998. The focus is all wrong. Big maps like Sanctuary, Quagmire, Katabatic; not these tiny little maps with no generators like Dangerous Crossing. Mobile points bases, field inventory systems for tactical retreat, grav cycles to deploy these systems..... This is Tribes; Look at all the chaos, shrikes flying around, MPB's, missiles and flares flying everywhere, Lasers and base plasma turrets firing. People in every direction, to note that this was also a scrim between two teams proves that every game since then has been overly simplified, and if you make the game with depth, it can still have competition value, because it did with Tribes 2.