Skiing
Slope surfing at supersonic speed.
Skiing is a core movement mechanic in the Tribes series, allowing players to traverse vast terrain at high speeds by sliding along slopes. It is essential for both mobility and combat, enabling players to chain momentum across hills and valleys.
- role
- Core movement mechanic
- affiliation
- Tribes franchise
- first_appears
- Starsiege: Tribes
- status
- Defining feature of the series
Lore & Background
Skiing emerged from a physics bug in the original *Starsiege: Tribes*, where players discovered that crouching while moving downhill negated friction, letting them slide at absurd speeds. The developers, instead of patching it out, leaned in—refining the glitch into a signature mechanic that defined the franchise's blistering pace. In-universe, skiing is framed as a tactical evolution: soldiers with jetpacks learned to ride slopes like living projectiles, conserving fuel for sudden vertical bursts. The most feared players, known as 'cappers,' could snatch an enemy flag and vanish over a ridge, their trail marked only by a dust plume and a Doppler-shifted engine roar.
In Their Own Story
The canyon wind whipped past Kael's visor as he crouched low, his boots skimming the rocky slope. Behind him, the enemy base's sensors blared, but he was already a blur—a streak of blue armor against the red dust. He'd learned to ski as a rookie, falling countless times before mastering the rhythm of the hills. Now, with the flag clipped to his belt, he rode the momentum like a living missile, leaving only a sonic boom in his wake.
Reader's Guide
Skiing is a movement technique where you crouch and slide down slopes to maintain or gain speed, conserving jetpack fuel for vertical movement. To execute it, press and hold the crouch key while moving downhill; the steeper the slope, the faster you accelerate. On flat ground, you can 'ski' by chaining small bumps or using jetpack bursts to maintain momentum. Mastering skiing demands a feel for the terrain—reading hills like a surfer reads waves, anticipating where a lip will launch you and where a sudden gully will kill your speed. Use 'bunny hopping' (jumping while crouched) to preserve momentum over flat sections, and learn to feather your jetpack for micro-corrections. Skiing is the difference between a lumbering target and a predator of the peaks: it turns flag runs into supersonic heists, escapes into vanishing acts, and duels into high-velocity chess matches. Without it, you're a slow target; with it, you're a blur that leaves the enemy shouting into static.
Did You Know?
- Skiing was discovered by players as a glitch in the original Starsiege: Tribes and later intentionally kept by developers.
- The mechanic inspired the 'skiing' term in gaming, later adopted by other titles like Tribes: Ascend.
- Competitive Tribes players often use skiing to reach speeds over 200 km/h in-game.
- Skiing is so central that it's referenced in the series' lore as a formalized combat technique.
Class Architecture & Loadout Philosophy
Tribes: Ascend built its identity around a class-based loadout framework that let players define their combat role before ever stepping into a match. Each loadout bundled a specific armor tier, two primary weapons, a selection of belt items like grenades or mines, and a utility pack. In the Game of the Year edition, the roster expanded to nine distinct loadouts spread across light, medium, and heavy armor categories, with three options per weight class. Players could swap loadouts at the start of a match, upon respawning, or at an in-world inventory station. Access to these classes came either through direct purchase or by grinding experience points over time, with paid options unlocking instantly while earned ones required considerably more play. Every new player received three complimentary classes, one per armor weight. During matches, in-match credits earned through kills, structure repairs, and objective captures funded vehicles, supply drops, tactical and orbital strikes, and base upgrades. The Out Of The Blue update later streamlined this system, collapsing the nine classes into three weight groups and stripping away the credit-based economy entirely.
Match Modes & Competitive Structure
The game offered a diverse menu of competitive formats designed to test different skill sets. Capture the Flag pitted two teams against each other in a classic steal-and-return loop, while Team Deathmatch relied on straightforward kill counts to determine a winner. The Rabbit mode stood out as a unique asymmetric experience: a single player carried the rabbit flag and passively accumulated points while every other participant hunted them down to seize the lead. Arena served as a high-stakes variant of Team Deathmatch where each side had a finite number of respawns, and the team that exhausted its pool first fell. Capture & Hold required teams to seize and maintain control of designated points throughout the match duration. On the map side, the iconic Katabatic terrain from the original Tribes 2 received a full remake, and several other locations from earlier entries in the series were reimagined. A nine-tier ranking system, starting at Recruit, provided cosmetic titles and insignia displayed on scoreboards and kill-cam screens, serving as a visual marker of progression rather than a gatekeeping mechanism.
A Turbulent Development History
Hi-Rez Studios developed Tribes: Ascend as a free-to-play first-person shooter for Microsoft Windows, carrying forward series staples like jetpacks and skiing. A Game of the Year package followed in February 2013, bundling all classes, weapons, and perks into one purchase. However, by July 2013, Hi-Rez pulled the plug on active development to redirect resources toward Smite, openly citing disappointing financial performance from both Tribes: Ascend and Global Agenda. Creative director Sean McBride later described the game's overall trajectory as death by a thousand cuts.
Critical Reception & Series Legacy
Despite its rocky commercial journey, Tribes: Ascend earned strong critical praise. IGN awarded the title a 9 out of 10, and it settled at an 86 on Metacritic, reflecting a broadly positive reception from reviewers who appreciated its fast-paced movement and class variety. As the latest entry in the long-running Tribes franchise, the game preserved beloved mechanical DNA, including jetpack-assisted traversal and the signature skiing down steep terrain that had defined the series since its inception. Hi-Rez also experimented with cosmetic monetization, selling player skins and experience-point boosters alongside the core free-to-play structure, a model that ultimately proved difficult to sustain at scale. The game's story, as told by its own creative director, reads less like a single dramatic failure and more like a slow accumulation of small setbacks: a development pause, a major content overhaul, the removal of monetization features, and a final farewell update. For fans of the Tribes lineage, Ascend remains a polished, well-reviewed chapter that captured the series' kinetic spirit even as the business realities of free-to-play shooters proved unforgiving.
Frequently Asked Questions
What is skiing in Tribes?
Skiing is the franchise's signature movement mechanic, letting players slide rapidly down any available slope on the map. It is not a character, item, or ability tied to a specific class—it is a universal traversal tool built into every title.
How does the skiing mechanic actually work?
You hold a designated key to start sliding, and gravity accelerates you down the terrain. Momentum carries you across valleys and up smaller bumps, so you can chain multiple slopes into one continuous high-speed run.
Why is skiing considered essential to gameplay?
It is the primary way to cross the large open maps quickly and is the defining feature that sets Tribes apart from other shooters. Combat is built around it, since you can fire while sliding and use leftover momentum to reposition or escape mid-fight.
Can you ski uphill?
You cannot initiate a slide on an upward slope, but momentum banked from a prior descent will carry you up smaller inclines and across flat stretches. This chaining of momentum across varied terrain is what makes long-distance traversal feasible.
More in Gameplay & Mechanics
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