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There are many assets a base may have, some of which are listed below. All assets are tied into the Command Circuit, a little-known and very powerful tool in Tribes 2. The Command Circuit, or "CC", provides a top-down viewed, three-dimensional map of the current level, with marked real-time positions and health monitors for all players, bots, vehicles, and other assets on one's team, as well as assets on the enemy team (provided the team sensor hasn't been destroyed or disabled). The CC also allows players to take remote control of any co-aligned turrets, both deployed and non-deployable, and access the view of team-deployed cameras. Note that only fixed enemy assets are displayed: enemy infantry and vehicles must be with the range of pulse- or motion-activated sensors to be displayed on the CC, and non-fixed assets will not be displayed if a team's sensor is destroyed or disabled. At least one team generator must also be active, to provide power to the sensor (some maps may have sensors that aren't tied to a destroyable generator).

The Command Circuit/Base Assets[edit]

  • Base Turret - these are the turrets that you can mount a barrel on. They will fire automatically depending on what barrel they have. Usually, a mapper will place these turrets in a strategic spot near an important asset (like near the flag in Capture the Flag or near a base, etc).
  • Sentry Turret / Motion Turret - these turrets are often placed indoors or near an entrance. They shoot projectiles similar to that of a Spider Clamp Turret. These turrets, unlike base turrets and deployable turrets, have a motion sensor, rather than a pulse sensor. While it can detect cloaked players, it trades that advantage for a vulnerability. Staying still and shooting at the turret will not set it off, but this can be remedied with a deployable pulse sensor.
  • Medium and Large Pulse Sensors - these sensors have a wide sensor range throughout the map. They are not noticed very often by players who are repairing, and often stay destroyed if they are in the first place.
  • Generator and Solar Panel - these are often used to power whole bases, or just certain assets (such as turrets, stations, forcefields, etc). It is common for a mapper to place a generator in the heart of a base, but some mappers do not feel as though the base should require a generator/solar panel (usually towers, forward bases), and place the power source underground (or they use the providespower = 1; simgroup trick).
  • Inventory and Ammo Stations - Inventory stations resupply and give a user the ammunition and armor they need. When in a hurry, an attacker will place a mine on the station, rather than destroying it. This causes heavy damage to the station and player using the station. Ammo stations only resupply ammunition, and don't change players' armor. Unlike the deployable inventory station, the ammo station may give you "big" items.
  • Switch / FlipFlip - a switch or a flipflop is a control point which transfers certain assets in a simgroup to a team upon touch. This is used in the gametype Siege for the Attacking team to win the base from the Defending team. In Capture and Hold and Defend and Destroy, the teams fight for the control of a certain switch (more switches can be involved) to gain points.
  • Vehicle Station and Pad - most maps will include use of vehicles. A team may order a vehicle from the Vehicle Station to get a vehicle from the Vehicle Pad. Like the inventory station, attackers will drop mines on the station and on the pad (to disorient and damage vehicles).
  • Forcefield - the forcefield is often used to keep certain players in or out of certain places, depending on its intended use.
    • Team Forcefields are used to keep enemies out of areas. A good example would be Siege. Attackers would have to destroy a certain generator in order to get into the area where the flipflop is.
    • Solid Forcefields are used to keep everybody out of an area.
    • All-Pass Forcefields are used to usually slow players down from getting to a certain place. This is when Pulse and Motion sensor blocking is usually associated.
  • Flag - the flag is an object which only functions in Capture the Flag, the unofficial gametypes which support its use. In the standard gametype Capture the Flag, a player must take the enemy flag and bring in back to his own flag. If an enemy grabs a team's flag, and he drops it, the flag's team can either return it, or the enemy may pick it back up again. If the flag is placed in any other gametype, it only gives a message when touched.