The best example of how you shouldn't make a modern old-school FPS.
This game introduced me to the Tribes series, and during beta and the first months after release it has been one of the best FPS I've ever played.
But it was ruined and later abandoned by incompetent (or just greedy, I don't really know) developers who couldn't manage the early and sudden success of the game, and made it a horrible pay to win hitscan fest with no anticheat, adding more and more unbalanced, overpriced and overpowered content instead of fixing the blatant flaws the game had, thus turning away both veterans and new players (who faced a huge paywall or hundreds of hours of grinding just to play the game with adequate equipment).
After a few months, nostalgia led me to try Tribes 2, which is the clearest example of why Ascend failed (classes, loadouts, weapon balance etc), but I eventually stopped playing it because of high latency and very low population.
I quit playing Ascend like 2 years ago, but right now, with all these upcoming/released new arena fps, it came to my mind and I realised that I don't really care about a new Unreal Tournament or all these Quake clones (that I surely will play and enjoy!), I just want a new Tribes game DONE RIGHT:
- no free to play model
- classes, physics, map designs and weapons have to be studied and analysed to provide the most balanced and fair gameplay
- content must be limited in order to keep the game balanced
All these features were mostly overlooked by Ascend's developers.