Skiing in the original StarSiege: Tribes was actually a physics exploit that allowed players to leverage the way collision, friction and jumping works with angled surfaces in order to dramatically increase their mobility, which in turn formulated entirely different gameplay from what was intended for the large-scale team-oriented tactical shooter-slash-RTS game it was originally designed and intended to be.
Basically, for those not familiar: If you jump, you actually jump away from the angle of the surface you're standing on. If the surface is flat, you'll jump upward - if it's angled so the surface is pointing forward, the jump action's momentum will instead angle you a diagonal direction upward but also forward. As if, for example, you took a rubber ball and bounced it on an angled surface, it would bounce in a direction based on the angle. Another example of similar physics is in the 2D Sonic games, where the application of impulse from jumping is nearly identical.
In this game, players are also outfitted with jetpacks, allowing them to expend their recharging energy pool to gain height - the game is, of course, filled with all sorts of tall buildings and floating structures that necessitate such a thing. However, people figured out that they could combine this with the aforementioned jumping physics, in order to gain considerable momentum, which can then be carried through a series of jumps on angled surfaces.
The end result, is that slopes on the sides of hills could be used to gain incredible horizontal momentum, and when combined with an upward slope (on the side of another hill, for example, or a small dip in the terrain), could cause the player to carry all of this momentum in an upward arc through the air, allowing them to quickly and safely (because it's harder to hit a target flying through the air than it is to shoot an explosive near someone's feet on the ground) travel great distances. This changed the game from a squad-oriented tactical shooter into a shooter with lightning-paced frantic action, an enormous amount of depth and finesse to both movement and shooting enemies that are mobile, while also keeping the core strategy elements that are key to teamwork. As a result, this emergent gameplay was folded into the design of all of its successors within the series, as well as its short-lived spiritual successor made by the same developers.
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