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Quail is a Gang Garrison 2 modification inspired by mechanics in Team Fortress Classic (GoldSrc) and Quake 3. Motivation and more inspiration are drawn from INSmod, the only full conversion GG2 mod to be successful.

On Git: https://github.com/wareya/Quail


Core Design Philosophy

Quail's core design goals are to reward players and teams for speed, then skill, then coordination, above all else - even at the harm of player choice. If something is entertaining, but hurts the reward of these for anyone playing, it doesn't belong.


One of Quail's principle design facets is the inclusion of multiple player classes, akin to QW: TF, TFC, TF2, NTF, Tribes, etc; However, significant effort is made to avoid falling directly into cliches established by popular games. Analogs are well drawn to TF2's and GG2's classes, but that doesn't mean that any mechanics should necessarily be the same.


Quail's balance revolves around fitting classes into pre-mediated niches and ensuring that they work together properly. The game's development isn't far enough along to work on balance issues yet, since most classes haven't been implemented, however, reality-consistent theorycraft and excessive playtesting are expected to bring issues to light when the time comes, and any effort will be made to fix what's broken.

Character Classes


The classes are broken down into niches as follows:

[passive] Attendant (Warden,   Traveler)
[active]  Hitman    (Renegade, Hawk)

[active]  Fighter   (Hero,     Hunter)
[passive] Tank      (Keeper,   Shade)

Jack of all trades:      (Strider)

Support niches are meant to affect the flow of the game through non-deathmatch means; however, this doesn't mean they shouldn't throw punches. Attendant classes are the ones that shouldn't normally engage in combat; they're meant to tend to things and make sure their subjects of attention are going well.


As of right now, the only thing I have to say about their personalities is a quotation dump.

Hero:     "Only fools fight wars. Right men end them."
Traveler: "Absolute power corrupts... Don't be fooled."
Renegade: "A world full of hurt for all the scum over there!"
Hawk:     "Another problem solved! Good work -- singers?"
Strider:  "..."
Warden:   "Nothing will pass into our homes."
Shade:    "Your feeble powers feed mine, stranger."
Keeper:   "This is my territory. Nothing will move me."
Hunter:   "Yeah, I like hurt! And nothing's gonna stop that."

They each fall into a unique DnD alignment category.

Individual Classes

Most classes don't have any kind of stable design yet, so they're not being put on this page.


The Hero is analogous to TF2's demoman. They're capable of extreme damage output and punishment, but only if they're secure and their team is treating them well. They're capable of dealing by far the most damage in the game, but that comes at the cost of having horrible capabilities in direct combat.

Their weapon is an "AWK Rifle", which is like a mashup of a railgun, a rocket launcher, and TF2's sticky launcher. It's an explosive hitscan weapon which does separate impact and splash damage; it fires directly from the rifle when m1 is released, with an arc that raises up into a straight line as the chargeup from holding down m1 increases; it has a two+ second refiring rate; the chargeup only effects the arc, nothing else.

They have mediocre health and mobility.

Their secondary is going to be excellent at harassment, with projectiles which penetrate a certain number of players and deal damage more times (with a cap) the longer it's inside of them. By design, running into a shot from it will take less damage than standing still, however running away will take the same as standing still. It also has falloff, and runs a risk of colliding with things near its line of fire due to its mechanics.


The traveler is analogous to the medic, but they're not totally alike.

They have Pure Power, equivalent ubercharge. It charges up with all health changes relevant to their own character; healing a target, themselves taking or dealing damage. Activating Pure Power drains it slowly while it buffs their healing target's damage, probably by somewhere from a multiple of 2 to 3.

They heal at a flat rate, and gain health whenever they or their healing target does damage.

Their secondary weapon is a projectile shotgun with round reloading.


The renegade is analogous to the sniper, playing a similar role but with different capabilities.

Their weapon is a shock rifle, which is an explosive projectile weapon meant for packet damage. It imposes a debuff which disables certain class specific passives and abilities, such as the Traveler's lifeleech/regen and the strider's dash. The debuff and part of the impact damage chains between nearby targets or ones connected by healing beams, like static electricity, or chain lightning. It has a chargeup mechanic like the AWK Rifle, except it increases damage (and nothing else).

Their secondary weapon is going to be some sort of hand grenade.

Probable Class Niches And Skills

Warden : Zoner Assist

Traveler : Babysitter, Initiation

Renegade : Reverse Babysitter, Initiation

Hawk : Assasin, Damage

Hero : Assist, Damage

Hunter : Assasin, Utility

Keeper : Zoner, Punisher

Shade : Utility, Punisher

Strider : Pocket (main role), Everything Else (secondary)


Zoner:              Keeps a bubble of area under their own control; prevents enemies from simply entering their area
Assist:             Good at dealing heavy damage during teamfights
Babysitter:         Empowers a Pocket in return for protection, making a Combo.
Initiation:         Good at starting teamfights.
Reverse Babysitter: Interferes with the enemy Combo's cohesion.
Assassin:           Good at killing things outside of teamfights.
Damage:             Capable of massive damage output.
Utility:            Has abilities that make it better for their team to capture and defend objectives.
Punisher:           Good at punishing players who make mistakes.


Quail will only feature a handful of gamemodes at its initial release. Support for Capture the Flag is a must, and for some Control Point gamemode is desired and expected, but not guaranteed. Quail's implementation of Capture the Flag is going to be a Frankenstein of Quake-like CTF and TF2-like CTF, as detailed below. Support for A/D CP or Dual KotH is planned, but they haven't been figured out yet. Push CP isn't being considered for initial release due to map design and balance concerns.

Capture the Flag

The goal of Capture the Flag is to perform better in the act of stealing the enemy team's flag and returning it to your own base than they are at the parallel. The team with the most captures when the time limit runs out, or the first one to hit the capture limit, wins. There will be graphical indication for every gamemode state, presented in an obvious but non-intrusive way and wherever it's relevant.

Transportation Mechanics

You must carry the enemy's flag back to your own base. While carrying the flag, you have a small speed penalty, but aren't otherwise hindered. In order to pick it up, your character must simply touch it while not having very recently dropped or thrown it (within less than 5 seconds or some other arbitrary, low time).

You can pick up your team's flag to instantly return it with the flag drop button, but only if:
- You aren't carrying their flag
- Their flag isn't "loose" on the field

The restrictions on flag returning are to prevent one issue and achieve one goal:
- You cannot drop their flag to return yours then pick theirs up again this way
- Their flag being loose on the field implies that your team fumbled control of it, which is a good measure by which to punish flag defense

The flag may be dropped, putting it on the ground below your character, with a timer indicating how long it will take before it automatically returns to their base.

The flag may also be thrown, inheriting inertia from the character and perhaps their aiming direction too, resulting in that it moves in an arc. This state is the same as dropping it, except that it has a different movement vector when it is created (as opposed to a null one).

If the flag touches environmental damage sources, its timer will turn faster over time. If it touches pitfalls or falls off the map, it will instantly be returned to its spawn.

Capture Mechanics

I'll just list them.

- You can cap regardless of whether your flag is at the flag base if you walk touch the capture zone
- You can throw-cap onto the capture zone, but only if your flag is at the base
- You may only capture the flag at the base, in normal CTF (alternate forms of the gamemode may have capture zones in other places than the flag spawn)