In the original tribes there was a mod (that was far more popular than the base game) called Renegades. It basically took tribes and made it more. . . tribsey? Basically, it expanded the armor and weapon list and included more deployable items than you can shake a stick at (including the fearsome laser turret - basically an automated sniper that NEVER missed). Vehicles in the game were normally handled via a vehicle pad, but realizine those pads are often placed in inconvenient locations (or actively on fire) there was also a vehicle called a "stealth HPC" that could be carried as a backpack item.
Now, the HPC was the largest of the vehicles. The well armored craft could carry a full complement of 5 players (1 light armor and 4 passengers of any size) into battle. Because Renegades featured much improved base defenses, the stealth feature basically included an all purpose jammer making you totally immune to most detection devices (save optical and motion sensor, but motion sensor was painfully short ranged and no one deployed cameras outside). This made it the perfect weapon for what I affectionately refer to as the Enola Gay missions (unrelated to this story, so leave it to your imagination).
What was odd was that the gme would let you deploy the HPC in places you normally coudn't hope to fit the craft. Assuming it was the size of a large passenger van, the game had absolutely no problem wedging it into a linen closet. Even more fun, you would find that the vehicle would "snap" passengers into the riding slots, which could be convenently located inside world geometry. In the map Broadside, one particular entrance (the top) was often difficult to defend and thus someone hatched a cunning plan - plant an HPC in the narrow (wide enough for two people to pass abrest in light armor) corridor at the very top of the base. The game would oddly clip the vehicle from your perspective so you woudln't see it there, but jumping into the narrow tunnel would result in the player entering the HPC and thus becomming lodged in world geometry.
The game clearly had no code to deal with such a menace (in fact there were many world gemoetry bugs that exploited this fact), and the only way out was suicide. Even more fun was the fact that the game didn't really tell you anything was wrong. You could still run around (in a laggy fashion), jump, shoot and what have you, but in your own private world devoid of other players or equipment. The first time players ran into the problem they might spend precious minutes being horridly confused about the sudden turn of events before killing themselves in desperation, and even then the lesson was not immediately obvious.
A similar trick involved the use of the deployable satchel charge. If placed on a seam between wall and floor VERY precisely, the device was actually immune to it's own detonation. The explosive was absolutely devistating, and even more fun it was utterly immune to any AOE damage (most tribes weapons have an AOE effect). On some maps, such as Scarabrae, the generator room is a key focal point of defense. An enterprising spy can rush into a base at the beginning, plant these infernal nearly invulnerable charges on the generators, hide on the edge of the map and just wait for the opposing engineers to construct their nearly impenetrable defense network. Then, you simply detnote the charges and watch as the entire enemy team (who are no doubt screaming in frustration) claw their way through their own defenses in a desperate effort to get their generators back online, only to do it again moments later. And when they finally catch on to your plot, you could usually count on the satchel charge to het you more than a few kills as people tried to thwart your evil schemes. Eventualy, someone would get wise and pick off the charge using a sniper rifle from outside the blast radius, but by then your team was usually mopping the floor with the enemy and victory was all but certain anyway.