All of the thanks to goes to Carnius for a great mod, I am thankful that you are kind enough to make this for me and the rest of the CNC community, without caring about any kind of pay or reimbersment. I and, I believe the rest of the CNC community really just want to say, THANKS CARNIUS! and thank you for coming to TEF.

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Brainstorming ideas for the future releases (Groups : Tiberium Essence Fans : Forum : General Tiberium Essence Ideas : Brainstorming ideas for the future releases) Locked
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Jul 31 2011, 5:54pm Anchor

I start immediately saying that some of these concepts are elaborated from KW and C&C4, and I want just to underline how is childish avoiding them just because of the titles they have been added and not considering the strategic effort they could bring to the game. So, if you are biased with this analysis, please do not answer. Non-sense replies like "There won't be KW units in TE", just because you dislike them as they kicked your ass to much, while playing against them, is completely useless. Here the idea proposed are mainly focused on implementing units and structures that drive the player to plan a strategy and then proceed with the fight and not to achieve a lamerish way to just gather funds as quickly as you can and then flood the enemies. This is not the original C&C concept and EA, not understanding this part, have made a gigantic mistake that brought them more and more away from the beauty of the first titles and selling toys for over-excited dumbs, completely unable to think with their heads and just click non-sense buttons as quickly as they can.

Take these suggestions seriously.

Part of the analysis has been based on the KW Reloaded Mod and other brain-storming with ideas taken from other C&C titles. What I'm going to do here, is to explain some ideas that don't have to be considered complains or trolling of any kind, about what has been implemented elsewhere.

These ideas, could be added lately, on the following releases and not all in TE 1.6.

- The GDI Heavy/Rocket/Garrisonable Harvester, coming from KW. I have thought about it for TE, coming to a conclusion that the armor improvement and the adding of the rockets, instead of the machine-gun mounted on the harvester, could come with a unit-upgrade, directly selectable on the vehicle itself, instead of an upgrade extended automagically to all the units, from a switch bought on the armory or the tech center. The costs of such upgrades should be enough to discourage the mass activation of them, giving the opportunity, to the player, to decide if upgrade or not, considering the tiberium income obtaining from the harvesting strategy deployed. This would still let such addins available, if the player want to bring the harvester on a dangerous zone. Considering that is part of the GDI strategy, the fact of being strong against substained fire attacks (while NOD rely on stealth and tiberium-improved technologies to afford this), it's a logic idea to give such upgrade to them. These upgrade should be selected in a mutual logic: 3 available, only 1 activable, in order to avoid introducing units too much over-powered. The garrisonable harvester should let the unit inside to fire their selected weapon and, if it is and engineer, to auto-repair the vehicle more quickly.

- GDI Combat Engineer, coming from KW. Even about this unit, IMHO, it's a more smart idea to add an upgrade to the singular unit, that cost enough to discourage its automatic-mass-purchase and reserve it just when the player has to move him through a dangerous area.

- Reduced Sniper teams trained. I have seen multiple times that the sniper crew shot bullets to the same enemy, if the player indicate it. This is stupid. Two snipers should shot at at least two different enemy units, that belongs to a crew, instead of spending the same bullet against one target, that can be killed with only one sniper. The same thing could be said about all the other units, while, IMHO, they should be trained all apart and not in group. This would even incise more the money amount of the player, forcing him/her to be more careful about how many units to train and not just create and flood the battlefield, with just few mouse-clicks.

- Tiberium Trooper. This unit is, in the end, a flame-thrower clone. Due to this, it must be changed on its concept. I then thought about the RA3 Uprising Desolator unit. The liquid tiberium shot could be considered as the "Deathspray hose" weapon. Then, the unit could switch to the related "Splattershot cannon".

- NOD Redeemer and CABAAL bunkers. Other than the Forgotten, in the maps could be introduced some CABAAL rogue wells, with cyborgs, reapers, cyborg-commandos, hunter-seeker droids, avatars and the Redeemer as a "Core Defender". Even the CABAAL core structure, seen in the end of the Firestorm campaign, would be interesting. Considering the fact that the major part of the units are taken by NOD, despite the Redeemer, I would see CABAAL as a non capturable external faction, rogue against everyone and more powerful, in order to not get quickly kicked by the player.

- Old TD and TS structures. Their introduction with fully operation capabilities would be absolutely amazing. The problem is that they should be imported by other mods, with the acknowledgement of their devel. in order to spare the necessity to recreate them, time that could be used in order to improve other aspects of the mod.

- Planet Killer Beam (from the round mothership). It has been nerfed due to multiplayer balancing purposes, but this mothership should be highly-destructive. The idea is to reintroduce a final-destructive mothership beam, with a graphical effect similar to what can be seen on the "Indipendence Day" film (a more long beam graphical shot and a circular flame destroying wave), with a consistent money-cost. So, if the player want deploy such weapon, it have to spend a substantial amount of money, thing that avoid easy abusage.

- Scorpion Avenger with AA capabilities. I have give a check to these units, from C&C4. Nice design. I have thought that NOD, other than the buggy and the bikes, don't have any serious AA unit. In KW, GDI obtain the Slingshot AA hovercraft, while the NOD has the ridiculous Mantis. Personally, I found both pretty useless and annoying. In TE, there's no need of the reintroduction of the Slingshot, but the AA problem for NOD remains, especially considering the huge airpower shown by the Scrins, that could cause serious problems to the NOD bases. On this, I have thought the introduction of the C&C4 Scorpion Tanks (maybe graphically modified, if you don't want the exact unit), with the little obelisk mounted on the back. If I don't remember bad, CABAAL had some sort of AA obelisks surrounding its main core, with an amazing electric-purple laser. At the moment, in TE, other than the Basilisk, there's no units that shot lasers against the enemies, so such tank could be introduced with both normal red lasers, using a smart-target supporting laser for vehicles (as seen with the Generals USA Avenger unit; in order to not kick off the Scorpion Mk2, still introducing a tank that could raise the strategy in the battle) and more for the masses of infantry (killing 2/3 infantry units per hit, with a moving laser shot, as seen in the fixed obelisk), and electric-purple for AA.

- GDI Orbital Station and DropPod upgraded units. There has been some discussion about the idea on removing the TW DropPod and reintroduce the old pods coming from the sky, present in TS. I agree with such decision, and they should be implemented. The TW DropPod could be used for other things, together with the GDI Orbital Station Center. For example, putting such structure on the Tier 3, and modifying the graphic of the structure itself, in order to remove the red rocket (that is lame, if you ask me), such structure could be used in a similar way as the DropShip Center, but for infantry units. In fact, you can land the TW DropPod over the LZ present on the structure and deliver some trained group of units (ex. snipers and rocket soldiers, zone raiders etc.), instead of place them in the "GDI Airborne" utility, that could bring just new units.

- New Radar building, with Ion Cannon and "Satellite Rain" control pods. Talking frankly, the GDI radar building is graphically insipid. The old TS radar building, with the big dish, was more nice. I have seen, in a TS mod, that such structure had further improved, with two expansion pods in front, where deploy the GDI Ion Cannon Control node and the Threat analysis node. In TE, the Ion Cannon Center could be removed and the Ion Cannon capabilities, added on a revive of the GDI Ion Cannon Control node, placed directly on the Radar building. The second pod plugged could be the Satellite Rain pod, Tier 2 side-bar weapon, obtained by a revamp of the KW Orbital Strike. Despite how it was conceived in KW, the Orbital Strike could be reduced in dimension and yield in order to concentrate the damage in a more limited area, with small warheads. The Satellite Rain (concept initially seen on the Bullfrog Syndicate Wars game), would substitute the Orca Strike, introduced by EA just in order to mimic the TD Airstrike, with limited area of impact, but that it's quite pointless, considering that the player already has its compound of orca fighters. With a reduced version of the Orbital Strike, the probability of a overpowered attack (used usually together with the Shockwave artillary), is reduced, due to the limited AoE of the "Satellite Rain" strike (a slight bit more than Orca Strike explosion impact effect).

- GDSS Philedelphia Wreakage, from KW. It should be implemented in TE and added as a cosmetic element in the maps.

- The player-controlled Orca-CarryAll and Transport from KW Reloaded. I have to be honest, in C&C3, the developers tried to introduce some sort of game-logic, in the game, strongly based on the money-governance that the player was supposed to detain, while playing. The result is clear: the users try to seek for Tiberium Spikes and refinery, because the exasperation of such strategy has just resulted in an odd run-for-tiberium logic. So they introduced a pay-a-fee-call-for-transport toy in order to shake the player on not throwing the money away. This problem, IMHO, should have been handled in a different way, letting the user to construct the regular aircraft, but with a reduced buildspeed, an armor that would lead the player on not throwing the air-unit on open fire and a related cost, to avoid spamming and abusing. The game now, is too binded with the call-for-transport utility, so this cannot be achieved anymore (despite adding two different units). I think that the TE CarryAll-Call-For-Transport is the best solution for this problem, reducing its cost a little bit.

- Orca Transport and Orca DropShip, from TS. As I stated before, in the forum, I rather see them in TE again, with their original air-unit concepts. They would be very beautiful to be seen on Solo-Player and Cinematics sequences and their are a fundamental part of the GDI Air/Space control supremacy over NOD (that instead has the underground one). Moreover, the GDI Airborne could be delivered in the battlefield, by the Orca Transport and the WarHounds from a small version of the DropShip already present on TE. This would revive the reinforcement logic seen on TS, keeping the GDI CarryAll airplane just for Call-For-Transport.

- GDI Observation Tower. One of the final doodad for the GDI base. It would act like a little bunker, with less durability and just 1 unit garrisonable. It can be useful in order to place little bunkers inside or just outside the main base, with a nice-to-be-seen TS-structure and less powerful and capable than the rifle-bunkers.

- GDI Sonic Missile-Scattering Propulsor. Tech-Center upgrade for Falcon and Sonic Tanks. This upgrade install a sonic emitter on the hovercraft that randomly scatter the missiles sent against to them. This upgrade is used instead of armor improving/ticking ones, in order to avoid touching the armor counter of the unit itself and reduce the effect of the missile attacks that would scrap them in seconds (as unfortunatelly seen since the release of TW and that caused a community outcry on the main EA forum, complaning the paper-tick armor placed on thanks).

- GDI Sonic omni-wave emitter. Tech-Center upgrade. This passive functionality is only for the Sonic Tank. It emits a little aura of sonic waves around, that not-so-much-slowly kills the infantry units coming to near or approached by the tank, while in movement.

- Power Signature Scan, coming from KW. This utility would help the NOD player to identify the enemy bases, having some sort of advantage over them, respect the lack of air and ground power. It would help to plan the hit-and-run strikes.

- NOD Meteor Strike. This side-bar weapon could enter instead of the Tiberium Vapor Bomb. Using an area-cursor like the "Cloaking Field" one, the player can recall a bunch of meteorites over an area, causing damage. It would act like a NOD Orbital Strike version.

- NOD Wreakage Recovery. This vehicle-utility let the NOD player to assorb the husks put on the battlefield in order to repair part of their health. The same of the Commandeer technology present on Avatars, but used to regenerate units.

- NOD Aftershock unit. Same effect of the catalyst missile, if deployed near a tiberium field or tiberium based units/structures, sending periodically exploding waves until destroyed, in a circular delimitated area. It can be used together with Stealth Mobile Gens. in order to make it more effective and disclosed by enemies.

- NOD Hack-Van. When deployed in a near range, it periodically hacks the enemy radar (for a small period of time, in the same way as the China Satellite Hack II present on Zero Hour) and let the player to see what the enemy see and, periodically, let to shot some random Tier 1 superweapons of the faction hacked (in the same way of what can be done with Black Lotus on C&C Generals Shockwave). This would push the enemy player even to patrol the area, instead of just building units and punching the enemies.

- NOD Temple Hack Vehicle. Gives the control to the player permanently for Tier 1 units. This side-bar superweapon should let the player to permanently control a bunch of vehicle-type units, using the same area-cursor present on the "Cloaking Field" power.

- Mastermind unit-control brought to 3 units. This would help on making the Tiberium Extractor Processor more useful for the Scrin player, in order to gather tiberium, especially in particular solo missions.

- MARV, from KW. This heroic unit should be reintroduced, together with the relative structure, in the same logic that was on KW and so with 4 garrisonable sections and tiberium harvesting engine loaded. It would even participate as a secondary tiberium income for GDI. Of course, its price should be tweaked in corrispondence of its presence in the battlefield and tiberium-harvesting capabilities, letting its construction only in big, well managed GDI bases.

- Normal vehicles and civilians. They cover a part on TS, with the forgotten using the pick-up trucks as their own units. The civilians covered a considerable part of the game too. Try to think about the first GDI missions, where the commander have to save the civilians from the tiberium approacing their wells. Now, in TW, these two elements has been relegated to the background, completely the-authored of their gamestory importance, that you either consider their presence, while playing. This is very bad. I hope that Carnius manage to reintroduce them both, together with the Tiberian Flora and Fauna, in order to push the creation of solo maps that let the map-devel to produce secondary in-game storylines, and let the game evolve from the usual "Build a base, kick the enemies" logic.

- I think that the Radar Scan should be free of charge. There's no reason of paying to get an area scan, while the NOD can be stealth without paying anything (of course, using the stealth gens.).

- The NOD (Gun) commando should be killer-bounty, as a secondary money source other than the Airborne Tiberium-patch delivery.

- Zone Raiders should contains some unit-upgrades that let them to acquire the "anti-air rocket pods" and "sonic granades" upgrades (that causes EMP effects if more units-packs shot at the same target). Even here, with the same unit-upgrade logic (and high cost) of the other units suggested. In the unit, a fire-switch mode should be added (as seen in the Orca Bomber or Firehawk), in order to let the player decide what to use.

- Behemoth. The Juggernaut Mk. III could contain an unit-upgrade that extend the unit both in the graphical and functionality part of it, allowing one garrison unit inside it. The engineer would add auto-repair capabilities, while the others, just fire their weapons from it. Even in this case, this upgrade should be introduced with high costs in order to avoid the mass-purchase and become an overpowered unit too easily and difficult to be treat from the enemies.

- HammerHead. It's a must and could give appreciable support against the aerial units, like the ones deployed by the scrin (considering that they have a lot of them and that the spaceships are pretty strong).

- Mobile Repair Transport. This unit-upgrade could be introduced on the APC, at the sacrifice of the mounted multi-purposed machine-gun. If you upgrade with the Repair Crane, the machine-gun is removed and the APC acts like before, just the fact that it repairs the units around him. The weapon cannot be switched back (but the APC is still garrisonable and units inside can fire from it).

- Proto-Type of the futuristic "Tiberium Control Node". Concept taken directly from the C&C4 (and the graphic could be taken directly from C&C4 and tweaked a little bit, in order to change the original one and make it appear as a old precedent version of the TCN deployed on C&C4), the TCN could be used by the GDI as a secondary money-maker instead of a GDI-version of the tiberium spike. It should be deployed and, around it, the tiberium (both green and blue) should appear randomly, at delayed intervals, to be harvested. If sold or destroyed, the tiberium pods remains and spread until the area is cleaned by an harvester. This would avoid the introduction of a Tiberium Spike clone (at least in its concept), that would thwart the tiberium harvesting and expenditure-planning that the player have to adopt in order to avoid running out of money, during the battle. The built-up of this structure must be slow and release an little patch of tiberium around it. This avoid the build-and-sell opportunity, for the commander, in order to replenish the base with tiberium. If the tower is active, the little patch can then rather quickly grow in dimension. The tower is build-cap'ed to 1.

- Tiberium Extractor Processor. This scrin structure should let the mastermind to deliver his mind-controlled unit to it, to get processed and destroyed in order to obtain a part of the credits derived. It act likes the Grinder structure in Yuri's Revenge.

- Scrin Teleporter. Graphically based to the Scrin Towers placed by them, during the invasion, this building should act as the Yuri Cloning Facility, for scrin infantry units.

- Scrin Mechapede, Eradicator and Stalker, from KW. They should be implemented as they are, because they fit their part in the game. They're countered well against the GDI units, in firepower and NOD stealthy tactics.

- Mastermind Area Mind Control. Unit-functionaly taken from the KW prodigy, it would turn the surrounding enemies to the player side, permanently. Again, useful not only for attack and defending purposes, but even for the Tiberium Extractor Processor money-processing. Of course, at the right money cost.

- NOD Tunnel-Net. A deploy emissary-like unit, should let the NOD to create a tunnel net around the map, to transport units and vehicles (like the C&C Generals GLA ones). It should be slow and expensive, in order to prevent its abuse and make the various nodes be an hot point, to be kept in consideration, while planning the defending strategy (from the enemy player).

- NOD Obelisks laser concept-upgrades. Their laser weapon should be tweaked in order to let the Venom/Harpy to bounce the beam off mirrors and allow the beam to hit distant targets. This functionality could be added as a single-structure-upgrade, in order to avoid abuses and place an extra-cost to induce the player to activate it only if he/she can afford the cost, related to its usage. The obelisks beams should act like the original multiple beam-cannons, when they are close to a target and they can focus the lasers to raise the damage. In this case, if the two obelisks are powered by the Basilisk units and they're close each other, their beam should focus even more, to add more range and final damage. The needs to obtain such effects are enough to keep the player on checking the entire "assembly" and avoid any easy-overpowering condition that would mess up the game balancing.

- Tiberium Vapor Bomb and Catalyst Missile. I found the TVB pretty pointless. It is not strong enough and challenging with the NOD history logic. NOD main units comes from underground. All the usage of air units, in TW, is an non-sense. The Catalyst Missile should be re-conceived. NOD already has the Nuclear Missile, that cause massive damage to the enemy bases. The Catalyst Missile can seriously cripple the enemies, blowing up in seconds their harvesting capabilities, resulting in an overpowered condition. Considering that NOD is strong due to the huge usage of stealth tecnology and the cyborg commando (very powerful itself), such tool would cause unjust balancing problems to the other factions. Such missile should release tiberium poisoning clouds in the base, causing the slightly damage of buildings and the corrosion of units (turned in Tiberium lifeforms) and destroying of vehicles and airplanes (in a logic similar to the Anthrax airborne strikes sent by GLA). Due to the missing of the veinhole, the missile could be introduced as a form of more-elaborated and optimized tiberium usage of the liquid-tea (and less explosive), loaded in the missile warhead and spray on impact, in the nearby area. The smoke effect used, should be the same of what the player sees when the catalyst missile hit near a tiberium deposit, but that last for more time and move following the wind and hitting the infantry/units/structures in the path.

- NOD Hunter-Seeker Facility. NOD fanatics are lame and has nothing to do with the Brotherhood. These units should be replaced with TS re-conceived Hunter-Seeker drones, built on their own structures and player-controlled. Their cost should be selected in order to avoid abusage. This would reintroduce a self-destructable unit in the NOD arsenal, that easy fit with their technology-history.

- NOD Temple Nuke-Launcher facility. Personally I never liked the idea of the nuclear silo present in the front of the NOD Temple. It's stupid. I would have choose on put it again in tail-tower of the scorpion, as seen in TD. Would be nice to see that a hero unit like the Cyborg Commando exit from the front side of the Temple, using such structure even as a training facility for heroic infantry units (like the NOD and the Cyber Commando).

- Crawlers & DropShip command center. Scrins have a lot of powerful units and a destructive Air-army, while the NOD are a stealthy-tiberium-nuclear power, specialized with the hit-and-run and hacking. GDI, seeing this, can only deploy sensor arrays, patrolling and scanning areas and use big toys in order to kick the enemies back to their homes. To obtain this, in TE there's already the Mammoth Mark II. With the MARV, and its capabilities, things are a little bit more easy (because, even if big, these units, can be easily assaulted and put on their knee quickly, at least for well-trained commanders. Unit-spammers lamers could have problems, but it is right exacly in this way). Other than Mammoth Mark II and MARV, GDI could use the DropShip command center to deploy two re-conceived Crawlers (as seen in C&C4). One with infantry-vehicle building capabilities (with a Walker shape) and another with only aerial built-in units (with an Hovercraft shape). Both can be 4-Garrisoned like the MARV, in order to decide with weapons they can carry with them and use to defend themselves (both while they're moving and deployed). While in building mode, they can be blown up with a C4 charge and they don't carry any building capability, around them, when deployed. They cannot be sold too. They can be freely deployed (one unit per time), after paying a big money fee for production (around 10.000$ per unit), avoiding abuses derived by easy-production of them.

The Walker-Crawler, when deployed, build normal infantry and vehicles, while the Hover-Crawler open up in the upside with five "Mini Orcas" (the Orca airplanes used in the Orca Strike), less powerful and with less armor. These units should have a limited cruising range, in order to force the Hover-Crawler to stay quite-near to the enemy targets. The Mini Orcas are used for bombing runs and then return on the crawler for repairs and reload. If they get destroyed, the Hover-Crawler have to replace them for free. This particular type of crawler acts like the Allied Navy Carrier seen in RA2, while the Walker-Crawler is the TE version of the "Mobile Weapon Factory" seen in TS Firestorm.

These units can even be used in missions where the player do not have any fixed building, and have to rely on the Crawlers and a limited money amount, to fight the enemy units or destroy their bases.

This would lead to a more strategy about tiberium-money usage and reducing the probability of unit spamming (what the C&C game initially was).

- Missions with no MCV. I just wanna bring you to memory that in TD, there was few missions that involved the usage of the MCV. In them, the user should take extra-care of what he was going to do with its own units, providing with micro-management. These missions could be re-introduced and the unit-upgrades to the single ones, could find a perfect room in these conditions. The fact that the player had a clear idea of the GDI deployment in the zones, with little outposts, helps him/her to have a clear view about the GDI presence in the area, instead of the storyline adopted on TW, where you don't understand how the area is divided and the GDI patrolling is happening in these lands (leaving the player quite perplexed, at least if interested on following the story, because challenged with a military world-wide army, clearly divided in zones, with their outposts, main bases, research centers etc. no more reprised on TW). The fact of the constant availability of the MCVs, in the missions, just draw the logic, for the player, to focus on the ability of the single unit and need to learn to use it wisely, instead of send it for the destruction, against the enemy forces.
TE should focus on the in-game storyline, played directly on the map by the player, that include various types of campaigns and not only the build-a-base one. Even a co-op with the AI would be interesting. For example, the assault to the temple prime, could be handled differently from what it is in TW. For example, the map could already come with a build-in compound, mostly commanded by the AI and the user re-positioned, during the fight, on various duties. In the beginning of the mission, the first task, mainly protrayed by the AI, would see an assault to the outer defenses of the temple-prime land-ring, where the player have to protect the AI-controlled artillary units from the NOD ground-units assaults, in order to take down the obelisks. In the mean-time, the player is informed with in-field talks about the situation and the findings from the other units assaulting the temple, exclamation, censored expletives, in-field status update about the in-sight units deployed by the NOD, during the assault etc. If the artillary gets destroyed, they're simply re-builded by the AI and re-settled in position for another assault (with some time delay where the NOD units could attack directly the main-base and try to wipe it out of the map and causing a mission failure). The main ground-support units delivered to the player could be periodically produced and given to him/her, by the AI. Then, when all the defenses are blown, the sub-mission could end and the player could be repositioned in order to defend the main base from the air-assault taken by NOD (until the GDI air defenses are built), during a GDI-AI incursion to the outer walls of the temple and, in the middle, of the sub-mission, occuring a change of duties, with an in-field briefing saying that the player have to create and escort a surveyor to another tiberium-patch, before running out of money. Finished the assault, when the GDI-AI team manage to penetrate the first outer ring, the player could be employed on using an elite unit to destroy some production capabilities inside the enemy compound, while the GDI-AI take over the first two Ion distruptor and, in the end, the main assault is given to the player directly, in order to let him push the button and hit the Temple Prime with the Ion Cannon. The mission could even be extended on it's concept, with more sub-missions involving giving the player the duty to choose some money-cap units to build and deliver in a place of the temple, as a support to the main GDI-assault team driven by AI (so, analyzing the enemies remained and choosing wisely what units build up and bring to the LZ to be taken by the AI). This is just some ideas of about how the solo-play should be played and lived by the player, introducing some interesting elements and making the player more involved with the progression of the campaign, as simply "build-up the base before the first enemy waves rush over you; unit-spam and levelize the base", that is the major mission-concept on TW, pretty boring and pointless.

playmsbk
playmsbk 21st Special Nod Division
Aug 1 2011, 5:47am Anchor

-I don't really know about the Harvester, its new gun looks heavy.

-Make the Combat Engineers upgradeable at the Armory.

-Sounds rational.

-The thing is that Nod has no space for more units, especially if they do the same work as already present ones.

-First of all the Redeemer sucks in every way imaginable, and secondly suck things can be made only by the maker of the map. not the mod.

-I agree, it'd be sweet to see some old structures.

-I still find the Planet Killer Mothership highly destructive.

-First of all, story-wise only CABAL knew how to make that obelisk. Also, Nod has great AA, the Stealth Tanks can also attack air units, and a few of them will annihilate Scrin spaceships. Also, when upgraded the Attack Bikes, SAM turrets and Raider Buggies also become a great threat to aircraft.

-Adding two late Tier 3 buildings would cause confusion, and an infantry only one is not necessary.

-I like the tech tree with the Ion Cannon Center and all as it is now, but both it and the Command Post could sue a remodelling.

-Yeah, why not?

-I don't really get what you are trying to say there. :P

-I don't really think that is necessary. Also, the Warhounds are T2, and therefore Orca Dropships should not be available.

-Adding a little more powerful duplicate of an already existing and not too useful building would be waste of time.

-Maybe, but, I can't really tell.

-I don't see many enemies touching the Disruptor, so this upgrade would be useless.

-I agree.

-Nod can't control the meteorites, like the Scrin, so this cannot be achieved.

-No, that sounds pretty much useless.

-I don't see how this would help a player.

-The Hack Van sounds a bit good, but as I said, no more units can be added for Nod, and we can't scrap another good unit for an almost good one. However, the Shadows could be used for that purpose, become infiltrators just like the ones of RA3 as well as being able to attack and place beacons.

-Does not sound too Nod-ish to me.

-Yeah, sounds ligical.

-As long as there is the Mammoth Mk2 in the game, I don't want to see anything like the MARV.

-Yes, I'd like that.

-Free of charge? That thing has exposed by secret bases so many times that it has become too OP, make it unable to detect stealth.

-Would be too OP, sending her inside a base and blowing half of it up would grant the player huge amounts of money.

-I like the Zone Troopers as tehy are now, they already have two upgrades which make them more useful.

-Maybe, I don't really care about that.

-Jumpjet Troopers.

-Rig.

-So the Node is a building that spreades Tiberium? Not really GDI's way, that's for sure.

-I never liked that concept of selling your units for afew money.

-That building made the Soviets OP in RA2, and considering the advantages of the Scrin right now, this building would ruin balance.

-I don't know what the Stalker is, but the Mechapede could be featured somehow, although the Eradicator was pretty much a fail, and we already have two Scrin epics.

-Sounds useful, I liked that ability in KW.

-I like that, shows that Nod is a subterrannean faction.

-I believe that these mirrors would melt under the heat of an Obelisk Beam. That's also why GDI does not cover its units with mirrors. :P Anyway, I find that the Basilisk powering up is pretty useful now.

-The Catalyst missile MUST remain as it is. It is useful and not overpowered in any way and should also deal an extra more damage to Scrin units. The Vapor Bomb could be replaced with an underground missile that unburries on the target and explodes that deals heavy damage on anything near it and releases corrosive Tiberium gas, like the Defiler's weapon.

-If you come to think of it, the Fanatics are part of Nod. They are filled with propaganda and are rady to sacrifice themselves for Nod, just like every Nod soldier of every game. Also, the Hunter Seeker would never fit Nod, it uses hover tech, so it is not Nod.

-The normal commando is buildable from the Hand of Nod while the Cyborg Commando from the Secret Shrine. I like the Temple as a launch facility, it just needs some remodelling and it is perfect.

-No to Crawlers. I'd never want to see them in TE as they are not C&C-ish, not beautiful and not rational, as well as their addition to any faction would make that faction overpowered.

- I guess the missions depend on one's taste. I prefer base building missions, where you can keep the game going for as long as you want.

--

FIGHT FOR THE BROTHERHOOD, DIE FOR KANE!

Aug 2 2011, 11:04am Anchor

Let's check the answers:

*{-I don't really know about the Harvester, its new gun looks heavy.}*

Yeah, pretty much. My idea was about adding some unit-specific upgrades just to force the player on elaborating a strategy. Just this.

*{-Make the Combat Engineers upgradeable at the Armory.}*

So having them always using a gun? It can be, I proposed an in-unit upgrade just to avoid any OP complains. Effectively, a little gun can do little against armored units.

*{-The thing is that Nod has no space for more units, especially if they do the same work as already present ones.}*

I was completely unaware of this limitation. Is related to the SAGE version present in TW?
It must be said that the tiberium-liquid shot is amazing to be seen, and yes, it's a flametrooper replica, in the end. This is the reason of proposing a version with a different strategy concept behind it.

*{-First of all the Redeemer sucks in every way imaginable, and secondly suck things can be made only by the maker of the map. not the mod.}*

It is, you're right, but having a rogue big cyborg moving around, like the core defender was, would be fine. Maybe it should a little bit re-modelled and re-conceived but the idea is not so bad. I have proposed as an add-on to the mod, just because the map-maker should have the cabaal-core buildings implemented on it, in order to place them.

*{-I still find the Planet Killer Mothership highly destructive.}*

Yeah, but the shot graphic is insipid. It don't give you the idea of being "highly destructive".

*{-First of all, story-wise only CABAL knew how to make that obelisk. Also, Nod has great AA, the Stealth Tanks can also attack air units, and a few of them will annihilate Scrin spaceships. Also, when upgraded the Attack Bikes, SAM turrets and Raider Buggies also become a great threat to aircraft.}*

Yeah, now that you bring me in memory about the stealth tank, yes. This unit is useless, maybe nice in graphic, but useless.

*{-Adding two late Tier 3 buildings would cause confusion, and an infantry only one is not necessary.}*

It was just an idea about introducing a building that re-use the DropPod graphic unit, in order to ask the delivery of some 1-ranked units, like it happend with the DropShip LZ. If I don't remember back, some players expressed interests on having such building in game and its placement on the Tier 3 would avoid easy-abusage, reserving such units for the middle of the battle, when the enemies has already worked up part of their tech tree and could give a more good answer to these units, without having an OP condition or drop some more-trained units just in the front of their bases. This would let Carnius to reintroduce the old DropPod models, from TS, as I read some months ago, it was a nice idea to re-present again in the game.

*{-I like the tech tree with the Ion Cannon Center and all as it is now, but both it and the Command Post could sue a remodelling.}*

Yeah, my idea was on adding an old Radar building version with expansion pods because they was nice to see, very futuristic and not so much plain as they are now. Even the Ion Cannon Center, is too "bony". It should be remodelled.

*{-I don't really get what you are trying to say there. :P}*

Ah, just doing a little consideration about the presence of two similar player-controlled units, that are fine to deliver units in the battlefield, but even Call-For-Transport is not bad.

*{-I don't really think that is necessary. Also, the Warhounds are T2, and therefore Orca Dropships should not be available.}*

The idea was just to introduce these two aircraft for cosmetic purposes. If you remember, in TS the Orca DropShip and Transport was very used for AI-guided player reinforcements, and it would be nice to see them again in the battlefield, when the player use the side-bar utilities, and leaving the Carry-All unit just for the call-of-transport duty. Is more for the graphical effect.

*{-Adding a little more powerful duplicate of an already existing and not too useful building would be waste of time.}*

The observation tower would not be a more powerful duplicate of the rifle-squad-bunkers. It would be placed as a bunker against assaults, in support of the main gate weapons, giving a more touch of GDI-graphic to the base. Their presence would not ruin the balancing, just letting the construction of a support-bunker that could be positioned in a more easy way than pointing the rifle-squad and hoping they don't build the bunker in a wrong place, because they're oddly scattered.

*{-Maybe, but, I can't really tell.}*

The falcon hovercraft need more support. It's armor is pretty weak, but its presence in the battlefield help spotting the hidden NOD units. IMHO, such protection would not touch any tank-shell or laser warhead, so not making those units pretty invincibles. Even the Sonic tank, is powerful, but has a quite-slow recharging cycle, that could leave it hopeless against a little group of missile troops.

*{-I don't see many enemies touching the Disruptor, so this upgrade would be useless.}*

But would discourage any hijacking attempt from NOD, considering that GDI are very jaelous of their sonic technology.

*{ -I don't see how this would help a player.}*

Messing up the enemy bases, while being kept in stealth by the mobile stealth gen. and slowly destroying the tiberium based units and buildings, that would draw the enemy player attention about patrolling the area searching for it, in order to avoid having his/her harvester blown up, for example. It is use to mess up the battlefield in order that, while the enemy player is busy solving the problem, the NOD player can try to attack the main base. Of course, if don't get disposed, such unit could cripple the tiberium harvesting production, DOT units and buildings etc.

*{-The Hack Van sounds a bit good, but as I said, no more units can be added for Nod, and we can't scrap another good unit for an almost good one. However, the Shadows could be used for that purpose, become infiltrators just like the ones of RA3 as well as being able to attack and place beacons.}*

Maybe. Even because, their partially destroying demo-charge are a ridiculous version of the Nod Commando C4. Just a pointless replica.

*{-Does not sound too Nod-ish to me.}*

NOD for a long time have hacked the net in order to gather capabilities. Try to think about the TD-NOD ending.

*{-As long as there is the Mammoth Mk2 in the game, I don't want to see anything like the MARV.}*

But a tank that could help the tiberium-harvesting, with the garrison-weapon-selection would be a nice strategy element.

*{-Free of charge? That thing has exposed by secret bases so many times that it has become too OP, make it unable to detect stealth.}*

Yeah, better free of charge, but unable to detect stealth. There's other units for such purpose.

*{-Would be too OP, sending her inside a base and blowing half of it up would grant the player huge amounts of money.}*

My idea was just on killing infantry, giving a reasonable amount of money. Like +2 tib-credits for an unit killed.

*{-I like the Zone Troopers as tehy are now, they already have two upgrades which make them more useful.}*

Sonic granades would help the GDI handling with the Scrins, considering that they don't have the catalyst technology and the player cannot spawn an big amount of sonic thanks.

*{-Jumpjet Troopers.}*

That are pretty useless against the major part of the air units. They have been conceived for attacking ground units (especially infantry), from the sky, not as a counter-attack vector against aerial units.

*{-Rig.}*

That needs to be deployed, in order to work, while such upgrade would not require that. If can be nerfed as much in order to avoid insta-like repairs to the surrounding vehicles.

*{-So the Node is a building that spreades Tiberium? Not really GDI's way, that's for sure.}*

Player-built Tiberium spike are lame. The limited spread of tiberium, through a "control node", would still reduce the cash-flow-speed and make it bind to other factors, potentially exploitable from the enemies.

*{-I never liked that concept of selling your units for afew money.}*

It is intended for gathering extra money on selling enemy-mind-controlled units, gathered by the Mastermind.

*{-I don't know what the Stalker is, but the Mechapede could be featured somehow, although the Eradicator was pretty much a fail, and we already have two Scrin epics.}*

Ok for the Mechapede. I don't know for the rest, as I don't play with scrin units.

*{-The Catalyst missile MUST remain as it is. It is useful and not overpowered in any way and should also deal an extra more damage to Scrin units. The Vapor Bomb could be replaced with an underground missile that unburries on the target and explodes that deals heavy damage on anything near it and releases corrosive Tiberium gas, like the Defiler's weapon.}*

The problem is that is too much OP. You just need to shot it against a little bunch of harvesters or tib-refinery to cause big problems to the enemies. For such result there's the Nukes. Their conjunctions could *uck up the enemy player in seconds.

*{-No to Crawlers. I'd never want to see them in TE as they are not C&C-ish, not beautiful and not rational, as well as their addition to any faction would make that faction overpowered.}*

Bringing them to the Tier 3, with high cost would make them less subject to abuses and a nice strategy tools, IMHO.

Edited by: PUOjACKz

Starfox100
Starfox100 "Inferno Phoenix" field Commander
Aug 2 2011, 4:29pm Anchor

to start with:

PUOjACKz wrote:I start immediately saying that some of these concepts are elaborated from KW and C&C4, and I want just to underline how is childish avoiding them just because of the titles they have been added and not considering the strategic effort they could bring to the game. So, if you are biased with this analysis, please do not answer. Non-sense replies like "There won't be KW units in TE", just because you dislike them as they kicked your ass to much, while playing against them, is completely useless.

this is pretty offensive to start a threat. suggest a other way to start.

- harvesters, you could say they can use it, but They normally shoot off infantry and Viseroids that can attack the harverster, rockets will be almost useless against them. i should suggest 2 choices: auto turret against inf, and light vehicles or a repair section for self repair.

- the combat engineer, more armor same as the troops is fine, but a pistol is pretty useless. it can't even kill a single squad. and without a pistol you'll need to think how to protect him

- snipers, is good, but they lose there way  to survive again, i had enough times that one of them is taken out and can still go on because the other guy survived. it's also realistic. a sniper is never alone, he got a spotter that looks around, find the target, and gives information about wind and distance.

- Indeed i wonder where this unit would be, somewhere it's missing, other hand.. it's maybe better not to have it in. because how strong must that guy gonna be.. the flame troopers and cyborgs are already really powerful.

- As creep units (named in the worldbuilder) so they are of nobody sounds nice, you'll probably understand the redeemer and core defender never get in because of fans and Carnius do not like it.

- I ones asked for TD and TS structures for in the WB to take them over. most buildings are fine like they are.

- Beam must be different then in Independence day, Scrin got already enough things from movies because EA had no ideas for them. for the money to fire the shot. got my vote.

- Nod do got enough AA units, you only need some more and use them well. Bikes, buggies, APC + missiles, Avatar + Sentinel upgrade, Stealth tank. you see, 5 units with AA capabilities.

- there is no red rocket on it anymore, so i don't see the point at this. using the old drop pods from TS sounds nice.

- GDI radar is fine the way it is, if you start messing with that I'm afraid AI does not reconice the ion cannon anymore if you chance this.. the Ion cannon itself the thing on it needs a big change. base of the ion cannon is fine.

- GDSS Philedelphia Wreakage, TOTAL AGREE!

- build Transport instead of call-in idea would do.

- I agreed with the TS transport that it looks way better than TE got now.

- You can also just change the bunker to a observation tower. bit useless to build a weaker bunker then the troops actually can build.

- I don't get this.. do you mean some kind of armored shield on GDI/Nod units?

- sonic weapon can be a upgrade.

- Nod indeed misses something like such a support power.

- Meteors is something for Scrin, i thought moore like 3 (cool looking) fighters on high speed leaving cluster-bombs over the area. because of there high speed they can reach places where missiles would already killed them.

- recover wreckage, i don't really know if this will be possible with all units.

- The aftershock would be more for an idea with the tiberium trooper of yours.

- that's almost the same as the radar from GDI and bit to much if you ask me, then the power search will become useless.

- NOD hack temple, i suggest more like a gasmissile on the units that will make them under your control.

- meaning that the mastermind can control 3 units at ones? maybe a bit OP.

- MARV, problem is that the engine is missing something for the marv what KW do got. it will take a lot of time to get that in. MARV anyway in my eyes a bit useless. TE is so good because it's balanced and GDI does not need more Epic's in my opinion.

- Civilians, Carnius said something ones about to make them control and kill able again, also old TS structures come back.

- payment for the radar-scan is pretty balanced, i had enough times as NOD that the radar can totally blow your strategy. if it becomes free it will be a total disadvantaged towards nod and scrin.

- no comment

- zone troopers with EMP rockets? how OP do you want to have them against air units, scrin mothership will become right away a huge practice toy.

- behemoth is also a bit to much with a bunker, then it becomes more a longrange fortress instead of a artillery.

- Hammerhead, the most useless idea where almost everybody comes with, GDI do not use rotors anymore they use ORCA tech, its an idea from EA to balance the game.. TE got Jump jets, in my eyes way more effective.

- repair APC will take the job away from the RIG and for Nod the Phantom.

- TCN i already made a idea that was pretty balanced to that. look at GDI ideas.

- let we just keep Yuri's revenge out of it.. that group was already OP in RA2. and scrin got already so much things that totally can take over the battlefield.

- Nod got already APC's and Devil-thongs that can go underground and pop-up anywhere. also this idea would remove balance to the game.

- no comment, but sounds weird.

- the Catalyst missile is fine the way it is. GDI just needs a economy boost, also here i already made the idea for that.

- about the fanatics was already a idea made on the TE page itself, like small droids with bombs, explains more.

- Agree, not smart to put a missile in front of the temple. (and i got to say the TEMPLE is way to SMALL)

- walkers/crawlers, C&C4 stuff, also will not balance the game if they load out near your base.

- missions without MCV must be made by map builders and can't get in by Carnius himself. ask campaign builders about this.

- tip for next time, look more on the forums and TE page. a lot of ideas are already worked out or has been denied/approved.

- my own suggestion, just like RA1,RA2 or TS. start with a packed in MCV instead of a already open yard, gives a little more C&C begin. maybe even in the begin 2 tanks.

Edited by: Starfox100

--

User Posted Image
May the fox be with you...

playmsbk
playmsbk 21st Special Nod Division
Aug 2 2011, 4:53pm Anchor

-I do not find many people caring to upgrade their Harvesters, also the garisson upgrade would not make sense as the infantry inside would die from the radiation.

-Well, their weapon would not be fast or powerful enough to take out any squad, just enough to kill a Buzzer Squad, a Rifleman, a Militant or an enemy engineer, they would not be offensive weapons at any way.

-One thing that I believe carnius does not want is to overload any building with units, as well as not having similar units both buildable. However, Tiberium Cyborgs could be added as a unit available only from a support power, like the Predator. What does that sound like?

-In 1.5 I don't think that is needed, but when all stuff is done, extra mapping materials could be added later, that relies on Carnius.

-Now that you mention it, it could have a more epic effect.

-So what you are saying is that there should be a power taht delivers infantry through the old pods?

-So you are suggesting that a different Orca Transport brings the Warhounds?

-I still believe it sounds like a copy of the Foxhole.

-An upgrade that only keeps one specific unit safe from another one which is not present in all maps is somewhat useless, don't you think?

-Sonic grenades are not even close to reality though, even for C&C. I can't see why use loud spherical speakers instead of normal explosives.

-If upgraded and in big numbers, they can match most aircraft.

-But they still serve that purpose, and I know lots of people who make me feel that the Rig is more dangerous to me than a Mammoth Tank.

-But imagine a base that had built one of these, and Nod destroyed it and left only that structure to uncontrallably spready Tiberium, EPIC FAIL.

-The Catalyst has too small range to destroy many Refineries at a time, it can kill no more than two Refineris, and taht with difficulty.

-Just imagine two War Factories spamming Falcons woth Shockwave Grenades just a few meters from your base.

My own though:
What about navy in TE, after 1.5 of course, but think how cool it'd be.

--

FIGHT FOR THE BROTHERHOOD, DIE FOR KANE!

Aug 3 2011, 5:11pm Anchor

*{- harvesters, you could say they can use it, but They normally shoot off infantry and Viseroids that can attack the harverster, rockets will be almost useless against them. i should suggest 2 choices: auto turret against inf, and light vehicles or a repair section for self repair.}*

I rather prefer an auto-turret, than self-repair.

*{ - the combat engineer, more armor same as the troops is fine, but a pistol is pretty useless. it can't even kill a single squad. and without a pistol you'll need to think how to protect him}*

Even with a pistol, he cannot survive a big attack, but kill other engineers while approaching a target.

*{ - snipers, is good, but they lose there way  to survive again, i had enough times that one of them is taken out and can still go on because the other guy survived. it's also realistic. a sniper is never alone, he got a spotter that looks around, find the target, and gives information about wind and distance.}*

Maybe, but the second sniper is not there to help the first one, but just to shot at the same target of the first one, pretty non-sense. In this case, I would suggest the add of an extra-unit, as it happend with the nod that has a confessor, that helps the sniper to speed up the attack. If the crew reach a health below the 50%, or this unit gets killed, the sniper could shot more slowly as there's no more someone that give support.

*{ - Indeed i wonder where this unit would be, somewhere it's missing, other hand.. it's maybe better not to have it in. because how strong must that guy gonna be.. the flame troopers and cyborgs are already really powerful.}*

Is just to avoid on dropping such unit. Maybe such weapon could be added to the flamethrower crew, balancing both the weapons to be more efficacious against some type of targets instead of anothers. Maybe with the tiberium liquid more effective against the humans infantry and vehicles, but less with the scrins and tiberium-life-forms, while the flamethrower being more indicate against scrins, tiberian fauna and structures.

*{ - As creep units (named in the worldbuilder) so they are of nobody sounds nice, you'll probably understand the redeemer and core defender never get in because of fans and Carnius do not like it. }*

I don't understand this hate against the Core Defender. It has been part of the Firestorm last missions.

*{ - Beam must be different then in Independence day, Scrin got already enough things from movies because EA had no ideas for them. for the money to fire the shot. got my vote.}*

The idea of a money-charged-shot was for a powerful version of such weapon. IMHO, it needs a graphical revamp, at least in the shot weapon. The one that is present now don't give an idea of something destructive. Just you see the units exploding.

*{ - Nod do got enough AA units, you only need some more and use them well. Bikes, buggies, APC + missiles, Avatar + Sentinel upgrade, Stealth tank. you see, 5 units with AA capabilities.}*

Yes. Idea scraped.

*{ - there is no red rocket on it anymore, so i don't see the point at this. using the old drop pods from TS sounds nice.}*

The idea is to let the player build a structure that let him/her to create 1-level-trained units, like what happend with the DropShip command structure. It is, in fact, not used just to create the MMKII, but even to create trained normal units, delivered them also with the gigantic dropship. The Orbital Station center would be the same, but with infantry. The TW droppod would be used as animation to deliver the units, while introducing the TS DropPod version to send normal drop-pods in land.

*{ - GDI radar is fine the way it is, if you start messing with that I'm afraid AI does not reconice the ion cannon anymore if you chance this.. the Ion cannon itself the thing on it needs a big change. base of the ion cannon is fine.}*

It needs a graphical revamp, IMHO. Something more TS-ish or at least in that way. The fact that EA separated the original building in two different, is, in my opinion, a clear demostration that they developed and released the game, without have any clue of what the tiberium-storyline was.

*{ - build Transport instead of call-in idea would do.}*

The idea of the reintroduction of the Orca Transport and the small version of the Orca Dropship, respectively for the GDI Airborne:

Cnc.wikia.com

and the Bloodhounds:

Cnc.wikia.com

Instead of having always the GDI Carry-All to do these delivers, in TE the GDI Airborne could use the Orca Transport, while the Bloodhounds the small version of the TS DropShip, as it was used to be in TS. This would impact the player too, findings elements of TS, that would lead him/her to think of a continuation of the tiberium-storyline, from the firestorm crysis, playing TE, instead of remaining confused about what happened in the middle of the time past since that moments, that lead a change in the structures, in the units etc. Than would even brings the idea that the GDI don't have lost their air-squad of orca jewels, but just improved, with the insertion of the Orca FireHawk (even if, I personally would suggest to do some slight changes on its model, because is not so much "Orca-ish"). This was my idea. And personally, it would be fine to see the Orca Transport, DropShip and old TS-DropPods again in the field. They would bring the player "at-home" and not left in a Tiberium universe where everything is changed and far away from what was TS and TD. With this, I'm not saying to repropose every TS element. Just some elements, that let the user identify itself in a sort of evolution of TS, where something has changed because the time is past.

*{ - I agreed with the TS transport that it looks way better than TE got now.}*

Personally, V-35 Ox has nothing to do with GDI. GDI air units should be all, in a way or more, Orca-ish. I remember that in TD, the Orca Fighter was the diamond of the GDI army. Having everything that respect this optic, is paying a tribute of such brilliant unit.

*{ - You can also just change the bunker to a observation tower. bit useless to build a weaker bunker then the troops actually can build.}*

It must be said that the Observation Tower would be constructed just from the MCV and seen more as a Guard-Tower, at least in its graphical resemblance, than the Foxhole, that is more small and can be built everywhere. I don't see the reason to replace one with another. One construction just don't OP the base defenses (even if NOD and Scrins, IMHO, wouldn't have any problems, because if their units are well used, they can punch any defenses placed in the field; the problem, with NOD for example, is when the player use that faction-units like the GDI ones, completely ignoring the tactic that should be used in order to obtain the maximum benefit from them), but gives just its part of support. The Foxhole instead, would act as an outpost protection and is not directly available from the single unit and not on the normal tab, so less predisposed to be used, during the construction of the base.

I have read from playmsbk that there's some sort of limitation (that sounds me new, as I know that there was a problem on the TS/RA2 inner core, with the 100-limit, but not in the SAGE engine), but personally I don't think that this should brake anything in the game, if implemented.

*{ - I don't get this.. do you mean some kind of armored shield on GDI/Nod units?}*

Only to the GDI Falcon and Sonic Tanks. A sort of upgrade coming from the Sonic emitter placed on such units. The reason of this is because both the Falcon and the Sonic Tank are slow, then the Falcon howercraft has a quite inefficient weapon, at least it don't get upgraded. Considering that such unit is used to spot the NOD hidden forces, you cannot just avoid on using it (as I have done in TE 1.4), because is too easy to be damaged and destroyed. You have to use it. Especially if the idea of the free Radar-Scan (that do not spot the hidden NOD units), get passed. You still have to patrol against such threat, but of course, you cannot send a thank that can be destroyed in a blink of the eye by some hidden NOD missile troopers. So, due to this, I have thought about the idea of placing a sort of protection like the one present in the C&C Generals China ECM tank, that scatter just the missiles fired against them (but not the rest). I think it's a reasonable protection, that do not OP the units involved. I'm not talking about scattering ALL the missiles, but just a part. If there's only 1 missile-soldier, maybe the protection manage to defend the tank, but if they're 4, they manage to destroy it, just more slowly and not like a insta-kill.

*{ - sonic weapon can be a upgrade.}*

I have read the playmsbk answer about this, stating that who is near the Sonic Tank do not stay alive to say it. This isn't very true. I have got my sonic tanks destroyed various times, because the enemy troopers was coming from all the sides and they was even near to the tank itself (especially behind it, in order to cause more damage). This would screw the sonic tank with little effort, while such upgrade (that would cost money), can be implemented in order to resist more and show that the sonic emitter placed in the tank is not there just as a weapon, but the entire tank is based on such technology.

*{ - Nod indeed misses something like such a support power.}*

IMHO, it could be useful and do not OP anything.

*{ - Meteors is something for Scrin, i thought moore like 3 (cool looking) fighters on high speed leaving cluster-bombs over the area. because of there high speed they can reach places where missiles would already killed them.}*

Personally I don't like at all the usage of all these carry-all from NOD. Such faction is underground-focused and all the support powers and superweapons should respect this point of view. Of course, there's exceptions, like the Banshee etc.

*{ - recover wreckage, i don't really know if this will be possible with all units.}*

Maybe not all, but NOD could benefit of a solution like what had been implemented from GLA: the remaining-wreakage from destroyed tanks, that they used to power-up their units. This wouldn't be a bad idea. Stealth and wreakage recovery in order to heal up the damaged units, that, for NOD, are not powerful as the GDI or the Scrins ones, just because they're hit-and-run and not slow-and-powerful.

*{ - The aftershock would be more for an idea with the tiberium trooper of yours.}*

NOD has the Catalyst missile, created in order to make the Scrins more "collaborative". Just they have put such concept on a wave-spreader moving unit. A miss the point why such tool should be considered as stupid. IMHO it's a nice tactical-tool to be used by NOD, both to harass the GDI harvester over the tiberium field and keep the scrins giants units at bay.

*{ - that's almost the same as the radar from GDI and bit to much if you ask me, then the power search will become useless.}*

The idea of having an unit near to an enemy base, in order to gather such benefits, is exacly why such tool can't be considered OP. The Power Search just spot the power buildings present on the base. If you want to know what the enemy is doing, you have to go near to him with such tool, and a Stealth Gen. This would add more tactical choices instead of just arriving there and levelizing everything with tank spamming, that makes the game very boring and childish.

*{ - NOD hack temple, i suggest more like a gasmissile on the units that will make them under your control.}*

The idea of a "hack temple" support power was just to limit such tool to the vehicles and not for everything, as it is pretty OP.

*{ - meaning that the mastermind can control 3 units at ones? maybe a bit OP.}*

It is just one heroic unit.

*{ - MARV, problem is that the engine is missing something for the marv what KW do got. it will take a lot of time to get that in. MARV anyway in my eyes a bit useless. TE is so good because it's balanced and GDI does not need more Epic's in my opinion.}*

The idea of the MARV was just on having a tank that can go over the tiberium field and harvest it, without getting quickly destroyed by the enemy forces. With the MMKII around, it just don't need, but as GDI is now, they need something to increment the tiberium cashflow, as they have a lot of expensive powers and units. I definitively do not agree on having a Tiberium Spike like structure on the base. It just serve to promote tank spamming and 0-strategy. Having to harvest something, just slow down the benefit that could result, without completely denying it.

*{ - zone troopers with EMP rockets? how OP do you want to have them against air units, scrin mothership will become right away a huge practice toy.}*

No, just with sonic granades as they can do more damage to sonic-sensitive units as NOD do with the Catalyst missile. Sonic granades would even be for land units only.

*{ - behemoth is also a bit to much with a bunker, then it becomes more a longrange fortress instead of a artillery.}*

A presence of a garrisoned unit inside it, just would avoid of being damaged very quickly by infantry and air-units. Then, such utility would be unit-based so very expensive, if bought for a lot of units.

*{ - Hammerhead, the most useless idea where almost everybody comes with, GDI do not use rotors anymore they use ORCA tech, its an idea from EA to balance the game.. TE got Jump jets, in my eyes way more effective.}*

I liked the idea of a stationary air-unit that would let the player to decide what they have to fire. Just this. With the Jumpjet troopers, you have to spam them if you want to take down an airship, what of course, don't stay there to watch, but counterattack. I sent 8 of them against a scrin airship (that one that looks like a lobster) and, with a barrier, it gets no problem to kill them all.

*{ - let we just keep Yuri's revenge out of it.. that group was already OP in RA2. and scrin got already so much things that totally can take over the battlefield.}*

The idea of a Grinder-building was just to make them do some more money and, for example, make the Planet Killer Mothership shot (or other utilities) cost-based.

*{ - Nod got already APC's and Devil-thongs that can go underground and pop-up anywhere. also this idea would remove balance to the game.}*

It's more probable that two units that can come inside your base, without anything than can stop them (as the pavement), is more OP than having something that fits more the NOD technology concepts.

*{ - walkers/crawlers, C&C4 stuff, also will not balance the game if they load out near your base.}*

If you pass your time in order to construct defenses and patrol your base, this wouldn't happend, as the walkers cannot be stealthed. Of course, people that tank-spam and flood the enemy bases do not have time to check what is going on near the their ones, and this is bad, because NOD could just levelize them quickly, if well used.

*{ - missions without MCV must be made by map builders and can't get in by Carnius himself. ask campaign builders about this.}*

Yes, this one was just an idea of how an SP map could be developed.

*{ - tip for next time, look more on the forums and TE page. a lot of ideas are already worked out or has been denied/approved.}*

When you understand that some ideas just get kicked out of discussion because they come from KW or because they're blindly seens as OP when, probably, they just need a little balancing, you try to make the people reasoning over them. Then some other threads are even closed for discussion, when some exceptions could probably make the people re-think over what they have initially considered.

*{ - my own suggestion, just like RA1,RA2 or TS. start with a packed in MCV instead of a already open yard, gives a little more C&C begin. maybe even in the begin 2 tanks.}*

Very true. I don't understand why EA decided to get it already un-packed.

*{-Well, their weapon would not be fast or powerful enough to take out any squad, just enough to kill a Buzzer Squad, a Rifleman, a Militant or an enemy engineer, they would not be offensive weapons at any way.}*

Yes, the idea was this. That the engineer is moving without any weapon, on a dangerous battlefield, seems to be a non-sense for me.

*{-One thing that I believe carnius does not want is to overload any building with units, as well as not having similar units both buildable. However, Tiberium Cyborgs could be added as a unit available only from a support power, like the Predator. What does that sound like?}*

My idea was to avoid on having a complete Flamethrower clone and the Tiberium Trooper, as it is in KW, is just like that. Personally, I would suggest to change the tactic that involves this unit, in order to make the player think about how to use it.

*{ -So what you are saying is that there should be a power taht delivers infantry through the old pods?}*

I'm saying that the support power should use the old TS DropPods in the animation, while the TW one should be used to deliver the trained units just right over the landing pad present in the GDI Orbital center and make the unit exit from it.

*{ -So you are suggesting that a different Orca Transport brings the Warhounds?}*

Yes, instead of using the GDI Carry-All everywhere. They're a big army, with tons of Orca technologies, they shouldn't have problems on rely in just one type of airplane, to deliver units in the battlefield. The Orca Transport was nice.

*{ -I still believe it sounds like a copy of the Foxhole.}*

The Foxhole can be built everywhere and has two garrisonable slots, the Observation Tower can be build as a Guard-Tower (i wouldn't consider it as a bunker, because it don't seems to be fortified), to support the already existing base defenses, don't leaving the base defenseless if attacked with EMP weapons and it could be useful for little outposts with few defense capabilities. Then the player can decide what weapon fire, garrisoning it and so, applying a strategy plan to them.

*{ -An upgrade that only keeps one specific unit safe from another one which is not present in all maps is somewhat useless, don't you think?}*

Why? Such upgrade would just avoid on getting the units destroyed very quickly by the missile-squads, because notoriously less armored. I don't understand why they should be considered OP or useless.

*{ -Sonic grenades are not even close to reality though, even for C&C. I can't see why use loud spherical speakers instead of normal explosives.}*

Because Scrins don't like them ;D

*{ -If upgraded and in big numbers, they can match most aircraft.}*

No units should be in "big numbers", try to play TD. Then I have sent a bunch of Jumpjets against a shielded scrin aircraft. It killed all the units rather easily. Rifles are not indicated to counter armored units, like vehicles and aircrafts. Just infantry and lifeforms.

*{ -But they still serve that purpose, and I know lots of people who make me feel that the Rig is more dangerous to me than a Mammoth Tank.}*

This sounds me new. But it would be considered more an attempt of base-crawling, another lame way to play the game.

*{ -But imagine a base that had built one of these, and Nod destroyed it and left only that structure to uncontrallably spready Tiberium, EPIC FAIL.}*

Under that point of view, it would be, but in the game mechanic, this just avoid on having a stupid building that sits there and open a cash-flow to the player. There wasn't anything like that, in the past and the player never complained about it.

*{ -The Catalyst has too small range to destroy many Refineries at a time, it can kill no more than two Refineris, and taht with difficulty.}*

There's not other Tier3 super weapons, apart the major ones (like Ion cannon etc.), that insta-destroy or kill part of the most important buildings in the battlefield. This is OP for me. I rather prefer to see something like the Chemical Missile to destroy units, damage buildings (that needs repair and so money) and just slow down the attack capacity of the player, instead of quite annihilating him/her just because he/she have done the mistake to put two refinery one near to the other. This is OP and lame.

*{ -Just imagine two War Factories spamming Falcons woth Shockwave Grenades just a few meters from your base.}*

The walker would cost a lot of money and being quite easily to be destroyed (maybe with a stealth vertigo strike). Even with a MARV like protections or two Rigs, their AA wouldn't be much effective on defending it. In TS, there was the mobile weapon factory, with the same purposes and I never heard complains, because people was more used to build defenses around their bases and less predisposed to spam tanks and flooding the base. Such walker would be constructed in the Tier 3, so the enemy player has all the time to elaborate his/her tech tree in order to place all the defenses and patrolling units he/she needs. With some artillary build for long-range defenses (that is a must), the presence of the walker and the falcons would be a minor problem in seconds, to not mention that the fire-range of the sockwave rounds is limited and the units have to be in front of your base, to cause damage. If the player don't have defenses, this is his/her problem, not of the unit and such tool shouldn't be considered OP just because people are too busy on spamming units than using their cash wisely and proceed with a little of base-building instead of rushing as quickly as possible against the enemy base. This isn't strategy. Try to spam on TD, RA1 or TS, without taking care of your base and you will see why the C&C games started to sucks a lot when Westwood left and EA started to mess up the game logic.

*{ My own though:
What about navy in TE, after 1.5 of course, but think how cool it'd be.}*

I read that there was problem with the navy units and that most of the maps are land only.

playmsbk
playmsbk 21st Special Nod Division
Aug 4 2011, 6:27am Anchor

-Yes to TS pods, no to TW building.

-That Orca Unit doesn't sound too bad, why not? They should also be delivered faster so it would also fit for gameplay.

-And why build taht why you can build Foxholes which are more armored and do not need a build radius?

-I was talking about the Disruptor only one, though the other one has a counterpart made by carnius, so no to it as well.

-Two Jumpies can kill 1 Harpy\Venom, ten of them a Planetery Assault Carrier.

-They use the Rig to heal their units after having killed half of your base or crippled your army, as well as deply them during battle to heal the battling units.

-The Catalyst deals minimal damage to any other building or unit though, their only purpose is economy-harassing, one of Nod's tactics.

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FIGHT FOR THE BROTHERHOOD, DIE FOR KANE!

Aug 4 2011, 11:02am Anchor

*{-Yes to TS pods, no to TW building.}*

I don't see the reason why not adding them.

*{-That Orca Unit doesn't sound too bad, why not? They should also be delivered faster so it would also fit for gameplay.}*

I have already expressed my point of view about it, in the last answer.

*{-And why build taht why you can build Foxholes which are more armored and do not need a build radius?}*

For the simply reason that FoxHoles do not fire over walls and cannot be placed in an organized way, near a wall. It must be said that such structures are not even so much strong against direct fight (even because they can be placed only in front of the base defenses so are more subjected to attacks), as I have often found that FoxHole gets a lot of damage from tanks and missile-squads. These particulars discourage their usage as base defenses because they need to much micro-management for placement and feeling and they're too weak to resist intensive waves. They're useful for ambushes or to temporary defend some zones. The Observation Tower would instead fire over the walls, so it's more probable that they get defended by them, in case of a direct attack, without being OP due to the presence of multiple squads inside of it.

-I was talking about the Disruptor only one, though the other one has a counterpart made by carnius, so no to it as well.

*{-Two Jumpies can kill 1 Harpy\Venom, ten of them a Planetery Assault Carrier.}*

If I don't remember bad, Harpy/Venom cannot have AA capabilities, so even 1 JJ of them is enough to destroy them. For the PAC, the build-time and the build-cost make the construction of JJ as AA defenses too much expensive and weak. Especially if the PAC comes with a shield (things rather usual in these situations).

*{ -They use the Rig to heal their units after having killed half of your base or crippled your army, as well as deply them during battle to heal the battling units.}*

This is true, but you have always to consider that the enemy could have placed base defenses and artillary near to the perimeter corners and the Rig is not strong at all. Then, if the enemy send a main wave keeping his base low of units, in order to flood the your and you surprise him/her from the backdoor, this is a leak in his/her strategy, not an OP condition. This just prove that the quick-build/flood-win is a lame strategy, while a little base construction should be fundamental. Considering that in TW people prefer to flood instead to build defenses and fortify their bases, this is the reason why C&C4 has little bases and a lot of tank-action.

*{-The Catalyst deals minimal damage to any other building or unit though, their only purpose is economy-harassing, one of Nod's tactics.}*

This don't prove the fact that it's an OP weapon, as it can destroy at least two refineries (that are more expensive respect of the harvester), with just one hit, without exposing any unit and let the enemy to counterattack.

Starfox100
Starfox100 "Inferno Phoenix" field Commander
Aug 5 2011, 6:40am Anchor
PUOjACKz wrote:
*{-Two Jumpies can kill 1 Harpy\Venom, ten of them a Planetery Assault Carrier.}*

If I don't remember bad, Harpy/Venom cannot have AA capabilities, so even 1 JJ of them is enough to destroy them. For the PAC, the build-time and the build-cost make the construction of JJ as AA defenses too much expensive and weak. Especially if the PAC comes with a shield (things rather usual in these situations).



look to TVP videos, also there is A LOT info to get.
Moddb.com

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May the fox be with you...

playmsbk
playmsbk 21st Special Nod Division
Aug 5 2011, 11:32am Anchor

-I still don't think that buidling would be of any use, that's why we have defenses and try to have as much power as possible.

-First of all, Harpies\Venoms do attack air units and secondly, because of the Jumpies being semi-infantry, the Anti-armor weapons of the PAC don't deal too much damage against them, as well as the Scrin having an overall weakness to bullets, making the Jumpies an excellent counter to Scrin capital ships.

-I don't see how the defenses of the defending player make the Rig not useful enough for its role.

-Destroying units that contain Tiberium is the Catalyst's only reason to exist. Players almost never have only 2 Refineries and can replace them rather easily.

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FIGHT FOR THE BROTHERHOOD, DIE FOR KANE!

Smallchange
Smallchange GDI, 101st Airborn Division, Firehawk Pilot
Aug 13 2011, 10:59pm Anchor

ok... my eyes are dry as dirt and i feel like a zombie after reading all of that... but amazingly enough "Playmsbk's" first post says basicly what i would say :)

Sep 23 2011, 10:11am Anchor

well, i repost this idea from another topic in here as well: why not bring back new ION cannon (original TW one) as main superweapon and reduce old ION cannon (from TD and TS) power to leave it as support weapon. to balance, i would offer Cluster bomb from TS to brotherhood of Nod and for scrin... i really cant think of something myself, but i liked Smallchange idea, wich was Super Tiberium Seeding --- Does considerable damage to units but NO damage to structures and provides tiberium to the field --- COST $4000

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