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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Suggestions for TE 1.5 (Groups : Tiberium Essence Fans : Forum : General Tiberium Essence Ideas : Suggestions for TE 1.5) Post Reply
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GooberTrooper
GooberTrooper Nod Global Operations Commander
Jun 23 2012, 11:19pm Anchor

Hey everyone!

Our Bug Report thread and the TE page has been getting bombarded with Suggestions, so I've just made a place where we can direct those. Personally I don't have any suggestions for TE 1.5, or atleast not yet. So have it guys! Hope to see some good suggestions!

If we get a good amount, we'll ship 'em off to Carnius so he can review them at his leisure.

Edited by: GooberTrooper

--

"War is timeless, and so are we."~ Forgotten Tick Tank

Jun 24 2012, 12:22am Anchor

- Nod SAM Should has Hub again. Nod should has hub turret as unique turret.
- Increase cost of Cyborg Commando stealth upgrade should has some cost
- Make AA do more dmg on JJ Infantry. They harder to kill that Scrin PAC.
- Little buff Zone Commando's Obrital strike. It's too slow than old C4(I like an Idea, please not remove it but should be little buff.)

Jun 25 2012, 12:37am Anchor

Visceroids give too much xp. In fact GDI and Nod can put their guys on Tiberium to make Visceroids to train other units.

Falcon's firepower seems doubled after upgraded with shockwave.

Jun 26 2012, 5:36am Anchor

Just a suggestion for each race for structures or mechanics that can provide income for each.

GDI - Tiberium Field Control
GDI goes about sealing off Tiberium Fields with a certain structure which completely halts Tiberium growth and as long as this structure is present in a Tiberium Field GDI gets a fixed income from it. They can only place this structure within their own Ground Control as to prevent field snatching.

Why such a thing?
GDI wants to stop the spread of Tiberium entirely, they use this structure to limit Tiberium growth and exposure in an area and it is seen as "Nice, you are doing a good job preventing the spread of Tiberium. We will provide you funds to ensure it stays that way".

Nod - Increased Income
Simply Nod generates more funds out of Tiberium. This can be enabled with the Tiberium Chemical Plant or it contains an upgrade which allows it.

Why such a thing?
This has been suggested by several members that it works like the Ore Purifier from Red Alert and that it should rather instead go to GDI but I say nay, it must be for Nod for lorewise Nod is several years ahead of GDI in Tiberium research and they know how to get more out of it than what GDI does. Proof of this is all the weaponry and genetic altering they have created and utilized.

Scrin - Ichor Reactors
Scrin gets income from their upgraded Ichor Reactors or they are limited to how many Ichor Reactors can produce income for them.

Why such a thing?
Scrin are Tiberium based lifeforms and they use it power their operations with the Ichor Reactor being no exception. It gives off the Tiberium radiation when upgraded so one can argue to say that there is a good amount of Tiberium being used and with further use, provide revenue.

Jun 26 2012, 2:07pm Anchor
Someone wrote:GDI - Tiberium Field Control
GDI goes about sealing off Tiberium Fields with a certain structure which completely halts Tiberium growth and as long as this structure is present in a Tiberium Field GDI gets a fixed income from it. They can only place this structure within their own Ground Control as to prevent field snatching.

That is so over powered it isn't even funny...

Someone wrote:Nod - Increased Income
Simply Nod generates more funds out of Tiberium. This can be enabled with the Tiberium Chemical Plant or it contains an upgrade which allows it.

This is kind of cheap, especialy if the Nod Harverseters cloak, and/or rush Blue Tiberium patches.

Someone wrote:Scrin gets income from their upgraded Ichor Reactors or they are limited to how many Ichor Reactors can produce income for them.

I don't think this is even codeable, you would need to have a seperate building to do this, along with a build limit.

Wouldn't it be easier if everyone just got a Supply Drop Zone type building with a build limit of 1? Income was always an issue in this MOD, this would pretty much solve the porblem if this new structure dropped 1000 credits every 60 seconds. Maybe make it cost 3000 and eat alot of power?

Someone wrote:- Nod SAM Should has Hub again. Nod should has hub turret as unique turret.


ehhhh, I like it better the way it is TBH.

Someone wrote:- Increase cost of Cyborg Commando stealth upgrade should has some cost


Umm, He costs enough as it is, I don't think this is needed.

Someone wrote:- Make AA do more dmg on JJ Infantry. They harder to kill that Scrin PAC.


I somewhat agree with this, it is well known that those JJI have too much armor or HP. However, back in TS/FS, JJI were weak against explosive weapons, such as rockets and grenades, and took moderate damage from bullet weapons. The same can still apply here, although don't make them too weak, Rocket Infantry are vastly present and would ruin the point of building JJI as they were meant to kill other infantry from above. I would say make the stronger rockets be effective against them, and the smaller ones not as much, but still are.

Someone wrote:- Little buff Zone Commando's Obrital strike. It's too slow than old C4(I like an Idea, please not remove it but should be little buff.)

Yes I agree, this was annoying, it left him to open to be ganked. I say it should be instant, but have a longer cooldown. And please Carnius, buff that machinegun of his, he should be able to dent tanks, and murder light vehicles with that thing...

Someone wrote:Visceroids give too much xp. In fact GDI and Nod can put their guys on Tiberium to make Visceroids to train other units.

LOL, I was gonna say something about that before I came in here to post. Also, I would greatly lower the chance of Visceroids to spawn, it is 10x more than what it used to be in TS/FS.

Jun 27 2012, 2:12am Anchor

To make basic infantry more viable late game. Im suggesting that nods basic infantry and gdis basic infantry can be upgraded with AP Bullets/Lasers rifles. I just see no use for the basic grunts other than early scouts. Especially when u can just field Anti infantry vechicles en mass which basicly counter all infantry. Plus almost everything counters infantry

Allow the GDI Harvester to get the AP Bullet upgrade too. Nods Harvester gets an awesome stealth ability. While GDI gets a dinky little weak gun on its harvester. And Scrins harvester self heals.

Possible for a Morale boosting upgrade for the mammoth? that effects nearby units? Didnt i read that the MK used to give GDI troops morale when it was deployed?

Sorry didnt mean to post. But about the GDI harvester. Both Nods and Scrins harvster are still effective even in medium-late game.

But the GDi Harvesters ability/weapon is uslesss once the other player roles out anything thats not a starter infantry.

Jun 27 2012, 9:33am Anchor
Alucard_Sn1p3r87 wrote:To make basic infantry more viable late game. Im suggesting that nods basic infantry and gdis basic infantry can be upgraded with AP Bullets/Lasers rifles. I just see no use for the basic grunts other than early scouts. Especially when u can just field Anti infantry vechicles en mass which basicly counter all infantry. Plus almost everything counters infantry

Allow the GDI Harvester to get the AP Bullet upgrade too. Nods Harvester gets an awesome stealth ability. While GDI gets a dinky little weak gun on its harvester. And Scrins harvester self heals.

Possible for a Morale boosting upgrade for the mammoth? that effects nearby units? Didnt i read that the MK used to give GDI troops morale when it was deployed?

Sorry didnt mean to post. But about the GDI harvester. Both Nods and Scrins harvster are still effective even in medium-late game.

But the GDi Harvesters ability/weapon is uslesss once the other player roles out anything thats not a starter infantry.


Good thinking, but about the laser rifles. Have their composite armor upgrade give them pulse baster rifles (more from the side of star wars, or even the lasers those GDI Zone Enforcer's bullets from C&C4.) the lasers i will deny, because that is basically on Nod's side of the story.

Also, The Zone Commando and the Black hand commando's health meters should get buffed up. Isn't commandos to be the worst threat a commander will ever faced against? Cuz i don't feel it.

Jun 27 2012, 11:39am Anchor

Yeah, no beam weapons, laser bullets, with a laser type firing sound. And maybe make a Mk. II version of the laser chaingun from Renegade and give it to the Confessors?

Jun 28 2012, 2:39am Anchor
Alucard_Sn1p3r87 wrote:To make basic infantry more viable late game. Im suggesting that nods basic infantry and gdis basic infantry can be upgraded with AP Bullets/Lasers rifles. I just see no use for the basic grunts other than early scouts. Especially when u can just field Anti infantry vechicles en mass which basicly counter all infantry. Plus almost everything counters infantry

Allow the GDI Harvester to get the AP Bullet upgrade too. Nods Harvester gets an awesome stealth ability. While GDI gets a dinky little weak gun on its harvester. And Scrins harvester self heals.

Possible for a Morale boosting upgrade for the mammoth? that effects nearby units? Didnt i read that the MK used to give GDI troops morale when it was deployed?

Sorry didnt mean to post. But about the GDI harvester. Both Nods and Scrins harvster are still effective even in medium-late game.

But the GDi Harvesters ability/weapon is uslesss once the other player roles out anything thats not a starter infantry.


GDi Harvesters is terrible, even against a smol number of racket infantry. should bestronger or have improvements like speed, extra armour,
better weapon????????

Jun 28 2012, 2:54am Anchor

Just a better weapon is good enough.

Jun 28 2012, 4:36am Anchor

Just to clarify the thought I had on the income which was just seemingly shot down by someone

GDI
"That is so over powered it isn't even funny..." - Quote
The only way this is overpowered is on large scale maps with lots and lots of Tiberium Fields. The downside to this is GDI will have more areas to focus on as they have to have Ground Control meaning they have to deploy a Surveyor or MCV to build on the field, not just gain vision and then place it like Scrin can with their Tiberium Growth Accelerator.

Nod
"This is kind of cheap, especialy if the Nod Harverseters cloak, and/or rush Blue Tiberium patches. " - Quote
By this time in the game there will hardly be fields left. This becomes accessible to Nod with the Tiberium Chemical Facility - the structure they gain access to once they have built their Tech Lab so the only way they can achieve a Tibfield Rush is by doing a Tech Tree rush by which point an enemy should already be harassing them.

Scrin
"I don't think this is even codeable, you would need to have a seperate building to do this, along with a build limit. " - Quote
I don't know much about the C&C3 coding but in any other map maker you'd initially give a structure or unit the ability from the start but it will not take effect until a certain structure or upgrade comes into play. And if that isn't even possible with the C&C3 editor then a separate structure. I don't see a player who is really going to complain about them having to build some other structure to give them income.

Jun 28 2012, 5:34am Anchor
Someone wrote:The only way this is overpowered is on large scale maps with lots and lots of Tiberium Fields. The downside to this is GDI will have more areas to focus on as they have to have Ground Control meaning they have to deploy a Surveyor or MCV to build on the field, not just gain vision and then place it like Scrin can with their Tiberium Growth Accelerator.

So what are the rest of the details you left out then? Such as how much income it gets, what is the cost, does it use power, in what way does this structure "contain" etc. This can be OP because you can easily supply chain into someone base and easily kill them.

Someone wrote:By this time in the game there will hardly be fields left. This becomes accessible to Nod with the Tiberium Chemical Facility - the structure they gain access to once they have built their Tech Lab so the only way they can achieve a Tibfield Rush is by doing a Tech Tree rush by which point an enemy should already be harassing them.

It really does not take long to rush a Tech Lab and a Chemical Facility. And you encourage a rush of that sort by giving extra money from harvesting via upgrade, so how much money does this upgrade give per type of tiberium and what is the cost?

Someone wrote:I don't know much about the C&C3 coding but in any other map maker you'd initially give a structure or unit the ability from the start but it will not take effect until a certain structure or upgrade comes into play. And if that isn't even possible with the C&C3 editor then a separate structure. I don't see a player who is really going to complain about them having to build some other structure to give them income.

Nowhere in my statement did I complain, agree, or disagree.

Jun 28 2012, 8:55pm Anchor

Just gonna say, I like the idea of capping the tib fields for GDI. The really need some source of income once all the tib on the map is gone. Granted this is my experience against AI with my pal WhiteWolf. On that subject, the ai builds way too many harvesters and lags up the game once they clog up.

Jun 29 2012, 4:52am Anchor

Attempt no#2

"So what are the rest of the details you left out then? Such as how much income it gets, what is the cost, does it use power, in what way does this structure "contain" etc. This can be OP because you can easily supply chain into someone base and easily kill them." - Quote
The full idea of this is GDI seals off a field by placing the structure at the very center meaning 1 per field. And you can think for yourself, this structure stems off the spread of Tiberium and keeps radiation to a minimum so power cost can be medium-to-high, cost medium and income you can think for yourself, you are sealing 1 type of income (harvesting) for another so you do not want a downgrade. The Harvester brings in 1400$ with each maximum load of Green Tiberium but takes a bit longer than 14 seconds to do it in. If had to choose I would go for between 50$-150$ a second.
In 60 seconds at 50$ you would get 3000$ (for one field)
In 60 seconds at 75$ you would get 4500$ (for one field)
In 60 seconds at 150$ you would get 9000$ which I would say is definitely way too high
The main reason why I leave out such values is for others to able to expand on it, if I use values from the start I am limiting options.

"It really does not take long to rush a Tech Lab and a Chemical Facility. And you encourage a rush of that sort by giving extra money from harvesting via upgrade, so how much money does this upgrade give per type of tiberium and what is the cost? " - Quote
If someone can get it right to do this rush without getting his base trampled then they are facing a really easy enemy. Why? The Tech Rush demands alot funds and power and you can't go about creating units to defend your base because then you are wasting funds and building base defenses uses up funds and power. 50% more income is the value I threw out at first. So from 1400$ to 2100$ on a full Harvester. Plus you would get more out of Seed Tiberium if you use it as a means of income.

The mechanics I suggested are meant to be used end game where it is more Resource Wars than anything else, your enemy has no units or they waste their funds on high tier units which you can lay waste to without effort. There is nothing I hate more than having my economy or my enemies economy coming to a halt.

Edited by: Krusade

GoldenArbiter
GoldenArbiter Proud servant of Kane
Jul 4 2012, 2:22am Anchor
Zone_Lexus_50 wrote:Also, The Zone Commando and the Black hand commando's health meters should get buffed up. Isn't commandos to be the worst threat a commander will ever faced against? Cuz i don't feel it.

Have you ever played against someone who competently uses a commando? The GDI commando used to be something to fear with the jump pack + C4, but now it is less viable, but it can still screw your day up if you aren't careful. The nod commando has stealth when standing still, meh, but it can definitely fool someone who is again, not paying attention. The scrin commando, is disgusting. The only thing it cant effectively fight are multiple anti infantry vehicles, and air units.

Suggestions: Random Ion storms that damage everyone, scrin included. Limpet mines for nod. stronger harvester gun for GDI. that's about all I have...

--

"Before enlightenment: Chop wood, fetch water. After enlightenment: Chop wood, fetch water." -zen proverb

Jul 6 2012, 4:43pm Anchor

i think that the GDI airborne based reinforcment powers should be brought back as it fits with their military doctrine of rapid response

ORCA fighter should keep its minigun, this just make it so much more useful and gives GDI some more anit-infantry weaponary, which it seems to lack

some sort fo increase to the reasorces; either by increasing the value of tiberium or some sort of supply drop point

Jul 10 2012, 4:08am Anchor

awesome, i also will suggest my ideas here.

If u dont mind i will suggest only two structure remodel, the GDI radar structure Command Post also need a remodel, i suggest to remodel it to Tiberian Sun version Images.wikia.com . Also need remodel is the Nod Temple of Nod, the vanilla version looks like a ribcage bonehouse which i dont prefer. I saw many fans before had suggested remodelling it, so i suggest to remodel Temple of Nod or combine it into something like a silo in TiberianSun Images.wikia.com .

Edited by: redbee7

GooberTrooper
GooberTrooper Nod Global Operations Commander
Jul 10 2012, 10:45am Anchor

Excellent ideas lads. Keep them coming.

Some I particularly like and support:
- The suggestions concerning end game Income. (Krusade)
- Make AA do more dmg on JJ Infantry. They harder to kill that Scrin PAC.
- Little buff Zone Commando's Obrital strike. It's too slow than old C4 (Gamemaster0000)
- Laser/AP weapons for basic Infantry. For GDI and Nod. Better Harvester weapon. (Alucard_Sn1p3r87)
- Random Ion Storms

Keep em coming. I'll send a shipment of suggestions down to Carnius in a few days!

--

"War is timeless, and so are we."~ Forgotten Tick Tank

Jul 10 2012, 7:58pm Anchor

I had two suggestions.

One would be GDI's Refinery. Is it possible to have a building that can support 2 entry points that to dump off tiberium ? Cause I figured instead of just one harvester GDI could have a double refinery that begins with 2, since GDI's harvesters are fairly poor while Nod harvesters can avoid danger with their cloak. I suppose the drawback to this building is that harvesters collect less but make faster trips back and fourth and it's more unstable and makes a much volatile explosion when destroyed, plus being slightly more expensive to build. Just figured would be interesting since it would stand out to being different to the other Faction's refineries and also saving build space if there's not much room to setup.

Another would be regarding Garrison buildings and the Engineer. Since you cannot directly order your engineer to instantly fix a neutral structure, a bunker emplacement for example, is it possible to include a feature that when a engineer garrisons a building, he can slowly repair it ? Would make him more useful asset rather than just to capture strategic structures, the obvious balance to counter this is that he can't really fight back, and you're trading room for another offensive infantry unit to occupy it. But would make better defended garrison positions last longer.

GoldenArbiter
GoldenArbiter Proud servant of Kane
Jul 11 2012, 4:08am Anchor
Blak-Dragon wrote:I had two suggestions.

One would be GDI's Refinery. Is it possible to have a building that can support 2 entry points that to dump off tiberium ? Cause I figured instead of just one harvester GDI could have a double refinery that begins with 2, since GDI's harvesters are fairly poor while Nod harvesters can avoid danger with their cloak. I suppose the drawback to this building is that harvesters collect less but make faster trips back and fourth and it's more unstable and makes a much volatile explosion when destroyed, plus being slightly more expensive to build. Just figured would be interesting since it would stand out to being different to the other Faction's refineries and also saving build space if there's not much room to setup.

Another would be regarding Garrison buildings and the Engineer. Since you cannot directly order your engineer to instantly fix a neutral structure, a bunker emplacement for example, is it possible to include a feature that when a engineer garrisons a building, he can slowly repair it ? Would make him more useful asset rather than just to capture strategic structures, the obvious balance to counter this is that he can't really fight back, and you're trading room for another offensive infantry unit to occupy it. But would make better defended garrison positions last longer.


A: I could see that working for nod or scrin, but not GDI (the refinery idea).

2, As for the Engy thing, all of my yes.

--

"Before enlightenment: Chop wood, fetch water. After enlightenment: Chop wood, fetch water." -zen proverb

Jul 25 2012, 1:39am Anchor

I find it rather strange to have a classic Barracks design inside this mod. I think it looks out of place and the architecture and logistics don't fit within the confines of the Tiberium universe, nor of the potential of technology past 2030. If you look at the C&C2 Barracks, it looks sort of simple, but futuristic. This looks neither, really.

So, I thought, what kind of design should the Barracks have? How about the old design for Continuum and Incursion? The C&C3 GDI Radar dish, Power Plant, Nod ConYard and Power Plant all are designs from the original C&C3 project started at Westwood back in the early 2000s, so it seems reasonable that it should fit right in, no?

Here are some pictures of it:
User Posted ImageUser Posted Image

User Posted Image

Here's an example of it colored like the other GDI Buildings. It fits right in, compared to the rather archaic-looking Barracks that is in the game:
User Posted Image

What does everyone think?

Jul 25 2012, 4:01am Anchor

What is that little thing in the middle of the barracks concrete?

GoldenArbiter
GoldenArbiter Proud servant of Kane
Jul 25 2012, 7:21am Anchor
Alex_06 wrote:

GDI used a mobile construction force? Holy balls, I want this! I mean, the barracks redesign is nice and all, but if you could pack up and move your entire base, well...

--

"Before enlightenment: Chop wood, fetch water. After enlightenment: Chop wood, fetch water." -zen proverb

Jul 25 2012, 10:01am Anchor
Valherran wrote:What is that little thing in the middle of the barracks concrete?

Support struts and a small antennae, I think.

GoldenArbiter wrote:
Alex_06 wrote:

User Posted Image



GDI used a mobile construction force? Holy balls, I want this! I mean, the barracks redesign is nice and all, but if you could pack up and move your entire base, well...


I believe their Training Yard (Barracks) was mobile, indeed, but I am unsure if the rest of their base was. Additionally, Nod could entirely make their base mobile in an earlier version of EALA's C&C3. (In the 2-3 months after it was announced, there was an article mentioning that Nod's base could be packed up and moved)

Edited by: Alex_06

GooberTrooper
GooberTrooper Nod Global Operations Commander
Jul 25 2012, 11:29am Anchor

That's an interesting concept, mobile bases, would be cool to see how it'd be implemented into a mod.

--

"War is timeless, and so are we."~ Forgotten Tick Tank

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