Hi, I'm WhiteDragon25! While I don't have the technical expertise to actually create a mod, I do have a wealth of ideas and concepts for one. You can see my mod ideas here on my profile blog, where I talk about them in detail.

Report RSS Expanding on the ZOCOM [UPDATED!]

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As I promised earlier, here is the second of the updated and revised GDI faction arsenals, the Zone Operations Command, or ZOCOM:

Part 1 - Infantry

Rifleman Squad - GDI's standard basic infantry. Retains same capabilities as in-game unit. Design based off of Falchion's design. Can be upgraded with Tiberium Field Suits.

Missile Squad - GDI's standard basic anti-tank/anti-air infantry. Retains same capabilities as in-game unit. Design based off of Falchion's design. Can be upgraded with Tiberium Field Suits.

Engineer - GDI's standard engineer infantry. Can capture enemy buildings and tech structures, repair friendly structures and repair civilian buildings. Can be upgraded with Tiberium Field Suits.

Sniper Team - GDI's standard advanced anti-infantry infantry. Equipped with sniper rifles, camouflage suits, and artillery target painters. Can be upgraded with Tiberium Field Suits and Scanner Packs. ZOCOM's Sniper Teams use Tiberium Essence's cameo and design.

Grenadier Squad - GDI's standard heavy infantry. Equipped with grenade launchers. Can clear garrisoned buildings. Can be upgraded with Tiberium Field Suits.

Zone Raider Squad - ZOCOM's advanced heavy assault infantry. Equipped with Enhanced Zone Armor, automatic sonic grenade launchers, and suit-integrated missile launchers. Immune to Tiberium. Can be upgraded with Scanner Packs and Power Packs.

Commando "Zone Valkyrie" - ZOCOM's most elite soldiers. Equipped with next-gen Zone Armor, a dual-mode OICW (a .50-cal rifle component for anti-infantry, and a Metal Storm-style stacked 30mm armor-piercing sonic grenade launcher for anti-tank), an integrated jet-pack, and C4 explosives to destroy structures. Can detect stealth.

Part 2 - Vehicles

Pitbull ATV - GDI's standard scout basic anti-vehicle/anti-air unit. Equipped with two 2x missile racks and a sensor suite, both systems mounted on a turret. Can be upgraded with Sensor Pods and Dragon Fire Mortars. New chassis design based on this vehicle design by TugoDoomER.

Terrier ATV - GDI's standard scout and basic anti-infantry/anti-air unit. Armed with two .50-cal machine-guns mounted on a turret. Can be upgraded with Dragon Fire Mortars. Chassis design based on this vehicle design by TugoDoomER.

Zone Predator Tank - ZOCOM's custom variant of the Predator Tank. Armed with a 150mm tank gun and a missile pod. Can be upgraded with Ceramic Armor and Sonic Cannons. Based on the pre-release version and the Kane's Wrath Reloaded mod's version.

Guardian APC - GDI's standard APC. Equipped with a twin automatic-shotgun turret (replacing the original twin machine-gun turret) and GUARDIAN Active Protection System (similar to MEC2's TROPHY for the IDF). Can carry two infantry. Will be using Falchion's Guardian APC design (that is, when he finally gets around to finishing it...).

Harvester - GDI's standard Tiberium Harvester.

MCV - GDI's Mobile Construction Vehicle. Deploys into Construction Yard.

Ratel Munitions Carrier - GDI's universal 8-wheeled explosive ordinance carrier. Armed with a turreted 60mm automatic grenade launcher. Can clear garrisoned buildings. Can be upgraded with Dragon Fire Mortars.

Shatterpoint Sonic Emitter Hovercraft - ZOCOM's unique hover unit. Armed with a scaled-down mobile version of the Sonic Emitter turret. Based on Falchion's design. Name changed from Shatterer (which Peptuck - of Tiberium Wars fanfic fame - pointed out was a stupid-sounding name) to the Shatterpoint.

Hunter Tank Destroyer - ZOCOM's dedicated tank destroyer. Armed with a 150mm AP Ramjet/Rocket-Assisted Gun with Sonic Crystal Warhead 'Base-Bleed' Shells. Fast and very long-ranged, but low kinetic damage. Can also fire HEAT rounds (taken from Kane's Wrath Reloaded). Based on the C&C4 vehicle of the same name.

Rig/Battlebase - GDI's standard mobile defensive support platform. Rig deploys into a Battlebase, which is equipped with two Guardian Cannons, a SAM turret, a sensor suite, and repair drones. ZOCOM's Battlebases can be upgraded with Sonic Cannons.

Mammoth Tank - GDI's iconic heavy assault tank. Armed with two 150mm tank guns and two 6x 60mm missile launchers. ZOCOM's Mammoth Tanks can be upgraded with Ceramic Armor and Sonic Cannons.

Disruptor Sonic Wave Artillery - ZOCOM's replacement for the Juggernaut. Armed with a long-range Sonic Wave Emitter. Can fire a sustained wave that can hit multiple targets in a line. Based on Tiberium Essence's design.

(Epic Unit) Mammoth Armed Reclamation Vehicle (MARV) - ZOCOM's epic heavy assault tank & Tiberium harvester. I'm not sure whether to have it be exclusive to ZOCOM or have it shared with GDIPK.

Part 3 - Aircraft

Orca Assault Craft - GDI's standard VTOL combat aircraft. Equipped with minigun and six air-to-ground missiles. Also equipped with a Pulse Scanner that can detect stealthed units for a limited amount of time in a small radius. ZOCOM's Orcas have their missiles equipped with sonic crystal warheads. Can be upgraded with Sensor Pods and Ceramic Armor.

Hammerhead Gunship - GDI's standard helicopter gunship. Equipped with two 2x machinegun ball turrets. Can transport infantry. Pending a redesign so that it looks less ridiculous (I'll draw up the redesign perhaps... eventually...). Can be upgraded with AP Ammo and Ceramic Armor.

Firehawk Fighter/Bomber - Firehawk Fighter/Bomber - GDI's standard fixed-wing combat aircraft. Can be armed with either four air-to-air missiles or two guided bombs. Can be upgraded with Stratofighter Boosters and Ceramic Armor.

Part 4 - Primary Structures

Power Plant - Provides power. Can be upgraded with Advanced Turbines to provide more power.

Tiberium Refinery - Processes and stores Tiberium. Comes with Harvester.

Barracks - Produces and heals GDI infantry (in this case, the ZOCOM's infantry).

War Factory - Produces and repairs GDI vehicles (in this case, the ZOCOM's vehicles).

Command Post - Provides radar as well as basic Upgrades and Support Powers for GDI (in this case, for the ZOCOM).

Airfield - Produces and repairs GDI aircraft (in this case, the ZOCOM's aircraft).

Armory - GDI's infantry upgrade structure. Provides Upgrades for GDI's infantry (in this case, the ZOCOM's infantry). Also provides Support Powers.

Tech Center - GDI's advanced upgrade structure. Provides various advanced Upgrades and Support Powers for GDI (in this case, for the ZOCOM).

Space Command Uplink - GDI's advanced tech structure. Provides Orbitally-deployed Support Powers.

Crane - Provides an additional construction queue. Unlike the Construction Yard, cannot build the Sonic Emitter, the Ion Cannon Uplink, and the Surveyor. It also cannot build more Cranes nor the Reclamation Hub.

Reclamation Hub - Constructs the MARV. May be shared with GDIPK if I go against giving them their own Epic Unit.

Part 5 - Secondary Structures

Watchtower - GDI's basic anti-infantry defense. Can be upgraded with AP Ammo.

Guardian Cannon - GDI's basic anti-vehicle defense. Can be upgraded with Railguns.

AA Battery - GDI's basic anti-air defense.

Pulse Scanner - Support structure that detects stealth in large radius and increase effectiveness and line-of-sight of nearby friendly defenses (specific details pending revision).

Sonic Emitter - GDI's advanced anti-infantry/anti-vehicle base defense. Fires a sonic blastwave that shatters all units down its direct line-of-fire. [NOTE: All Sonic-type weapons are now capable of damaging and destroying Tiberium; therefore, by extension, all Tiberium-based units recieve extra damage from Sonic-type weapons as a result. This includes all Scrin units and structures.]

Wall Hub - GDI's basic passive defense. Place Wall Hub, then extend where you want the wall to be.

Tiberium Silo - Stores excess Tiberium.

Ion Cannon Uplink - GDI's superweapon. Provides the Ion Cannon superweapon.

Surveyor - GDI's ground-control expansion unit. Deploys into Outpost.

Part 6 - Support Powers

Radar Scan - GDI's basic intelligence support power. Scans a large target area, revealing stealth and providing line-of-sight.

GDI Airborne - GDI's basic reinforcement support power. Calls in air transports to deploy 2 veteran Riflemen Squads and 2 veteran Missile Squads at target location.

Sharpshooter Team - GDI's intermediate reinforcement support power. Calls in air transports to deploy 3 veteran Sniper Teams at target location.

Bloodhound Airdrop - GDI's intermediate reinforcement support power. Deploys 2 veteran Pitbull ATVs and 2 veteran Terrier ATVs at target location.

Zone Infantry Drop Pods - GDI's advanced reinforcement support power. Deploys a Drop Pod from orbit, landing 3 veteran Zone Troopers or Zone Raiders at target location. Choice between Zone Troopers or Zone Raiders can be toggled at the Space Command Uplink; can only be done while the support power is recharging. Idea taken from TWA.

Phoenix Airstrike - GDI's basic offensive support power. Call in 3 AX-13 Phoenix aircraft to bomb a moderate area. The AX-13 is from Tiberium Apocalypse, and is basically GDI-modernized A-10 Warthog. Replaces the original Orca Strike.

Shockwave Bombardment - GDI's advanced offensive support power. Launches a missile that releases a series of cluster bomblets that damages and EMP's enemy units and structures within the target location.

Supersonic Air Attack - GDI's advanced offensive support power. Calls in 3 Supersonic Fighters to annihilate enemy aircraft with a sonic-boom shockwave in target area.

Orbital Strike - GDI's advanced offensive support power. Orbital attack satellites drop cobalt-tungsten rods from orbit at high velocity onto the target location, causing massive damage to whatever was within the area.

Part 7 - Upgrades

Armory Upgrades:

Tiberium Field Suits - Gives Rifleman Squads, Missile Squads, Grenadier Squads, and Sniper Teams an increase in armor, while also providing immunity to Tiberium.

Scanner Packs - Increases line-of-sight and weapon range of Sniper Teams and Zone Raiders, while also giving the ability to detect stealth.

Power Packs - Gives Zone Raiders an auto-heal ability when idle.

Command Post Upgrades:

AP Ammo - Increases damage of Watchtower, Terrier ATV, and Hammerhead.

Dragon Fire Mortars - Gives Dragon Fire mortars to Pitbull ATV, Terrier ATV, and Ratel Munitions Carrier for light artillery role.

Sensor Pods - Gives Sensor Pods to Orca and Pitbull. Allows them to deploy a sensor pod at a designated location; detects stealth within a moderate radius for a limited time.

Tech Center Upgrades:

Sonic Cannons - Gives Predator Tanks and Mammoth Tanks a ~20% increase in firepower via splash damage, and provides a damage multiplier against Tiberium and Tiberium-based units (numbers up for revision). [NOTE: the Sonic Cannons upgrade for ZOCOM's Zone Predator Tank and Mammoth Tank are cannons similar to what the MARV has.]

Ceramic Armor - Gives Predator Tanks, Mammoth Tanks, Orcas, Hammerheads, and Firehawks a ~20% increase in armor and hitpoints, and provides immunity to Ion Storms and partial immunity to Tiberium-based weaponry (numbers up for revision).

Improved Missile Engines - Increases range and speed of missiles for all missile-armed units.

Stratofighter Boosters - Gives Firehawks the ability to move quickly to any point on the battlefield.
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And that basically covers all of the updates and revisions I've made to the ZOCOM since last time. I'll finish things off with the GDI Peacekeepers (vGDI) in my next post.

Any thoughts, suggestions, questions, or comments are welcome. Some of the things I referenced here, such as Tiberian Essence's Disruptor Tank design, are all property of their respective owners, and no attempts to use mentioned materials will be made unless permission is given.

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Stygs
Stygs - - 346 comments

Personal opinion:

Get rid of Shatterpoint or Disruptor - they fullfill similiar roles and function, just with slight differences. Give ZOCOM something with a balistic projetile so they can fire on cliffs and over walls.

Use less sonic weapons: Sonic weapons in TW are shown be have splash damage and be good againts infantry - I see no point in having tanks with sonic ammo since tanks are intented to kill other tanks, not infantry. To much sonic weapons just make them feel gimmicky.

Since ZOCOM is intented to operate in Red Zones, some improvements for the APC would be nice.

Would also suggest slitting Ceramic Armor in 2 upgrades.

Maybe add Zone Trooper if you use the switch for the Drop Pod.

To be honest, I would change the Zone Raider role and use them as replacement for the Grenadier Squad - both do splash damage against infantry so they allready overlap a bit.

Would love to see some kind of tiberium catalyst weapon as an abillity for a ZOCOM unit.

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