The primary aim of this mod is to get away from the current gameplay which for the most part involves spamming tanks. We are introducing gameplay that requires, scouting and using a variety of units to be successful. Tanks are not the do-all units anymore, instead you need artillery units to take out defenses, tanks to take out artillery units, air units to take out the tanks, and AA units to take out air units. It's basically bringing Rock-Paper-Scissors to the game which we believe makes it more challenging and interesting. We're also making the factions' abilities exclusive. By that we mean only Nod use mines (so no APC mine drops) and they are also the only ones that use cloaking technology. The same applies for GDI who use more EMP now etc. We think this better defines the play styles of the factions so that you aren't just playing each faction more or less the same way.
Scrin seemed to be the faction that looked the most different, yet their play style didn't change much from the other factions. We wanted to make them more reliant on tiberium, not just for harvesting but for healing and repairing. We also wanted to bring their alien powers into the game more with more portal use and new features.
Posted by TalonH4wk on Jan 9th, 2009
Added in 1.1;
Scrin have always been the biggest challenge for us. We believe that the Scrin in the standard game are far too over-powered. Build some Devastators and you basically travel in a straight line to an enemy base and it’s game over, especially when defenses wilt at the sight of an enemy.
We made changes to Scrin so that their ground units were weaker but quicker and repaired in tiberium, and that helped balance them, but the Devastators were still a problem even with better defenses in the mod. Also, because their air units were so effective it meant that their ground units were often over-looked. So the challenge was to somehow balance Devastators in the game and bring Scrin ground units into the game more.
There’s nothing you can really do to the Devastators directly otherwise it is just a simple nerf. Reduce their range, weapon damage or hitpoints and the unit just becomes boring or useless. It occurred to us that we should make changes so that Scrin couldn’t build devastators as quickly, therefore reinforcing them a faction who has a very strong late game but requiring more time to get there. This would encourage the use of ground units more mid-game. But how could we best achieve this? The answer was staring us right in the face for the longest time. Their buildings are organic and therefore they need time to grow rather than snap together quickly like an Ikea bookshelf. So we made the build times reflect this and Scrin in 1.2 take a lot longer to build (well we really should be saying “grow”) structures.
When we looked closely at the Scrin structures we also realized that if their unit production structures were portal based, then surely they shouldn’t have to wait for units to build in the same way that GDI and Nod build units. So units will become available to the Scrin player almost instantly if they have the funds. This seemed like a good way to offset the slower structure grow times.
The jewel in the crown for Scrin in 1.2 is the Terranexus which is a new structure that gives them terraforming abilities. They can create new tiberium fields, drastically increase the tiberium growth rate in existing ones with an improved growth accelerator, or stop tiberium growth completely in a field being harvested by an enemy. This gives Scrin a huge boost to their economy which will help them fund their air armada but it will be a slow process to get the Terranexus built.
Here’s a quick overview of Scrin’s strengths and weaknesses in 1.2;
Other new items coming to Scrin in 1.2;
Scrin are now a great faction to play as but you have to adjust how you play to be effective with them. You have to think defensively in the early game while you slowly build your base, using your foundry to full advantage.
No doubt some will see this as nerfing the Scrin but we’re trying to create a mod where each faction is different and fun in its own way yet balanced overall. Hopefully this means that at the start of a game players are really torn as to which faction they want to play as. Scrin will actually be a much more challenging faction to play as instead of being what up to now has been arguably the easiest faction, but with that challenge comes a guilt free victory if you win!