Tiberium Secrets was a C&C3; mod that was developed from 2011-2020. Our vision was to create a future for the Command & Conquer universe. We had 3 new factions planned, and managed to release 1/3 of our planned content. We scoped too big, and unfortunately needed to cancel the other 2 new factions. These included novel mechanics, lore, and IP. etc. Development has been sign sealed, and delivered. All that is required to play the ASI is a working copy of C&C3;: Tiberiumn Wars. All of the content is FREE! Of Charge. Explore to your hearts content! Love it or hate it, all things must end, so new things can grow.

Forum Thread
  Posts  
[ASI] Passive Gameplay Mechanic (Games : C&C3: Tiberium Wars : Mods : Tiberium Secrets : Forum : ASI : [ASI] Passive Gameplay Mechanic) Locked
Thread Options
Jun 2 2012 Anchor

The following two ideas might work hand in hand from the start of the game, or the second could be a purchasable upgrade.

---

* ‘Systems Transmission Signal Range' affects early game units with either a nerf or buff depending on proximity to ASI structures. Any early game units outside the particular radius of affect [similar to that of a build radius] have a slower fire rate, inflict less damage and after a set amount of time outside the AoE cease operations and shut down until ‘retrieved'. Units inside the AoE operate normally with a faster fire rate and improved damage.

All ASI structures generate a transmission signal, while Transmission Nodes [a defensive type structure] can be built which generate surrounding signals as well. A universal upgrade could negate the nerf, as well as allow for ‘standard' [infinite game range] aircraft production. There could also be mobile vehicles/ walkers that generate a transmission signal radius as well.

---

* ‘Hostile Systems Intrusion' allows ASI can take over autonomous enemy defenses and impair/ nerf effectiveness of manned defenses/ units possessing electronics. Enemy defenses and units must be in a transmission signal's range or within a support call-in's boundaries. [For a lasting take-over of defenses, said defenses must be with transmission radius.]

A timer appears above soon to be affected defenses and units which, in addition to informing the ASI commander, warn the enemy commander as well, allowing said commander to sell structures and/ or find and destroy signal generators/ nodes. As ASI tech level increases, the timer gets shorter/ faster.

Breakdown of affects on other factions:
- NOD early through late game defenses can be hacked until destroyed. [Regarding balance, I see NOD defenses gaining a cloak ability, thus the ASI must find them first and survive NOD firepower long enough to be successful]. Early game units cannot be nerfed (Lore: Simple targeting systems allow for use without the need of active electronics.) although later game units can be nerfed.

- GDI early game defenses can be hacked until destroyed, however (Lore: GDI could man high tiered installations and thus) later game defenses could only be nerfed if within the ASI signal radius.

- D51's defenses can only be taken over for a duration of time (Lore: D51 computer specialists counter hack and seal the breach.) while units can be nerfed. [A D51 global upgrade could improve targeting (and thus firepower) in addition to electronic security encryption, thus making defenses and units impervious to the signal's effects.]

- Scrin defenses cannot be taken over, only nerfed. (Lore: The Tacitus gave ASIM insight into Scrin encryption, but ASIM still doesn't have complete understanding of Scrin systems.)

- Colony defenses are immune to hacking in any way.

---

Thoughts?

--

"War does not determine who is right - only who is left." -- Bertrand Russell

Jun 2 2012 Anchor

My thoughts?

ASI can simply hack into the Scrin database and then use the data of their language converter (as in the campaign) to read the Scrintionese. Fck the Tacitus (Kane dissappeared into the portal with it at the end of KW).

GeneralJist
GeneralJist Project coordinator, PR manager, Lead writer
Jun 2 2012 Anchor

hmm, so the 1st is kinda like a global rally around ASI structures, interesting. what should determine the buff/ debuff percentage?

As for hax, would you imagine this to be a passive ability, like as long as it's in a signal radius, or should it be manually targeted?

Jun 2 2012 Anchor

@ colers
Fair enough, however lore for the ASI is one of the lesser things I am concerned about. I too like when things make sense and thus simply wished to provide a reason.

@ GeneralJist
As a whole the concept depends on what can be coded of course, and what works for the game engine/ developer's prefrence.

As I conceptualized it, ASI units would have a 'standard' set of statistics. If a unit is within the radius's area of effect, it will get a buff. Should it be outside said radius, it will be de-buffed. Because of this a unit's 'standard' statistics aren't truely used but instead form the base. The buff and nerf would be constant, only dependent on location inside or outside the AoE. (If your questions is asking what I think the values should be, I don't know what specific numbers and would prefer to leave it up to he who codes.)

For ASI hacking, I see the faction possessing both passive abilities and manually targeted support call-ins. 'Hostile Systems Intrusion' is presented as a passive trait though, where enemy manned defenses and units in the ASI signal radius will be de-buffed while autonomous defenses and units can be taken over (both after a countdown reaches zero early game, but almost instantaneous by late game). Call-ins could have similar effects, but only for a limited time (unless the ASI's signal is present before the effects wear off).

--

"War does not determine who is right - only who is left." -- Bertrand Russell

Jun 3 2012 Anchor

As i said earlier, maybe somewhere along the line ASI can attack and assimilate LEGION, as he haz the intel of the Tacitus. fills up another section in the campaign anyway.

GeneralJist
GeneralJist Project coordinator, PR manager, Lead writer
Jun 17 2012 Anchor

I C War wolf, I'll have it looked into.

An idea I had earlier that is kinda similar to the buff an rebuff radius, is there would be a unit that would be like an energy core, and it would be able to charge specific units that you would select, just like the Nod beam cannon and Obby abbility, but for unit to unit interaction.

Maybe we can think of a way to combine the 2 ideas.

What do you think?

Jul 19 2012 Anchor

@ GJ
I don't know if a debuff is of interest to the team, but there could be a unit and defensive structure that does exactly as you say, and could grant a vast buff to any other targeted ASI unit. It [the unit you brought up] could deploy to affect all surrounding units within a radius, granting a less significant buff [while the defensive structure could do both at the same time]. Early game units not targeted or within such a radius (which could also be generated by ASI buildings) would be debuffed.

--

"War does not determine who is right - only who is left." -- Bertrand Russell

GeneralJist
GeneralJist Project coordinator, PR manager, Lead writer
Jul 21 2012 Anchor

As I think more and more about this feature it will depend on Balance a great deal, so it may be hard to say at this time. Also for some reason I couldn't imagine who GJ was for a few seconds, facepalms

Jul 26 2012 Anchor

Yes of course in regards to balance. I am just going off my thoughts for how the faction might function.

--

"War does not determine who is right - only who is left." -- Bertrand Russell

Reply to thread
click to sign in and post

Only registered members can share their thoughts. So come on! Join the community today (totally free - or sign in with your social account on the right) and join in the conversation.