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.

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ASI Theme Reference (Games : C&C3: Tiberium Wars : Mods : Tiberium Secrets : Forum : ASI : ASI Theme Reference) Post Reply
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GeneralJist
GeneralJist Project coordinator, PR manager, Lead writer
Jul 22 2011 Anchor

This thread is Archived, please repost for specific feedback on ideas

This is to be used as a theme reference:

Originally called the All seeing Army (ASA), this faction is now known ass the Artificial Systematic Intelligence (ASI)

This faction has an Egyptian technological theme, and do not believe in Tiberium technologies. In fact they believe Tiberium and all who use it are in grave error, and show no mercy to those who stand by it.

They promise their followers immortality, for the price of eternal service, and believe they are saving mankind from the bondage of Tiberium vices and their physical bodies.

They originally split off from The Black Hand division of The Brotherhood of Nod, and work to transcend mankind to a higher state of existence.

They serve the AI ASIM, who commands and grants them immortality in his mainframe.

They use pulse lasers, Dark Energy, and computer technologies, which they have supremacy over.

As of 5-13-12. we are entering the phase of unit production and structure redesign. So this would be the most relevant faction to discuss at this time.

As of 5/27/12 we are doing a full redesign of structures, and start design of Base defenses, any ideas in these areas are welcome.

Edited by: GeneralJist

Apr 24 2012 Anchor

I've had an idea for a while thinking of ASI.

ASI Spider Crawler
Build Time: 55 seconds.
Cost: 1700.
Prerequisites: T3 Technology.
Built From: T3 Production Structure if existing. Otherwise War Factory, whatever it's name may be (just it's function is 'vehicle production').
Abilities: Upgrade itself with one of three choices (per unit, each has to seperately purchase).
Upgrades via other Structures (Global Upgrades, once bought they last throughout game): Intimidation.
Description: Once the ASI reach Tier 3 their war factories become high-priority targets since they are able to churn out these massive Frankensteins torn from Nod wrecks found in the hearts of Egypt. A mechanized walker which seems thrown together with parts from several older vehicles, all refurbished of course, this artificially intelligent beast will wreak havoc amongst the ASI's enemies. Resembling a rather shiny and yet dangerous spider, these are quicker than they look. Initially armed to the teeth with lasers torn from Redeemer prototypes and Nod Spider Tanks, it may also boast a furnished Rage Generator prototype, after Intimidator upgrade, simply reducing enemy rate of fire in it's immediate area of a few meters. The Crawler may be upgraded with AA capabilities in the form of Scramblers ($500, 15 sec): not target nor radar scramblers, yet metal scramblers. Metallic scrambled eggs, anyone? No? Then how about installing a scorpion tail? This upgrade, Scorpion ($550, 20 sec) allows a segmented scorpion tail to be installed unto to back of selected mech, allowing greater fire range from the tail, and, obviously, an extra laser. Be cautioned, however, that being a scorpion tail and tilted towards 'prey' in front of the Crawler, it may only fire at the ground, despite it's 360 degree range. If extra lasers do not interest you then perhaps anti-infantry capabilities and boosts will. Purchase the ASEnchancement ($650, 30 sec) which enables 'awakening' of the Redeemer CPU housed in the Crawler, enabling greater fire range, an anti-infantry machine weapon, and greater firepower. While it may not seem much at first to a Commander, it will be felt by the enemy in due time. It may just give the upper hand on an assault that may have previously been lost. It will prevent infanty ambushed from succeeding many times. It will even provide a slightly larger vision range. Anyhow, this versatile Spider Crawler can crush infantry and light vehicles with it's hydraulic legs and grind remaining troops and buildings with it's EM jaws. During grinding the unit heals, tearing metal off enemy's forces and structures, supplementing it's own. These vehicles announce their arrival with a stunning 'grumble' of what sounds like multiple construction vehicles and snapping jaws.

Meh. Hope it's inspiration at most. I have the perfect image in my head. It's probably worth more than 10,000 words lol.

Apr 26 2012 Anchor

I for one really like this idea. Should swarms of ASI nanites (if the ASI uses such a technology) create something, this seems logical given the location and adaptation from the surrounding environment. It might also explain the ASI's paint scheme, as it could be millions of small robots holding the contraption together (which makes me think an interesting death animation might be small wavy streaks of black particles (nanites) that drift up/ away from destroyed ASI units). The format used to organize the suggestion is effective as well (duh), something I will likely role with now too.

Points of elaboration:

You say "The Crawler may be upgraded with AA capabilities in the form of Scramblers ($500, 15 sec): not target nor radar scramblers, yet metal scramblers." Can you describe what these "scramblers" do? What you say after the colon doesn't make sense to me.

Also "..and grind remaining troops and buildings with it's EM jaws. During grinding the unit heals, tearing metal off enemy's forces and structures, supplementing it's own." How would this function in game? The unit would use laser systems in combination with an upgraded ability as a standard attack right? This might pertain to the developers more-so, but might the unit be able to switch between two modes (in a similar manner to Firehawks switching between missiles and bombs)? One mode could be offense oriented, with weapons deployed, while the other could be defensive or something of the sort. A defensive example being the stowing of weapons to improve armor and/or speed, and allow the unit to use EM jaws to gain health while dealing damage, fulfilling a siege role in a sense.

Or, can wrecks of destroyed units be maintained on the field? This unit could maybe gain health from wrecks, or maybe in a similar manner to the Scavenger ability of the GLA in Command and Conquer Generals should wrecks be too much / not possible. Scrap metal could be left in a destroyed vehicle's wake that could be picked up by this crawler.

Good suggestion WunderKind, we'll see what the devs. think.

--

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

Apr 26 2012 Anchor

Thank you, Sir, and I will explain those points, aswell as pull ideas from your own suggestions.

For the scamblers, it would work sort of like a disruptor beam. It should boil metal like Allied Spectrum weapons in Red Alert games. With a twist, however. Instead of literally boiling metal through overheating, it will scramble and destroy the electrons contained within atom's electron clouds and bonds of molecules of substances of armor(s). This would instantly and effectively 'disperse' individual atoms (which are far less likely to exist in armor than tough-bonded atoms, actually) and destroy tough atomic bonds by 'killing' electrons. Most college-goers, even high schoolers, should know an atomic bond is formed through doing something with electrons. Most often sharing. Once the electron being shared is gone there would technically be a big problem but effectively the bond would be broken. This is what I'm trying to say. And on a death animation: The scrambler would fire upon the enemy until it's electrons are gone lol. Then, the remaining positively charged nuclei (? spelling) would be left. These would then be shook apart by conatant pressure and would turn into individual protons and neutrons. While this technically is to cause a huge nuclear reaction and thus blast, the small individual atoms are under constant pressure, seemingly stuck in an 'exploding phase' for an indefinite amount of time. Anyhow, I do believe this is discussed in quantum mechanics and such. SO, the now individual protons classify as (WAIT WHILE TYPING I REALIZED THAT THE NUCLEAR EXPLOSION WOULDN'T BE TOO MUCH UNLESS ENEMY ARMOR MADE OF HIGHLY REACTIVE MATERIAL; TIBERIUM DOESN'T COUNT FOR IT OBVIOUSLY IS NOT A NUCLEAR UNSTABLE ELEMENT OR COMPOUND, but something far more dangerous... at least liquid Tiberium is...) hydrogen gas and float away. Thus I guess the scrambler is like a vaporizer?

YOU SIR have come up with a good idea for the defence and offense type of Spider Crawler. I was thinking more so of it being a very short range melee attack but I would be a very staunch supporter of your suggestion aswell. And for auto-heal I was referencing the "Grinder Treads Upgrade" :) , just without the treads. Once grinder treads was purchased my uprising grinders and MagApocs became invincible :) I really liked that Grinders could autoheal by grinding anything, even buildings lol. Anyhow, the only thing to watch for is Honorable Discharge. LOL.

Forgive my grammatical error in the last few areas of this post. Was hurriedly typing. I'll be glad to clarify anything more if you need me to. Just ask...

May 12 2012 Anchor

Definitely interesting to read such concepts. After understanding the RA3 reference I suppose should such a auto-heal capability work in-game, the defense and offense toggle could be separate from the "melee" attack, it being something standard for the unit.

ASI Nanite Cloud
Could be an "infantry" type unit or call-in support power, similar in regards to Scrin Buzzers. On offense this multipurpose swarm of nanites could possibly take over other technological units (vehicles only?) or at least mess with targeting software (and thus accuracy, range, fire power, etc) of enemy units. On defense the swarm could repair ASI units and/or grant them a buff to stats. Every use of such a capability might lessen the number of bots in the cloud (and thus damage its health). This of course wouldn't affect Colony units.

--

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

May 12 2012 Anchor

Lol I read 'Nanite Cloud' and immediately see the Empire of the Rising Sun Tsunami Tank w/ its ability on :)

May 12 2012 Anchor

O.o A tank/faction uses nano-technology? Looks like I'll have to buy RA3 sooner than expected.

An ASI ability could be that a unit/ structure/ support power creates holograms of units. They would have little HP (essentially a shot from any type of weapon and it would disappear) but help in distractions if used by themselves or, if integrated with formations of 'true' units, holograms would help occupy enemy units upon initial engagement.

Also here are images for potential inspiration:
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--

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

May 13 2012 Anchor

Yes, it's a faction. Japan's Empire of the Rising Sun to be exact. Anyhow, if it would take only one shot to destroy, shouldn't there be a mass mass number of holograms? Or a rifle soldier squad will take them all out.

Also, I believe, the Command and Conquer: Generals: Zero Hour Contra Mod (I recommend getting it; it is a great mod) gives Kassad a power similar to yours mentioned. It enables any of his vehicles to build a fake copy of themselves for 50 credits. Imo it's very useful. Now that I think about it, it may have been in Zero Hour without mods. I haven't played the original ZH in awhile...

Edited by: WunderKind

May 14 2012 Anchor

name: Overlord
type: Medium-heavy walker ( in between medium and heavy)
role: All-aspect walker
weapons: dual ap machine guns, pulse laser.
abilities: hack (takes control of all defences in the target area, but leaves the overlord EMP'd, lasts for 12 seconds)
looks: the machine guns are at his arms like as with a wolverine, but the Overlord stands nearly as tall as an avatar. the pulse laser is at the place where his head should've been. past that his shape is humanoid.
explaination: the dual guns are made for taking down infantry and airplanes alike, while the laser shoots up any vehicle and building.
upgrades: unbinder bullets ( these bullets, used in multiple of the heavy guns of ASI, contain a jacket of a special material nicknamed "the unbinder". a bullet that has a unbinder jacket around him, becomes far more armor piercing that one with a tungsten jacket. if the crystalic shell gets heavily damage, it will fuse with the matter on the side of the cracks, turning the matter in a smoke version of itself. this progress is finished before the bullet can even proceed half a millimeter. the smoke will drift out of the gun hole and eventually turn back into solid matter, in sand-from. all unbinder impacts will produce purple flashes).
cost: 2700
note: though it can match any lower tier unit, it cannot go against true anti-tank vehicles of his tier, like the avatar or mammoth, as their weaponry are much more effective than the pulse laser.

May 14 2012 Anchor

Quite possibly; I do recommend changing the name to another fitting one (I cannot think of one now). Not that the name isn't fitting, but that the name represents the iconic Chinese Supertank...

I recommend you buy The First Decade if you haven't already. I got my copy for a mere 13.49 dollars. HOWEVER, if installing the whole thing, you may want to buy a external hard-drive...

Excuse me for bing so ignorant. I do not actually know if you have or haven't actually heard of the Overlord. But yes, it exists. Don't name it Emperor either :)

being*

May 15 2012 Anchor

i has first decade, and i was quite aware that the red army's double barrelled tank had the same name. but those are 2 fully different universes, and its not like using the name is copyright infringement. If i would think of all good names for the walker, 3/4 would be in use by another C&C game. oh and please just to say it, i am not raging for this comment, but giving critics because another game is using the name already, does not makes sense.

May 15 2012 Anchor

:) No worries, as I take any insult to compliment the same way, criticism to rage, anything; I just reply differently. And yes, you are right, however, a name may still be as fitting, if not more fitting, out there. I have compiled some:

Sower (going hand-in-hand with Reaper, no?)
Omnipotence (sounds like a Support Power to deploy them, now that I think about it...)
Overlord Bipod (*smiles as if sharing a secret knowedge with someone*)
Invigorator (maybe because it could have a history involving 'reviving' Avatar prototypes; similar to how the Reaper prototype is > the common Sickle...)
Instigator (similar history)

You DO NOT sound like someone who rages; instead, like an educated person. Thought I'd put that out there...

GeneralJist
GeneralJist Project coordinator, PR manager, Lead writer
May 15 2012 Anchor

hmmm interesting, what about something like The Grunt master 9000 XD, dam idk I like the unbender tech idea tho.

I've noticed a lot of walker ides, lets see what non walker units yu guys can brain storm, not to limit it, but I've seen all of the ideas here, and a bunch of the are wwalkers, just thought I'd point that out.

@ WunderKind, go ahead and repost any Colony and D51 ideas you shared with me earlier, to see what thees guys think, I'd recomend boiling down the Quantum Thief.

May 17 2012 Anchor

i am thinking of Harbinger myself, or is that too Mass Effectish?

and i personally think that the reason that there are so many walker ideas is because: 1. walkers look more awesome. and 2. as a super intelligent army, it could create a walker with the same manoeuvrability as a human, where a tank is limited by the speed the gun turns, and cannot acces some terains because of the tires.

but if you truly want non-walker ideas, i might aswell give you some

name: Inquisition Tank
Type: medium tank
Role: the same as the predator and scorpion
weapon: Flasher cannon ( a cannon that generates a concentration of dark energy and then releases it in 2 shots, fires very fast, can be considered the Tsunami tank of ASI in term of ROF. DPS is barely more than that of a predator, but one-on-one the Inquisition will win)
Story: This tank, made specificly to take down nod, is called Inquisition due its goal to destroy those who think Tiberium is sacred. it is, of course, just as effective towards other armies. it hovers, caused by the head the dark matter core generates, which is then leaded to a wide array of small jet engines.
cost:1200

Name:Martyr
Type: commando
role: anti-unit, anti-structure
Weapon: shock-generator claws, dark-matter bomb
Story: A Martyr is a clone of one of the original Black hands that made ASI. as part of the Testament of the Black hand who is getting cloned, the body gets armed to the teeth with cybernetic implants, cyborgic modifications and a device that grants the ASI full control over the nerve system. the hands are amputated and fitted with powerfull shock-talons, that generate a electric current by amplifying the magnetic pulses generated by the nerve system. These shocks can overload the nerve system of organics, making them drop dead on the spot. the shocks however, do only minor damage against metal. he is also armed with a dark matter bomb that can destroy any building in a flash.
looks: a humanoid with large silvery talons at his hands, in a high tech armor
abilities: same as all comandoes
overcharge (and ability in which the martyr generates such a strong flow of electricity, it can boil the armor of vehicles, destroying weaker instantly)

May 17 2012 Anchor

I take it that the remains of buildings which have been destroyed by the dark matter bomb will have a similar destruction effect, if not identical to, the Scrin building destruction. Referring of course to the small rift (which would essentially act as dark matter in its effect, unless you could animate and program an effect in which the building remains sort of blend in and cancel/disappear with the dark matter) caused. I did think always that dark matter = anti-matter (lacks mass; so, being a form of matter, it requires mass and 'borrows' it from matter). Is that correct?

May 17 2012 Anchor

The commando idea is interesting. Maybe his 'armor' could also be his synthetic body, only keeping his spinal column, brain, and face from when a human.

As for the idea of dark matter, that's up for anyone to hypothesis at this time.

* Aerial Skirmisher Platform

+ Possible names: Oracle, Tempest

+ Description: A backwards flying manta ray styled machine with four outward angled maneuvering fins/ mini-wings, two on top and two below all at the rear of the craft (the head of a manta ray). An additional, vertical mini-wing under the thin front section in addition to the bottom two at the rear each possess a small tear drop shaped pod half-way down the generates sparking dark energy to keep the craft aloft in the air.

This energy could be directed downward to hover in place or in any direction for swift movement in the opposite. For game-play this could, code permitting, combine a unit functioning like a standard
aircraft and an unlimited built aerial hover unit with a toggle ability. When in flight mode the vehicle might move faster and circle the target location, preforming strafing runs to attack. In hover mode it might move slower but maintain a constant position to engage enemy forces.

There could be a spherical sensor/ CPU housing on the top of the craft
as well, on what would be the
tail of a manta ray. This might grant large vision range and the ability to detect cloaked units, but only one or the other, depending on which mode is active.

+ Armament Ideas:
-Pulse laser x2
-Dark Matter Beam

I have two different sub-ideas for how this unit fights.
-One: The vehicle's weapons are stored for improved aerodynamic performance while in flight mode. Switching to hover mode this unit could reveal its armament, two pulse lasers, for light attack and defense duties. It can upgrade to fire a dark energy beam.
-Two: The vehicle has pulse lasers exposed at all times or while in flight mode. In addition, upon entering hover mode, it also uses a dark matter beam to deal improved damage.

+ Upgrade Ideas:
-'Holographic Emitters' generate additional representations of this unit, confusing enemy targeting systems. A robotic orb is at the core of each hologram and moves around the vehicle.
-'Dark Matter Beam' upgrades the vehicle to fire said weapon when in hover mode. [This is regarding sub-idea one.]

---

* Combat 'Tank' or Strider

+ Possible names: Dragoon, Anubis

+ Description: As a large tank the treads are shaped as a scalene triangle, with the lower angle pointed to the front. From where the treads are connected a quadrilateral piece set at around 45 degrees extends up and out to the nose/ tip (front) of the unit. A slim piece set vertically, at 90 degrees is at the end and moves upwards, were another quadrilateral piece angled around 25 degrees moves back towards the center of the unit, meeting a horizontal metal pice the goes behind the unit. A step angle connects the top and bottom.

+ Armament Ideas:
-Dark Matter Beam x2 [One on each side of the unit.]
-Dark Matter Sphere Mortar [Housed on the horizontal piece of metal at the back of the unit.]

+ Upgrade Ideas:
-'High Frequency Jammer' intrudes upon unencrypted enemy comms within a short radius, disrupting and disabling surrounding enemies. Through its emission of a high pitch whine, biologic based units are also disabled.

As a walker (for this faction's walkers might they be referred to as "Striders"?) it moves on four legs and its 'arm' mounted weapons hang out over the side of the unit.

--

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

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

Refer to it how you like, it's your idea. interesting ideas.... am processing....

As for Dark Energy, I have no idea..I've dabbled in physics, but still..

Edited by: GeneralJist

May 19 2012 Anchor

Suggestion for a harvesting tactic that doesnt fully uses tiberium as in the crystal, as doing that would force ASI to kill himself.

Name: convertion harvester
what: this harvester doesnt mine tiberium, but converts it into energy by disruption the self-reproducing process of tiberium, causing it to release a massive amount of ions, which are then sucked up before they can enter the air and create ion storms. the result is that the tiberium starts to break itself down into its former componements, changing the ground back to normal state as like in the reclamation programmes. the energy can be seen as wages for the robotic workers that make the resources and buildings.
abilities: discharge ( fires, at costs of the energyload, a powerfull ion bolt at the target, which power is increased in balance with the amount of energy in the load of the convertion harvester, which, at its highest point, can be fatal against all exept the most heavy vehicles, but will literaly shoot away your cash)

May 19 2012 Anchor

its not like robotic workers or slaves need a wage do they? the only thing neccesary for expansion is resources, which ASI harvestes for free from their cyborg and slave mining ops, and energy to fuel the entire operation. the energy in the tib can fuel both the machinery and the generation of ammo. the powerplants only make energy for a base, not for the entire ASI territory. another feature perhaps is to make the refinery produce a little energy itself and make the harvester able to also send use the discharge, other than on enemies, on powerplants you own to increase energy in case you are of dire need, like if you get attacked, quickly try to increase your defences, and loose sight of your energy bar. but my point is, ASI only needs to energise the operations, and i guess the creation of cyborgs and robots requires electricity above everything else.

GeneralJist
GeneralJist Project coordinator, PR manager, Lead writer
May 19 2012 Anchor

interesting, do expand more on this if you can.

May 20 2012 Anchor

expand on what? i just did it. my point is, that the other factions, even scrin, process tib to gain credits to pay their staff and employement of troops. but as ASI doesn't need to pay his servants, that is irrelevant. instead, it delivers his factories and those outside of his base energy core's, pretty much massive batteries. because with the creation of cyborgs and ai's, such a enormous amount of electricity is required that the only thing on the actual base electricity network are computers and light, as fueling the creation requires an energy that would drain out the base power in seconds. the creation of both buildings and troops is therefore fuelled by energy core's, which can only be created by the accelerated process of the ion release in tiberium and harvest it.

funny how all these suggestion forums have been dormant for months and since 4 weeks ago its seems like three people are camping them ( not saying any names, i am among them).

GeneralJist
GeneralJist Project coordinator, PR manager, Lead writer
May 20 2012 Anchor

i c

ya, would love to see more ppl get active

I'm actually disappointing only 3 people have aw fit to contribute, the rest of them seem content to just look at eye candy.

May 21 2012 Anchor

most go like:"aw there no downloads, i am gone".

probably there will be more people when the mod is released, until then most will just content with scrolling through the pics

also here are some more ideas that i came up with ( if you look at it, the contribution me, warwolf and wunderkind give to this forum, you might as well have 20 ppl on the forum).

Name: Turned one
Role: basic infantry
strong vs: infantry
weapon: light machine gun
story: Turned ones are nothing more than Awakened ones that converted to ASIM's side when it awakened. they keep the same powers and body only their machine gun has been increased in rof.
abilities: EMP shot ( doesn't has splash for a little more ballance)
prize: 400 ( he will win with 40 % of his hp left when going 1-on-1 with gdi soldiers, and even more when 1-on-1 with militia, not due a great increase of hp but due carrying machine guns that are to heavy for a normal soldier to carry without resting every minute)

Name: Scrapper
Role: basic anti-tank and air infantry
strong vs: look what i said above
weapon: photon cannon ( similiar to that of seekers and devestators, but faster,brighter shining and are more disc shaped ( less ball like than the scrin ones)
story: these disturbing shock troops are ASI's basic attack line against vehicles. at first sight these things look like metal 4 legged spiders, but closer inspection will reveal that the torso is actually human, a torso fitted at all sides with metal, with the spine pointed to the ground and the place where the intestines would be hollowed out for the weapon system. the first "design" featured a pulse laser, but the knock back tipped the scrapper backwards when it was fired when moving, making it easier to kill. When ASIM got hold of scrin technology , he installed a proton cannon.the photon disc cuts through metal at a fast rate, and is fired so fast that it doesnt have need of homing to hit a aircraft. they come in groups of three.
note about movement: the scrapper can fire while shooting, but not through a turnable cannon but by manouvrating back or sidewards when firing at something not in front of him.
looks: a short, turtle like head, a small torso with the cannon in it, a small gap that glows purple and 4 spider like legs

Name: Newton
role: medium slow flying VTOL
strong vs: harrasing ground troops and devestating aircraft and buildings
weapon: gravitation control cannon ( a special cannon that can massivly increase the gravity in a area. it connects instantaniously, showing a link like the mastermind mind control, only directly instead of in an arc. the cannon pushes aircraft into the ground and crushes buildings, but only slows down tanks and infantry. has a short range, making it a easy target for firehawks and stormriders, as it is also too slow to close distance quickly)
story: this aircraft, nicknamed sir newton by GDI soldiers, is a result of ASIM getting himself into the database of a gravity stabilizer of the scrin. it increases the gravity, which will only give pain to infantry and stuck the tires of tanks, but will push aircraft into a fall and makes the ceilings and roofs in buildings collapse. can be dealt with if you have AA, but are a great thread in numbers and can destroy aircraft near instantly, though scrin ships are more resistant against it due they use the tech themselves. just keep them away from you with AA. a nice way to use these is as air barricades, circling key positions to destroy any aerial threat.
looks: think of a ufo, and be inventive with it.

Edited by: colers

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

colers wrote: most go like:"aw there no downloads, i am gone".

probably there will be more people when the mod is released, until then most will just content with scrolling through the pics

also here are some more ideas that i came up with ( if you look at it, the contribution me, warwolf and wunderkind give to this forum, you might as well have 20 ppl on the forum).

.


Indeed, we will likely have more actives when we are done as well as when we have something playable out.

Currently we are brainstorming for the beginning tier units, and are trying to figure out if there is any way to make different treads and other locomotion technologies, besides hover, walkers and normal treads.

But ya, see if you guys can focus on lower tier stuff, they need to be done b4 high tier stuff is done.

But ya, all 3 of you are doing great, and may have secured spots in Closed Alpha/ Beta. That isn't meant to be a lure motivator (carrot) , but will be a sign of appreciation for being continuously Active. (no promises yet, but I don't see why not)

Keep it up guys.

Edited by: GeneralJist

May 21 2012 Anchor

just to ask: what other forms of locomotion for land are there beside those, i mean you of course can make a tank that moves like a worm, but that is hardly practical. hover and walker seem the most reasonable for a army like asi, as hover points to high tech ( think scrin and disrupter) and walker towards both power, as walkers stand high above tanks ( literally speaking) and if the shape is two legged, towards humanity, and ASIM is related to cyborgs. threads seem a little inmodern as they lack agility and the tank head is limited to its speed.


but seriously bro, leave stuff like worm-locomotion to the colony, and make the ASI shine out in its cyborgness . as for lower tier stuff, im am thinking of a anti-inf tank and anti ground target aircraft, but the ideas still need some work so i will probelly post em tomorrow.

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