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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[by colers] Idea for a Colony powerplant | Locked | |
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Jun 3 2012 Anchor | ||
As you can read in the description under the quickbar, the Colony does not seem to need a powerplant building. this however, can be rather gamebreaking, as it prevents Name: Bio-core (not to be confused with bio-dome) a core needs to be connected (meaning that its radius connects to it) with either a Con yard of colony, an expansion unit that has deployed, or another core any thought on this?? feel free to comment or suggest on the suggestion |
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Jun 9 2012 Anchor | ||
The concept (to me) seems solid. However as shown in the Colony build mechanic presentation video, all "buildings" seemed as though they were to be built at the end of the "wall" segments, defenses likely to be included (I don't know what they are referred to as). Should the Colony maintain such an mechanic for use throughout early through late game, what you suggest would be somewhat redundant (and thus a waste of credits) correct? As this will likely be a more spamable faction, what the devs. already have set up will likely help balance the game to allow other factions to potentially (try to) contain it The Colony, at least by preventing the Colony from rapidly establishing FOBs and the like (if at least in a fast manner). Maybe this "Bio-core" could simply be what is placed at the end of hive "wall" segments? And in a similar fashion to NOD turrets it maintains any surrounding production structures and defenses with tentacles or the like extending out to each one. Should a bio-core be destroyed the surrounding connected "buildings" could cease to function. Each one could also behave in a similar manner to GLA structures from CnC G in that after a core is 'destroyed', the base of each core will begin to rebuild unless it too is destroyed. -- "War does not determine who is right - only who is left." -- Bertrand Russell |
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Jun 9 2012 Anchor | ||
My opinion simply is that the colony needs something to make it function, and just as all factions, a achilles heel in its defences; powerplants. It of course can be used as connection points in the wall, adding more bio-mass to the amount nearly deplenished that came from the queen, and that destroying one will make buildings connected to it decay : they will very slowly lose health and have a lower amount of armor. |
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Jun 10 2012 Anchor | |
Although I like your idea, in the past I had suggested power lines, however we are now of the opinion not all factions may need power, (such as the GLA,) but we will discuss it again when we return to the colony. If you make a good case, we will consider adding power back, in the current pre alpha build, the colony doesn't use power, we also thought a faction with out power would further set colony apart. But as always, we are listening, and this is still fluid. Edited by: GeneralJist |
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