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[by colers] Idea for a Colony powerplant (Games : C&C3: Tiberium Wars : Mods : Tiberium Secrets : Forum : Colony : [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
the need to interrupt builing ops in order to increase your energy. past that , it will allow for superspamming defences. This is the idea i made, which still balances it while
keeping the Colony theme.

Name: Bio-core (not to be confused with bio-dome)
Looks: a balloonish green thing standing on a surface of what looks like vines.
explanation: The bio-core sucks old biologic materials out of the surface (old plants and such, decomposing deep under the surface) and uses the biologic material as a form of "power" for the Colony, spreading it out to the other greater mutations using a vast network of vine-like arteries, the core both acting as a heart and creator of this "blood". without the biomass, the buildings mutate slower and defences cant regenerate ammunition.
how it works:
A. like a normal powerplant
B. if you truly want to keep the unique feel into the faction (like you did with the D51 powerplant) ( which you probably do), instead of generating a certain amount of energy, it generates a near infinite amount of mass to everything in his range ( also disallowing other factions to use the core as energy generation, as they can't use biomass). this has both tactical advantages and handicaps. for example: if a single core gets destroyed, you dont risk getting short on all you power, but if you want defences, you will have to build a couple close to your defences, and if they get destroyed , your defences are crippled. of course, everything can be helped with walls and a necessary amount of AA. plus, it also has significantly more armor that a normal powerplant, and its upgrade further increase the armor and range. the core can also be permanently switched over to lose energy production and use the mass to repair all buildings in the area but himself, does not stack with both repair and other changed cores, becoming even a greater tactical asset. the construction yard type building also generates, but a smaller radius (thus keeping the prospect of a small beginning amount of energy)(a expension unit also does this).

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

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

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.

GeneralJist
GeneralJist Project coordinator, PR manager, Lead writer
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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