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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Colony Theme Reference (Games : C&C3: Tiberium Wars : Mods : Tiberium Secrets : Forum : Colony : Colony 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:
The Colony is a biologically based faction, they are the embodiment of a virus which has been able to survive Tiberium, and has mutated as a result.

They are focused as a rush faction, however are also very centralized in their hive mind, which is continually learning as they fight the scrin and other factions.

The colony are insectile, and ae able to influence and infect nature.

Edited by: GeneralJist

May 13 2012 Anchor

Unit name: Marauder
Type: Heavy walker
explanation: The marauder is an odd version of a mutating gorilla. it walk on 4 legs/arms, and has 4 spike-like limps at his front. the front arms consists at of elastic bands, as such, the marauder can use his fists as a ball and chain to pound in infantry and scrap vehicles. the front arms have sharp talons on them and are so strong that they can pull light vehicles into back to the Marauder at the same speed of a Rift hole. once it has dragged the vehicle to him, the spikes will impale the vehicle, killing it instantly, making it a true nightmare from everything from a bulldog to a stealth tank. it also uses the spikes to hold his weight when flailing one of the arms. this devastatingly powerful behemoth can win 1 on 1 with other heavy vehicles like the mammoth and avatar, but fares poorly against base defences, and is defenceless to airplanes. it is also mammoth-slow
powers: Mutation spit (spits a blast of the virus, turning all organic infantry to zombies, not usefull against scrin or cyborg units)
can clean mines with his spikes
extra strong frontal defence, but weaker back defence
stealth detection
upgrades: hyperactive bio-mass (increases health regeneration)
looks ( i no haz photoshop skills): It has small hind legs, and a thick body. the body is low at the back, but high at the front. it front legs are positioned slightly further outward that the hind legs, and between them hang 4 spikes that consists out of 2 fragments. its face looks like a Queen ear without the tentacles. just like the queen ear it uses sonar instead of vision. this weaker sonar does not go far, but will reveal any stealth.

name: Dissolver
Type: basic infantry
effective against: Vehicles, and aircraft
Weapon: Acidic slime shooter (this weapon shoots a bolt of acidic slime from his guts. the in the center of the bold is a small bug which has contact with the Dissolver. this bug is tentacle shaped and does 2 things: 1. it keeps the slime as one bolt, 2. it can alter the aerodynamics of the bolt, allowing it to hit moving targets)
note about the weapon: the acid is made to take down minerals, like iron, stone, tiberium etc at a equal mass of its own ( once it destroyed that much, it is just a alien, foul smelling liquid), but leaves organics undamaged. though it is, other than rocket launchers, certain to hit infantry, the only damage done to the troop is the impact of the bug, which equals that of an blunt arrow from a long bow, so it will still do damaged.
looks: looks like a giant frog. everytime its shoots, it cheeks will first fill up with the acid. comes in a pack of 2 ( like most basic anti tank infantry)
abilities: like a dissolver, it does damage to vehicle running over him

Name: parasite
type: Engineer
weapon: spore sac
looks: a 2,5 metre long snake with green glowing sacks all over his body
explanation: As the Colony have no actual tech to speak off other than mutation, they needed other means than hacking or infiltration to take over enemy structures. the Parasite is the answer to this question. the insides of one are filled with sacs containing a spore that when inhaled, causes halucination and makes the target easy subjected to hypnosis. the victim soon starts to think he his one of the Colonists and will help them. parasites often infiltrate airvents of a building and release the spores for maximum effect. if these spores are injected into a dead person (by a bite), the corpse brains will be filled with the spores, allowing the parasite to effectively possess the corpse, a method used to take over the dead pilots found in walker husks. when the parasite shoots out the spores, he pretty much shoots away his guts, and as such, he dies.
abilities: same as any engineer, tough it has the ability to, at the cost of his own life, shoot at a cloud of spores that will cause hallucinations, like the confessor grenade, but bigger AoE

and here is just a upgrade, connected to the acidic slime

Name: dissolving layer
What: the Colony uses the acid to spray their buildings with, dissolving rockets and bullets before doing actual damage. reduces the damage of canon, siege , grenade, rifle, and rocket by 40 percent.
who: most buildings and some heavy tanks

Edited by: colers

May 17 2012 Anchor

What I intended for apoptosis would be like a final blow to the Colony in another factions campaign. I was thinking D51, GDI, or ASI to ultilize this. They seem to be more science oriented, with D51 taking the lead. I though maybe the top scientists for GDI and D51 ally to defeat Colony near endgame. Their research shows that Colonial cells are vulnerable to mutation. (Now, to side track for a medical 'lesson.' As some may already know, apoptosis is the programmed cell death (PCD). It activates usually as cells do not normally live very long, but comes in most handy during viral diseases. Suppose a virus, a non-living thing were to invade a group of 5 cells. Being a virus and not a living thing such as a bacterium, it REQUIRES a host living thing: the cell. It invades this cell and mutates it, turning it into a virus factory. Being mutated and eventually filled with grown viri, the host cell bursts and dies. The new viri continue with their 'lives,' killing the remaining 4 cells. HOWEVER, suppose those were the ONLY 5 cells around. These multiple new viri have no host cell to 'live' in. They die. Now, suppose these cells had apoptosistical (? lol) abilities. The nucleus ('brain') of the cell would sense trouble with the invasive initial virus and self destruct upon virus invasion. By the time the virus is detected, it will have injected all genetic material to mutate the host cell already, rendering itself (the initial virus) useless and really 'dead'. NOW, the developing viri are detected and the host self-destructs. The poor baby viri are now homeless and too young to survive in this deadly world of medicines and vaccines and foreign-invader-cell-killing white blood cells :( BUT even if those do not exist, these young viri cannot infect the remaining large 4 hosts :( They die :) AND that's why apoptosis is a good thing although is costs us one cell (or however many are infected). But remember, had the viri continued, you would have lost MANY more cells... NOW COMES CANCER. Cancer mutations shut off apoptosistic (? lol) abilities. That's why cancer cannot be easily killed off. The cancer cell is now not capable of self-destruction and is a mother for baby cancers :) BUT that usually doesn't happen. Usually the cancer shuts off apoptosis and commands the cell, instead of self-des, to MULTIPLY. That makes a tumor :( SURGERY or GAMMA RAYS ;)) SO ANYHOW the scientists develop a cancer bomb that stops apoptosis in Colonial cells to kill them off. They fire it at the Queen and she mutates uncontrollably and dies. Then the remaining chaotic forces are easily picked off, or cancer bombed also. LOL I hope that was clear. Sorry I tried to keep it as non-medical as possible :(

Would maybe fit more in the campaign section, but, not only does War Wolf have that covered (good job; I thought mine was good), my intent is for the Colony units/structures/both to be made from those cells so it seemed fitting here.

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

agreed, it fit as tech and such, so here was the best place for the suggestion, I like it, seee if you can expand more on appoptosis and how you would see it as an in game feature.

Also Although I don't mind, others do, so see if you can make paragraph breaks from time to time.

@ Colers, I very much like the resolver, also like especially the upgrade idea the dissolving layer.

keep it up guys, your doing great.

May 19 2012 Anchor

i just read above (the description under the quick bar) that the colony does not need any energy. i request to change that as it would turn out to be very game breaking because:
1. you can spam defences without energy needs
2. you can have a quicker building process as you dont need to interrupt it for building powerplants

so here is my suggestion for fixing that:

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 building also generates, but only a small radius.

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

EDIT: i came up with this idea, but i ain't gonna double post.

Name: Tapper
Type: Basic infantry
Strong vs: Infantry ( in the same sense as gdi soldiers and militia are strong)
weapon: it pretty much is a weapon. it sucks up stones, pebbles, well pretty much everything it finds under its feed, and then shoots it out with the power of 2 airbladders out of its tail, breaking bones and piercing skin.
Story: Just like the Buzzer, this little fiend got its name not out of its weapon, purpose or looks, but from its symbolic tapping noise it makes when standing still. they come in squads of 8, and resemble horribly mutated scorpions. they use their 4 hooks to dig open the surface, for example asphalt, and suck up the debris they made. it is constantly cutting up the surface to use its debris as shooting stones. though it always have some of these in its stomach, he constantly refills them when standing still. it shoots the pebbles by the use of airpressure out of its tail, with enough force to pierce both bone and skin. its tail can aim freely in every direction, as the top is highly flexible.
looks: a scorpion the size of a dobermann. its scizors have been mutated into a pair of green hooks, the arms split in 2, giving it 4 of these ( it uses them to cut up the surface). its mouth is the same as algea eater, moping up the surface like a vacuum cleaner. the 2 airbladders are at, well, its ass, right under the tail. the tail is one of the few things other than the torso and legs that looks like the creature that underwent the progress of celluar split mutation. exept for the tip, that look like a tube, used as a "gunbarrel" for the stones.
abilities:
garrison
dig (not to be mistaken with dig-in, this skill will make the Tapper go into the ground, then turn and have the claws close to the surface. the tapper can than be commanded to pop out and impale infantry with its spikes, giving a shredder impact effect. this skill is lethal to all enemy infantry, excluding commandoes, shockies and zone troops. the skill has to be activated, but is exelent to set up a trap, and are like minature minefield to infantry.)
upgrade: sensetivity ( increases the nerve links in some infantry, increasing FOV, giving short range (very short) stealth detection. also allows a digged tapper squad to activate sense mode, in which they will auto attack when they feel weight (does not work on hover, and they will also attack tanks)
cost: 350 (if battling a GDI squad one on one with both full hp, it is a question of who made the first shot (tapper has slightly lower damage but more armor), but its dig skill gives it a edge and a nice tactical advantage (also stealths it).
my first 3ds max creation Look, my first 3ds max creation. do not criticise it as it was my first and i literally have one day experience

support power: Bear trap field
what: in a relativly big area, 3 Tapper squads will Dig-surface on random locations in the area (else it would be imba, as it would be a more powerfull and broader and also cheaper version of the stealth field ( also, plz undo the damage EA has put on stealth field support power, i mean, how can the bending of light kill infantry but leave the tank crews unscathed). now its just a dice if you wanna use it to snap down enemy infantry). will be veteran.
logo: a picture of a foot ( not detailed, just the lines of it) with the four arms pointed towards the corners of the logo, like diagonals

Edited by: colers

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

This thread is being Archived, please repost you threads. for specific feedback on your ideas.

Edited by: GeneralJist

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