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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[D51] "Armored Hazmat Suits" Upgrade (Games : C&C3: Tiberium Wars : Mods : Tiberium Secrets : Forum : D51 : [D51] "Armored Hazmat Suits" Upgrade) Locked
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Jun 4 2012 Anchor

* "Armored Hazmat Suits"
The above upgrade is part of the ‘fright' mechanic and unlocks infantry teams that have improved survivability against biological threats, but added vulnerability to ASI hack (nerf) attacks. A suit's appearance consists of angled hard outer body shell pieces that form an armored suit, followed by a inner soft body shell that provides NBC protection. [Should it be codeable, affected infantry could maintain NBC resistance until 2/3rds of their health is lost to represent suit breaches from enemy weapons.] It possesses a large, clear visor and various pieces of high tech equipment as well, mounting headlights, cameras, (mostly) secure communication equipment, heart-rate monitors, etc.

[This upgrade would unlock ‘Containment Teams' and ‘Eradication Teams' for acquisition by the player, through production from a building and/ or grouped together in a support call-in via drop ship.]

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* "Containment Team"
A four man fire team of anti-infantry specialists fitted with standard armored hazmat suits.

Armament:
- ‘Hand-held PCNLD' [Please see my "[D51] Weapons" thread for information.]

Upgrades:
[Only one can be chosen per team.]
- ‘Smart Flechette Under-barrel Guidance Module' improves damage, fire rate, and range marginally, allows for improved firing while on the move.
- ‘Plasma Grenade Under-barrel Module' improves damage to vehicles, structures and infantry, clears occupied civilian structures.

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* "Eradication Team"
A two man heavy fire support team of anti-vehicle specialists fitted with armored, exo-skeleton assisted hazmat suits.

Armament:
- ‘Hand-held Heavy Plasma Lance' [Please see my "[D51] Weapons" thread for information.]

Upgrades:

[Only one can be chosen per team.]
- ‘AoE Module' improves anti-infantry damage by adding an area of effect bonus.
- ‘Charged Shot Module' improves anti-vehicle damage by taking time to build up energy for a concentrated shot.

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

Jun 9 2012 Anchor

Armor hazmat suits upgrade as an infantry defense againts Colony's chemical and biological weapons. They are energy powered that ASI can hack them?
I've thought of certain technology tree that would function as an arms race.But this is no Blizzard game to have long technology trees and 160 seconds long time consecutive upgrades,each more expensive than other,per each unit. So,idea is that the each faction would have 2 upgrades,but according to player(or AI) decision,you will be able to pick only 1 of them.And they would function as an paper/scissors/rock.Like we can see e.g in Earth 2160. Colony would choose to upgrade their anti-infantry organic weapons over an upgrade that contains something as acid slime that corrupts steel material(anti-ASI units upgrade),but D51 would choose Armor hazmat suits that increases resilience againts chemical based attacks by 75% over an upgrade that contains something as "anti-hack suits".
So lets say:
Colony acidic slime upgrade beats ASI, but D51 has hazmat suits or Colony poison vapor upgrade beats D51, but ASI has metalic material upgrade.
ASI metalic material upgrade beats D51, but Colony has acidic slime or ASI mollecular destabilizer beats Colony, but D51 has reflective suits upgrade.

Jun 17 2012 Anchor

Yes, such hazmat suits would help protect the affected infantry against chemical and biological weapons, not just those fired from Colony units but those used by Scrin and NOD forces as well (mostly Tiberium and maybe even flame based as well).

And as such suits also use advanced electronics, yes affected infantry would also have an increased risk from ASI de-buffing hacks and such as well, to provide depth to the idea.

In regards to your idea for a rock paper scissors styled technology tree, you could set up a thread to further elaborate on such an idea. I ask you do such should you wish to continue discussion as this thread doesn't represent the big picture.

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

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