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] "O.D.R.E." (Games : C&C3: Tiberium Wars : Mods : Tiberium Secrets : Forum : D51 : [D51] "O.D.R.E.") Locked
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Jun 21 2012 Anchor

Orbital Drop Retrievable Emplacement; ODRE

The Orbital Drop Retrievable [1] Emplacement, known as ODRE (o-dre), is a large unit that houses various equipment/ supplies or automated defensive emplacements that are magnetically held to the base.

The basic premise of this idea revolves around two system concepts that allow D51 defensive structures and abilities to be deployed [almost] anywhere on the planet's surface, very quickly. However such systems can get costly and don't possess fortified armor, making them vulnerable to concentrated fire.

Methods for deployment of defensive emplacements can be done in one of two different ways as I have conceived.
- Option 1.) This option is a simple take on ‘building.' After a longer build time [than option two] for all such emplacements the player can place the purchased ODRE at any revealed location.
- Option 2.) This option is somewhat more elaborate and unique. The first available type of ODRE drop pod available to the player is unarmed (initially?) and takes the longest time to ‘build'. It is a hub that grants a circumference of build space which surrounds it. The pods/ slabs that follow are built faster but can only be dropped within such a build space.

--- What follows are the two perspective types of ODREs. ---

"ODRE Skycrane Slab System"

How it functions:
This version utilizes an anti-grav buoyancy and rocket assisted skycrane of sorts that, when released from an orbiting D51 station or vessel, falls through the planet's atmosphere down to the target location. Once close to the planet's surface, swiveling anti-grav buoyancy maintainers attached on the outside of the crane at its corners activate to slow its decent and allow for a softer landing (though still hovering off the ground). Once the slab it is holding has been released, the Skycrane's AGBMs enter into overdrive and propel it back to the planet's atmosphere. From there, rocket boosters can propel the carrier to a new location.

Appearance:
Looking down from above on its top the Skycrane is rectangular. There is a spine (isosceles trapezoid) that runs from one long end to the other, with one end moving out over one side which possesses navigation controls for its forms of locomotion (as it is not manned). Attached to the spine and moving to the ends of the rectangle on all four sides are simple ‘arms' that drape below the top vertically towards the ground (think unmoving cargo container crane ends like those found and modern day shipping ports).

Looking at one of its sides, the 'arms' draping over on said side have another rectangle to create a wall, as on all other vertical sides, thus making the Skycrane a 3D rectangle that lacks a bottom side. A slab makes the bottom of the rectangle, and it is also what the Skycrane's 'arms' clamp on to for relocation.

The slab itself is a rectangular, moderately thick palette that can hold anything from crates to gun emplacements thanks to magnetic inserts placed on the top of the slab. It has grav-pads underneath and four adjustable pylons that are folded horizontally over or under the slab's top or bottom when carried by a Skycrane. These pylons deploy to a vertical position once the slab is in position to stabilize itself.

This version has two hexagon bulkheads built into the slab with a surrounding magnetic strip around each (a panel covers these bulkheads when they're unwanted and contains the magnetic inserts), used in conjunction with powered systems of various sorts that are placed on top of said bulkhead(s). [Though this won't be noticeable in-game as they would be covered in one way or another, bulkheads would be opened to allow emplacements access to grav-pad power once in position, as such pads deactivate once pylons are in place.]

"ODRE Pod System"

Function/ Appearance
Another version that is utilized as a complete drop package, in that the entire unit remains where it is dropped.

It possesses a tall, angled teardrop appearance with a small flat top (as in the tips of each panel fold towards the center) and fairly thick hexagon base; a booster and grav-pads are located underneath and pod stabilizers on thin arms are attached at each of the base's angles, between each panel as well (these arms act as a type of maneuvering vein in flight while angled upward and as support to keep the pod upright while on the ground when angled down). The six panels that make up the sides fold in sections and fall to the ground (thought still connected to the base), acting as ramps up to whatever is on the ODRE's base and shields for propulsion systems underneath.

There is only one bulkhead within this ODRE, which make almost the entire top of the base. However the thick base possesses ample amounts of power, more-so compared to the Hover Slab System by default.

Notes:
- [1] Code permitting, when sold an animation shows the ODRE defensive structure un-deploying/ packing up/ being retrieved by a skycrane and lifting off above the game camera to return to an orbiting vessel or station. This could give an opponent more time to destroy said ODRE to keep funds from being returned to the D51 commander.

--- Now on to ideas for what might be carried. ---

---

* "Relay Conduit Device"
- Mounts on ODRE Slab
- Buildable late-game under Commander's Defenses Panel; not mechanic dependent.

The Relay Conduit works as a ‘receiver' for the teleportation of units. One bulkhead mounts to relay device while the other mounts an external power supply. As it is fairly cheap and fast to set up, there is a noticeable lack of formidable armor to stave off much punishment.

---

* "Battlefield Assistance Containers"
- Mounts on ODRE Slab
- Buildable early-game under Commander's Defenses Panel; not mechanic dependent.

After landing, the containers on the slab allow for friendly units to heal and repair wounds and damage via medical supplies and remotely operated robotic power tool arms. This requires units be right next to the slab.

---

* "MLRS Emplacement"
- Mounts on ODRE Slab
- Buildable mid-game; not mechanic dependent.

A fairly simple defensive emplacement that fires Plasma tipped Rockets at ground targets. One bulkhead maintains the launcher, the other maintains a power supply and targeting pod. [Please see my "[D51] Weapons" thread for more information regarding Plasma Rockets.]

---

* "Battlefield Intelligence Sensor Suite"
- Mounts on ODRE Slab
- Buildable mid-game under Commander's Defenses Panel; requires "Fright" tech path.

This ODRE and its contents provide battlefield intelligence gathering capability, detecting stealth units while granting a firepower bonus to allied units attacking any hostile being targeted by one of two small laser designation and detection pods (think two spheres with cameras and sensors like those found on real world gunships separated by communication antennas).

---

* "Plasma Accelerator Emplacement"
- Mounts in ODRE Pod
- Buildable late-game under Commander's Defenses Panel; requires "Fright" tech path.

After a ‘spin-up' period, fires at both ground and air targets. [Please see my "[D51] Weapons" thread for more information regarding a Plasma Accelerator.]

---

* "Terraforming Improvement Device"
- Mounts in ODRE Pod
- Late game call-in Support Power [functions as a building]; requires "Fright" tech path. [If mechanic dependent support powers are not plausible it can be made as a buildable structure.]

After impact on a planet's surface this pod's connected ‘emplacement' begins to improve surrounding environmental conditions by filtering out clean air and destroying Tiberium crystal infestations. Seeders installed within the pod release the necessary materials to grow habitable surroundings. Should such a device remain active long enough, such improvements will gain the attention the Idris Corporation, resulting in more funding as a gesture of good will for as long as the pod and its results remain on location.

---

* "Plasma Bounding Smart Mines"
- Carried in/ released from ODRE Pod
- Call-in Support Power; requires ‘Fright' tech path.

After dropping in from above and landing, the ODRE releases mines and returns to orbit. [ODRE drops from off map and lands to deploy mines. It then packs up and lifts off past game camera.]

When motionless said mines are ‘stealth', but are selectable and can be moved as groups that hop.

---

Thank you for your time. Hope all is well for everyone.

Thoughts? Opinions? Points to address/ elaborate on?

--

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

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