Project overview: Tiberium Secrets is a total overhaul mod set in a parallel universe that introduces three new factions that can stand in conjunction and potentially independent from the Command and Conquer Tiberium universe. These new factions come complete with diverse units, structures, mechanics, and lore. Players will take command of a shadowy human faction intent on ensuring the survival of its species without concern for red tape or ideologies, a biological experiment turned hunter of their creators, and an artificial intelligence believing itself to be the next evolution of humanity. Vanilla tweaks/changes and content for the original factions will only be produced/released after the new factions are completed, despite any of our documentation, concepts, and lore that we may refer to or show for world building purposes.
|Possible Infantry Idea for Colony||Locked|
|Aug 12 2012 Anchor|
Type: Tier 2 Basic unit (in the sense of command post/armory units for GDI)
Strong Vs: Infantry/Vehicles
Abilities: Infect: when used, will infect any infantry in the area of
Self-Destruct: causes the Infectoids to explode on the spot, any
Attack: Shoots an acidic slime at units, unable to shoot at aircraft
Looks: I picture a heavily mutated Human, but it's up to you
Name is up to you, that was my best idea ^^;
|Sep 3 2012 Anchor|
Seems simple enough.
Might this mutated human be slower [with more bulk] for faster [with less bulk but stretched out] than your average human?
Would its slime weapon be short ranged?
And what might its numbers be (per squad)?
"War does not determine who is right - only who is left." -- Bertrand Russell
|Sep 4 2012 Anchor|
Slightly Slower than a human squad
I picture about medium range, maybe black hand flamethrower distance or so
about 4 or 5 per squadron
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