The Xenoforce Reborn mod takes the classic Xenoforce mod from CNC Generals and re-invisions it on the CNC3 engine with new units and new designs. The new armies that are currently scheduled to be in the mod are the Earth Federation, ZEON, the Invid, and the Earth Robotech Defense Force. We also have heavily modified the original CNC3 armies, giving the GDI, NOD, and Scrin a much more dynamic gameplay experience. This mod is NOT FOR PROFIT and NON-commercial based.
One of the major advantages that Russia gained from taking in NOD was access to their AI System LEGION. The Decoy power system is an example of how this advantage is directly seen in game.
Lvls 1 and 2 of the power are access to the ability through a power to deploy "false" structures into the field. These structures deploy units around them to help protect them or to help sell the idea that they are real structures (Harvesters in the case of the Refinery and an Avatar in the case of the Drop Zone).
The Harvesters are actually bombs, rushing towards the enemy and exploding when they come close to their target dealing a large amount of damage. The Avatar is one of the advanced versions of the Avatar, equipped with a wave cannon and emp cannon.
One nice difference between this class of power and the other 2 powers (Tiberium Drops and Drone Assaults) is that unlike the other ones which replace themselves as they get stronger these powers just add on top of each other. So, at lvl 1 you get the Refinery, lvl 2 you get the Refinery Power and the Drop Zone Power, lvl 3 you will get the Refinery, the Drop Zone, and the Hangar, and at lvl 4 you get the Refinery, the Drop Zone, the Hangar, and the Temple of NOD.
Once these are up and running there is 1 other thing. 30 seconds after a decoy's "defensive unit" is destroyed it will be rebuilt at the decoy's location. So there is an actual interest in killing the decoy structure. But if you destroy a Decoy structure NOD will be granted a temporary Scud Launch power that is available for 30 seconds. Destroy 1, you get a 30 second timer, destroy a 2nd decoy that timer restarts again before the Scud Power disappears (however if you have launched the Scud you have to wait 31 seconds for it to become available again, so you won't be able to just pound out scud after scud within quick succession.) Once this power is in the game I will post pics of it working up.
sounds interesting, I hope GID will also get some interesting support powers as well.
I have a feeling this is going to be extremely annoying to deal with...
Why would you think that?
Considering how much they cloak themselves, and that support powers don't cost anything, plus being on a short timer, it's gonna get aggravating to deal with. But, we will see when it gets released.
What are you talking about. Cost can come in different ways and forms. Time for example or even trade of in abilities of a unit. Everything we have done has been on a fair and balanced basis. With out you doing the game design or coding how can you even give a statement like that just based on a pic.
I based it on the description and previous version playing, not the picture. How do you come up with an assumption that I based my statement on a picture like that?
The description does not mention something that I thought was obvious, these are pics of powers. powers have time limits on them. this isn't something you can just build whenever you want, you can only deploy one of each kind of decoy building every 4 minutes at the moment, that's the plan. also it still follows the rules of nod powers, if the structure tied to these powers is destroyed then the power build up resets to Lvl 1.
I see. Well, as said before, we will see how it goes when it gets released.