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.
Why have we been so quiet lately with the mod? It sounded like we were going to start posting pics up and showing new work a month ago and then silence......
This is why, we've got a new system in place for NOD's powers. Its pretty straight forward, its a progressive power system.
What you see here in the pic is the same power being used, levels 1, 2, 3, and 4.
You build the Tib Facility which unlocks the Tiberium Field power. When the timer ends you get the lvl 1 power. Once that power has been used the power auto-upgrades itself to lvl 2 and starts counting down until you can use it. And so on and so forth.
Lvl 1 - 1 large green tib field is dropped in.
Lvl 2 - 1 large blue tib field is dropped in.
Lvl 3 - 1 large green tib field and 3 tib towers are dropped in.
Lvl 4 - 1 large blue tib field and 3 tib towers are dropped in.
The timers are set to 5 min for lvl 1, 6 for lvl 2, 7 for lvl 3, and 4 for lvl 4. Yes, once you hit lvl 4 you can start getting the best power at a faster rate than any other lvl of power. The idea is that NOD is a force that the longer you let them stay in the field left alone the stronger they will get. This is the Resource power, we still have the defensive and offensive power to add in and the idea is simple, at lvl 4 your gonna have some serious powers at your disposal.
What does this mean? How can this be fair? Well it is fair because if you take out that Liquid Tib Center at ANY TIME the player starts back at lvl 1! Also you can only ever have 1 Liquid Tib Center at a time!
So leave NOD alone, or at the very least let their 3 tech centers just sit there and don't attack NOD your going to end up on the wrong end of some powerful abilities and powers. I mean, if a nod player is left alone for 8 minutes after they hit lvl 4 on this power thats 12 total tib towers they will have on top of all those blue and green fields.... thats a LOT of income!
So nod is kind of turning in to a late game steamroller that if left alone long enough will become an unstoppable force?
That is way too much income XD, any way to maybe link liquid tiberium center to the tib towers, so those go offline when liquid tib center is dead? Alternatively can make them cost power so NOD players will have a bit of weakness and would need massive amounts of power plants to defend the income tickers :D
another thing that they could do to make it balanced, if it is possible is make the tiberium fields spawned by this power stop regenerating and decay if the liquid tiberium center is killed.
The fields generated by the powers don't respawn, they are one time only fields.
yes we could put a power requirement on the towers but at the moment we are not looking to do so. it's an option if it's determined that it is too overwhelming but honestly you hit the nail on the head, nod is a late game power player. but really they have a huge weakness in this, that liquid tib center takes a long time to hit that Lvl 4 powers (22 minutes) and all that you have to do to stop them is blow up the center once and that count down starts all over again. The point is when fighting nod you have to constantly be doing recon, watching what they do, and keep a few squads of fast moving fighters on hand to move in and take those key facilities out to keep nod from becoming too strong.
Fair enough :)
Hmmm, I am on the fence on this concept. I will have to test it and see for myself.