All of the thanks to goes to Carnius for a great mod, I am thankful that you are kind enough to make this for me and the rest of the CNC community, without caring about any kind of pay or reimbersment. I and, I believe the rest of the CNC community really just want to say, THANKS CARNIUS! and thank you for coming to TEF.

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NOD Suggestions V1.6 (Groups : Tiberium Essence Fans : Forum : Nod Ideas : NOD Suggestions V1.6) Locked
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Oct 29 2014 Anchor

Hello all.

As I stated in my GDI thread, I would make a NOD thread, and here it is.

NOTE: My viewpoint on Nod is based heavily on how Nod played in Tiberium Sun. It is true that Nod had access to some potentially powerful technology such as Cyborgs, Plasma Weapons, Laser Weapons, and Scrin-based units (ie Banshee). However, Nod was a faction that relied heavily on hit and run tactics, subterfuge, and avoiding frontal assaults. For me, this is why Tiberium Wars turned me off, because EA basically turned them into a powerhouse equal or greater to GDI... although at the same time abandoning most of its best tech.

A] UPGRADE SUGGESTIONS
1) Black Hand Elite
-> Black Hand Squads instead of gaining an Elite gain +25% hitpoints and their flamethrower range is increased by 25%.
-> Black Hand Commando gains 2 Black Hand Elites that are stealthed and move at the same speed as the Commando.
-> Black Hand Elites gain Tiberium Beams instead of Spitfire Lasers

2) Forced Evolution
-> Black Hand Squads/Elites/Commando, Shadow Team, and Engineer gain the benefits of Forced Evolution (if already immune they do benefit from the +10% movement and +10% health).
-> Any Mutant Infantry (ie from the Mutant Hovel) also gain Forced Evolution benefits.

3) Tiberium Beam
-> Any originally bullet-based weapon gets the Tiberium Beam to be consistent. This means that Shadow Teams, Black Hand Elite and Harpys do not have Spitfire Lasers.
-> Black Hand Commando and Militant Riflemen gain Tiberium Beams

4) Durable Materials
-> Cyborg Hijacker, Cyborg Commando, and Avatar (as the lore behind it is that its design is based off of the Cyborgs from Tiberium Sun) gain the benefits of Durable Materials.

5) Laser Capacitors:
-> This is a wierd one. It has two effects built into it: 1) Replaces weapons with Spitfire Lasers and 2) Increases damage of said lasers.
-> Make this apply also to all existing laser based weapons. So these are: Avatar, Montauk, Basilisk Beam Cannon, and Obelisk of Light.

6) Tiberium Fuel
-> Banshees gain Supersonic Ability by default.
-> Instead Tiberium Fuel increases the overall air speed of the Banshee, Vertigo and Nightwind by 20%

7) Tiberium Missile
-> For some odd reason doesn't apply to Militant Missile Squad; make it so that it does apply to them.

8) Tiberium Power Pack
-> Apply the benefits of this upgrade to Banshee, Montauk, and Cobra Artillery.

9) Drilling Mechanism
-> Drills are given by default.
-> Instead make it so that there is no cooldown on the Drill Ability

B] UNIT SUGGESTIONS
1) Black Hand Commando
-> Gains permanent stealth even when firing, but once detected remains visible until the Commando leaves the detection range.

2) Black Hand Squad
-> Can throw hallucinogenic grenades by default and do not require a Black Hand Elite to do so.
-> Make them immune to suppression fire.

3) Stealth Tank
-> Gains permanent stealth even when firing, but once detected remains visible until the Stealth tank leaves the detection range.

4) Cobra Artillery
-> Provide the ability to order it to Deploy and remain Deployed until you tell it to un-Deploy. This will allow it to fire as fast as it can against targets once they come within range, rather than need to setup first.

5) Banshee
-> Since the Banshee is based off of Scrin technology, give it two abilities that Scrin aircraft have: 1) The ability to not take damage in Ion Storms and 2) The ability to heal in Ion Storms.

6) Cyborg Squads
-> In the original game, they were technically supposed to have grenade launchers on their other arm (even though they didn't work ingame), so give them a grenade launcher.
-> The Grenade launcher allows them to clear garrisoned structures.

7) Cyborg Commando
-> Remove Stealth Generator Ability and Replace with Adaptive Plasma Cannon.
-> Adaptive Plasma Cannon allows the Cyborg Commando to fire at Aircraft units.

8) Montauk
-> Technically a bug, but still... allow it to gain experience and veterancy levels.

C] SUPPORT POWER SUGGESTIONS
1) Portable Stealth Generators
-> Allow it to work on Infantry and Aircraft (if Aircraft are docked at the Air Tower)
-> Does not work on Cyborg Commando, Montauk, or Harpys

2) Seed Tiberium
-> Cost to use is now $5,000
-> Creates a Permanent Field of Tiberium at the chosen location. Similiar to the fields produced by a destroyed Tiberium Spike or Tiberium Silo (capturable neutral one). Increased cost to use the ability to compensate for a permanent tiberium field that will grow back.

So again, interested in criticism and comments. Trolling isn't necessary.

----------------------------
New Research Options:

-> A research option to allow you to convert regular infantry squads into Cyborgs with Miniguns. Every 3 infantry thus converted produces a squad of Cyborgs. Costs $400 to convert three soldiers into three minigun cyborgs. If its a squad of 8 riflemen, then 2 squads are of 3, and one squad is of 2 cyborgs (at reduced health).
-> A research option to integrate a missile launcher into the left arm of affected cyborgs: Cyborg Commandoes and Cyborg Squad.
-> A research option that allows you to convert an Elite (*) Cyborg Squad to a single Cyborg Commando for $3,000.
-> A research option that adds side-mounted machine guns (effective vs Infantry) for affected vehicles: Scorpion, Flame's Tongue, and Subterranean APC.
-> A research option that increases the damage of plasma-based weapons affecting: Banshees, Cyborg Commando, and the Cobra.
-> A research option that gives Flame Cannons to affected units; a ranged launcher that fires a small incendiary explosive at quite a distance, which does more damage against vehicles, structures and is often lethal to infantry; Units affected = Blackhand, Flame's Tongue, Cyborg Commando, and Avatar.
-> A research option that allows Flame's Tongue to hunker down like the Scorpion Tank, gaining greater armor and slightly better range, but is immobile
-> A research option that allows Beam-Based units to attack air units at 50% damage penalty; units affected = Basilisk, Avatar, and Obelisk of Light
-> A research option for the Airtower that reloads ammunition for the Banshee and Vertigo Bomber 50% faster.
-> A research option for improving existing stealth fields that makes any currently stealthed unit, remain stealthed even when firing. Units affected = Cobra, Shadow Team, Vertigo and Stealth Tank, however they now move 25% slower to remain constantly stealthed. Any detection ability will still nullify their stealth.
-> A research option that provides aircraft armor for all the aircraft, boosting overall health (and making all units look armored) by 33% but reducing their flight speed by 10%. Units affected = Banshee, Venom, Vertigo, and the stealthed transport (can't remember its name)

--------------------------------
New Nod Unit Ideas:

1) Inferno Gunship
-> The aging harpy unit has gotten a refit and fires Flame Cannon rounds (incendiary explosives) at ground units, damaging structures, vehicles and infantry; this weapon has unlimited ammo.
-> This unit also carries an optional salvo of missiles to hit both ground and air targets hard but has limited to 4 ammo

2) Black Death
-> These are stealthed Rocket Infantry that go around quickly destroying enemy tanks and aircraft and then receding back into the shadows afterwards. Squad of 4 Black Death and stealthed.

3) Black Hand Legionnaires
-> These special Black Hand soldiers are equipped with Plasma Rifles. Fast firing and high-powered weapons. Does less overall damage as the Cyborg Commando, but still packs a decent punch.

4) Gas Throwing Squad
-> A squad of infantry that throw breakable canisters of tiberium gas, which deals the same damage as Tiberium Missile gas damage.
-> Short-range unit, but very dangerous against infantry and structures

5) Redeemer
-> Bring in a somewhat smaller sized unit from Kane's Wrath with a Triple Laser Beam and an arm that allows it to adapt other faction unit weapons into something it can use.

6) Wraith
-> A unit like the Banshee, except it focuses on destroying aerial targets over all else.
-> It is stealthed except when firing.
-> Can only fire at air targets; fires twin rapid-fire plasma cannons with 8 ammo, for 8 salvos.
-> A dedicated aerial unit for NOD, built as a counter to the Orca Interceptor.
-> Can utilize Tiberium Fuel.

7) Ambusher
-> An expensive unit, that is one use, like the Limpet Drone.
-> It can subterranean move.
-> When it detonates, it releases a large EMP effect around it, deactivating multiple structures for about 5 seconds. It takes 2 seconds to charge up its detonation sequence. If it is destroyed before it reaches detonation, it only produces a small EMP effect; if it reaches full effect it causes a large EMP effect. So its important for an enemy to destroy it quickly before it arms.
-> Only one can be built at a time; Great for knocking down a base's defenses before following up with a heavy attack of some sort.
-> Basically it is a subterranean EMP bomb.

8) Gladiator
-> A large hulking cyborg infantry
-> Armed with a shoulder-mounted mini Obelisk Laser
-> Armed with a right-hand minigun
-> Armed with a charged up scrin-based shield
-> A dangerous foe that is best fought with aerial units; Design idea off of the unit of the same name from Quake 4. A bunch of the strogg designs could make good cyborg ideas.

9) Spider
-> A close-quarters unit that operates in a lot of the same ways as the unit from Red Alert 2 Terror Drone.
-> Can instantly kill any infantry in melee combat
-> It hyjacks vehicles and deals damage over time.
-> The difference however, is that if the spider is able to get the unit down to 15% life, that the spider then takes control of that vehicle and it is now yours. Does not work however on Mammoth Walker MK 2.

10) Harbinger
-> This unit is built from the remains of many destroyed cyborgs.
-> It is a frighteningly horrific unit that causes enemy infantry to fall to the ground (suppression effect) and remain that way when in range of its effect, and will cower in fear and will not fire at anyone.
-> It is armed with 6 Miniguns centered in its chest.
-> It moves very slowly but it can have a dangerous effect.

All for now
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Edited by: Palanduss

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