Hi, I'm WhiteDragon25! While I don't have the technical expertise to actually create a mod, I do have a wealth of ideas and concepts for one. You can see my mod ideas here on my profile blog, where I talk about them in detail.

Report RSS Expanding on the GDI Peacekeepers (vGDI) [NEW!]

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As I promised earlier, here is the last of the updated and revised GDI faction arsenals, the baseline GDI army, the GDI Peacekeepers:

Part 1 - Infantry

Rifleman Squad - GDI's standard basic infantry. Retains same capabilities as in-game unit. Design based off of Falchion's design. Can be upgraded with Composite Armor.

Missile Squad - GDI's standard basic anti-tank/anti-air infantry. Retains same capabilities as in-game unit. Design based off of Falchion's design. Can be upgraded with Composite Armor.

Engineer - GDI's standard engineer infantry. Can capture enemy buildings and tech structures, repair friendly structures and repair civilian buildings. Can be upgraded with Composite Armor.

Sniper Team - GDI's standard advanced anti-infantry infantry. Equipped with sniper rifles, camouflage suits, and artillery target painters. Can spot targets for the Juggernaut. Can be upgraded with Composite Armor and Scanner Packs.

Grenadier Squad - GDI's standard heavy infantry. Equipped with grenade launchers. Can clear garrisoned buildings. Can be upgraded with Composite Armor.

Zone Trooper Squad - GDI's advanced heavy assault infantry. Equipped with Zone Armor and ion accelerator rifles. Immune to Tiberium. Can be upgraded with Scanner Packs and Power Packs.

Commando "Spearhead Section" - GDI Peacekeepers' most elite soldiers. Armed with a RSASS-type sniper rifle for anti-infantry, with a Metal Storm-style underbarrel grenade launcher for garrison-clearing, and a Personal Ion Cannon for anti-tank/anti-aircraft. Overall design based on both the in-game version and the early render version. GDIPK's Commando is overall geared towards operating in Blue Zones.

Part 2 - Vehicles

Pitbull ATV - GDI's standard scout basic anti-vehicle/anti-air unit. Equipped with two 2x missile racks and a sensor suite, both systems mounted on a turret. Can be upgraded with Sensor Pods and Dragon Fire Mortars. New chassis design based on this vehicle design by TugoDoomER.

Terrier ATV - GDI's standard scout and basic anti-infantry/anti-air unit. Armed with two .50-cal machine-guns mounted on a turret. Can be upgraded with Dragon Fire Mortars. Chassis design based on this vehicle design by TugoDoomER.

Predator Tank - GDI Peacekeepers' standard MBT. Armed with a 150mm tank gun. Can be upgraded with Reactive Armor and Ion Cannons. Design based on TWA's design.

Guardian APC - GDI's standard APC. Equipped with a twin automatic-shotgun turret (replacing the original twin machinegun turret) and GUARDIAN Active Protection System (similar to MEC2's TROPHY for the IDF). Can carry two infantry. Will be using Falchion's Guardian APC design (that is, when he finally gets around to finishing it...).

Harvester - GDI's standard Tiberium Harvester.

MCV - GDI's Mobile Construction Vehicle. Deploys into Construction Yard.

Ratel Munitions Carrier - GDI's universal 8-wheeled explosive ordinance carrier. Armed with a turreted 60mm automatic grenade launcher. Can clear garrisoned buildings. Can be upgraded with Dragon Fire Mortars.

Slingshot AA Hovercraft - GDI Peacekeepers' unique hover unit. Equipped with 4x 30mm autocannons. Exclusively anti-air. Design based on TWA's Centurion design from an earlier version (just add two more guns).

Bulldog Tank Destroyer - GDI Peacekeepers' dedicated tank destroyer. Equipped with a high-velocity AT gun and an RPG launcher. Based on a mix of the Bull tank C&C3 concept art (withTiberium Icestorm's version as reference) and the Falcon Hovercraft from Tiberium Essence. Can be upgraded with Shockwave EMP Grenades.

Rig/Battlebase - GDI's standard mobile defensive support platform. Rig deploys into a Battlebase, which is equipped with two Guardian Cannons, a SAM turret, a sensor suite, and repair drones. The GDI Peacekeepers' Battlebases can be upgraded with Ion Cannons.

Mammoth Tank - GDI's iconic heavy assault tank. Armed with two 150mm tank guns and two 6x 60mm missile launchers. GDI Peacekeepers' Mammoth Tanks can be upgraded with Reactive Armor and Ion Cannons.

Juggernaut Mk. III Artillery Walker - GDI Peacekeepers' heavy artillery. Armed with 3x 200mm cannons. Deploys automatically to fire and deploys faster than the Behemoth.

(Epic Unit) Mammoth Armed Reclamation Vehicle (MARV) - GDIPK's epic heavy assault tank & Tiberium harvester. I'm not sure whether to have it be exclusive to ZOCOM or have it shared with GDIPK.

[NOTE: I'm not sure whether to have the MARV be shared between both GDIPK and ZOCOM, or to give GDIPK their own Epic Unit. If the latter option, I was thinking of a design based on the Decimator Tank from Robot Storm, which also made a cameo as a crate Easter-egg in Mental Omega 2.0 (sorry about the image, it was the only good one I could find).]

Part 3 - Aircraft

Orca Assault Craft - GDI's standard VTOL combat aircraft. Equipped with minigun and six air-to-ground missiles. Also equipped with a Pulse Scanner that can detect stealthed units for a limited amount of time in a small radius. Can be upgraded with Sensor Pods and Hardpoints.

Hammerhead Gunship - GDI's standard helicopter gunship. Equipped with two 2x machinegun ball turrets. Can transport infantry. Pending a redesign so that it looks less ridiculous (I'll draw up the redesign perhaps... eventually...). Can be upgraded with AP Ammo.

Firehawk Fighter/Bomber - Firehawk Fighter/Bomber - GDI's standard fixed-wing combat aircraft. Can be armed with either four air-to-air missiles or two guided bombs. Can be upgraded with Stratofighter Boosters and Hardpoints.

[NOTE: The Hardpoints upgrade is researched at the Airfield.]

Part 4 - Primary Structures

Power Plant - Provides power. Can be upgraded with Advanced Turbines to provide more power.

Tiberium Refinery - Processes and stores Tiberium. Comes with Harvester.

Barracks - Produces and heals GDI infantry (in this case, the mainline GDIPK's infantry).

War Factory - Produces and repairs GDI vehicles (in this case, the mainline GDIPK's vehicles).

Command Post - Provides radar as well as basic Upgrades and Support Powers for GDI (in this case, for the GDI Peacekeepers).

Airfield - Produces and repairs GDI aircraft (in this case, the ZOCOM's aircraft).

Armory - GDI's infantry upgrade structure. Provides Upgrades for GDI's infantry (in this case, the mainline GDIPK's infantry). Also provides Support Powers.

Tech Center - GDI's advanced upgrade structure. Provides various advanced Upgrades and Support Powers for GDI (in this case, for the mainline GDI Peacekeepers).

Space Command Uplink - GDI's advanced tech structure. Provides Orbitally-deployed Support Powers.

Crane - Provides an additional construction queue. Unlike the Construction Yard, cannot build the Sonic Emitter, the Ion Cannon Uplink, and the Surveyor. It also cannot build more Cranes nor the Reclamation Hub.

Reclamation Hub - Constructs the MARV. Shared with ZOCOM if I go against giving GDIPK their own Epic Unit.

Part 5 - Secondary Structures

Watchtower - GDI's basic anti-infantry defense. Can be upgraded with AP Ammo.

Guardian Cannon - GDI's basic anti-vehicle defense. Can be upgraded with Railguns.

AA Battery - GDI's basic anti-air defense.

Pulse Scanner - Support structure that detects stealth in large radius and increase effectiveness and line-of-sight of nearby friendly defenses (specific details pending revision).

Sonic Emitter - GDI's advanced anti-infantry/anti-vehicle base defense. Fires a sonic blastwave that shatters all units down its direct line-of-fire. [NOTE: All Sonic-type weapons are now capable of damaging and destroying Tiberium; therefore, by extension, all Tiberium-based units recieve extra damage from Sonic-type weapons as a result. This includes all Scrin units and structures.]

Wall Hub - GDI's basic passive defense. Place Wall Hub, then extend where you want the wall to be.

Tiberium Silo - Stores excess Tiberium.

Ion Cannon Uplink - GDI's superweapon. Provides the Ion Cannon superweapon.

Surveyor - GDI's ground-control expansion unit. Deploys into Outpost.

Part 6 - Support Powers

Radar Scan - GDI's basic intelligence support power. Scans a large target area, revealing stealth and providing line-of-sight.

GDI Airborne - GDI's basic reinforcement support power. Calls in air transports to deploy 2 veteran Riflemen Squads and 2 veteran Missile Squads at target location.

Sharpshooter Team - GDI's intermediate reinforcement support power. Calls in air transports to deploy 3 veteran Sniper Teams at target location.

Bloodhound Airdrop - GDI's intermediate reinforcement support power. Deploys 2 veteran Pitbull ATVs and 2 veteran Terrier ATVs at target location.

Zone Infantry Drop Pods - GDI's advanced reinforcement support power. Deploys a Drop Pod from orbit, landing 3 veteran Zone Troopers or Zone Raiders at target location. Choice between Zone Troopers or Zone Raiders can be toggled at the Space Command Uplink; can only be done while the support power is recharging. Idea taken from TWA.

Phoenix Airstrike - GDI's basic offensive support power. Call in 3 AX-13 Phoenix aircraft to bomb a moderate area. The AX-13 is from Tiberium Apocalypse, and is basically GDI-modernized A-10 Warthog. Replaces the original Orca Strike.

Shockwave Bombardment - GDI's advanced offensive support power. Launches a missile that releases a series of cluster bomblets that damages and EMP's enemy units and structures within the target location.

Supersonic Air Attack - GDI's advanced offensive support power. Calls in 3 Supersonic Fighters to annihilate enemy aircraft with a sonic-boom shockwave in target area.

Orbital Strike - GDI's advanced offensive support power. Orbital attack satellites drop cobalt-tungsten rods from orbit at high velocity onto the target location, causing massive damage to whatever was within the area.

Part 7 - Upgrades

Armory Upgrades:

Composite Armor - Gives Rifleman Squads, Missile Squads, Grenadier Squads, and Sniper Teams an increase in armor.


Scanner Packs - Increases line-of-sight and weapon range of Sniper Teams and Zone Troopers, while also giving the ability to detect stealth.


Power Packs - Gives Zone Troopers an auto-heal ability when idle.

Command Post Upgrades:

AP Ammo - Increases damage of Watchtower, "V2 [Vehicle Pending]", and Hammerhead.

Dragon Fire Mortars - Gives Dragon Fire mortars to Pitbull ATV, Terrier ATV, and Ratel Munitions Carrier for light artillery role.

Sensor Pods - Gives Sensor Pods to Orca and Pitbull. Allows them to deploy a sensor pod at a designated location; detects stealth within a moderate radius for a limited time.

Tech Center Upgrades:

Ion Cannons - Gives Predator Tanks and Mammoth Tanks a ~35% increase in firepower and provides a 1-2 second EMP effect on enemy vehicles (numbers up for revision).


Reactive Armor - Gives Predator Tanks and Mammoth Tanks a ~40% increase in armor and hitpoints (numbers up for revision). All around improvement. Based on Tiberium Essence's upgrade.


Shockwave EMP Grenades - The grenade launchers on Ratel Munitions Carriers and Bulldog Tank Destroyers can now EMP enemy vehicles for a short period of time (concept taken from Tiberium Essence). Grenadier Squads additionally gain the option to switch to EMP grenades as well (ability taken from TWA).


Stratofighter Boosters - Gives Firehawks the ability to move quickly to any point on the battlefield.

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And that finishes off the updated and revised GDI faction arsenals, and also all the faction arsenals I have completed thus far. I'll eventually get around to the Scrin at some point, but that's down the road quite a ways.

Any thoughts, suggestions, questions, or comments are welcome. Some of the things I referenced here, such as Tiberium Essence's Falcon Hovercraft or TWA's Predator Tank design and Centurion Hovercraft, are all property of their respective owners, and no attempts to use mentioned materials will be made unless permission is given.

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Stygs
Stygs - - 346 comments

Dont you think that Commando might be a bit too usefull? Anti garrison, anti air, anti tank, anti infantry..., anti everything?

For the orca, I would move pulse scanner to a different unit as it seems to overlap with sensor pods (both are intented to detect stealth units and sensor pods make more sense when launched from aircraft).

I would also suggest removeing Dragon Fire Mortars from Pitbull or Terrier as it seems to make these units a bit too usefull. Having both T1 units have splash weapons against infantry might also make basic enemy infantry useless later.

Also: Having the main batteltanks emp their enemies with every shot seems a OP as that can really screw human nod players if they try any kind of hit'n'run tactics.

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