A sequel to RA2/YR: Nod's Revenge imagines the original Command & Conquer (Tiberian Dawn) as taking place in an environment not long after Yuri's defeat...

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Poll: How should the Prism tank function in Nod's Revenge? (11 votes)
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GDI Prism Tank Mk.II (Games : C&C: Yuri's Revenge : Mods : Nod's Revenge : Forum : Allied-GDI (UNGDI) Convo : GDI Prism Tank Mk.II) Locked
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Apr 23 2016 Anchor

Renegade 2 Prism Tank Concept Ar

CHASSIS UPDATES started ON 04-22-16

PrismMK2 VoxelWork NodsRevenge

Plans to:

-Increase grade/slope on front of chassis

-Add pilot port(s)

-Alter color palette.

-Create turret "collor" in the center-rear of the frame.

-Also alter tread-armor panels so that 3.5 wheels are clearly visible.

May 20 2016 Anchor

Personally, I have a fourth design possibility for the Prism Tank:

Make it anti-infantry and anti-vehicle, like the Prism Tower. But make it weaker versus structures, since buildings naturally have heavier armour than vehicles or infantry. Additionally, since making a weapon mobile usually comes with a power and range trade-off compared to its stationary emplacement equivalent, perhaps reduce its range slightly as well: It should outrange Tesla Trooper-charged Tesla Coils, but not by a huge amount. Its movement speed could be increased slightly as well, emphasizing that it's basically a small Prism Tower on treads.

The Prism Tank lacks exceptionally heavy armour and is vulnerable if ground attackers can close the distance, or if it's attacked from the air. Escorting this expensive investment with conventional tanks and anti-air forces is crucial to minimizing losses and improving the odds of a successful attack.


Edit: Its range should at least allow it to take out enemy Tesla Coils and/or Prism Towers, assuming that the enemy is unable to fight them off with mobile forces of its own.

Edited by: Talthos

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