Tiberian Apocalypse is a Partial Conversion for Command and Conquer 3: Tiberium Wars with the goal to create a true Tiberian Sun sequel. GDI, Nod and the Scrin are getting a complete overhaul.
This silo can fire three kinds of missile: Cluster Missile, similar to TS, but not as effective, every 2 minutes, a Tiberium Gas missile every 3 minutes, quite devastating, turns infantry in the target area into Visceroids or kills them, corrodes buildings and vehicles. And it can fire the all-mighty Antimatter Missile, every 5-7 minutes, which I have to determine through testing. The Antimatter Missile is pretty much a Nuke, only better.
PS: Yes, I do know that GDI Was going to use an Antimatter Bomb in Tiberium, but I honestly don't care :P
PSS: The boxes on the outer sides of the silos are rocket blast deflectors, yes, fire will come out when a rocket is launched.
PSSS: Would you rather have the Antimatter nuke from the start, or as an upgrade to a normal nuke?
I'd rather have the anti-matter warhead as an update.
And for the Tiberium gas missile it could be something you unlock after building a specific tech structure, that isn't necessarily needed to build the silos, like the Tiberium Lab?
So Nod has 3 options for their super weapon, I'd like to know what you have up in your sleeve for GDI, but if you want to make us a surprise I won't blame ya.
It looks great, similar to USA's ICBM missile clusters but only smaller.
If it helps, GDI is a faction with strong space based weapons, the space uplink could also control some Kinetic bombardment satellites, like the rods from god on a smaller scale, or similar to the EMP/shock wave orbital bombardment that can knock out power from vehicles and buildings.
To sum things up:
KE bombardment: small shells that would hit in a similar fashion like the cluster missile
Shock Wave/EMP bombardment: Temporally Knock out vehicles and buildings and give them some damage, this is to counter the visterco spawning from the Tib gas warhead
Ion Cannon: Similar yield and power to the Nod's nuke(disregarding if it will be updated to the anti-matter warhead)
emp wouldnt be a very good superweapon unless they were permanently shut down like real emps
also i thought this was originally nods version of the super-weapon counter
Ion Cannons should have the effect of an EMP, by the way. They would IRL.
And I like the orbital kinetic bombardment idea.
As for the Ion Cannon, it could have different charges, like in C&C4. When it's charged 20%, it can only EMP, then at 40%, it can also take out air units and infantry, then at 70% it acts like the TD and TS Ion Cannon (one shot), then at 100% it's like the C&C3 Ion Cannon and does significant damage and ionizes the air. All of them should cause an EMP though.
Star Wars =/= IRL. An Ion cannon fires Ions, not Electromagnetic radiation. Protons for example, won't have an EMP effect when fires through a particle cannon, I think.
not my field of expertise, I only worked with explosives in the military, but by definition an ion is a charged particle. wouldn't that cause an "ion cannon" to have some kind of electomagnetic effect? just a question, not a criticism.
I'm not sure. If you got the Anti-matter missile at first, which sounds more devastating than a normal nuke, you'd have to increase the damage for the ion cannon so that it levels out.
Or if you have the anti-matter part as an upgrade you should have some kind of upgrade for the ion cannon, like a short EMP blast or something.
Well, the dilemma with upgrading superweapons is, specially with the ones that take a long time to charge, that they don't get fired very often during a match.
hmm True enough risky investment indeed, also one unlikely to be used much. Maybe instead you can upgrade the other 2 missiles to make them slightly more effective you gave them a small timer that could probably work better.
I see what you did thar, I remember seeing the combination of 3 Missile Silos and 1 communications outpost thingy in the GDI's and Nods last mission in Firestorm, and they were used by CABAL.
Don't make it an upgrade if I was you, with a 6 minute counter it probably won't get used an awful lot anyway. Plus seeing as you rarely see one super weapon in a game, seeing effectively two (the nuke and the upgrade, if you see what I mean) is going to be really rare.
really like the idea though, the two 'cheaper' super weapons (cluster and gas) will really increase super weapon's usefulness, and the model's nice too :)
You can't say that it's going to be rare, because it depends on the individual style of the player. I for instance always build a superweapon, even if it's just because of the habit.
15-20 minutes is ludicrous. Do you have any idea of how long an average match lasts? Bear in mind that you can only build this after the Tech Center. The Antimatter Missile would have to be a game-ender (ie, blow up 50% of a 4-player map) to even be worth attempting to build with that sort of cooldown.
This silo can fire three kinds of missile: Cluster Missile, similar to TS, but not as effective, every 2 minutes, a Tiberium Gas missile every 3 minutes, quite devastating, turns infantry in the target area into Visceroids or kills them, corrodes buildings and vehicles. And it can fire the all-mighty Antimatter Missile, every 5-7 minutes, which I have to determine through testing. The Antimatter Missile is pretty much a Nuke, only better.
PS: Yes, I do know that GDI Was going to use an Antimatter Bomb in Tiberium, but I honestly don't care :P
PSS: The boxes on the outer sides of the silos are rocket blast deflectors, yes, fire will come out when a rocket is launched.
PSSS: Would you rather have the Antimatter nuke from the start, or as an upgrade to a normal nuke?
I'd rather have the anti-matter warhead as an update.
And for the Tiberium gas missile it could be something you unlock after building a specific tech structure, that isn't necessarily needed to build the silos, like the Tiberium Lab?
So Nod has 3 options for their super weapon, I'd like to know what you have up in your sleeve for GDI, but if you want to make us a surprise I won't blame ya.
It looks great, similar to USA's ICBM missile clusters but only smaller.
Actually, Both cluster and tiberium missiles are far weaker than a superweapon. The nuke/AM missile is the only true superweapon.
I'm thinking of giving GDI a 'rapid' fire Ion Cannon with a small AoE, and the charge-up Ion Cannon with massive AoE.
If it helps, GDI is a faction with strong space based weapons, the space uplink could also control some Kinetic bombardment satellites, like the rods from god on a smaller scale, or similar to the EMP/shock wave orbital bombardment that can knock out power from vehicles and buildings.
To sum things up:
KE bombardment: small shells that would hit in a similar fashion like the cluster missile
Shock Wave/EMP bombardment: Temporally Knock out vehicles and buildings and give them some damage, this is to counter the visterco spawning from the Tib gas warhead
Ion Cannon: Similar yield and power to the Nod's nuke(disregarding if it will be updated to the anti-matter warhead)
emp wouldnt be a very good superweapon unless they were permanently shut down like real emps
also i thought this was originally nods version of the super-weapon counter
Ion Cannons should have the effect of an EMP, by the way. They would IRL.
And I like the orbital kinetic bombardment idea.
As for the Ion Cannon, it could have different charges, like in C&C4. When it's charged 20%, it can only EMP, then at 40%, it can also take out air units and infantry, then at 70% it acts like the TD and TS Ion Cannon (one shot), then at 100% it's like the C&C3 Ion Cannon and does significant damage and ionizes the air. All of them should cause an EMP though.
Star Wars =/= IRL. An Ion cannon fires Ions, not Electromagnetic radiation. Protons for example, won't have an EMP effect when fires through a particle cannon, I think.
not my field of expertise, I only worked with explosives in the military, but by definition an ion is a charged particle. wouldn't that cause an "ion cannon" to have some kind of electomagnetic effect? just a question, not a criticism.
En.wikipedia.org
Nuklearforums.com
It will cause a small EMP. :P
Subatomic. An ion doesn't have to be subatomic. The only ion that is subatomic in fact, is a positively charged hydrogen ion.
Antimatter nuke as an upgrade thanks :)
I like the missiles the way they are TBH. Don't make anti-matter as an upgrade. I prefer Helge's idea.
I'm not sure. If you got the Anti-matter missile at first, which sounds more devastating than a normal nuke, you'd have to increase the damage for the ion cannon so that it levels out.
Or if you have the anti-matter part as an upgrade you should have some kind of upgrade for the ion cannon, like a short EMP blast or something.
Just a suggestion.
AWESOME!!!
Upgrading SWs sounds really cool I think it should start out as a normal nuke.As long as the upgrade isn't too expensive.
Well, the dilemma with upgrading superweapons is, specially with the ones that take a long time to charge, that they don't get fired very often during a match.
hmm True enough risky investment indeed, also one unlikely to be used much. Maybe instead you can upgrade the other 2 missiles to make them slightly more effective you gave them a small timer that could probably work better.
Epic.
Somehow reminds me Supreme Commander 2 :D
and yes its great like hell :)
AI is going to abuse this
Very, very nice idea.
=:]
I see what you did thar, I remember seeing the combination of 3 Missile Silos and 1 communications outpost thingy in the GDI's and Nods last mission in Firestorm, and they were used by CABAL.
As always, great work
An upgrade that replaces the nuke with an even more powerful antimatter missile would be cool. ;)
Sounds great, hope its no too OP though, wonder what GDI and scrin get?
I really like that :)
Don't make it an upgrade if I was you, with a 6 minute counter it probably won't get used an awful lot anyway. Plus seeing as you rarely see one super weapon in a game, seeing effectively two (the nuke and the upgrade, if you see what I mean) is going to be really rare.
really like the idea though, the two 'cheaper' super weapons (cluster and gas) will really increase super weapon's usefulness, and the model's nice too :)
You can't say that it's going to be rare, because it depends on the individual style of the player. I for instance always build a superweapon, even if it's just because of the habit.
He can say it's going to be rare, because it's going to be rare, because matches don't last very long.
3 TS missile silos with a NOD radar in the middle.
Ppmsite.com
Ppmsite.com
I will say i like your Idea of the use of the said silo
The radar is a TS-Radar installation sort of, but the silos only resemblance is the Nod-Hexagon shape.
i VOTE A STANDARD NUKE AT START THEN BUY THE UPGRADE FOR ANTI MATTER MISSILES.
"Antimatter Missile, every 5-7 minutes" That's ludicrous, make it every 15-20 minutes at least!
15-20 minutes is ludicrous. Do you have any idea of how long an average match lasts? Bear in mind that you can only build this after the Tech Center. The Antimatter Missile would have to be a game-ender (ie, blow up 50% of a 4-player map) to even be worth attempting to build with that sort of cooldown.
OH OH and make a super Large or multiple Ion cannons that is also 7-12 mins long 15-20 is too long but gives alot of time to react