Tiberium Dusk 1.25 Gameplay ~
Classic (and New) Coloured Railguns and defence / infantry changes
Bringing back the railguns of old, I've been making some considerable changes with regards to GDI's railgun system, as well as their defences.
Now, like Tiberian Sun, both Blue and Red Railguns exist, denoting their type: Infantry and Heavy railguns. However, a new third type of railgun exists; the Green railgun which denotes a lightweight vehicle class railgun or defense railgun.
On this point, you may notice in the video that the GDI Commando wields the ghost stalker railgun. This is inpart due to the fact that he WILL become the new Ghost Stalker for GDI after some more extensive editing. I'm planning a full retexture and a weapon swap system similar to the MoK Cyborg Commando, though considerably simplified. The weapon swap system will allow the commando to swap between using C4 explosives vs vehicles and structures or the railgun he wields. He's planned to be fully retextured and give off a more "Mutant styled" feel.
Now some people might complain and ask why I'm not adding a Forgotten Faction or adding it to the Mutant Hub etc, this is because I'm planning on continuing the arc of where Tiberian Sun left-off. With Tiberium Wars we was simply just given the "statement" that Ghost Stalker and his friends went off into exile for whatever reason, never to come back to GDI again; and as such GDI had to reinstate its commando unit.
Essentially, I'm throwing all of that out of the window and plan on redoing the mutant system entirely to be akin to Tiberian Sun. (Mutant Hijacker works for Nod, Ghost Stalker for GDI) The Mutant Hub will be used for summoning the "other" mutant units (which will eventually be implemented) like Umagon, Mutant, Mutant Soldier and Mutant Sergeant and possibly the Tiberium Fiend if I can ever get a model for it. :S
There's many changes that are currently underway and planned at the moment, thanks everybody for tagging along. ;)