Tiberium Secrets was a C&C3; mod that was developed from 2011-2020. Our vision was to create a future for the Command & Conquer universe. We had 3 new factions planned, and managed to release 1/3 of our planned content. We scoped too big, and unfortunately needed to cancel the other 2 new factions. These included novel mechanics, lore, and IP. etc. Development has been sign sealed, and delivered. All that is required to play the ASI is a working copy of C&C3;: Tiberiumn Wars. All of the content is FREE! Of Charge. Explore to your hearts content! Love it or hate it, all things must end, so new things can grow.

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[By colers] A.S.I ideas (Games : C&C3: Tiberium Wars : Mods : Tiberium Secrets : Forum : ASI : [By colers] A.S.I ideas) Locked
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Oct 2 2013 Anchor

Hello everyone,

I think i stalled more than enough, and decided to post some ideas already. Once i know whether or not it is a smart idea to download 3ds max2012, i will make models for the ideas to give at least a vague idea of what i am envisioning (and ofc turn 3d modeling into a hobby).


I will start with an idea that has been on my mind for quite a while now. i was planning to post it into my aircraft idea topic, but that one is locked.

Name: Pilum
Role: Aircraft hunter/ suicide drone
Strong vs.: Slower aircrafts, durable aircraft (mothership for example), Infantry

Story: The Pilum is a small, snake looking drone that flies through the sky at great speeds. its armor is made out of durable plating, that overlap its central "spine" like scales and direct the flow of the many jet engines to allow flight. these drones are feared by enemy airforces, as failing to see one of them approach will result in your plane being ripped to shreds. Pilums attack like thrown javelins, fully streamlining its scales when approaching an enemy and then release a speed burst before shutting the the engine scales completely. traveling at huge speed, a boosted Pilum easily rips through any material, taking only minor damage in the process. The threat of Pilums therefor make a pilot very alert, as the only possible way to avoid a pilum is by using its inability to steer during a speed burst. Pilums are also sent to cities other factions try to evecuate, reaping helicopters like a farmer reaps his harvest. once its use is expired, or faces a threat too big to deal with, it makes the engines explode, instantly destroying the central spine of the Pilum and turning the scales into shrapnel munition, allowing it raze an area of life. though the shrapnel is generally only good against infantry, it can also rip through engines and helicopter blades.

Abilities: as stated, its abilities is to go kamikaze and shred a group of either infantry or aircraft. you cannot do both, and know that the damage against airplanes is variable (if that is implantable in the game, ofc). against infantry it deals minor sniper damage. of course, against infantry sniper damage doesn't exactly fall under minor, but lets just say you cannot use it as a cheap way to get rid of commandos.

Upgrades: EMP plating: turns Pilums immune to EMP and adds emp damage to the shrapnel (generating a "shock web" between the fragments, stunning all tanks and buildings for 4 seconds)

Use: Other than giving the ground-focused faction a extremely powerfull aircraft hunter (a few can even destroy motherships within a small period of time), it can also be used as a last-chance module against infantry armies. its aerial ability discourages the use of aircraft spam. the shrapnel can also be used to create diversions against human players, making it appear as if there is a threat. the downside is that they are rather squishy, meaning they are as much endangered by other aircraft hunters as they are to them. also, micromanagement allows you to dodge the javelin crash.

cost: 1350

reference: a Hydro bot from terminator is as good a temporary example as any. just envision it with a spear shaped head and plating

Edited by: colers

Oct 3 2013 This post has been deleted.
Oct 3 2013 Anchor

/: wasn't everyone supposed to make their own thread for each idea? also, small note of advice, add some ":" as the text is now slightly hard to read

Oct 4 2013 This post has been deleted.
Oct 5 2013 Anchor

A new thread can be made by pressing the New Thread button, found at the top of the "last post" collumn in the top right corner of the forum

Oct 5 2013 Anchor

Hmm, perhaps something of sorts for the Osiris.

@ colers
When time permits, I'll be going through threads to address those that needn't be locked. If you would, please post the basic role of the unit idea in the thread's title from now on, instead of merely "ASI ideas". Too many of those and it will get difficult to discern one specific idea for reference. The role gives a easy means of recall. Also, "[by colers]" is no longer necessary. I'll take a closer look at the above when I have more time.

@ oaks
Please try to discern how to start a new thread, and move the unit idea from here to there. As stated to colers, you can post the role of the unit in the title. If you find you still have trouble in posting a new thread, I can provide further assistance if needed. You can then edit the above post and say "MOVED - [link to new thread]" when such is done. I'll also look at your idea in more depth when time permits as well.

Oct 6 2013 Anchor

ParaCombatant wrote: "[by colers]" is no longer necessary.

i disagree, if by chance the forum gets revived again, we might get stuck with for example 5 "ASI tank idea" threads. that, or i have to stop being lazy and give a more accurate description of my idea in the thread name. also an option

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