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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Colony Theme Reference | Post Reply | |
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Jul 22 2011 Anchor | |
This thread is Archived, please repost for specific feedback on ideas This is to be used as a theme reference: They are focused as a rush faction, however are also very centralized in their hive mind, which is continually learning as they fight the scrin and other factions. The colony are insectile, and ae able to influence and infect nature. Edited by: GeneralJist |
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May 13 2012 Anchor | ||
Unit name: Marauder name: Dissolver Name: parasite and here is just a upgrade, connected to the acidic slime Name: dissolving layer Edited by: colers |
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May 17 2012 Anchor | ||
What I intended for apoptosis would be like a final blow to the Colony in another factions campaign. I was thinking D51, GDI, or ASI to ultilize this. They seem to be more science oriented, with D51 taking the lead. I though maybe the top scientists for GDI and D51 ally to defeat Colony near endgame. Their research shows that Colonial cells are vulnerable to mutation. (Now, to side track for a medical 'lesson.' As some may already know, apoptosis is the programmed cell death (PCD). It activates usually as cells do not normally live very long, but comes in most handy during viral diseases. Suppose a virus, a non-living thing were to invade a group of 5 cells. Being a virus and not a living thing such as a bacterium, it REQUIRES a host living thing: the cell. It invades this cell and mutates it, turning it into a virus factory. Being mutated and eventually filled with grown viri, the host cell bursts and dies. The new viri continue with their 'lives,' killing the remaining 4 cells. HOWEVER, suppose those were the ONLY 5 cells around. These multiple new viri have no host cell to 'live' in. They die. Now, suppose these cells had apoptosistical (? lol) abilities. The nucleus ('brain') of the cell would sense trouble with the invasive initial virus and self destruct upon virus invasion. By the time the virus is detected, it will have injected all genetic material to mutate the host cell already, rendering itself (the initial virus) useless and really 'dead'. NOW, the developing viri are detected and the host self-destructs. The poor baby viri are now homeless and too young to survive in this deadly world of medicines and vaccines and foreign-invader-cell-killing white blood cells BUT even if those do not exist, these young viri cannot infect the remaining large 4 hosts They die AND that's why apoptosis is a good thing although is costs us one cell (or however many are infected). But remember, had the viri continued, you would have lost MANY more cells... NOW COMES CANCER. Cancer mutations shut off apoptosistic (? lol) abilities. That's why cancer cannot be easily killed off. The cancer cell is now not capable of self-destruction and is a mother for baby cancers BUT that usually doesn't happen. Usually the cancer shuts off apoptosis and commands the cell, instead of self-des, to MULTIPLY. That makes a tumor SURGERY or GAMMA RAYS ) SO ANYHOW the scientists develop a cancer bomb that stops apoptosis in Colonial cells to kill them off. They fire it at the Queen and she mutates uncontrollably and dies. Then the remaining chaotic forces are easily picked off, or cancer bombed also. LOL I hope that was clear. Sorry I tried to keep it as non-medical as possible Would maybe fit more in the campaign section, but, not only does War Wolf have that covered (good job; I thought mine was good), my intent is for the Colony units/structures/both to be made from those cells so it seemed fitting here. |
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May 17 2012 Anchor | |
agreed, it fit as tech and such, so here was the best place for the suggestion, I like it, seee if you can expand more on appoptosis and how you would see it as an in game feature. Also Although I don't mind, others do, so see if you can make paragraph breaks from time to time. @ Colers, I very much like the resolver, also like especially the upgrade idea the dissolving layer. keep it up guys, your doing great. |
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May 19 2012 Anchor | ||
i just read above (the description under the quick bar) that the colony does not need any energy. i request to change that as it would turn out to be very game breaking because: so here is my suggestion for fixing that: Name: Bio-core (not to be confused with bio-dome) a core needs to be connected (meaning that its radius connects to it) with either a Con yard of colony, an expansion unit that has deployed, or another core EDIT: i came up with this idea, but i ain't gonna double post. Name: Tapper support power: Bear trap field Edited by: colers |
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Jun 2 2012 Anchor | |
This thread is being Archived, please repost you threads. for specific feedback on your ideas. Edited by: GeneralJist |
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