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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[D51] Battlefield Concealment (Games : C&C3: Tiberium Wars : Mods : Tiberium Secrets : Forum : D51 : [D51] Battlefield Concealment) Locked
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Jun 4 2012 Anchor

In a sense, this is a different take on 'stealth' like that used by NOD.

HOWEVER, while NOD uses stealth as a core gameplay mechanic (and likely even moreso once this mod improves the faction) this idea of "Adaptive Camouflage" is instead a supplement to Dream Army forces with a (hopefully) fair application of balance.

As we know NOD rains supreme in this aspect through the use of cloaking technology and a return of burrowing capabilities, for it is a defining characteristic of the faction. Compared to the GDI (w/ powerful units and defensive networks) and Scrin (w/ brute force invasion forces), both don't care if you know they are present, as you just might as well be drowning in mass amounts of firepower once you make such a realization. Should the team decide it, a possible characteristic of the ASI might be hologram tech, which would thus help ASI with a form of deception. On the other hand The Colony is said to be able to possibly burrow under the Earth's surface while also possessing the numbers to [potentially] overrun enemy positions.

Like I have already mentioned, the Dream Army seems like it could work well as a 'jack-of-all-trades' faction. Thus, while its air/ space forces of the 'flight' mechanic will likely be able to hold out in a slug fest with even the Scrin fleet (once fully upgraded?), I see ground forces of the 'fright' mechanic as benefiting from a form of deception.

Code wise proving plausible, and in my opinion, D51 could use radar and sensor/ visual deception to get the first shot off in an engagement, but only if the 'Fright' mechanic is chosen and even then still later in a game. Adaptive camouflage, like what is currently in development by multiple nations, could be a lower grade/ form of concealment compared to NOD's that would hide unit(s) from enemy detection at longer ranges, and only when the unit(s) are NOT in motion and NOT in view of the enemy for it to activate. Any enemy units that move up close, within a specific radius, would likely observe distortions in the concealed units position and thus reveal the target.

To sum all that above up:
- D51 units would only gain a form of concealment if the 'fright' mechanic is chosen.
- D51 units only gain concealment if required upgrade(s) is/ are purchased.
- D51 vehicles must have full health and remain motionless for a few moments for such attributes to take affect.
- D51 units can be revealed should enemy units get within close enough proximity [my impression being that D51 infantry could remain cloaked at closer ranges to enemies compared to vehicles].

Due to these factors, NOD still has an advantage by having units that are built stealthed, being able to cloak then move, being able to move close to a target and remain cloaked (unless detection equipment is present), and ability to re-cloak even when near an enemy. They thus remain the king of guerrilla warfare while the Dream Army still gets good improvements to wage war.

From this here are my ideas for D51 upgrades:

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* "Radar Absorbent In-Armor Gel Application"
The above upgrade makes affected D51 units not appear on enemy mini-maps. It also un-prioritizes affected units to be undetectable (disregarded) by enemy base defenses and vehicle targeting computers. This attribute lasts until said D51 units attack or are force fired upon by the enemy player(s); computer opponents are delayed by a few seconds (unless/until attacked) before attacking a unit that possesses this upgrade. It would also only work against computer targeting technology (NOD, GDI, ASI, and maybe Scrin forces), not visual detection or biology. Thus this upgrade could be greatly beneficial against the ASI, somewhat against the GDI and NOD, but not at all against The Colony (effectiveness against the Scrin would likely fall somewhere between somewhat and not at all). Available at the end of the 'fright' mechanic's tech path for all D51 vehicles.

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* "Adaptive Camouflage Vehicle Application"
The above upgrade provides affected vehicles with small cameras and displays to conceal themselves when not in motion. A unit must also have full health for the camouflage to activate. Available mid-way through the 'fright' mechanic's tech path to select vehicles.

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* "Infantry Adaptive Camouflage Cloaks"
The above upgrade provides affected infantry a cloak that displays the surrounding environment, improving concealment when not in motion. Infantry ordered to move short distances can maintain concealment [something like 'x' seconds of concealed movement before they are revealed]. Available mid-way through the 'fright' mechanic's tech path to select infantry.

Examples of what might be some affected infantry:
- D51 Trooper Squads
- Quantum Thief
- Target Designation Team

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In my opinion, these upgrades would make for an interesting style of game-play for D51's "fright" mechanic that doesn't infringe upon NOD in most regards.

Thoughts?

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"War does not determine who is right - only who is left." -- Bertrand Russell

Jun 8 2012 Anchor

Would have D51 things like:
Enemy sees your units like they are his own(in his color) most basic units?
Local blackouts?Lets say ability,or when standing still,temporaly or permantenly they will send out blackout.(when enemy units comes near,their sight range will decrease to zero)
Confuse enemy radar or unit vision? Suddenly on radar or next to unit appears lets say holographic copies.(Enemy dont know what they actually really see and to shoot on to,units will suddenly stop automaticly aquire their targets)

All these adaptive camouflages will be like "unit takes form of doodad" or chameleon effect? Unit,structure suddenly looks like some shaped part of terrain?
Well,GDI and NOD will use known methods, but ASI will probably mostly go for energy signatures,heat recognizer,the Colony "radar",sophisticated queens ears sonar,but exact method unknown and Scrin,well they will uncover anything tiberium based quickly but for the rest their methods are also unclear. But how to make ingame something like: "Sir,we are getting only a faint signal" is beyond me.

Jun 8 2012 Anchor

damn that was a long silence on the forums. where is everyone?

Jun 9 2012 Anchor

@ Oaks
Having an enemy see the player's units as his own sounds like a solid idea for the ASI, as does hologram generation because both concepts involve computer electronic warfare on a physical level more or less (ASIM's specialty).

"Blackout" abilities and the like might work for D51, or even the ASI or Scrin. The dev. team would have to clarify whom might possess such technology (EMP?).

The adaptive camouflage ideas are intended to take on a chameleon effect, which in terms of game-play would result in pretty much the same effect as NOD units that cloak, being "invisible" if only at longer ranges as I see it. With my stated points in the first post such camouflage for D51 has more guidelines/ rules/ requirements before it is actually obtained/ functions (this I see as making sure NOD remains the true ninjas of the battlefield).

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"War does not determine who is right - only who is left." -- Bertrand Russell

GeneralJist
GeneralJist Project coordinator, PR manager, Lead writer
Jun 11 2012 Anchor

loersm I'll be active at end of week, 6-15, got lots to do for me, but idk about everyone else, but ya, by all means continue.

Will evaluate ideas @ end of week, lets see what you guys can do.

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