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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Scrin Theme Reference (Games : C&C3: Tiberium Wars : Mods : Tiberium Secrets : Forum : Scrin : Scrin Theme Reference) Post Reply
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GeneralJist
GeneralJist Project coordinator, PR manager, Lead writer
May 13 2012 Anchor

This thread is Archived, please repost for specific feedback on ideas

This is to be used as a theme reference:
The Scrin will return with all their glory and their Full Invasion Force, as said in the end of TW. They will likely be a steam roller faction, which as always can use tiberium to augment themselves. They will become more reliant on Tibberium, and will thrive in the infested earth that they come to.

We are thinking of removing the Mind Control abilities from them, as an Invasion force relies on Brute force, this however doesn't mean they won't have powers that serve a supportive role as the mind control did. The';re technologies will include Tiberium manipulation, phase, teleporting, and much more.

They will retain their current designs, and will become a force to be feared.

Edited by: GeneralJist

May 14 2012 Anchor

i guess i can just go along and post the same stuff here as i posted at tib essence suggestion forum

1. everytime the scrin need some fast transport, they need to wait for the wormhole skill to recharge, so here is a unit to transport even when wormhole is in cooldown

Name: Way maker
Race: Scrin
type: Utility/ transport vehicle
Role: Repairing nearby vehicles and transporting entire armies
Abilities: Repair aura, Link
Cost: 1500
Needed: nerve center
Appearance: A perfectly circular body, no head and 4 tentacles as legs at each corner.
Explanation: Link: When a Waymaker deploys, it sends out his 4 tentacles into the ground, pulling his body against it. the tentacle tips then resurface in a square around the body. after this point, it already sends out repair drones. without a second Connector, the Waymaker is only a repairer, but when used in concert with another Waymaker, It can use his Link skill to create a permanent wormhole between the two. the worm hole will remain as long as the Waymaker is alive, until then, it can flood the front lines with troops just as a wormhole does.

2. The Buzzers are often mentioned in the campaign, but still , they are quite insignificant, as such, i think the Buzzers should have a commando in their style, this of course, will also solve the problem of the missing commando if mind control gets deleted.

Name: Render
Race: Scrin
Type: Anti-infantry, anti-Structure
Role: the same as the other commandos
Abilities: Scatter, Rend ( a alternative of C4), Fast regeneration (Passive), Fuse
Weapon: Buz storm ( shoots multiple buzzers like bullets, has a shotgun effect that can kill up to 5 infantry every shot, shoots significantly slower than the other commandoes, about once a sec)
Needed: Static chamber, Techlab
Cost: 3000
Appearance: It appears as a black, humanoid thing that has claws as hands. it is constructed out of a very big swarm of Buzzers.
Explanation:

Scatter: The Renders form of fast traveling makes him change in a huge swarm of Buzzers, ripping organics to shreds as he goes. it is pretty much a variation of jetpack, other exept it cant go up cliffs, only through buildings and over ravines.
Rend: Rend is used in place of C4. the Render scatters up and rips a building appart in seconds, while killing everything that spawns out the target building. it clears garrisoned buildings and kills walkers without damaging the husk.
Fast regeneration: When a single buzzer is blown apart, the other takes place, quickly regenerating the Render. The renders armor is also anti- infantry, having a high immunity against Guns, snipers, and tiberium. unfortunatly, it fares extremely poor versus fire.
Fuse: Targeting any buzzer or hive with this will fuse the buzzer into the Render, healing him quickly.

3& 4. These are 2 another ideas, really have no explanation for it. but it fits in the more tib based weapon aspect
Name: Vaporiser
Race: Scrin
Type: Heavy (this can be counted for the damage, not the armor) Anti-Unit, Anti structure walker
Role: de-garrison, destructionAbilities: clear garrisonWeapons: Tib vapor grenade ( Effective against all ground targets, though the vaporisers armor is not made for direct tank on tank combat, and will die when attacked for a short period except when this is rifle or sniper fire. the vapor cloud ignites after a second, wiping out infantry, and heavily damaging tanks. shoots every 4 seconds. still, it is very short range)
Cost: 2300
Needed: Nerve center
Upgrade: Forcefield generators
Appearance: the lower body is made out of a disc with 4 legs. the legs move slowly, but the disc allows the Vaporiser to turn at max speed. it has a big , armless torso with a triple barreled cannon as head.
note: the vaporiser can only be used in flanking techniques. any direct fire will take it down, as its short range, slow speed, and low armor make it cannon fodder. if it is used without getting shot, it can take down any building in seconds, thus making it a very effective spam.

Name: Convertion carrier
Race: Scrin
Type: All aspect, Light transport
Role: Transport, Destruction
Abilities: Over Grow
Weapons: Reverse Convertion beam( When ever it destroys a vehicle or building, it will leave tiberium behind. the weapon is not very effective against vehicles or aircraft, but slows them down), weapons of units aboard
Cost: 2500
Needed: Tech lab
Appereance: A spider with doors in him, and his teeth pointed forward to fire at the enemy with the converter. moves really fast.
Explanation: Overgrow : like the catalyst ,targeting any tiberium based unit or troop with this, will result in massive damage. other than the catalyst, the overgrow beam wont ignite the tiberium, but make it grow in size at massive speed, rending the target to pieces in a nice green explosion.
note: the all aspect of the walker is compensated by the prize, and if you want to take down vehicles, i suggest you fill the convertor with shock troops.

May 25 2012 Anchor

Possible inspiration for the future:

C&C3 Unit Concept
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C&C Tiberium concept
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C&C Tiberium concept
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C&C Tiberium concept
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C&C Tiberium concept
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These and others can be found here.

--

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

GeneralJist
GeneralJist Project coordinator, PR manager, Lead writer
May 25 2012 Anchor

oo, don't think I've ever seen the 3rdd one, reminds me of the SC2 protoss Colosis.

May 28 2012 Anchor

Scrin ability idea

Name: Gravitational downpour
what: casts a zone that increases gravity, slowing down vehicles and infantry and pummels aircraft (also slows them). can be considered a cross between a sonic bomb and temporal wormhole. any normal (momership (though the ship is slowed to a non-existend speed) and supercarrier is not normal) aircraft will die if it stays in the field for its entire duration. venoms and orcas die quickly in it. best used to slow down bombers so they get killed by the AA or to take down NOD air blockades made out of venoms
cost: 1500

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