Project overview: Tiberium Secrets is a total overhaul mod set in a parallel universe to the Command and Conquer canon. It introduces three new factions that can stand in conjunction and potentially independent from the others within the Command and Conquer Tiberium universe. These new factions come complete with diverse units, structures, mechanics, and lore. Players will take command of a shadowy human faction intent on ensuring the survival of its species without concern for red tape or ideologies, a biological experiment turned hunter of their creators, and an artificial intelligence believing itself to be the next evolution of humanity. Fundamental mechanical changes will also be made to the original factions.(presenting them as they may appear after Kanes Wrath) With a few new assets for each original faction.

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Things from past C&Cs; you would like to see and or see fixed (Games : C&C3: Tiberium Wars : Mods : Tiberium Secrets : Forum : General Discussion : Things from past C&Cs; you would like to see and or see fixed) Locked
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GeneralJist
GeneralJist Project coordinator, PR manager, Lead writer
May 24 2012 Anchor

(yes i know, form should be from,..)

Anyways,

This thread is to discuss anything from any of the c&Cs, but not just restricted to the Tiberium universe, however I encourage you guys to focus on that.

Anything you guys want to see and or see fixed/ changed.

Please post any new pure ideas in the respective threads in this sections for the faction, if it is a significant overhaul of the concept.

Things ok:

ex. Allow Zone troopers to garrison structures.
ex. add wolverines like from KW

For other threads:
ex. Allow zone troopers to have new upgrades & abilities like............
ex. Allow Wolverines to jump and deploy and add new upgrades like.....

Another mod on moddb called this "Fixin EA's Failz"

If this thread becomes too popular, a separate section will be made for this.

alright then guys, what needs to be fixed?

Edited by: GeneralJist

May 25 2012 Anchor

starting with the garrisoning of course, not only ZTs but also scrin troops

the defence weapon related upgrades from KW, without faction restriction(i mean with this AA ammo for watchtower, particle beam for scredder enz. but also railgun for guardian cannon, laser capas for laser turrets. 4 turret up not neccesary as i already heard its a b!tch to mod.)

rig need railgun ups

when a engineer-like troop enters a bridge house, make the bridge repair slower (though i somehow think thats already scheduled)

at many KW units, but do not ad enlightened and awakened (they probally get rewritten by ASI)

cloaking field support power should't kill infantry (light, why y kill infantry with ur bending, but no kill tank crew, y racist bro?)

slightly more dmg for watchtower ( it is weak compared to shredder)

the other superweapons should also have "core"damage like ion cannon; they do ions center damage over the entire zone, that, or give ion non-core damage.

all KW supports (me gusta vein bomb,orbital strike and ovalord wrath)

if bridge collapses at a single part, it often happens that the units standing on the bordering pieces also drop deep.

Meh thats my list for now

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

what?

Racist lol what?

And i kind of need you to be more specific with stuff from KW, which units, and why?

I would like to redesign the originals, but if we don't have time, we nay just plop in KW stuff, but hopefully that won't happen, but we need to know which KW things you really like. and which you could do with out.

Edited by: GeneralJist

May 26 2012 Anchor

i mean EA made light racist, it only hates on humans not in tanks ( the bending of light cloaking field power activates kills infantry, but mysteriously leaves tank crews unscathed .

and as for the units: Ravager (Scrin needs advanced anti inf), zone raider (fuse em with some squads of zone troopers and you have a all-aspect attack team) , mantis and slingshot( some portable heavy AA). scatterer (or a equivelent like disruptor, just so you can have some heavy sonics at your side), confessor cabal (get on GDI's level), hammerhead (give it AA power. GDI lacks the longlasting air support like stormriders and venoms of the others), both Titan and wolf (EA why y kill westwood and then r*p*s their style, y no know ppl like big ass robots?),Combat engi (taking away the original one, as it has nothing, while nod has boobytrap and scrin stealth) and reckoner (nod deserves some transport, even though EA lets scrin die in a hole). tib trooper is unnecessary as blackhand is just as effective only it lacks the slow. the t-59 can die in a hole as you already said scrin will lose mind control.

remember that KW was simply EA's economical way to fill TW gaps.

Edited by: colers

Jun 11 2012 Anchor

I'll have to disagree with a lot of what colers said...

colers wrote: starting with the garrisoning of course, not only ZTs but also scrin troops Why the Scrin troops? They already heal in tiberium to balance it out.

the defence weapon related upgrades from KW, without faction restriction(i mean with this AA ammo for watchtower, particle beam for scredder enz. but also railgun for guardian cannon, laser capas for laser turrets. 4 turret up not neccesary as i already heard its a b!tch to mod.) Not a chance. The watchtower was ridiculously overpowered when upgraded, and the other defences as well. You don't want to encourage camping.

slightly more dmg for watchtower ( it is weak compared to shredder) It's powerful enough.

the other superweapons should also have "core"damage like ion cannon; they do ions center damage over the entire zone, that, or give ion non-core damage. Why have all the superweapons the same? A little variety can't hurt.

all KW supports (me gusta vein bomb,orbital strike and ovalord wrath) Nod doesn't need more one hit wonders... For god's sake, that would be the worst possible change.

hammerhead (give it AA power. GDI lacks the longlasting air support like stormriders and venoms of the others) Firehawks balance it out. While they can't easily be spammed for DPS like stormriders or venoms they deal a lot more damage and are the best AA unit in the game. GDI doesn't need AA hammerheads.

and reckoner (nod deserves some transport, even though EA lets scrin die in a hole). If the reckoner is included it needs to be very carefully balanced, it's not as simple as to throw it in and hope it works.

tib trooper is unnecessary as blackhand is just as effective only it lacks the slow. Nooo! The Tib Trooper definitely needs a significant buff but don't just throw them away!

the t-59 can die in a hole as you already said scrin will lose mind control. I disagree. T-59 can focus more on speed and teleportation instead of mind control. They already do focus on mobility but that only needs to be buffed.

remember that KW was simply EA's economical way to fill TW gaps.


I think that's about it...

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

welcome, thanks for accepting my invitation,
But to be clear, any KW features will be reviewed before they are added, and in general, there will be no sub factions. We already plan 3 new ones. All Factions are Vanilla (not chocolate)

Please make a case for each of the KW features you wish to have, and it will be reviewed.

For Scrin at least they may have divergent tech just like D51. so there may be room there.
once again, thanks for coming .

Also, could you make a avatar, just allows me to easy glimpse who's posting.

Edited by: GeneralJist

Jun 11 2012 Anchor

I'll use blue for some points ^.^

Klandri wrote:

colers wrote: colers: "starting with the garrisoning of course, not only ZTs but also scrin troops"

Klandri: "Why the Scrin troops? They already heal in tiberium to balance it out."

WarWolf_1: As I understood it, ZTs were too big to maneuver efficiently inside of civilian structure (lore speaking) and had a upgrade that allowed them to heal (balance), while the Scrin would just assume destroy the structures (lore speaking) and can heal in Tib. fields as already stated (balance).

---

colers: "the defence weapon related upgrades from KW, without faction restriction(i mean with this AA ammo for watchtower, particle beam for scredder enz. but also railgun for guardian cannon, laser capas for laser turrets. 4 turret up not neccesary as i already heard its a b!tch to mod.)"

Klandri: "Not a chance. The watchtower was ridiculously overpowered when upgraded, and the other defences as well. You don't want to encourage camping."

WarWolf_1: Until I discover otherwise, my take on the GDI tactics within Tib. Secrets involves taking a position and holding it from aggressors (aka. camping), as to me this fits the direction they seem to have moved towards. Improved defenses and upgrades pertaining to such would seem logical, so long as balance is maintained of course.

---

colers: "the other superweapons should also have "core"damage like ion cannon; they do ions center damage over the entire zone, that, or give ion non-core damage."

Klandri: "Why have all the superweapons the same? A little variety can't hurt."

WarWolf_1: ^ Agreed.

---

colers: "all KW supports (me gusta vein bomb,orbital strike and ovalord wrath)"

Klandri: "Nod doesn't need more one hit wonders... For god's sake, that would be the worst possible change."

WarWolf_1: I'd say each faction has support powers pertaining to their methods of waging war, which can determine which, if any, KW support call-ins are imported.

---

colers: "hammerhead (give it AA power. GDI lacks the longlasting air support like stormriders and venoms of the others)"

Klandri: "Firehawks balance it out. While they can't easily be spammed for DPS like stormriders or venoms they deal a lot more damage and are the best AA unit in the game. GDI doesn't need AA hammerheads."

WarWolf_1: While D51 looks to the sky, I'd say the GDI solidifies its hold on the ground. Ideas will be posted in the appropriate thread, but as I see it GDI only maintains moderate air support assets.


That's just my two cents...

Edited by: ParaCombatant

--

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

Jun 12 2012 Anchor

colers wrote: colers: "starting with the garrisoning of course, not only ZTs but also scrin troops"

Klandri: "Why the Scrin troops? They already heal in tiberium to balance it out."

WarWolf_1: As I understood it, ZTs were too big to maneuver efficiently inside of civilian structure (lore speaking) and had a upgrade that allowed them to heal (balance), while the Scrin would just assume destroy the structures (lore speaking) and can heal in Tib. fields as already stated (balance).

Colers: Its not like the ZT are 3 meters tall, and APC actually gives less space. Scrin perhaps should be limited to only dissintegrators, as in the cutscenes Schocktroops are the size of cars.

---

colers: "the defence weapon related upgrades from KW, without faction restriction(i mean with this AA ammo for watchtower, particle beam for scredder enz. but also railgun for guardian cannon, laser capas for laser turrets. 4 turret up not neccesary as i already heard its a b!tch to mod.)"

Klandri: "Not a chance. The watchtower was ridiculously overpowered when upgraded, and the other defences as well. You don't want to encourage camping."

WarWolf_1: Until I discover otherwise, my take on the GDI tactics within Tib. Secrets involves taking a position and holding it from aggressors (aka. camping), as to me this fits the direction they seem to have moved towards. Improved defenses and upgrades pertaining to such would seem logical, so long as balance is maintained of course.

Colers: exactly my point. the better defences one has, the more use you have to make of advanced tactics. also, Epic units will be added into the mod eventually remember? You are going to need a upgrade when for example the Supercarrier decides to crash your party.

---

colers: "the other superweapons should also have "core"damage like ion cannon; they do ions center damage over the entire zone, that, or give ion non-core damage."

Klandri: "Why have all the superweapons the same? A little variety can't hurt."

WarWolf_1: ^ Agreed.

colers: My actual point is that the Ion cannon is slightly underpowered in comparison with nuke and rift, as it can only deal full damage in its center, while the others do Ion beams core damage over the entire area, which kinda goes in argument with logic, as the shell of the nuke would likely do damage before exploding and if something is in the middle of a rift, it should be devestated. the preliminary beams of the cannon only do 1/4 of the lost damage. you now see the imba and racism agains GDI. perhaps the Nuke should do a slightly decreased amount of damage over the entire zone, and 20% extra at the center, the rifts damage going into a perfect decrease in damage the further the target is away from the center, and the ion keep its core to border amount but get some increased amount of damage with the ionazion beam (yes i totaly made that word up).
---

colers: "all KW supports (me gusta vein bomb,orbital strike and ovalord wrath)"

Klandri: "Nod doesn't need more one hit wonders... For god's sake, that would be the worst possible change."

WarWolf_1: I'd say each faction has support powers pertaining to their methods of waging war, which can determine which, if any, KW support call-ins are imported.

Colers: The one-hit wonders are only if you have alot of money. do i need to remind you it cost about 4000, which will drain your pockets rather fast, and will soon out-cost a superweapon.

---

colers: "hammerhead (give it AA power. GDI lacks the longlasting air support like stormriders and venoms of the others)"

Klandri: "Firehawks balance it out. While they can't easily be spammed for DPS like stormriders or venoms they deal a lot more damage and are the best AA unit in the game. GDI doesn't need AA hammerheads."

WarWolf_1: While D51 looks to the sky, I'd say the GDI solidifies its hold on the ground. Ideas will be posted in the appropriate thread, but as I see it GDI only maintains moderate air support assets.

colers: perhaps as a balancer it can have both decreased damage and armor, and no ability to let the passengers shoot (how does it even makes sense, i mean, do they stick the soldiers into the missle pods or something?)

and reckoner (nod deserves some transport, even though EA lets scrin die in a hole). If the reckoner is included it needs to be very carefully balanced, it's not as simple as to throw it in and hope it works.

Colers: ik

tib trooper is unnecessary as blackhand is just as effective only it lacks the slow. Nooo! The Tib Trooper definitely needs a significant buff but don't just throw them away!

colers: mmm... what about make a upgrade that turns the BH into tib troopers, with the same damage to tanks,infantry and buildings but with the slow? (just saying, tiberium will destroy pieces of buildings by crystalizing them, so why no damage EA????)

the t-59 can die in a hole as you already said scrin will lose mind control. I disagree. T-59 can focus more on speed and teleportation instead of mind control. They already do focus on mobility but that only needs to be buffed.

Colers: i do recall saying the upgrades from KW should be kept, though i do remember saying the defence. but you are right, we should keep the upgrades of T59, but i meant the the troops could die in a hole, as the exclusive T59 troops are both mind controlers.


feel free to comment.

Edited by: colers

Jun 13 2012 Anchor

The thing about superweapons is that they don't have to be perfectly balanced... They almost never come into multiplayer play.

One hit wonders are ridiculous as it is in TW, they are way better than the superweapons have ever been. There is no contest there. At all. In my opinion you should absolutely not make more of them.

You say that GDI is focused on clear and hold strategies. This I agree with but nevertheless base defences must not be too powerful lest they ruin the game because it encourages too much camping.

The thing about disintegrators is that when garrisoned they are absolutely devastating. Way more so than GDI/Nod rockets. Have you played a 2v2 with a GDI and a Scrin ally? If they work together and get the disintegrators into APC's/Hammerheads they tear everything apart. They have ridiculously low armor which is their weakness that is effectively negated. That's why Scrin got no infantry transport at all.

I really don't get why you want to give hammerheads AA capability... GDI can handle aircraft just fine. We don't want to make the factions identical...

Since they are not gonna include any KW units I won't weep for the loss of the tib trooper but I like your idea.

GeneralJist
GeneralJist Project coordinator, PR manager, Lead writer
Jun 13 2012 Anchor

Well it's not that we're not going to have KW units, its that we'd prefer to make new things instead of simple copy pasting.
But ya, sometimes it happens.

That's the thing, I started this thread to gage what specific thigns from other C&Cs you guys like to see.

Personally I'd like the tib trooper, but being how both BH and them fill a similar role, that is problematic, both are very nice units, and BH is an iconic unit, so there is little wiggle room.

Jun 17 2012 Anchor

So,it is about ideas "how to overhaul GDI,NOD and Scrin, 'cause we,the Tiberium secrets team, plan to do so"?
If I could humbly suggest how to "fix the EA's fails", then to get inspired by Tiberium Essence and many other mods which specialize on redoning what EA screwed(and we must admit they are particularly good at that), is my idea. I hope I didnt insulted anyone,it aint no commercial, demand or provocation. Just an idea. Why so serious? Because I realize that saying something like: "Eh yo, yo mod sucks,ya bedda do it like dat one here" , is probably something what developers dont want to hear from their fans :D I've just let myself to get carried away a wee bit,again,did I? :o )

Jun 17 2012 Anchor

I personally have a small few of KW units that I like. I would love to see what becomes of the old factions should/ once new content for them is made, but as the development of the three new factions takes priority, that will likely be a long ways away, and only to allow the old factions to compete with the new ones no? Thus adding (and balancing) any aspect of each old faction from the expansion that pertains to their new desired play-style/ tactics might be reasonable (i.e. NOD guerilla warfare, GDI hold the line, and Scrin full invasion force).

Also, to me improving/ building upon KW units rather than simply throwing them in would add to the "you won't find this anywhere else" factor that makes unique content for this mod yet might put less of a strain on development time. This would also go along with the post-KW setting.

--

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

GeneralJist
GeneralJist Project coordinator, PR manager, Lead writer
Jun 18 2012 Anchor

Agreed, expand on that if you would and what specifically do you like?
@ Oaks,
a little bit, but more general, for specific ideas put it in respective section.

Jul 21 2012 Anchor

I could not grab everything stated above but "I have... a proposition..." Well actually, two propositions:

If you will add the KW Epic Units, would you be able to customize them with garrisoned troops? I always thought not, for the KW: Reloaded modification had the Epic Units and they couldn't be customized with garrisonable troops. I had proposed this, however, and did not get a straight-forward answer. Heck, I didn't get an answer pertaining to my question at all. LATER, coming across someone else who had proposed the same thing, I found an answer that was something along the lines of "the CnC3: TW engine cannot support that kind of [etc.]..." SO since then I thought it not possible. BUT in another mod [Tiberium Essence or Advanced; dunno which... may not even be one of those...] the Redeemer and Hexapod were customizable. [MARV simply not included.] So... yeah. I don't know what to think/say. Oh, they may be from both mods: the customizabe Hexapod in one and Redeemer in another. Or not from one of those two at all. I'm not sure of anything anymore. :<

ALSO, I have to say, I love naturally occurring map hazards. So I think you guys are going to have the/some/few classic Tiberian life-forms in, but maybe you may want to include unique ones for your mod; I was thinking maybe to have a Corrupter-like unit for every faction which can spawn their own 'neutral special mobs' as the Corrupter does. [Comparable to Visceroid in CnC3:TW.] Like ASI may have tiny neutral (uncontrollable/selectable) spider-like drones that pop out of dead friendly machines (Like 'Terror Drone Surprise', no?). And maybe D51 will have civilian 'spies' (or simply unsuspecting people who have been 'bugged' with a sensor/detector/microphone/etc.) or maybe map-specific (Close to D51 'home territory'?) air-spy drones that reveal small map areas (giving D51 advantage on those maps). And GDI would get occasional... what were they called... Limpets (? I think....) out of their vecs'. Colony: would be similar to a Visceroid counterpart for Scrin. Nod... Miniature metallic scorpions? [This is a request: please include scorpions somewhere; be it as map-hazards, eye-candy, harmless/indestructible (I've seen birds...) 'map-creatures,' etc. Scorpions are my favorite arachnids.] No one has been forgotten? Oh, yeah. What will happen to the Forgotten? Will they be Forgotten in this mod?

Both propositions; do-with/make-of them as you will.

Addition: Is it possible to add things like MARVesting in this engine? I think not as I don't think that has ever been implemented in any mod for this before. Although I'm just asking this, and it may belong in the 'Off-Topic' section, I included it here in hopes of its inclusion (if possible).

EDIT: Technically now it's 3 propositions....?

GeneralJist
GeneralJist Project coordinator, PR manager, Lead writer
Jul 21 2012 Anchor

1. Epics, they will be in, although I'm no coder, i suspect it's possible, at the most basic level, you would make an "apc" for each of the hard points you wanted, and then connect them as one unit. But this is from a logical stand point, I can find out for sure.

2. We will indeed have such creatures, as for the faction specific ones, I dono at this time, I recommend you flesh it out in another thread here in the General discussion (yes, limpits, the tracker drones) and yes, there will be creep unit, as well as other forms of environmental hazards like vein hole monsters and fields , I'd like to add meteor storms back in.

3. well Nod will have a bunch of things based on scorpion designs, but for an actual creature? I can't promis that, but it be interesting to just have a buch of regular non tiberium related creatures roaming around somewhere.

4. They have not been forgotten, they will however not be anywhere near the level of organization seen in the Forgotten mod, they may have a few civilian tech structures on the map, and a few units, like from a hovel. But despite their relative mitigation in gameplay, they and mutants will play a central role in the campaigns.

Jul 22 2012 Anchor

1. Great idea, to be honest. I can see that happening. May I say that to my knowledge, no other mod contains the MARV apart from KW: Reloaded. And since the Hexapod and Redeemer have been done, I know it is possible with those two- the GDI is the problem. [Hahaha, take that for once, GDI!] Also may I mention that my main and I suppose pretty much only problem with KW: Reloaded was the Epics. Technically, not the Epics themselves, but their customizations. They come pre-set with some combination (I HAVE NO PROBLEM WITH THIS), but where the custom weapon is located, it shows models for all the customs. (This may be hard to explain- you may want to play and see for yourself. Oh yeah, this is my problem.) For example, the Redeemer (as far as I've played, last time I can remember) came with a Flame Turret and something else on the other shoulder. But, the model shows a mixed-up-mash-jam of all the possible customizations (of that faction Epic)- and no worries, the correct and meant weapon works fine. I know that this is a purely visual thing, which doesn't affect gameplay, but I'm still bothered by it. If you do try to add in original Epics, please at least fix that problem. Oh- it occurs in every slot on every Epic for that mod (all 4 tread-covers on MARV, both Redeemer shoulders, all 6 Hexapod last-leg-segment midpoints).

2. Ah, ok. Thanks for clearing that up. All you mentioned would be great additions. And yeah, I would know about Limpets hahaha... yeah... marine biology too much.

3. Well yeah; of course Nod would. I was thinking the same thing- some maps free of Tiberium spreading ("roaming around somewhere"). I am thinking 'Blue Zones' now. Maybe a special desert map called 'The Scorpion Temple'? Possibly featuring a desert landscape with eye-candy scorpions, kangaroo rats, sidewinder snakes, etc. desert life-forms- and a giant Nod temple, out-doing any ordinary Temple of Nod? Probably in Egypt. [Does anyone get the idea that this exists in my campaign? Hahaha... er... spoiler.] [NEW LIFE-FORM ANYONE? A Tiberium-mutated giant scorpion? Like Ursa Major? Woohoo!] (I think they were called Ursa Majors...)

4. Just as expected. Nicely said and done. (Maybe not as easily said as done, but you get the point.) And yeah, I was actually referring to the campaign/story. Not a whole faction, of course.

After I re-read my late posts, it seems to me that I have been posting as if this mod has been 'diminishing' in my eyes. Please do not think that. This mod is, if not much greater (it is), at the same very-high level in my eyes as it has always been. This mod gets the most respect and attention from me than any other mod, to be honest. It is because this mod is what most others are not; in my eyes it has potential to out-do most any other, if it hasn't already. Keep it up!

Also, since I typed the MARVesting question a bit later from my original post, I can understand it being left unanswered. Or did you cover it? I must have missed it, if so. Well, all side-talk aside, is MARVesting or Any-other-unit-esting possible?

*Sigh.* I type too much. I know typing this doesn't help...

GeneralJist
GeneralJist Project coordinator, PR manager, Lead writer
Jul 22 2012 Anchor

1. Oh, I know what you mean now, ya, it looks like visually it has all the weapons, i think the REdeamer came with a engi on the other shoulder (Redeamer will likely not be the epic for Nod, It doesn't fit their existing, nor new style.) I was also able to confirm with our coder, it's possible.

3. Are you suggesting we should make a desert map, and call it Peace? XD

4. Well actually, most of the story with the mutants have been both said and done, by me, I just can't reveal it here, since it would spoil some of the campaigns, if you hunt in the Official C&C forums, you might find some of it.

5. I didn't get that feeling at all, people are just busy. And thanks a lot, this project is what it is because of the entire team and the community, everyone has their own parts they contribute, and in the end, no one should be pointing at one person, and giving them a majority of the recognition.

This project is special because of the themes that underlay each faction, and how they tie into each other, C&C, and the nature of humanity at large. I couldn't imagine this project not being in the C&C Tiberium universe. And frankly, I wouldn't be doing this if it wasn't.

There is something special about the original C&C , Tiberium, GDI and Nod, and I think my place is to bring that to fruition, and I think I can do that, better than EA. Thing is, when I do my work, the final products aren't the way they are just because I want them that way and think it be cool to do, they are that way because that is what they need to be.

Without the story and themes we've developed, the mod would not be as special and successful.

People are looking for an "Epic story Conclusion" to the legacy of Kane, Tiberium, GDI, Nod and by enlarge C&C, and I am fully confident that as the writer, I can do it.

(As you may have noticed, I type a lot too....I try to say what I mean and mean what I say, usually that can't be said shortly)

Edited by: GeneralJist

Jul 22 2012 Anchor

1. Ah, ok. Tanks. Err, thanks. And it's fine. I'm tired of the Redeemer anyway :P

3. Sounds like a plan XD

4. Hahaha *Seals lips... err- Freezes fingers above keyboard...* Anyhow, no worries. I wasn't looking for spoilers anyways.

5. Once again, nicely said. And very true words.

6. Yep. And same here.

7. Philosphers talk, again XD Haha, anyway, "truedat." Specially about the original CnC. Nothing else defines good old traditional RTS fun like that (in my opinion). The whole Tiberium series has so much potential and so much freedom to imagine as one wants... its amazing...

8. Definitely.

9. You can indeed.

10. This isn't helping... But anyway, yeah, I couldn't agree more, esp. to that last bit.

Jul 22 2012 Anchor

Wonder if in this Tiberium secrets universe will Kane have some major role in story and campaign. What other ambitions he could have? GDI is on knees, planet already looks like Scrin homeworld (heavily tiberium infested),and he has all knowledge about technology,etc. of Scrin. Probably fight and gain gravity technologies from D51,fend off relentless ASI attacks,and take control of another and probably most obscure, tiberium obsessed faction, the Colony.Well,Tacitus will not help him this time. Or you could let Kane die,as ASIM will ressurect him as one of his cyborgs,yet Kane will gain free will,and whew,we have Kane the Queen of blades.xd But what I wanted to say that Tiberium secrets is full fledged total conversion mod,that comes up with 3 new factions,and their gameplay and game mechanics are pretty different from chocolate CNC3. I mean,you've practicaly changed it into Blizzard game with builders and miners,along with other changes.I only expect you will also add new resource like trees maybe :D apart from credits for tiberium and energy power.Thats why I never expected the vannila factions to stay. Even if you will change and add KW units ,for example, to GDI,how can they match with gameplay of Colony?
GDI: Zone trooper that can be garrisoned within APC but not within structure or bunker.Theres tiberium radiation out there,put the helmets on.
Pitbull.Nothing than epic EA's fail of redone model of NOD attack bike. A fast,small jeep with detectors and MLRS that cant shoot over walls without upgrade.F*ck logic,yeah EA?
APC that looks like hunk of junk,no infantry would ever be able to garrison it.
We GDI want the planet clean from tiberium and thats why our refineries are evaporating it..
Nice hats and glasses GDI snipers,theres tiberium radiation out there.
NOD: Nice hoodies and fancy capes,soldiers of NOD,nice tatoos and drawing on your faces NOD Fanatics,Militants and Rocket squads and Black hand.Hello redhead Rambo girl NOD commando,its just there's tiberium radiation out there.
Attack bike.Nice helmet mr. driver.Pity your bike has no roof.Theres tiberium radiation out there.
Raider Buggy.Another hunk of junk.How can a driver fit there? It even shoots and give EMP coils? Oh,for gods sake,get real.
Flame tank.Safety first! Thats why our gas tanks are uncovered.
Beam canon.Nice model EA.Runabout with speaking-trumpet on.That took years to create, huh? Laser weapon for artillery role.Genius..
Avatar warmech.Heavy walker.Thats very NOD-like alright.A tall,fragile looking walker that destroys its own vehicles to gain some weapons.Genius..
Scrin: We are 3-legged,4-legged insect-like useless infantry with no AA,but we are beautifull.
Gun walker.Pew pew pew,I took down an Orca! Oh,I dont think so, you insect,with those ridiculous legs of yours.You overgrown malaria carrier!Bring me a flapper.
Someone likes plasma discs? Plasma discs everywhere! We have 2 guys with proton beams,why some attack upgrades? Go ask the Predators,Mammoths.Scorpions,Venoms,etc. And thats just the tip of iceberg of EA fails.

GeneralJist
GeneralJist Project coordinator, PR manager, Lead writer
Jul 22 2012 Anchor

1. right now I can confirm Kane will play an integral part of the campaigns,, especially GDI.

2. Kane= Queen of Blades? ROFL

3. yes, chocolate.... yoummm, wait, I prefer vanilla.

4. GDI, Nod, and Scrin will all have unique build mechanics, as well. A majority of the units they will have is from KW, so we don't have to do as much work, but rest assured, they will have some new units and abilities.

wow oaks, didn't know you had it in you.
oh, can you pm me your email? I'm gathering them from the active community.

I
like your sense of humor,
english not being your main language makes it more hilarious. By all means, show me the rest of the iceberg (I asume you were sarcastic about the beam cannon and avatar) .
what would you change about these thigns to make them less fail?

Jul 23 2012 Anchor

I must thank you how highly you think about me,and for your faith in me you have.

1.)Its nice to heard Kane will be on board too.Poor GDI. But more fun for Colony,ASI and D51.I cant even imagine how much complex,great and intertwined that entire mixed story of 6 factions will be.Looking forward on your story writing.

2.)A long story. Almost funny how much similiar the stories of Blizzard Starcraft Kerrigan and Warcraft Arthas are.From Terran Dominion Ghost to the queen of zerg,from prince of human army to the king of undead.I think Kane already were cyborg in KW,right? Or atleast had cyborg implants. Would be funny if ASIM would take control of him."Eh,whose that bald conscriptor with moustache?" "Dont mind him,hes freak,we call him Active number T." "Conscriptor obssesed with tiberium? Archive him. " :D Or Colony will capture him and we'll have Kane the Thing.

If you already decided that 3 vanilla factions will be mostly KW-like than theres almost nothing to discuss.Even with changing game mechanics.Theres even plenty of other mods that redones what were in KW.In this way I am probably heavily errr,biased,taken(?) by Tiberium Essence.All the model, logic or balance fails EA did patched up. Epic units yes, but Redeemer is totally out of NOD doctrine of guerrila,hit-and-run stealthed sudden ninja attacks.Some Kodiak,who needs flying Mammoth MKII? with 8 fireports? NOD has cyborgs and has strong numbers,of course,they've got most numerous,various and powerfull infantry.GDI are slow and steam-rolling,rellying on strenght of their vehicles.And unexpectedly Scrin has most powerfull aircraft.spaceships.I personaly never had KW because of bad things I heard about it. Engineer with pistol,yeah right. 2 NOD rambo girlies commando at once. Not 3 turrets but 4 with upgrade per NOD defense hub.Not normal .Not sure why every GDI subfaction should have different harvester.With rockets.Absurd.Scrin Gun walker is not ugly enough,so they made Shardwalker.Wonder if you will do a subfactions.3 subfactions per faction of 6 total. thats..wait...big number I suppose.Stealth tank also deserves remodel,with the rest, I agree with guys.Its up to you if you will go for major overhaul,or add and try to work with KW stuff.But I suggest to focus on new babies first and let vannila factions be alone for now.I've tried to think of some power energy system for Colony, or crane but with no avail.
This probably deserves new thread: I thought of support weapon,probably superweapon-meteor will fall down,and it is carrying second queen that can move and attack until it deploys.And one player should have been able to have only 2 queens total.The queens roots maybe can work like Starcraft Nydus worm.And the root hubs could be changed into its tunnel ends.probably only for infantry.

Jul 27 2012 Anchor

Hope that of all units that get implanted from KW, the Epics are not one of them. the only one i really thought was awesome was the Hexapod. plus, give me 15 mins and i will come up with a idea allot better that EA.

Jul 27 2012 Anchor

Hahaha. Yeah, I hoped that too, but didn't think it would happen so didn't mention it. I loved the Hexapod as well. But that's a personal 'entomological-appeal' thing...

GeneralJist
GeneralJist Project coordinator, PR manager, Lead writer
Jul 27 2012 Anchor

@ oaks,
Although I fully agree that the new factions are a priority, we are not forgetting the old ones, most of them will use KW unitts because wee want to minimize work, but rest assured, even if about 70% of the originals is from KW, they will all still get diverse build, power, and economy mechanics to set them apart.
(Complete overhaul of the original factions is not the goal of this mod, rather it's to make sure the originals are done justice, so they can leave room for the new factions to shine.

The new factions are based on the old, and pretending that isn't true undermines the entire mod. (this isn't dirrected at any of you, this is a statement of fact)

And yes, the story of 6 factions will be quite a challenge, but I'm up for it, and i'm sure all of you can inspire me along the way.

On the Epics, yes, we will likely do them, but change them, especially Nod's.

I think highly of everyone, until they prove me wrong.

Edited by: GeneralJist

Jul 27 2012 Anchor

Well clarified. And thanks.

Applaud the inclusion of Epics, and having Westwood-stage 'vanilla' factions is an even better feature.

Good to hear the percentage is ~70...

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