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Rico
post Jun 30 2007, 05:24 PM
Post #1


Rocket Infantry
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Group: Members
Posts: 41
Joined: 30-June 07
From: Sydney
Member No.: 970
Alliance: GDI
Favorite game: Tiberian Sun



G'day,
I've been planning a mod for C&C3 and I've recently decided that i should make it in TS to be able to test out some of the ideas and designs while i wait for TW's SDK to come out.

The mod is called C&C3: Tiberium Twilight (working title)
The idea is to turn C&C3 into what C&C fans had invisioned, some people may have seen my posts on PPM/Freedom studios forums. I've been looking at ideas and so far i haven't been happy with what I've come up with, so I've decided to take it with a new approach.

Basic ideas:
All sides -
- Ships will be in, from gunboats to large carriers (however i don't know weather i will have them in skirmish, or only in the campaign mode)
- Perhaps new styles of weapons? (Plasma weapons, Ion weapons that are vehicle based, pulse cannons etc)
- Maybe adding in 'derelict' structures from TD/TS. If captured they allow units from those eras to be made? Would make the game interesting smile.gif

GDI -
- Is now a very 'space based' force, meaning re-enforcements come in from space stations via the dropship bay (the dropship is now space capable)
- Uses mostly mech's, they have expanded their mech force with new/more powerful mechs. Also updates to the current mech force (eg: Titan mkII, maybe re-armed, MMKII will be updated etc)
- Use carryalls to ferry harvesters to the tiberium and back, like in Dune 2000/Emperor battle for dune. Reason for this is that GDI are based in blue zones, with no tiberium. To get the harvester over the walls and into the tiberium rich areas the easiest way is to carry them accross rolleyes.gif .
- The hovering ability from the MLRS will be expanded (exactly how tho I havent decided)
- Aircraft are still a major part of GDI.
- The MDP (Mobile Defence Platform) that WW released concept art of will be included (it works very well with GDI's defence strategy)
- The Mobile Sensor vehicle in TS will be back.
- Amphibious vehicles are back.
- EMP weapons back.


Nod -
- Stealth is now expanded in the force, more stealth units, a mobile stealth generator (like in TS) and a stealth gen (not the crappy version thats in TW, i mean a real 1 like in TS), maybe stealth aircraft.
- Subterranean units are back, and will play a bigger parts (units produced underground and come out to fight) Perhaps other ways to exploit this style of game play?
- Laser weaponry will become a more common weapon, but not the only 1.
- Since Nod uses tanks mainly, the heavy tank that is in some of the concept drawings from WW may be used for Nod (it wont be as strong as GDI's mech's, but will give Nod a tank that can do some damage)
- Nod will get 1 mech, not as strong as GDI's top mech, but will be Nod's strongest unit, I'm thinking that the mech should look like the 1 WW released, it looked almost stealth like, and had weapons that appeared to be laser/plasma based, would work with nod well. However wouldn't be too strong.

Other Race-
- Still deciding weather to have Cabal &/or Scrin as the 3rd/4th race/s. Idea's anyone?


Obviously this is a rough outline, I'm putting the ideas out there for the community to throw in some ideas, give feedback, offer designs &/or ways to implement the ideas.

Thanks for any help i get,

Rico

This post has been edited by Rico: Jun 30 2007, 08:37 PM


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Yggdrasil
post Jul 19 2007, 05:58 PM
Post #2


Disc Thrower
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Group: Members
Posts: 90
Joined: 21-October 06
From: Reading, England, Earth.
Member No.: 18
Alliance: Scrin
Favorite game: Tiberian Sun



First things first, I'll map the TW mod if you would like and its still going on.

Second, I have several comments and ideas for the mod (TW version mostly, as that is the one I can help with);

Firstly, I like pretty much all of the ideas in the unit list, here is a few comments:-
GDI
Structures, I like staying with the component tower idea with upgrades, MG, AT, SAM, Sonic anre good variation with possibly the railgun upgrade affecting the AT turret to give it late game viability.
I wouldn't give large numbers of mobile structures to GDI, 1-2 at most as it doesn't feel like the slow, heavily armoured behemoth that GDI is.

No comments on Infantry, except possibly merging AT and grenadiers or AA and AT infantry somehow.

Vehicles, how are the Titan and wolverine Mk2s going to be different? I would suggest a short range stealth detection(possibly as an upgrade) for the wolverine and maybe a second cannon or secondry weapon system for the titan.
Stick with an amphib apc but give it a gun, also make the hover harvestor a later tech harv as Frequent ion storms would render GDI reasource operations useless.
For the Distruptor Mk2 keep it tracked, give it a power equal to the base defence version but with a significantly longer reload time, also give it heavy armour.
Possible reasons for the Mk4 ( if you dont have one planned already), Only just put into production due to new metals, tech etc from analysed scrin( if you feature them), or core defender wreckage, (I have several ideas for how it could look and/or be armed).

Aircraft, Give the orca gunship the ability to fight AA, then have a dedicated bomber with possibly 1 or 2 really weak AA turrets (vertigo style). Personally I would avoid fixed wing stuff for GDI.

Brotherhood of Nod
Structures, I like the idea of having the the SAMs to be able to shoot ground as well, thus giving an early game AT defence for Nod.

Infantry, Call stealth soldier Black Hand Elites, Make them buildable only when you have a Temple and give them Small plasma or laser cannons, switchable to flamethrowers. Also give the spy a pistol like the shadow teams as well as the ability to fly with the hanglider thing.

Vehicles, Only thing I am not sure about is giving Nod a mech, If done well it could lok good But my persoonal opinion is that it should look like a scorpion.

Aircraft, Banshee Mk2 being stealth is a nice idea, also could be given the ability to change fire modes between rapid and not very damaging(AA) to slower firing and more damage per shot(AT, AS). Also an aircraft built on the harpy chassis with stealth and a very long sight range coupled with high speed would be good as it would help scout for openings and spot for artillery, (possibly as snipers do for juggernaughts).

Random Ideas and comments, etc
It would be nice to see a return of all the wierd fauna and flora from TS, also the mutantsa should have a very high presence in more highly contaminated areas. Also I think that cyborgs should feature but only as neutral enimies acting under a prime directive now that cabal is offline. I would also like to see the scrin introduced but only as 1 or 2 missioons in a campaign.
Final comment, Some names are going to be needed to be thought up as in my opinion there are too many Mk2s and even a Mk3 in the name list.

Any comments on my ideas welcome and as I said at the top, most of these ideas will only work in TW, so can no-one point that out.

Oh, and sorry for the essay.


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