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MACARD
05-22-2011, 05:37 PM
Subject:
The Tiberium used in the story-line of the Tiberium Universe, as the Tiberium used in the game

Description:
the Tiberium Universe storyline states that Tiberium is taking over the world, yet when you play Tiberium fields are all to easy to deplete, just 1 harvester will keep the field under replacement levels, if Tiberium is really that easy to harvest, and get rid of, then there is no way that Tiberium can be taking over the world, so i suggested this for the Tiberian Eclipse Mod a while back, although i was quite clearly told they didn't like this idea. so here it is a Gameplay mechanic i wrote up about Tiberium that would clean house if not treated properly:

no more limits on Tiberium Fields

Tiberium now spreads at a rate approximately 3-4X as fast as they did in CnC3

Reduced value of Tiberium to balance out with the quantity.

Tiberium now damages and mutates at 3-4X as fast as it did.

Tiberium is no longer stopped by anything but direct sonic exposure, Sonic Fences do not stop
Tiberium will go under the sonic fences and grow on the other side, fences emit a small sonic field that prevent them from being affected.

Vehicles can now be infected after extended exposure, it takes vehicles a while to fully die from tiberium, vehicles with filters can slow down this process, a bar will be shown above the health meter showing how much tiberium has spread, once the bar is filled the vehicle will die, it can be reversed with traditional repair mechanics.

Structures can be infected Tiberium, they also have a bar show the level of tiberium, it will take much longer for this bar to fill but it will depend on the size of the structure. Tiberium gets next to a structure and grows around a structure it will then get in the Structure; tiberium will start to show inside the structure, at this point when a structure is Destroyed or sold it will leave behind tiberium. There will be several models showing the Structure progressively becoming infected by tiberium. The tiberium will slowly spread throughout the structure first Spreading through the structure, then growing in width. As the tiberium grows the structure will become toxic damaging anyone inside. At a certain point it will emit tiberium vapors, making the structure uninhabitable to humans, tiberium continues to grow in volume the structure will become more of a mass of tiberium. At the point of saturation when the bar is filled, the Structure will rumble, no longer salvageable, it will take serious damage and eventually explode in a storm of tiberium Shards.

There may be a way to recover (possibly via engineer) a structure only infected at a certain point at one point it is no longer recoverable, it can no longer be sold, it can only be destroyed leaving behind a large mass of tiberium. It is suggested that a player first remove the tiberium surrounding the structure before recovering it otherwise it may be easy for the structure to be reinfected.

GDI, ZOCOM in particular, may develop a sonic Barrier, it will place a sonic fence around the structure like in KW, but in addition it will create a sonic barrier below the Structure preventing it from being capable of being infected by Tiberium.

Formerly protected infantry will now be infected but the protections (cyborg, zone suit, tiberium field suit, tiberium infusion, chem suit) will slow down the tiberium infection process. Mutants will also be affected by this tiberium first in that Forgotten units and structures already being infected by tiberium. As for the forgotten themselves it may go either way being very healing to them, or very harmful.

Scrin will be none but healed from this Tiberium, at least in Campaign, for balance issues they may in skirmish/multiplayer be harmed by it.

This may seem extreme I know, but this is a great way to show players how virulent Tiberium is. Someone once said that tiberium has traditionally just been a harvesting mechanic and never been a real element and force in itself, this will create that. keep in mind that the effect of this tiberium would be similar to the Old Veinholes.

Positive Effect:
New Gameplay mechanic, that better fits the story.
More realistic version of the Alien Chrystal

Negative Effect:
Scarcity is less of an issue, which tends to be an element in an economy.

GeneralSGJist
05-23-2011, 04:04 AM
Now, tell me how this idea can be applied to a different universe:cool:

Wana guess how many times you said Tiberium, not includeing the thread tittle? (Close your eyes and think)

Guess,...................

35, you said the word 35 times, if it was real, we'd be dead already.

I also o
anyways, If I renumber correctly, i also opposed this, since well, it's a little too intense, it's kinda like flooding a desert with water. It's just too much.

Sorry buddy, some ideas are just inherently OP, and this would make tiberium less "Valuable" both as a resource, (as you say) but also psychologically.

I'd be wiling to see this only in a few campaign situations, and not part of fundamental gameplay.

For some reason, you've made Tiberium sound like Zombies, and I don't like it.....

Golan2781
05-23-2011, 10:23 AM
While I do like a living environment, unrestricted growth can be quite problematic for gameplay as we've seen with TSR.
If it grows extremely slowly, it feels like it doesn't grow at all. If it grows too slowly, players have to expand aggressively to secure enough growth area. Yet if it grows quickly enough to sustain a player from one or two fields, on medium to bigger maps unharvested side fields will grow out of proportion extremely quickly.
You can be duking out a perfectly fine match with your enemy and then one minute later it's game over as you've both been steamrolled by a mass of green goo. Of course one could argue that it's something players have to prepare for, but it is really an extreme mechanic and most players probably don't want to tidy up the map just so that they can have a good game.

If there is unlimited growth, it's speed should be heavily regulated to ensure a smooth game; a mixture of the systems seems appropriate here. Fast growth zones form the equivalent to TW type fields, compact areas of quickly regrowing resources to sustain a few refineries, possibly having a TibTree like dispenser. The biggest part of the map is composed of medium to slow growth speed areas to avoid complete overgrowth. Some areas, like concrete or plain cliffs, would completely block any growth.
Remember that if you are keeping true to the lore, Tiberium doesn't just overgrow everything. It extracts resources from what it grows on but in return has difficulty to sustain itself under harsh conditions - snow, bare concrete or simply barren ground slow it down considerably, sometimes to the point that no growth can be seen for days.
That is, if there is a field-like growing resource in the first place.

CnC_Fin
05-23-2011, 12:50 PM
Random spreading and sudden new grow of Tiberium is what I like, that would be nice to see in case of a new Tiberium game.

pinnnacle33
05-23-2011, 04:33 PM
Random spreading and sudden new grow of Tiberium is what I like, that would be nice to see in case of a new Tiberium game.

maybe add a tiberium meteorite that can randomly drop in the field

Klandri
05-23-2011, 04:41 PM
Way too extreme but the idea behind it isn't bad...