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.
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.