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Malevolence

Your vision of Command & Conquer 4

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Since C&C4 has been announced, not much stuff has been revealed yet, and before further intriguing updates will be released in time to come, let's have some sharing session/discussion/speculations on this upcoming C&C4.

 

The rules of this thread are simple, I want YOU to come out with your vision of C&C4, and/or discuss or comment about other members' versions of their C&C4.

 

Let's try to set in this format:

 

  • Your C&C4 Title Subtitle/Subheading: (Tiberian Twilight, Tinerium Wars, you name it, you decide!)
  • Your Vision of C&C4: (Reason of above Subheading, and explain your vision of C&C4, how the story goes, how it ends, how will you deal with the loose ends, gameplay, FMVs, etc. No word limit, unless Sonic said so.)
  • Your Vision of C&C4 summary: (one sentence/short paragraph or so for those who can't be bothered reading chunks of text)
  • References: (where did you get the idea from)

Let's get the ball rolling!

Edited by Malevolence

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Guest Stevie_K

Okay I'll start. :)

 

  • Subheading: Tiberian Twilight (ofcourse!)

  • Vision of C&C4:

     

    The world as a healthy planet is about to see it's end. What's left of our apocalyptic and tortured planet is struggling due to the spread of toxic green tiberium, explosive blue tiberium, mutated alien plants and creatures. The sunlight barely reaches through the clouds of toxic ashes, and Ion particles are raging across the skies in form of deadly Ion storms. (Hence the Subheading "Twilight") As the planet suffers, the humans suffers as well. Three powerfull factions is shedding eachothers blood fighting for what's left of the planet and for a solution to survival.

     

    The GDI has spread word about their noble task to try and save humanity. The Brotherhood of Nod seems to get their hands on even fiercer technology while the darker and even more mysterious leader Kane seems to be working on a grand masterplan. The alien Scrin turned their ships towards their homeworld with the plan of returning once tiberium has gotten rid of humanity. But humanity might be gone long before the Scrin comes back.

     

    Hallington Cradle is the name of an old Nod controlled area that got severely infected by tiberium very fast. A secret database center was heavily guarded there at the time, but the Nod soldiers there seemed so eager getting out of there alive that they had forgotten all about what the place held in it's deep databases. After many years a group of civillian mutants went to raid the place. After finding the emergency power generator deep inside the center they where surprised to find old cyborgs and fully functional databases. After a long day one of the mutants hacks into the database finding a fully operational copy of CABAL's filelist. Not knowing what he is about to do he activates CABAL and suddently it is in control of the center, activating old Nod cyborgs. The mutant group was never seen again, and what was about to stir up inside the center has now grown to a large area covered with factories mass producing a horde of machines ready to destroy in the name of CABAL.

     

    Time to choose side commander!

  • Summary: This won't be necessary since it was very short. Read it!

  • References: Tiberian Sun, Firestorm and an old movie about an evil computer in control of a ship building deadly machines that kills people (LUL)
Edited by Stevie_K

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Your C&C4 Title Subtitle/Subheading:

Tiberian Twilight!!!!!

 

Your Vision of C&C4:

GDI worked tirelessly on reversing the effects of Tiberium, and although initial indications were extremely positive, things have turned for the worst in recent years. Tiberium has stretched to cover the entire world, becoming far more resilient and dangerous. The once prestigious blue zones are no more. The Earth is now a wasteland, and it is only a matter of time before Earth will no longer be able to support life as we know it.

 

The only chance for survival is to flee, and the Scrin tower is the key. No one knows what lies on the other side, but to remain would mean certain death. But time is running out and if Kane's grand plan is to be realised The Brotherhood will have to act soon, for GDI are not fools and will discover the truth.

 

So choose an allegiance commander. Though don't get too comfortable, because by the time this is over, you won't know what side you are on anymore.

 

Your Vision of C&C4 summary:

Survival of the fittest, not everyone is going to make it, and the decisions to get us there aren't going to be pleasant, not by a long shot.

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Tiberian Twilight makes no sense when it's the final chapter- it should be dusk.

 

Edited by hagren

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Guest Stevie_K

I disagree. Twilight is that last moment before the sun disappears in the horizon. Last light, Last moment, Last part of the story.

Besides, Tiberian Twilight was that game many had looked forward to (including me of course) but never came. Some say that it's just C&C3, I don't.

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Tiberian Dusk sounds way inferior to Tiberian Twilight, me thinks.

 

I am spending some time to come out with my vision of C&C4 right now. Argh my head is spinning.

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For starters, and I'm pretty sure I'll have a very long post or maybe not.

 

1. Name wise, Tiberian Twilight, simple as it is.

2. Bring back the classic blossom trees, I just got really tired of fissures. If the blossom trees icon has not been broken, why replace it with the fissures instead?

3. Tiberium spreads like disease, NOT like a child (Tiberium) which attaches to its parents (The fissures).

4. Tiberian flora & fauna back in Firestorm

5. More Tiberium creatures, especially the fiends.

6. Tiberian veinholes, as an obstacle instead. Root spreading is not necessary and doesn't need to overwhelm the entire map.

7. MORE CGIs, enough with the outsourcing, create your own CGI room and create more CGIs just like how Westwood did with their earlier games. Don't waste tons of CGI over just a mere single mission like RA3 wasted tons of them just for the single 1st Allied mission. A very bad & costly mistake!

8. The Forgotten, enough with them as a neutral unit, Tiberian Sun features them a lot and plays a huge role to the game.

9. EVA sounds now play by computer AIs, NOT by human lieutenants. C&C3 did were all wrong, RA3 were correct because RA's nature of the EVA is by using human lieutenants.

10. Theater of War system, use Tiberian Sun's system & play the missions, there's a huge difference between skipping secondaries or beating secondaries and then tackle the primary mission. C&C3's ToW path is ALL WRONG! Follow Tiberian Sun! NO MORE LINEAR MISSIONS, please!

11. PLEASE bring back the Soldier's Head for the boxart! It's still a good icon since TD used it until Yuri's Revenge. Enough with those X designs, and most of all, STOP the copying & pasting habit! A lot of us do not care if Apoc said it's not, but the obvious look of it is pretty much copy & paste. NEVER use concept arts and put them together to create a boxart, Westwood created theirs as a total SEPARATE artwork! No copying & pasting was involved by them. EA, if you merge Westwood & now owns the franchise, you should still follow Westwood's footsteps at 100%, no excuses.

 

EDIT : Oh, forgot no.11

Edited by Silverthorn

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Tiberian Twilight makes no sense when it's the final chapter- it should be dusk.

Twilight is that last moment before the sun disappears in the horizon. Last light, Last moment, Last part of the story.

Twilight is just before sunrise or just after sunset. It can be and is both the beginning and conclusion to the day.

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Guest Stevie_K
Twilight is just before sunrise or just after sunset. It can be and is both the beginning and conclusion to the day.

 

exactly, the beginning of the end ;)

 

and second all what Silver said, It's so true imo.

Edited by Stevie_K

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BASES! GIVE ME MY BASES!

 

Your C&C4 Title Subtitle/Subheading: Tiberian Apocalypse

 

Your Vision of C&C4: 2062, "humanity" is on the verge of utter annihilation. The earth's natural resources, including oil, coal, and natural gas, are completely used up. Global economies and military communities have collapsed. "Nations" have now become displaced individuals. Anarchy reigns across the planet. Riots over food and water shortages are commonplace. Everyday is a struggle for survival for the common man more so than that of the apocalyptic conditions set forth from the Second Tiberium War. Wreckage of the Scrin's invasion from the Third Tiberium War is evident across the planet. The earth as it once was known is virtually nonexistent. Only 2 conceivable means of survival exist: enlistment in GDI or servitude to Nod.

 

GDI: Following the attempted deployment of a Tiberium-grade weapon of mass destruction, Director Boyle has been relieved of his duties as GDI's leading officer. GDI today is now led by [an as of yet unnamed graduate of West Point]. GDI has reestablished their orbital dominance with the construction of a new space station, as well as an expansion to their other orbital platforms and Ion Cannons. Dropships, as well as Kodiak variants, and colossal orbiting battleships now orbit the earth and patrol the skies. Due to the inhospitable nature of much of the earth's surface, many of the earth's people now live aboard floating cities similar to those found in GDI's arsenal. However, for most of the Earth's poorer population, their only choice is to fight to survive on the surface of the planet, where they find themselves reaching out to Nod for help.

 

To better "up-armor" their forces to survive on this "Tiberium world," GDI has shifted its focus back towards containing the Tiberium threat, though with Dr. Moebius deceased as a result of the nuclear attack on the Philadelphia and their loss of the Tacitus, they are meeting little success. Nevertheless, they have taken steps to better protect their forces from harm. Head-to-toe body armor similar to that pioneered as part of the Future Warrior Program of the Second Tiberium War has returned. Secondly, EVA-10 is now online, and is a complete revolution of improvements compared to the former battle adjutants, both electronic and human, of yesteryear. Tracked vehicles have now been entirely replaced by the venerable walkers of the Second War, with materials being made available for entire fleets of said battle machines. The lack of natural resources has forced GDI to shift to fuel cell technology from years past and focus on hover lift fans for their Orca aircraft. GDI bases now rely on quick mobile deployment and relocation, necessitating that GDI employ a sort of "mobile legged MCV." As such, every GDI position is self-contained, quick to deploy, and just as swift to pack itself up and fall back to its orbital battleship, increasing survivability.

 

Nod: Rejecting the corrupt aristocratic life of those living aboard GDI's floating battleships, Nod has remained true to their codes of preserving their Tiberium utopia and are living amongst the last few hospitable areas of the planet, or even directly inside Tiberium-ravaged zones. The majority of Nod's forces have been mutated or otherwise affected by Tiberium poisoning. Like year's past, they live below the earth or in areas where GDI and normal citizens dare not go unless absolutely necessary. Their traditional technology of Tiberium, flame, stealth, and laser-based weaponry have returned, alongside a redeployment of cybernetics (albeit full-Cyborg warriors). The absence of Kane and other prominent leaders has forced Nod to remain in hiding and limit their movement to avoid annihilation from GDI's orbiting battle fleets. The concern to find a new leader for Nod is secondary to their drive for survival, though they have managed to thrive in the Tiberium climates without the overbearing interference of GDI forces, who dare not set foot on "Nod's Tiberium present."

 

Tiberium: Tiberium has taken control of roughly 90% of the Earth's surface, atmosphere, and oceans. While Environmental overhauls before the Third Tiberium War made progress in containing such expansions, the Third War invalidated most previous efforts. Today, the atmosphere of Earth is highly-toxic and near-completely unbreathable. Tiberium lifeforms roam freely across the planet, ion storms, meteor showers, and other cataclysmic weather events continue to destroy what traces of civilization remain. In turn, those humans lucky enough to survive their initial exposure to Tiberium find themselves battling against the Nod war machine for control of what livable areas they occupy. These individuals, similar to the Forgotten of years' past, have rejected all forms of "true-human" help, preferring to survive and live by their own accord and their own rules.

 

Story: Nod finds themselves under attack by Tiberium mutants and lifeforms. GDI commits to engaging the last remnants of Nod and evacuate or protect the last remaining living spaces on Earth. While the Scrin have been defeated, the concern is finding the origin of their invasion fleet from the Third War and destroying their home world in hopes of not only preventing a second invasion, but also finding a cure for Tiberium and a means of halting its spread before the entire planet becomes completely inhospitable.

 

Missions include engaging Nod troops and mutants, evacuating civilians before Nod forces or mutants or weather conditions reach the area, rescuing crews of downed battleships, deployment of orbital drop troops to combat zones, infiltrating a GDI battleship, Nod base, or mutant hideout and bringing it down, attacking GDI's space stations directly, escorting mutants to treatment areas or civilians to safezones, assassinating or rescuing officers, etc.

 

Developmental Aspect: Unknown actors and actresses, aside from Joe Kucan (no Lost or Battlestar Galactica crap), FMVs before missions, as well as after based on success or failure, multiple ending choices for both sides, music by Frank Klepacki, story should involve GDI and Nod battling each other, and Nod battling the Forgotten-like forces or defending attacks on their living areas by Tiberium forces, campaign for Tiberium mutants, an emphasis more so on strategy and tactics rather than speed, numbers, and MLG-styled gameplay. Return us to the fore of what a strategy game once was: a deliberate drawn-out combat action rather than a "lightning punch rushing to get the current battle done in favor of starting the next game now-now-now."

 

How I deal with loose ends: If I were EA, I put up an e-mail address allowing players to contact developers directly. I'm getting sick of being unable to contact them to inform them of bugs or changes to be made. I'd take into account everything from previous games: the Tacitus, Kane's faceplate, CABAL, Legion, etc. We still don't solidly know where the connection between Kane and CABAL is going, and that was back in 1999!

 

Your Vision of C&C4 summary: GDI, Nod, and the mutant population fight each other initially, then the mutants may provide a key piece to the Tacitus puzzle. It may lead to GDI and Nod leaving the Earth to wage a battle on the Scrin homeworld to destroy them, as well as find a reverse effect to Tiberium.

 

In-Game: No more squads. Go back to individual soldier control. Keep the toolbar intact. Supports should be free. Radar and Communications Center provide radar, not the Construction Yard. Head-to-toe body armor returns, as do mechanized vehicles. Snipers and spotters should not fire follow-up shots on dead bodies. Hover lift fans for aircraft instead of jets. Walls and gates should return. GDI Component Towers, Nod underground Laser Turrets. All gun barrels on artillery should fire when commencing barrage attacks. Reflect realism and military accuracy. Tanks should be equipped with coax guns, as should any aircraft. Carryalls should remain, but controllable and buildable air transports and ground transports should return, and be able to carry up to 5 individual soldiers (no more 1 engineer or a squad of 6). Mobile medics; no more medical trucks or healing only provided through support powers. I like the upgrades, keep the upgrades, and the rail guns, but don't make rail guns recoil: they don't do that. Subterranean vehicles should come back, so should pavement. Give me weapons that can cause terrain deformation. I like the idea of stealth detection in tower defenses. All technology should be current to reflect the era (no support powers with Generation 1 Orcas). I want to see Tiberium plantlife, flora, and fauna again, blossom trees, riparius, no more crystals or glaciers. Special tech structures to capture, like reinforcement pads, radar, the last remaining oil derricks, silos, and others, but no more Tiberium Spikes: I still haven’t figured out what they’re all about. Of course, the commandos should return. I want to be able to customize my weaponry, have the option to install either a missile launcher or machine gun, especially on the Mammoth Mk. II. To highlight military accuracy, miniguns should spin when firing, shells should dump unless the rounds are caseless, and muzzles should flash. Attention to detail! The planet sucks: UAVs and UGVs should be available in some capacity for both sides, not necessarily only as support powers, but as controllable and upgradeable units. I want the mechanized walking vehicles to be more robotic and less "humanlike:" no toe-tapping, no shaking out the barrels, no scratching themselves with their feet, that's completely immature and totally unnecessary: traverse your turrets and scan for targets-stop screwing around. Recovering vehicles with Engineers is a great idea we should keep: as such, it should be applied to walking vehicles and other valuable pieces of equipment. I want to see an emphasis on the classics of C&C: mainly, taking out the power to a base first rather than just rolling over them with mass numbers. I want to see crates return, as well as the classic Tiberium crystals in the plants rather than straight-up crystals from veins. I also want to see boobytrap crates, as well as crates that give money, reinforcements, or sabotage radar, and I want the system to tell me what each crate does when I get it! I want to see Tiberium fields regenerate faster, and I want to see infantry units who get killed inside said fields mutate into Visceroids. Hell, I want the lifeforms and Visceroids back and deadly! Factions are nice with specific weapons and vehicles, too: good idea to make an individual Black Hand faction for Nod, but more of a focus on Special Forces-type training, while preserving religious zealotry. All vehicles produced from production factories, not from the Construction Yard. Surveyors or surveyor-type vehicles (if preserved) should be able to pack up and relocate when overwhelmed by enemy forces. No Tiberium containment units exposed to open air, including filters (I’m talking about the C&C3 Tiberium Refineries with open containment vats of liquid Tiberium. We didn’t even do that back in the first war!). No celebrating troops after engaging and eliminating the enemy: only when the battle is complete. The planet sucks and everyone’s out to kill each other-one should be continually scanning for targets after shooting a man down. I want my specific mission selection back from Tiberian Sun, with analysis of the terrain and enemy presented. I want EVA to do more combat analysis like she used to. I want weather effects like ion storms to block out radar, communications, and commands. I want blood, too. Not buckets, but enough to show soldiers being killed. I want a focus on GDI as much as a focus on Nod: C&C3 was overbearing and all about Nod-nothing about GDI, and I felt very alienated. Commandos can be upgraded with special technology for abilities such as stealth, extra damage, speed, greater armor protection, or flight, but only 1 ability at a time. Adaptive defense, such as defensive towers that can change their weapon mount to meet specific situations based on dynamic battlefield conditions. No more computers that cheat: no more omnipotent AI that knows where all enemy units are, no more computers with infinite money, no more quicker production times, no more programmed advantages: it's cheap, and technically, cheating.

 

REMINDER: No purely-for-aesthetics crap! If you give me a weapon on a vehicle, it should fire! If I see the weapon in a cutscene, it damn well better be on the vehicle. I can't tell you hoe frustrated I was seeing the Minigun on the Orca for C&C3 in a cutscene and not seeing it in-game! If it has 3 barrels, all 3 barrels better fire!

 

Oh, yeah. One more thing: KANE SHOULD NOT DIE! DO NOT KILL KANE!

 

References: My own writing...Are you listening, EA?

Edited by Commander A9

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Alright my turn, pretty incomplete, rushed ideas and may subject to further edits along the way.

  • Subheading: malevolenceconcept.png

  • Vision of C&C4:

     

    Command & Conquer (4): Tiberian Twilight will be the true sequel to TS and the original C&C. What about C&C3 TW, and KW? Here's my story. Similarly to Stargate Atlantis Season 5 Episode 19's "Vegas", the events in C&C3 was only in a parallel universe from another parallel reality, similiar to C&C in some ways, but different in many aspects. This will ultimately tie several loose ends in regards to several inconsistencies found throughout C&C3 and such.

     

    So what does the events in C&C3 have to do with this original C&C universe? What significance does it hold? How will that play a part in this true C&C reality?

     

    The effects of the activation of Scrin Tower by LEGION caused some parallel reality mumbo jumbo effect (because Kane activated it at the right moment in the presence of some predicted solar flare) that will affect the true TD TS timeline some way or another (too lazy to explain for now)...

     

    This opening revelation will be portrayed in the first FMV, in which it will begin in this cinematic professional manner, a black screen with some random cast's voice (or Kane's voice?) saying "Previously, in Command & Conquer 3: Tiberium Wars...", and starts to flashback on several key components (some old shots and some new ones, or CGIed new ones) and these sequences played out leading to a suspense... and black screen... "And now..." *C&C4 TIBERIAN TWILIGHT Logo starts to appear slowly* "the conclusion..."

     

    Working in Progress...

  • Summary: The whole saga concludes, tying all, if not, most of the loose ends, may open potential movie or sci-fi miniseries...

  • References: Tiberian Sun, Firestorm, Tiberium Wars, Kane's Wrath, Stargate alternate realities story plots concepts, CABAL, TS Mask-Kane, YOU...
Edited by Malevolence

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Name: Tiberian Twilight

It's a good name, why scratch it?

Also, like everybody said, the world of Tiberian Sun would fit PERFECTLY. Cut the Blue Zone bull****. Only Blue Zone I accept is overrun by blue Tiberium. Fiends must return! Visceroids must return! The flora must return! The veins... oh god the VEINS must return!

And most of all. A darker lightning style must return!

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I sure hope so, bo. Especially I rather see C&C4 to become like the next generation of Tiberian Sun & Firestorm, only EA created & in 3D! Yes, the next-gen of it which also INCLUDES veinhole monsters, viceroids, fiends, floaters, flora & fauna, Tiberium spreads like disease, etc..

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Oh god that would be THE perfect game. **** it has mechs already! It can get better, can't it?

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Oh god that would be THE perfect game. **** it has mechs already! It can get better, can't it?

 

adding mechs but with a crappy storyline will make the game fail anyways. Let's hope for an excellent storyline.

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Storyline is still yet important, like C&C3, although it did become a success to many non-C&C gamers & regular RTS fans (And even made it to the WCG), but to the average & hardcore C&C fans, weak storyline with too many gaps left open equals failure!

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Guest Stevie_K

Right now im like "to hell with the storyline" if they add what also made Tiberian Sun and Firestorm so epic:

 

( Fiends, Floaters, VEINS!, Civillians, Mutants, Visceroids, Tiberium in pods and bring back the Cliff system and a lot of Apocalyptic darkness. And last but not least the ION STORMS!!! )

Those are some of the things that really made C&C special to me.

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You asked for it. :P

  • Subheading: I'm fine with Twilight but I'm not pushing for it. This isn't quite so important to me.
  • Summary: A proper sequel to both Tiberian Sun and Tiberium Wars, not just one of them. Gameplay is a mix of several styles, and the story wraps up any loose ends from the previous games. If it needs to be rated M to get everything "proper" then so be it.
  • Vision: The world is a desolate and gloomy place. Tiberium is infesting every nook and cranny that it can find. Even the once-mighty superpowers of the world, the US, China, Europe, Russia, etc. have crumbled (in-game this means borders must be redrawn at mission screens). Unable to cope with the destruction of every basic infrastructure once taken for granted by "modern" society (water, gas, electricity, petrol, food/crops, transportation, security, monetary, refuse, etc.) and the catastrophic destabilization of the global climate (causing extremes in weather everywhere), governing systems unraveled and politics fell apart. Survival of the fittest has become the norm and anything less means death.

     

    Once-thriving metropolises are all but abandoned, save for the few "creatures" once called men, who lurk in the shadows. (I'm not talking about the Forgotten, I mean actual monster-esque once-humans you wouldn't want to meet in an alley or sewer because they'd try to kill and eat you.) What resources remain are hotly contested. In a Mad Max/Road Warrior/Water World type future, everyone struggles to survive on their own or in rag-tag communities scattered throughout what once was the human civilization. This includes the Forgotten, a series of loosely-related but proud tribes who fend for themselves, preferring isolation due to their Tiberium ailments.

     

    The only exceptions are the Global Defense Initiative and the Brotherhood of Nod. Originally conceived as a covert global peacekeeping and conflict-preventing special forces group, the GDI has now become humanity's last hope for survival for many. It is the only organization left with the resources necessary to perform the R&D needed to counter the Tiberium plague. It is the only formal military left with a global reach. Fearing the effects of Tiberium and wanting to secure a base of operations where Nod could not strike, they moved many of their operations centers into Earth orbit and invested heavily in space technology. Secure ground-based operations are located in atmospherically-sealed compounds known as "blue zones" (none of this open-air crap; I can buy that sonics will keep crystal growth at bay but I call bull**** if they say it can keep the air safe).

    For others however, the Brotherhood offers a more down-to-home feeling of camaraderie. It offers purpose where there is chaos. It offers peace of mind where there is anguish. It offers rescue from the ruins of mankind. It offers belief in a higher power. While the GDI has moved up, the Brotherhood has moved down, and entrenched itself deeply in the ground.

     

    And then there are the invaders. Long dormant, the tower suddenly spews forth a massive army intent on laying waste to the world and claiming its resources for their own. There is no warning.

  • Tiberium: Tiberium has evolved and we have to accept that. There's no elegant way to go back to Westwood's Tiberium without creating more ridiculous plotholes. EA needs to devote an entire cutscene to Tiberium's evolution. Hell Tiberian Dawn had at least 3 cutscenes that were dedicated just to Tiberium and its repercussions. They could even have a mission setting based on it. It could be one of the earlier GDI missions: "Scientists at Tiberium research station Oberon have gone missing. You must find the whereabouts of these scientists and rescue them commander!" During the mission you get a couple of radar-transmissions as you progress saying what the scientists were studying or detailing some Tiberium phenomena you come across during the map. This would be an excellent setup for the previously mentioned cutscene. It would be suitable that you discover the scientists' research notes and EVA presents their findings in a post-mission cutscene explaining Tiberium's evolution.

     

    Glaciers are still around, and Tiberium still comes from fissures to stick with the new fiction. However all kinds of exotic mutations have to make a reappearance. The lack of them in TW and KW can be explained by the new Tiberium killing off all the old stuff and any survivors needed time to adapt to the new Tiberium, but now they're back in force. Most of them would probably have to be never-before-seen flora/fauna for the sake of continuity.

     

    Green and Blue Tiberium are still around although maybe they are more concentrated now, so give them a jagged facelift. Blue Tiberium is explosive, and now there are reports of Blue glaciers that can be set off by almost any ordinance.

    It is still unknown how Ion Storms are linked to Tiberium, but that doesn't mean they have gone away. Severe Ion Storms can immobilize entire divisions by making conditions impossible for travel.

  • Gameplay: The gameplay will be as asymmetric as possible with each faction favoring very different styles of building, combat, and even power and resource management. Gameplay is slower than Tiberium Wars.

     

    As established by previous fiction, GDI uses heavy armor and massive orbital support units (dropships and such). Nod focuses on speed and stealth. The Scrin focus heavily on air power.

     

    GDI's forces are composed of a mixed tank and mech force.

    Their structures are constructed ala Soviets in RA3. Still not certain on this one. I do want GDI and Nod to build differently. With GDI structures being more rugged, it makes sense to allow harassment during build. Of course this would still need playtesting.

     

    Nod's forces are composed mostly of lighter-armored tank units. They have exotic weapons. Nod's structures are constructed ala classic C&C.

     

    Subterranean units return for Nod, and Nod commanders get a fancy new interface view in order to use them. There is a new tileset in the game similar to passable/impassable terrain and Tiberium growable/non-growable areas. This new tileset dictates passability to underground units. According to EA, the new Tiberium spreads underground similar to the way magma spreads underneath lava fields. This underground Tiberium is either impassable, or it does X damage per second to any vehicles that try to pass through it. This adds a new dynamic to the gameplay in TS that resulted from subtech units. Now they can't just go anywhere on the map willy-nilly and their only limitations are set by pavement (although pavement is and surfacing obstacles are still present). Now commanders have to navigate them around areas that are either impassable or areas that will damage or destroy their underground units.

    At the press of a button they get a color-scale overlay that indicates passability underground (we'll call it a density resonance scan or something). Green is safe, red is impassable or it does damage (depending of course, on which mechanic is chosen) and the colors in between represent speed of travel where units will move faster through green, and slow (or not at all) through red.

    Also subterranean units can stop moving while underground instead of needing to be in constant motion like TS, however after Y amount of time they'll take damage or get stuck so don't leave them sitting for too long.

    post-2333-1247981768_thumb.jpgpost-2333-1247981786_thumb.jpg

    Please excuse the colored units, structures, trees, and weapons fire. The HUD is the only part I cut out to go on top of everything. This effect would only appear on the terrain. It would be painted in Worldbuilder.

     

    The Scrin primarily focus on air power. They require no power plants and no refineries. Scrin units and structures are not capturable by GDI or Nod. Likewise, GDI and Nod units and structures are not capturable by the Scrin; as such their "engineers" are primarily used instead as saboteurs that destroy enemy structures, unless it is a Scrin mirror, in which case they can do either. The Scrin can build their own means of income similar to Generals to compensate for their inability to capture resource tech structures, or they can build their own extractors directly on a fissure. What few structures they have are all self-powered and all mobile. Some crawl, some hover or fly. A few can deploy into stationary structures and get extra bonuses (like faster production speeds than when they were mobile).

     

    ------------------------New Stuff------------------------

    The Scrin are still here to harvest the Tiberium from Earth, and they still heal in it, but they don't have an economy like we humans do. They don't need to pay for their stuff. It's more like "you'll make this structure for me because I told you underling, and if you don't, I am going to kill you and eat your body."

     

    But the problem with that in-game is it would be harder to manifest and balance such an alien concept so they still need an income system. You could call it "reputation points" but for all intensive purposes from a mechanics point of view, it's still credits. They just go about handling them differently.

     

    They would get "points" for seeding Tiberium on Earth and further mutating the environment which works with both support powers (like calling in a Tiberium asteroid bombardment for example) or by using units such as the Corrupter on the environment or enemy to mutate things. And of course there are points for enemy kills. (It's similar to the GLA getting $ for kills in Gen, except it applies to seeding and mutation as well.)

     

    As for that "build their own means of income" it could be a Terraforming structure (again, goes in with mutating the environment to foster Tiberium's growth for eventual planet-wide harvesting; also goes with wiping out the human infestation by killing off their air) that gives a steady stream of reputation (think GLA Black Market). Regarding building extractors on fissures, these could either be for return shipments to the "home world" for reputation (all of "reputation" is for "doing your job" you were sent to Earth to do) or instead these themselves could be the terraformers and they harness the fissures for raw Tiberium to further mutation.

    ------------------------/New Stuff------------------------

     

    The environment plays a much larger role in this game. Player actions have a direct effect on the state of the environment and how it reacts back to them. This applies to living plants and creatures on the map, civilians, and "natural" phenomena such as Ion Storms, or passable/impassable areas.

    The Scrin and Nod harness the power of Tiberium in some of their weapons, although the Scrin do much moreso. Heavy use of Tiberium weapons accelerates a map's rate of mutation and the environment becomes more dangerous the longer a match lasts. GDI on the other hand gets bonuses for reversing environmental mutation with support units; bonuses such as credits, reinforcements, or generals points.

     

    There will be many pre-game options to allow players to customize their matches. Ranked games will have a pre-defined set of options (these will be the defaults) so gameplay can be more closely regulated in competitions. Here's a photoshop job I did of Tiberium Wars' pre-game menu:

    post-2333-1247981757_thumb.jpg

    Currently the only rules pop up in area 1. when you hit the Rules tab. If a similar menu were to be used in C&C4, then rules would be moved to area 2. (which would be split in two, more on that next) and you switch back to the Map tab for player slots and factions. Area 2. would be split in two, with area 3. having a plethora of options, but if there are more options than fit on-screen, add a scroll bar (4.) and area 5. remains static while 3. can be scrolled through.

     

    A system of Generals points will be in the game similar to C&C Generals. As with Generals, units, powers, and upgrades can be attained with these points after promotions. Some of them cost money, as do support powers, some are free. All powers are on cooldown timers. A few have to be re-earned after every use.

     

    Power plants generate more power per plant, but this also makes them jucier targets as it makes it easier to knock out an enemy's power grid prior to an assault.

     

    Base defenses are truly something to be feared again. A frontal assault with a mass of tanks is almost guaranteed to fail. Artillery and support units or powers must be used from outside a defense's range if there is a strong line of defense surrounding a base. Or a wise commander will find a weak spot or go for the power grid.

     

    Radar is given at the Radar/Comm. Center structure to make this structure a more juicy target as well.

     

    Random crates contain many (at least a dozen or two) surprises, both good and bad ones, leading the player to weigh the consequences of picking up a crate beforehand.

 

This is actually far from complete. I might type more about it later.

 

-edit- Feel free to ask any questions. I didn't quite cover everything.

 

*7-31-09, added info*

Edited by Mighty BOB!

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The above post is excellent, I'm glad i read it.

This is exactly how i want it. :)

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Mighty BOB!, I love your entry, very detail, definitely worth the read, and I love that Nod resonance scan concept! Great work!

Edited by Malevolence

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cool ideas... everyone's been great in their story's and gameplay.

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Cool update, love the return of unique faction building gameplay, and the distinct differences for the Scrin you stated there. I love the environment you talked about, just not too sure if the SAGE engine could achieve that, as I've never seen crazy weathers in the past games, the closest was a thunderstorm in ZH.

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Lol yeah that might require engine overhauls, but it might not. (/me is hinting at Tiberian Sun Rising experiments.)

 

Also thinking about giving Nod structures "holes" similar to the GLA since they have a history of maintaining underground facilities and tunnels.

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Is it just me that I have so little confidence in the SAGE engine, it seems the outdated TS engine could do more things than the SAGE engine. lol. And no, as for the burrowing I want to see the outline of the underground unit traveling beneath the surface, not the Generals GLA "teleport" method.

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