#1 C&C Hypothetical (RAR!)
Posted: Fri Dec 02, 2005 9:24 am
Of course, we know there will never be a Command & Conquer: Tiberian Twilight, since EA consumed Westwood, and put out Generals.
But that doesn't mean we can't throw around ideas and thoughts. What would you like to see in a sequel to Tiberan Sun? How would we all tie everything up, in the end? Kane? NOD? GDI? The Forgotten?
And how about new technologies? What toys would each side get? What special units, also?
And for the more software-adept, what kind of interfaces and shit would you want to see?
- Ra
====================
My ideas.
The basic plot: It's the year 2109. The UN has become a bona fide world government, and GDI remains its military arm. In the sixty-odd years since Kane was defeated again, peace and prosperity followed as GDI and world aid organizations helped restore the world, and help civilization kinda get back together. They also helped the Forgotten considerably, but many remain that don't trust GDI, even some ex-Forgotten.
Nod returns again, coming out of the shadows of what GDI beleived was its complete destruction. It turns out Nod has gained a good foothold in the world economy, so they are powerful, and have lots of technology. And still, they have their crazy fundie followers that form the ranks of its army.
The world is used to peace, and has become complacent; GDI takes heavy losses in the initial day or so of the new war. However, they are quick to recover, and the war turns into the typical campaign setting. Nod makes heavier use of tiberium-based weapons, like tiberium lasers, toxic gas, and worst of all, a nuke based on explosive blue tiberium. This weapon alone can destroy a huge 22nd century metropolis, and turn many that it doesn't kill outright into hideous tiberian monsters (the visceroids, mutants and other shit).
But Nod's worst secret is that much of their new technology is based on that of the Scrin, the aliens whose ship crashed in TS. So they have plenty of nasty surprises in store for GDI.
Now, right in the middle of this new war, something happens that no one expects. The Scrin actually show up, and start colonizing the planet. Uh Oh. It also turns out that many within the world government and GDI are actually collaborating with the Scrin! You, as the hero/heroine, lead a GDI resistance faction, to fight the Scrin and the sold-out GDI.
Kane returns, naturally. He leads Nod's forces once again, and in a really strange plot twist, saves the world from the Scrin, when it seems all hope is lost and GDI is split down the middle. Yeah, this is a really creative plot twist me and Kresh discussed. In the end, Kane becomes the world savior, as all his followers believed for so long. But no one side really wins; loyal-GDI and NOD have to cooperate in the final battle, for either campaign.
Tech: GDI uses tanks again. I hated the TS mechs. Hover vehicles are somewhat more common, and use actual antigrav, rather than air jets. All ORCA craft are antigrav.
ORCA Drone: Compliments the ORCA fighter, it's an autonomous scout/attack fighter. Highly useful for attacking stuff you don't want to risk organic pilots on, too.
ORCA Transport: Buildable, can house two squads of infantry.
Ion turret: Advanced base defense, fires a particle beam rather than a gun or missile. Railgun turrets are the basic defense, FYI.
GDI Leviathon: Combination submarine/amphibious assault ship. Can launch ORCA's (that you must build first, of course), and amphib landers. Can also attack the shoreline, or other ships when need be.
GDI Predator: A light scouting vehicle, similar in role to original C&C Humvee.
Nod Banshee II: Powerful and fast rival to the ORCA.
GDI Hero Unit: Some BAMF with the standard explosives and super-lethal gun. Even cooler, make said BAMF a she, like ol' Tanya. "HAHAHAHA HA HA!"
GDI Commandos: Like the above, but weaker and hideously expensive.
NOD Hero Unit: Cyborg d00d with tiberium lasers. Maybe he's some prophet of Kane's, and even has some wierd magical ability.
NOD Commandoes: NOD elite infantry, comparable to GDI Commandoes, but with a colder, more assassin-oriented flare.
Graphics: This sucker would most definitely need an easy, free 3-D system, like Homeworld or Ground Control. Hey, if we're dreaming about a game that will never be, why not dream big?
Graphics would also have to be at least decent. TS's graphics sucked donkey balls, and TT should have top of the line.
Infantry should and MUST be built as squads. That's right. Nine men for basic infantry, three for engineering, four for medical (and NOD should have medics too), and the standard five-man team for Commandoes. Tanks come in three-unit squads, and so on. Only hero units, expensive units (like the Mammoth Mk. III or some shit), warships, and transports should be as one unit. Even ORCA's (barring transports, see above) should be built as a flight, IMNSHO.
More thoughts as they come to me.
But that doesn't mean we can't throw around ideas and thoughts. What would you like to see in a sequel to Tiberan Sun? How would we all tie everything up, in the end? Kane? NOD? GDI? The Forgotten?
And how about new technologies? What toys would each side get? What special units, also?
And for the more software-adept, what kind of interfaces and shit would you want to see?
- Ra
====================
My ideas.
The basic plot: It's the year 2109. The UN has become a bona fide world government, and GDI remains its military arm. In the sixty-odd years since Kane was defeated again, peace and prosperity followed as GDI and world aid organizations helped restore the world, and help civilization kinda get back together. They also helped the Forgotten considerably, but many remain that don't trust GDI, even some ex-Forgotten.
Nod returns again, coming out of the shadows of what GDI beleived was its complete destruction. It turns out Nod has gained a good foothold in the world economy, so they are powerful, and have lots of technology. And still, they have their crazy fundie followers that form the ranks of its army.
The world is used to peace, and has become complacent; GDI takes heavy losses in the initial day or so of the new war. However, they are quick to recover, and the war turns into the typical campaign setting. Nod makes heavier use of tiberium-based weapons, like tiberium lasers, toxic gas, and worst of all, a nuke based on explosive blue tiberium. This weapon alone can destroy a huge 22nd century metropolis, and turn many that it doesn't kill outright into hideous tiberian monsters (the visceroids, mutants and other shit).
But Nod's worst secret is that much of their new technology is based on that of the Scrin, the aliens whose ship crashed in TS. So they have plenty of nasty surprises in store for GDI.
Now, right in the middle of this new war, something happens that no one expects. The Scrin actually show up, and start colonizing the planet. Uh Oh. It also turns out that many within the world government and GDI are actually collaborating with the Scrin! You, as the hero/heroine, lead a GDI resistance faction, to fight the Scrin and the sold-out GDI.
Kane returns, naturally. He leads Nod's forces once again, and in a really strange plot twist, saves the world from the Scrin, when it seems all hope is lost and GDI is split down the middle. Yeah, this is a really creative plot twist me and Kresh discussed. In the end, Kane becomes the world savior, as all his followers believed for so long. But no one side really wins; loyal-GDI and NOD have to cooperate in the final battle, for either campaign.
Tech: GDI uses tanks again. I hated the TS mechs. Hover vehicles are somewhat more common, and use actual antigrav, rather than air jets. All ORCA craft are antigrav.
ORCA Drone: Compliments the ORCA fighter, it's an autonomous scout/attack fighter. Highly useful for attacking stuff you don't want to risk organic pilots on, too.
ORCA Transport: Buildable, can house two squads of infantry.
Ion turret: Advanced base defense, fires a particle beam rather than a gun or missile. Railgun turrets are the basic defense, FYI.
GDI Leviathon: Combination submarine/amphibious assault ship. Can launch ORCA's (that you must build first, of course), and amphib landers. Can also attack the shoreline, or other ships when need be.
GDI Predator: A light scouting vehicle, similar in role to original C&C Humvee.
Nod Banshee II: Powerful and fast rival to the ORCA.
GDI Hero Unit: Some BAMF with the standard explosives and super-lethal gun. Even cooler, make said BAMF a she, like ol' Tanya. "HAHAHAHA HA HA!"
GDI Commandos: Like the above, but weaker and hideously expensive.
NOD Hero Unit: Cyborg d00d with tiberium lasers. Maybe he's some prophet of Kane's, and even has some wierd magical ability.
NOD Commandoes: NOD elite infantry, comparable to GDI Commandoes, but with a colder, more assassin-oriented flare.
Graphics: This sucker would most definitely need an easy, free 3-D system, like Homeworld or Ground Control. Hey, if we're dreaming about a game that will never be, why not dream big?
Graphics would also have to be at least decent. TS's graphics sucked donkey balls, and TT should have top of the line.
Infantry should and MUST be built as squads. That's right. Nine men for basic infantry, three for engineering, four for medical (and NOD should have medics too), and the standard five-man team for Commandoes. Tanks come in three-unit squads, and so on. Only hero units, expensive units (like the Mammoth Mk. III or some shit), warships, and transports should be as one unit. Even ORCA's (barring transports, see above) should be built as a flight, IMNSHO.
More thoughts as they come to me.