Gideon has been more active recently, making probing attacks towards the Louisiana coast where GDI has both a major Tiberium Glacier mine, and a still far from complete MARV base. While currently these have not reached within seventy five kilometers of the base, they are noticeably strong, likely capable of storming the base and destroying both it and the vein mines if action is not taken soon.

Be on notice aspiring plan-makers. Local MARV base or maybe even a pulse of fortress towns?
 
Last edited:
The pressure inside Gas giants is so great that even hydrogen turns into its metallic arrangement. I doubt both that the Scrin can mine in these conditions and that Tiberium still functions under these pressures.

And Titan is probably too much of a ice ball for the Scrin to care.
There could still be Tiberium based gasses within the atmosphere of the gas giants. I know some mutated fauna create it, but its method of creation is unknown. Fingers crossed that Tiberium just gets destroyed at those extremes.

Also, double checking this up close is good, because I don't trust the fact that they aren't green to mean they don't have Tiberium. It is like cancer to planets. A few missed pieces can get out of control and the nearest planet doctors don't have the equipment to get there to treat it.
 
The pressure inside Gas giants is so great that even hydrogen turns into its metallic arrangement. I doubt both that the Scrin can mine in these conditions and that Tiberium still functions under these pressures.

And Titan is probably too much of a ice ball for the Scrin to care.
Looks at the literal vacuum rift generators the miners turned into WMDs. Or Scrin stasis tech. I'd take that bet. As for Tiberium, it's a proton lattice, if electromagnetic repulsion isn't getting in the way (and I don't think it is) you can probably compress it to pretty hefty densities.

I imagine the rate of transmutation is relatively slow, and it probably requires even more infrastructure than the Threshold towers- but I imagine that's a big point of seeding Earth first- once the Thresholds are up harvesting the rest of the solar system is much easier
 
Last edited:
So continue onto philly stage 5 and make some major pushes to finish some mil projects. We still need more income to prep for philly 5- we also need to keep mit up. This next turn we have the ability to get a lot done and set ourselves up moving forward. Cap goods is a big concern since we have a lot of ways to spend it but getting more takes a while to get increases online.

Infra 5/5 70R +22
-[] Blue Zone Arcologies (Stage 3) 302/650 4 dice 60R 33%
-[] Communal Housing Experiments 72/140 1 die 10R 74%
HI 4/4 90R +21
-[] Continuous Cycle Fusion Plant (Phase 3) 125/300 2 dice 40R 35%
-[] Blue Zone Heavy Industrial Sectors 0/500 2 dice 50R 0%
LCI 4/4 80R +16
-[] Reykjavik Myomer Macrospinner (Phase 3) 4/320 4 dice 80R 28%
Agri 3/3 50R +16
-[] Perennial Aquaponics Bays (Stage 2) 291/350 1 die 10R 73%
-[] Wadmalaw Kudzu Development 0/40 1 die 20R 93%
-[] Freeze Dried Food Plants 0/200 1 die 20R 0%
Tiberium 6/6 95R +29
-[] Tiberium Prospecting Expeditions (Repeating Stage) 2/200 2 dice 10R 29%
-[] Tiberium Vein Mines (Stage 2) 20/200 3 dice 60R 87%
-[] Red Zone Containment Lines (Stage 5) 74/180 1 die 25R 39%
Orbital 5/5+4 free 180R +16
-[] GDSS Philadelphia II (Phase 5) 32/1425 9 dice 180R 0%
Services 4/4 55R +21
-[] Green Zone Teacher Colleges 149/200 1 die 5R 86%
-[] Tissue Replacement Therapy Development 0/60 1 die 20R 82%
-[] Domestic Animal Programs 0/200 1 die 10R 0%
-[] Advanced Electronic Video Assistant Development 0/60 1 die 20R 82%
Military 6/6+3 85+40?R +18
-[] Security Review (Mil) 1 die
-[] Reclamator Hub Red Zone 7-South 51/105 1 die 20R 80%
-[] Pacifier Mobile Artillery Vehicle Deployment 90/120 1 die 10R 100%
-[] Orbital Defense Laser Development 0/40 1 die 20R 99%
-[] Tube Artillery Deployment 184/200 1 die 15R 100%
-[] Shell Plants (Phase 4) 3/300 1 die 10R 0%
-[] GD-3 Rifle Development 0/30 1 die 10R 100%
-[] Havoc Deployment 0/?? 2 dice ??R ??%
Bureau 3/3 +16
-[] Security Reviews (Mil) 3 dice +1 Mil 99%
Free 7/7
4 orbital, 3 mil
0 Idle dice

745/740
Over budget but also estimating Havoc Deployment at 20R per die, if that is high than will be under budget. Focus on finishing current projects and getting some deployments out as well as a new rifle and also the MARV hub protecting the south side of our NA glacier mining- better get that in place before gideon attacks.
 
Last edited:
The fortress towns go in Green Zones, not around glacier mines deep in the wastelands. If we want to conclusively deter Gideon from fucking up our Gulf Coast glacier mine then finishing the Red-7 South hub and filling it with a fleet is how we do that. We could try to fend him off with more investments in conventional worldwide ZOCOM upgrades too, but given how time sensitive it is I think the SMARV fleet is where it's at. We don't have time to go through the whole "develop/deploy/wait for production to spool" life cycle on multiple ZOCOM projects before he moves.

3 points of Red abatement and 25 income really isn't the worst thing to get forced to build, it's annoying and messes up some of the military spending timelines but it's not that expensive and won't take more than half a dozen dice over 2-3 turns.
 
Venus huh. If Tiberium can grow on Venus then even the moons of the gas giants are potential targets.

But with this being a Mass Effect crossover, the real question to ask is whether or not Tiberium is on Pluto, because that could get Real Interesting lol.
 
Alright, yet another plan draft.
[]Plan Tokyo Straight Away
-[]Infrastructure 5/5 70R
--[] Blue Zone Arcologies (Stage 3) 302/650 1 dice 15R (median 1/5)
--[] Communal Housing Experiments 72/140 1 die 10R 74%
--[] Integrated Cargo System 0/800 3 dice 45R (median 3/11)
-[]Heavy Industry 4/4 + 1 90R
--[] Continuous Cycle Fusion Plant (Phase 3) 125/300 3 die 60R 86%
--[] Tokyo Chip Fabricator (Phase 1) 0/160 2 dice 30R 78%
-[]Light & Chemical Industry 4/4 80R
--[] Reykjavik Myomer Macrospinner (Phase 3) 4/320 4 dice 80R 28%
-[]Agriculture 3/3 30R
--[] Perennial Aquaponics Bays (Stage 2) 291/350 1 die 10R 73%
--[] Strategic Food Stockpile Construction (Phase 1) 0/150 2 dice 20R 41%
-[]Tiberium 6/6 125R
--[]Tiberium Vein Mines (Stage 2) 5/200 4 dice 80R 100% (Vien Mines 3 median 4/6)
--[]Improved Tiberium Containment Facilities Development 0/40 1 die 25R 100%
--[]Offshore Tiberium Harvester Stations 0/200 1 dice 20R 5PS (median 1/3)
-[]Orbital Industry 5/5 + 2 140R
--[]GDSS Philadelphia II (Phase 5) 32/1425 7 dice 140R (median 7/20)
-[]Services 4/4 65R
--[] Green Zone Teacher Colleges 149/200 1 die 5R 86%
--[] Tissue Replacement Therapy Development 0/60 1 die 20R 82%
--[] Advanced Electronic Video Assistant Development 0/60 1 die 20R 78%
--[] Early Prototype General Artificial Intelligence Development 0/120 1 die 20R 22%
-[]Military 6/6 + 4 140R
--[] Reclamator Hub Red Zone 7-South 51/105 1 die 20R 80%
--[] Long Range Sensor System Deployment (Phase 2) 26/300 2 dice 50R (median 2/4)
--[] Pacifier Mobile Artillery Vehicle Deployment 90/120 1 die 10R 100%
--[] Tube Artillery Deployment 184/200 1 die 15R 100%
--[] Ablat Plating Deployment (Stage 4) 45/200 3 dice 30R 90%
--[] Naval Defense Laser Refits 270/330 1 die 15R 74%
--[] Security Review 1 die auto
-[]Bureaucracy 3/3
--[]Security Reviews
---[]Military 3 dice auto

740/740R, 7/7 Free Dice

HI dicewise, I've circled back around to a Tokyo-first path, on the expectation that we'd be spending five dice on Tokyo throughout the year for Tokyo 4. I've also placed two free dice back on Philedelphia--as a result I've had to back off on shells in favor of more R-expensive projects such as LRSS deployment, plus Ablatives on the side.
 
The fortress towns go in Green Zones, not around glacier mines deep in the wastelands. If we want to conclusively deter Gideon from fucking up our Gulf Coast glacier mine then finishing the Red-7 South hub and filling it with a fleet is how we do that. We could try to fend him off with more investments in conventional worldwide ZOCOM upgrades too, but given how time sensitive it is I think the SMARV fleet is where it's at. We don't have time to go through the whole "develop/deploy/wait for production to spool" life cycle on multiple ZOCOM projects before he moves.

3 points of Red abatement and 25 income really isn't the worst thing to get forced to build, it's annoying and messes up some of the military spending timelines but it's not that expensive and won't take more than half a dozen dice over 2-3 turns.
Best part is we can likely finish the hub with 1 dice thanks to current progress as well as roll out the pacifier deployment. And then we drop 2 or 3 dice on the fleet the following turn and get that income, plus opens up a 2nd rz inhibitor
 
So continue onto philly stage 5 and make some major pushes to finish some mil projects. We still need more income to prep for philly 5- we also need to keep mit up. This next turn we have the ability to get a lot done and set ourselves up moving forward. Cap goods is a big concern since we have a lot of ways to spend it but getting more takes a while to get increases online.

Infra 5/5 70R +22
-[] Blue Zone Arcologies (Stage 3) 302/650 4 dice 60R 33%
-[] Communal Housing Experiments 72/140 1 die 10R 74%
HI 4/4 90R +21
-[] Continuous Cycle Fusion Plant (Phase 3) 125/300 2 dice 40R 35%
-[] Blue Zone Heavy Industrial Sectors 0/500 2 dice 50R 0%
LCI 4/4 80R +16
-[] Reykjavik Myomer Macrospinner (Phase 3) 4/320 4 dice 80R 28%
Agri 3/3 50R +16
-[] Perennial Aquaponics Bays (Stage 2) 123/350 1 die 10R 0%
-[] Wadmalaw Kudzu Development 0/40 1 die 20R 93%
-[] Freeze Dried Food Plants 0/200 1 die 20R 0%
Tiberium 6/6 95R +29
-[] Tiberium Prospecting Expeditions (Repeating Stage) 2/200 2 dice 10R 29%
-[] Tiberium Vein Mines (Stage 2) 20/200 3 dice 60R 87%
-[] Red Zone Containment Lines (Stage 5) 74/180 1 die 25R 39%
Orbital 5/5+4 free 180R +16
-[] GDSS Philadelphia II (Phase 5) 32/1425 9 dice 180R 0%
Services 4/4 55R +21
-[] Green Zone Teacher Colleges 149/200 1 die 5R 86%
-[] Tissue Replacement Therapy Development 0/60 1 die 20R 82%
-[] Domestic Animal Programs 0/200 1 die 10R 0%
-[] Advanced Electronic Video Assistant Development 0/60 1 die 20R 82%
Military 6/6+3 85+40?R +18
-[] Security Review (Mil) 1 die
-[] Reclamator Hub Red Zone 7-South 51/105 1 die 20R 80%
-[] Pacifier Mobile Artillery Vehicle Deployment 90/120 1 die 10R 100%
-[] Orbital Defense Laser Development 0/40 1 die 20R 99%
-[] Tube Artillery Deployment 184/200 1 die 15R 100%
-[] Shell Plants (Phase 4) 3/300 1 die 10R 0%
-[] GD-3 Rifle Development 0/30 1 die 10R 100%
-[] Havoc Deployment 0/?? 2 dice ??R ??%
Bureau 3/3 +16
-[] Security Reviews (Mil) 3 dice +1 Mil 99%
Free 7/7
4 orbital, 3 mil
0 Idle dice

745/740
Over budget but also estimating Havoc Deployment at 20R per die, if that is high than will be under budget. Focus on finishing current projects and getting some deployments out as well as a new rifle and also the MARV hub protecting the south side of our NA glacier mining- better get that in place before gideon attacks.

Your Perennial progress number is incorrect. Should be Progress 291/350.
 
Gideon has been more active recently, making probing attacks towards the Louisiana coast where GDI has both a major Tiberium Glacier mine, and a still far from complete MARV base. While currently these have not reached within seventy five kilometers of the base, they are noticeably strong, likely capable of storming the base and destroying both it and the mines if action is not taken soon.
Annoying. While I enjoy the idea of more SMARV fleets, building does take up valuable Military Dice, especially with the one die away from completion projects this turn. Unfortunately, it looks like it is now on a time limit.
Battle of the North Atlantic
Surprised that the Navy's Priorities description hasn't changed. I thought they would be making even more noise about the escort carriers for anti-sub duties.
!!: Warning :!! Press Corps Alcohol orders have increased by 237% over resting average. !!: Warning :!!
Poor Press Corps. They were probably celebrating when Granger announced his retirement, only to find out his successor is a Mad Scientist.
 
Last edited:
Annoying. While I enjoy the idea of more SMARV fleets, building does take up valuable Military Dice, especially with the one die away from completion projects this turn. Unfortunately, it looks like it is now on a time limit.
The hub though already is about half way done. So likely 1 die on the hub Q1 and 3 or 4 dice on the fleet Q2. That means we still get to push a bunch of the 1 dice projects Q1 to completion.
 
No.
He stays in retirement!

The Venus situation is interesting. With no biological vector available, it hasn't spread much away from its landing site. It also doesn't appear capable of being windborne, so maybe the conditions there aren't good for Tiberium.
We aren't going to be able to do much about it for a while, but a small array of Stabilizer satellites in geosynchronous or polar orbits might be helpful in the long term.
That would still be a next Plan thing though.

Regarding the military situation. I'd be fine with ceasing Housing for one quarter to roll out more Fortress Towns.
Other than that, we just keep up with our deployments and refits.
 
Fate Glasses
I know this is still new and far away to everyone, but I'm primarily worried about what this means for us back on Earth. Because however long it takes to set up, however much it costs, once GDI starts getting serious on Venus this will be an absolutely massive source of Tiberium that GDI doesn't have to fight with NOD for. We all know that GDI's global economy already outsizes NOD. But with an entire second planet's worth of Tiberium and no NOD to slow them down, Venus could be the economic endgame in the conflict between GDI and NOD.

But that's only if GDI has the time to get there. Because if there's anything that might bring Kane back from vacation, it's this. And that is what I'm worried about: NOD literally can not afford to let GDI mine on Venus. What will they do to try and stop us?
Well like Fate Glasses mentions this changes the game somewhat, even if we don't plan to for now just the possibility of GDI being able to mine this untapped source of Tiberium unchecked is going to cause NOD to turn their eyes towards our orbital industry.

More importantly however this is something that will 100% get Kane's attention, a completely divergent strain of Tiberium thats developed under entirely different conditions to the stuff on Earth is something that would help massively with his/NOD's research into Tiberium.

It's highly likely that in the next year or so we're going to see parts of NOD suddenly shift to devoting R&D towards spacebased technology, if only because Kane wants samples of the hexagonal Tib, while others start focusing on ways to bring down satellites/stations and disrupting any earthbound satellite/shuttle/spaceship production we set up.
 
Here's a quick draft for people.

[ ] Plan Chimeraguard Draft
Infrastructure (5 dice)
-[ ] Blue Zone Arcologies (Stage 3), 2 dice (30 Resources)
-[ ] Communal Housing Experiments, 1 die (10 Resources)
-[ ] Suborbital Shuttle Service (Phase 1), 2 dice (60 Resources)
Heavy Industry (4 dice)
-[ ] Continuous Cycle Fusion Plants (Phase 3), 3 dice (60 Resources)
-[ ] Blue Zone Heavy Industrial Sectors, 1 die (25 Resources)
Light and Chemical Industry (4 dice)
-[ ] Reykjavik Myomer Macrospinner (Phase 3), 4 dice (80 Resources)
Agriculture (3 dice)
-[ ] Perennial Aquaponics Bays (Stage 2), 3 dice (30 Resources)
Tiberium (6 dice)
-[ ] Red Zone Containment Lines (Stage 5), 1 die (25 Resources)
-[ ] Railgun Harvester Factory (Vladivostok), 1 die (10 Resources)
-[ ] Railgun Harvester Factory (Maputo), 1 die (10 Resources)
-[ ] Offshore Tiberium Harvester Stations, 2 dice (40 Resources)
-[ ] Improved Tiberium Containment Facilities Development, 1 die (25 Resources)
Orbital (5 dice +2 Free)
-[ ] GDSS Philadelphia II (Phase 5), 7 dice (140 Resources)
Services (4 dice)
-[ ] Green Zone Teacher Colleges, 1 die (5 Resources)
-[ ] Tissue Replacement Therapy Development, 1 die (20 Resources)
-[ ] Domestic Animal Programs, 1 die (10 Resources)
-[ ] Advanced Electronic Video Assistant Development, 1 die (20 Resources)
Military (6 dice +5 Free)
-[ ] Reclamator Hub Red Zone 7 South (Progress 51/105), 2 dice (40 Resources)
-[ ] Pacifier Mobile Artillery Vehicle Deployment, 1 die (10 Resources)
-[ ] Orca Refit Deployment, 2 dice (30 Resources)
-[ ] Laser Point Defense Refits, 1 die (15 Resources)
-[ ] Tube Artillery Deployment, 1 die (15 Resources)
-[ ] Shell Plants (Phase 4), 2 dice (20 Resources)
-[ ] Havoc Scout Mech Deployment, 1 die (10 Resources)
-[ ] Security Review, 1 die
Bureaucracy (3 dice)
-[ ] Security Review (Bureaucracy), 3 dice

Resources Available: 740
Resources Spent: 740
Resources Remaining: 0

Infra continues Arcologies, continues/finishes Communal Housing, and starts up the Shuttle Services.

HI continues the power push so we have enough to do BZ HI Sectors, LCI is all in on Reykjavik, Agri undergoes the Quest For Coffee.

Tiberium 1 die is on RZ Containment for Resources + Abatement, and apparently ZOCOM has enough slack that this isn't a big ask. 2 dice go for Heavy Harvesters, one in the closest option to Jeddah, the other to cover our East/Pacific needs. I'm not sure if we really want any more Harvesters after this though. 2 Dice go onto Offshore Tiberium because it's income that doesn't cost Capital Goods and we have plenty of PS, and 1 die on Improved Containment.

Orbital continues the push for Phase 5 Philadelphia. Services finishes Litvinov's project, and does Tissue Replacement Therapy, Evas, and some work on Domestic Animals because that's a lot of PS for a low cost project and we've got plenty of food.

The big focus is Military. A die on everything we need to finish deploying that didn't last turn, another die for rolling out the Havoc Scout Mech to reassure the Talons that yes, we're now paying attention to them and will keep paying attention to them. 2 dice on the Orca Refit Deployment because that's another thing that's been waiting for too long, and 2 dice on Shell Plants to start rolling out ammo to go with the new tubes and starting work on Consumables in general. 2 dice are on the South NA Red Zone Hub because it may be partially completed, but it's probably degraded some (unless we have word of @Ithillid that it hasn't, in which case I can spend the die on something else, like maybe starting up OSRCT, or development of either orbital lasers or the Escort Carrier), so 2 dice to make sure if finishes so we can get the fleet out afterwards (hopefully before Gideon attacks.) And a final die on Security Reviews because we've been waiting for that as well.
 
Last edited:
So continue onto philly stage 5 and make some major pushes to finish some mil projects. We still need more income to prep for philly 5- we also need to keep mit up. This next turn we have the ability to get a lot done and set ourselves up moving forward. Cap goods is a big concern since we have a lot of ways to spend it but getting more takes a while to get increases online.

Infra 5/5 70R +22
-[] Blue Zone Arcologies (Stage 3) 302/650 4 dice 60R 33%
-[] Communal Housing Experiments 72/140 1 die 10R 74%
HI 4/4 90R +21
-[] Continuous Cycle Fusion Plant (Phase 3) 125/300 2 dice 40R 35%
-[] Blue Zone Heavy Industrial Sectors 0/500 2 dice 50R 0%
LCI 4/4 80R +16
-[] Reykjavik Myomer Macrospinner (Phase 3) 4/320 4 dice 80R 28%
Agri 3/3 50R +16
-[] Perennial Aquaponics Bays (Stage 2) 291/350 1 die 10R 73%
-[] Wadmalaw Kudzu Development 0/40 1 die 20R 93%
-[] Freeze Dried Food Plants 0/200 1 die 20R 0%
Tiberium 6/6 95R +29
-[] Tiberium Prospecting Expeditions (Repeating Stage) 2/200 2 dice 10R 29%
-[] Tiberium Vein Mines (Stage 2) 20/200 3 dice 60R 87%
-[] Red Zone Containment Lines (Stage 5) 74/180 1 die 25R 39%
Orbital 5/5+4 free 180R +16
-[] GDSS Philadelphia II (Phase 5) 32/1425 9 dice 180R 0%
Services 4/4 55R +21
-[] Green Zone Teacher Colleges 149/200 1 die 5R 86%
-[] Tissue Replacement Therapy Development 0/60 1 die 20R 82%
-[] Domestic Animal Programs 0/200 1 die 10R 0%
-[] Advanced Electronic Video Assistant Development 0/60 1 die 20R 82%
Military 6/6+3 85+40?R +18
-[] Security Review (Mil) 1 die
-[] Reclamator Hub Red Zone 7-South 51/105 1 die 20R 80%
-[] Pacifier Mobile Artillery Vehicle Deployment 90/120 1 die 10R 100%
-[] Orbital Defense Laser Development 0/40 1 die 20R 99%
-[] Tube Artillery Deployment 184/200 1 die 15R 100%
-[] Shell Plants (Phase 4) 3/300 1 die 10R 0%
-[] GD-3 Rifle Development 0/30 1 die 10R 100%
-[] Havoc Deployment 0/?? 2 dice ??R ??%
Bureau 3/3 +16
-[] Security Reviews (Mil) 3 dice +1 Mil 99%
Free 7/7
4 orbital, 3 mil
0 Idle dice

745/740
Over budget but also estimating Havoc Deployment at 20R per die, if that is high than will be under budget. Focus on finishing current projects and getting some deployments out as well as a new rifle and also the MARV hub protecting the south side of our NA glacier mining- better get that in place before gideon attacks.
If your going for the GD-3 Development i'd suggest going for some flavor of plasma weapon research at the same time.

With the focus being on energy weapons (Laser/Particle) increasing our knowledge of energy weaponry at the same time seems like it'd have a synergistic effect or potentially lead to something interesting.
 
If your going for the GD-3 Development i'd suggest going for some flavor of plasma weapon research at the same time.

With the focus being on energy weapons (Laser/Particle) increasing our knowledge of energy weaponry at the same time seems like it'd have a synergistic effect or potentially lead to something interesting.
Rifle dev I might cut for use elsewhere but yeah we want to get plasma done soonish though it is a more expensive dev project
 
Gideon really willing to push hard into a red zone just to attack our harvesting operations. Of course he's just crazy enough to actually try and follow through.

Rather bad naval results. Two Governor cruisers lost in exchange for maybe 1 small unknown sub and only shooting down 11 of 32 missiles. Only thing that stopped it being a complete disaster was the apparently crappy guidance systems on those NOD missiles.

The Governor cruiser is a jack-of-all-trades ship. It can patrol, bombard, do anti-air, and anti-submarine. But sometimes that's limiting. At some point in the future we'll need to invest in dedicated anti-submarine ships like the Victory Monitor and the Shark Frigate as well as Escort Carriers.
 
As the submarines dove, pairs of stern mounted torpedo tubes launched, sending supercavitating torpedoes racing beneath the keel of the two ships. As the torpedoes detonated, the cruisers jumped, bucking as their backs broke under the pressure of water hammering up into the citadels and engineering spaces. The ships themselves are complete write offs, having sunk rapidly.
Wait, why didn't the cruisers use their helicopters to do ASW work? Seems like the kind of thing that would be standard.
Biped Combatant
Tanks are big, slow targets. The Havoc is fast; it doesn't need as much armor because of its superior three-dimensional maneuverability owing to its superior bipedal locomotion system and advanced jump jet capability. Also, tanks have a single main gun and combat task, where proper mechs have multiple weapons to cover every possible combat situation! Also, the Steel Talons are employing the most advanced protective technologies available to GDI, making the Havoc superior in damage reduction capabilities. Also, mechs are the way of the future, and will one day replace tanks completely!
I don't think so. In big assaults you keep it simple. While a Mech might win a 1v1, you can probably buy 5 tanks for the cost of one mech. Especially when you look at the things you have to maintain on a tank and the things that you absolutely have to maintain on a mech, then the tank is always cheaper.

Not to mention that the solution against being able to dodge shells is also switching to mechs, it's to make your projectile fly faster. And because you still have a certain reaction time, you'll most likely get shot anyway in massed assaults. So no, Mechs for regular use are iffy at best and detrimental at worst. Even scouting mechs are ehhh.
 
Wait, why didn't the cruisers use their helicopters to do ASW work? Seems like the kind of thing that would be standard.
Choppers were in the wrong place and the cruisers ended up doing the detection with onboard sonar rather than their helicopters. This is the kind of thing that having an Escort Carrier or fleet carrier with a lot of helicopters around is handy for.
 
If your going for the GD-3 Development i'd suggest going for some flavor of plasma weapon research at the same time.

With the focus being on energy weapons (Laser/Particle) increasing our knowledge of energy weaponry at the same time seems like it'd have a synergistic effect or potentially lead to something interesting.
I'm pretty sure that a laser or plasma rifle would be a separate project from the GD-3, so there's no need to complete the laser/plasma research before or alongside the GD-3 design project.
 
Rifle dev I might cut for use elsewhere but yeah we want to get plasma done soonish though it is a more expensive dev project
I figure that with the increased knowledge of high energy physics our R&D division gained from the Scrin and NOD research the resource cost for plasma should be worth it now, as whatever we get will be better than what GDI would have developed without it.

Edit:

I'm pretty sure that a laser or plasma rifle would be a separate project from the GD-3, so there's no need to complete the laser/plasma research before or alongside the GD-3 design project.
[ ] GD-3 Rifle Development (New)
The GD-2 has served well for almost thirty years. However, in the modern day it is no longer serving GDI's overall needs as well as it once did. Between the need to counter the ever more common biomechanical creatures, the hoped for switch to Zone Armor, and the potential of laser and particle beam weapons a new system is required to serve in a set of very different roles than the GD-2.
(Progress 0/30: 10 resources per die)
??? The GD-3 option as it is now specifically talks about Particle/Laser weapons being an option for what could come from it as they are experimenting to find the best choice, if Plasma was unlocked it'd be added to the list too.
 
Last edited:
Wait, why didn't the cruisers use their helicopters to do ASW work? Seems like the kind of thing that would be standard.

I don't think so. In big assaults you keep it simple. While a Mech might win a 1v1, you can probably buy 5 tanks for the cost of one mech. Especially when you look at the things you have to maintain on a tank and the things that you absolutely have to maintain on a mech, then the tank is always cheaper.

Not to mention that the solution against being able to dodge shells is also switching to mechs, it's to make your projectile fly faster. And because you still have a certain reaction time, you'll most likely get shot anyway in massed assaults. So no, Mechs for regular use are iffy at best and detrimental at worst. Even scouting mechs are ehhh.
The Havoc in its current form is a exploitation unit/light cavalry. It's fast enough to run down vulnerable targets its weapons can tear apart, can launch ambushes from unexpected angle, has the guns to tear apart anything it's own size or lighter and has the armor and active protection to tank the occasional hits back. And the mobility to break contact via using terrain.

It flanks the enemy from unexpected angles to go smash up supply depots and tear up the enemy's rearline assets.

If the Havoc is facing enemy heavy tanks or dug in fortifications something has gone very very wrong.
 
??? The GD-3 option as it is now specifically talks about Particle/Laser weapons being an option for what could come from it as they are experimenting to find the best choice, if Plasma was unlocked it'd be added to the list too.
No, it is saying that with all of these potential new systems and shifts in what is being prioritized, you need a very different weapon, and a different set of compromises when compared to the GD-2.

Edit: With any system there are compromises. For a rifle, it is weight, length, accuracy, penetration, ammunition capacity, and a few other features. An M16 trades its penetration performance (especially early on) for lighter weight. The early pencil barrels traded off a lower weight for worse accuracy as the barrel heated up. The GD-2, and the family of weapons around it, make a set of tradeoffs. It is a heavy high velocity bullet, out of a relatively conventional rifle, which means that it is relatively heavy gun and a relatively long one, and that weight problem only gets worse once you add optics and other subsystems.
 
Last edited:
Back
Top