Tiberium Storm (A Mass Effect and Command and Conquer AU Xover)

Do you guys want Turn 1 to take place at 2112 or 2152 like in canon?

  • 2112

    Votes: 44 93.6%
  • 2152

    Votes: 3 6.4%

  • Total voters
    47
  • Poll closed .
Once you have a Factory, your MCV can build an Airfield which allowing you to build air transports. But fine you can reconfigure your Orca's into Skycranes, maybe have the carrying capacity of a Black Hawk? or something similar. I feel like having an Orca be able to transport a tank is too much, so something below the capacity of a Chinook.
Eh, for tank, we can always have 3 Orca and really strong cable to do it. Now, MCV would be too much, especially as this one is the old and non-walker one.
 
Eh, for tank, we can always have 3 Orca and really strong cable to do it. Now, MCV would be too much, especially as this one is the old and non-walker one.
I remember reading that mountains usually have high and turbulent winds. So lifting a tank with that method is highly unsafe, even in the future.
 
I let it go through my head and that's my result.

For the military: We should definitely take all the infantry with us, we can then build vehicles ourselves later or buy them if necessary.

For infrastructure: The MCV, Mining and Smelting Equipment, Farming Equipment and Tech Lab.

For Technologies: Zone Armor, Subterranean Tech, and Hover Tech

That would be of the points = 1850/1000
 
@Dezron,
Mantis: GDI already have the Slingshot. And I think 50 years is a long enough time to make it fully autonomous.
Hunter Seeker: Have you tried using them? much easier and simpler to just call in a support power.
Limpet Drone: Sat scan makes them obsolete and you need an enemy vehicle to latch on too.

Avatar: I don't think GDI would make an Avatar, a symbol of power from their greatest enemy. Plus, Titans already fills the role of a heavy walker
Purifier: same reason
Wolverine: I initially put an option for a Titan and Wolverine Battalion but changed my mind before release and save them for the future once Shanxi is more established.

There is a canon research study that said, pilots with AI support are much more combat effective than purely automated AI. Having it be remote controlled while the pilot is at base is an option but it does increase the risk of it being hacked and jamming the signal would also mean that the mech won't move anymore. So once you can build your own Wolverines you could design an automated version which requires 2 research turns to both design and prototype. It will not be as responsive as a piloted Wolverine and thus get reduced stats while also being more expensive. The benefit is that the pilot stays alive and can retain experience and veterancy.
 
It will not be as responsive as a piloted Wolverine and thus get reduced stats while also being more expensive. The benefit is that the pilot stays alive and can retain experience and veterancy.
Is it possible for the pilots to control the Wolverine with a remote controller so this means that it will also have the pros of having a pilot and the pilot surviving?
 
I think your quoted portion answers your question.

That and the fact that said connection can be jammed.
 
Due to me being impatient, I'll open the now and answer any questions once I wake up in the morning. G'night y'all
 
Okay. I'm going to create a preliminary vote based off @ShadowAngelBeta discussion here:
Infantry (policing and colonial defense) - 200/150
Snipers (hunting and basic scouting) - 150/20
Engineers (needed) - 150/100

MCV (needed) - 300/200
Mining + Smelting equipment - 250/250
Farming equipment (Wanted - Feeding the troops) - 50/100
Tech Lab (Wanted - Get the snowball rolling ASAP) - 200/100

Sonic Tech (Wanted - Mining easier/more valuable) - 200/10
Zone Armor (Wanted - Jump pack production for regular troops, advanced scouting) - 200/10
Drones (Wanted - Disposable assets: Scouting, cave-ins, search and rescue) - 200/10
Hover Tech (Wanted - hover drones, advanced scouting, mobility) - 150/10
Subterranean Tech (Needed - Underground colony + mining) - 200/10

Current total: 2250
Space total: 970
Warning, below vote may be in a invalid format.
[X] Plan Maxed Out
-[X] 140th Infantry Regiment: a Regiment of Riflemen armed with Railgun Rifles and accompanying Missile Trooper armed with FGM-150 Missile Launchers to provide Anti-Armor and Air support. The regiment wears the new standard issue exo-skeletal body armor which is much slimmer than the Zone series heavy armor but is still an exo-skeleton it just noticeably weaker yet cheaper to make. They are also trained in deploying Infantry Bunkers, to provide additional protection. (+3 Infantry Battalion) 200/150
-[X]99th Engineering Corp: A Corp of Engineers, there isn't much to say about them, they can make basic defences like Watchtowers, AA Turrets, Trenches, Bunkers, Minefields, and etc. They can also help with civilian construction if you feel that you are sufficiently protected. (+1 Engineering Corp & +2 Construction Action) 150/100
-[X]52nd Sniper Platoon: A Platoon of Snipers, armed with an Ionized Railgun Rifle, the same technology used in the Main cannon of the Hunter AFV allowing it to have extremely high penetration. Sniper teams are also equipped with a stealth cloak to hide in plain sight. (+16 Sniper Teams) 150/20
-[X]MCV: The Mobile Construction Vehicle has been in the GDI arsenal since it's very founding and while it has gone through many iterations, its core purpose stays the same. The MCV supplied by GDI are based on the old MCVs of the 3rd Tib War but has been modified for Colony use. You are only allowed 1 MCV for now as they are in high demand with other colonies too. (+1 MCV & +4Construction Action) 300/200 (only 1 allowed)
-[X]Mining Equipment: While everyone agreed that Tiberium is a poison and caused the most deaths in history, they do also admit that it made extracting minerals from the earth incredibly easy. Now that Tiberium is contained on Earth with GDI Navy feeding asteroids to be processed by the TCN, the colonist will have to mine resources the old fashion way. With drills, explosives, a mining truck. (+1 RA1 style Ore Mine) 150/100
-[X]Smelting Equipment: Once you have a supply of ore, you'll need a location to smelt it so that it can be useable in many different applications. Using lessons learnt from Tiberium refining, a single refinery can process multiple different types of ores and separate them into their component elements and transformed into ingots for easy storage. (+1 RA2 style Refinery) 100/150
-[X]Farming Equipment: While the colony have a store of rations that can last for a year, getting locally produced food will be essential to long term survival. Creating conventional farms can is a fairly cheap source of food, however it may be vulnerable to pests or weather that will damage the yield. The advantage is that it is fairly easy to make and expand. (+1 Conventional Farm & +500 tons of Excess Food/Year) 50/100
-[X]Tech Lab: While Battles are won in the field, Wars are won in the Lab. Without R&D, GDI would not have the Sonic technology needed to beat the Scrin, the Ion Cannon, the Mammoth Tank, Walkers, and etc. Having your own would allow you to analyse and study the technology that GDI has available as well as make prototypes to see if they are viable to be produced. (+1 Tech Lab & Unlocks Tech Tree Research) 200/100
-[X]Sonic Tech: Through the use of sonic crystals, GDI is able to project a wave of sonic energy that can vibrate any target to piece. This is instrumental in abating the spread of Tiberium on Earth and while Tiberium isn't a threat to Earth anymore, with the Tiberium Control Network up and running; Sonic technology still has a place in GDIs arsenal. (Unlocks Shockwave/Shatterer, Sonic Grenades, Sonic Cannons) 200/10
-[X]Zone Armor: While it doesn't hold a candle to the stuff currently in use by the military, GDI does supply a variety of upgrade packages to make Colonial Militia Zone Troopers a combat effective fighting force. (Unlocks Basic Zone Trooper Armor, Zone Upgrade Packs, Zone Heavy Weapons, and Jump Jets) 200/10
-[X]Robotic Drone Tech: GDI have rarely used Robots in their arsenal, mainly due to the dangers of an enemy taking control of your own robots, the control signal being jammed due to interference, and study done decades ago that proves Humans supported by AI is superior than AI controlled armies. However, robots have found a niche for themselves as patrol and scout units. A recent robotic addition to GDI's arsenal is the War Dog which is a scaled down Mastadon frame with a machine gun head. Advanced sensors and pack intelligence makes it an ideal scouting unit while being very cheap to produce. (Unlocks War Dogs, Drone Swarm, Repair Drones, Custom Drones Designs) 200/10
-[X]Subterranean Tech: During the 2nd Tib War, GDI ruled the heavens but Nod ruled the underworld and they do that through subterranean technology. Nod used this network to great effect as it is the only place where they are protected from GDI Air superiority and our Ion Cannons. By the 3rd Tib War, Tiberium has grown deep within the Earth's crust and tunnelling through Tiberium is too difficult and dangerous, thus the tunnels were abandoned until the TCN has been established and managed to clear most of the Tiberium, allowing Nod's global tunnel network to return to service. This technology is relatively simple and GDI saw potential in having a Tunnel Network in their colonies in the event the Scrin achieved orbital supremacy. It should be made aware however that unscrupulous individuals may make use of these tunnels if they are not properly supervised. (Unlocks Subterranean APC, Drill Pod, and Tunnel Network System) 200/10

Total Cost: (Points/Space)
2250/960
Remaining Space: (Remaining Points/Remaining Space)
250/40

Let me know if there are any inaccuracies.
Edit: Fixed inadvertent emojis
 
[X]Plan Building up
-[x] 140th Infantry Regiment: (+3 Infantry Battalion) 200/150

-[x] 109th Zone Battalion: (+1 Zone Infantry Battalion) 200/50

-[x] 99th Engineering Corp: (+1 Engineering Corp & +2 Construction Action) 150/100

-[x] 52nd Sniper Platoon: (+16 Sniper Teams) 150/20

-[x] MCV: (+1 MCV & +4Construction Action) 300/200 (only 1 allowed)

-[x] Mining Equipment: (+1 RA1 style Ore Mine) 150/100

-[x] Smelting Equipment: (+1 RA2 style Refinery) 100/150

-[x] Farming Equipment: (+1 Conventional Farm & +500 tons of Excess Food/Year) 50/100

-[x] Tech Lab: (+1 Tech Lab & Unlocks Tech Tree Research) 200/100

-[x] Zone Armor: (Unlocks Basic Zone Trooper Armor, Zone Upgrade Packs, Zone Heavy Weapons, and Jump Jets) 200/10

-[x] Hover Tech: (Unlocks Hover Platform, Sandstorm, Shockwave, Shatterer, & Slingshot) 150/10

-[x] Subterranean Tech: (Unlocks Subterranean APC, Drill Pod, and Tunnel Network System) 200/10


Total Cost: (Points/Space)
2150/1000
Remaining Space: (Remaining Points/Remaining Space)
350/0
 
Last edited:
Farming equipment (Wanted - Feeding the troops) - 50/100
Tech Lab (Wanted - Get the snowball rolling ASAP) - 200/100
would you consider replacing these with a factory which will give us a stronger economy from the get go along with the ability to build and even export military hardware then use said stringer economy to build the Tech lap and farming equipment using the MCV , also with a stronger economy we might be able to just by them outright

[X] Plan Maxed Out
 
I do believe that we could use the MCV's construction points to build a factory in the first turn.

Edit: @Warmach1ne32 : Are we able to do original research and sell that back to the GDI? Just curious.
 
Last edited:
would you consider replacing these with a factory which will give us a stronger economy from the get go along with the ability to build and even export military hardware then use said stringer economy to build the Tech lap and farming equipment using the MCV , also with a stronger economy we might be able to just by them outright
My logic is that its much simpler to get a factory put together than a lab, even if both need a lot of fiddly bits, the factories would be more robust.

I was torn I will admit, but research actions seem like they're going to take longer in general, which makes sense, so just being able to get started on that sooner seems like the smarter choice. We can get by without the factory for now I feel, unless we have a disasterous number of cave-ins on turn one, but if the dice want to fuck us over, they'll be doing it either way.

I can't imagine we'll be doing any aggressive scouting or digging the first turn either. First turn's going to be about getting everything planted down and set up, we can throw up a barracks for housing the troops and maybe a power plant in that turn and then get the factory up. We have no idea what build times are going to be like though, it could be three turns to just build the factory for all we know (probably not, but still).
 
-[x] Farming Equipment: (+1 Conventional Farm & +500 tons of Excess Food/Year) 50/100
-[X]Farming Equipment: While the colony have a store of rations that can last for a year, getting locally produced food will be essential to long term survival. Creating conventional farms can is a fairly cheap source of food, however it may be vulnerable to pests or weather that will damage the yield. The advantage is that it is fairly easy to make and expand. (+1 Conventional Farm & +500 tons of Excess Food/Year) 50/100


Are you sure you want to waste space just to produce some excess food ?
 
The main reason for the farming equipment is to allow us to rapidly build up our food supply. I'm willing to bet that the hydroponics can be built later on.
 
Reposting those plans (thank @HousePet for them)

[] Plan: HousePet Option 1
-[] 109th Zone Battalion: A Battalion of Zone Power Armored infantry with access to Jump Packs, Ionized Railgun Cannons, and shoulder mounted heavy weapons. Each suit has an array of advanced sensors and communications equipment making them ideal for patrol work and combating anything they find while on patrol. The armor also enhances the users strength, speed, and reflexes like previous generations of Zone Armor, along with an aim assist to better inform the user where their round will land. (+1 Zone Infantry Battalion) 200/50
-[] 99th Engineering Corp: A Corp of Engineers, there isn't much to say about them, they can make basic defences like Watchtowers, AA Turrets, Trenches, Bunkers, Minefields, and etc. They can also help with civilian construction if you feel that you are sufficiently protected. (+1 Engineering Corp & +2 Construction Action) 150/100
-[] 52nd Sniper Platoon: A Platoon of Snipers, armed with an Ionized Railgun Rifle, the same technology used in the Main cannon of the Hunter AFV allowing it to have extremely high penetration. Sniper teams are also equipped with a stealth cloak to hide in plain sight. (+16 Sniper Teams) 150/20
-[] 91st Orca Air Squadron: A Squadron of Orca Mk.6 Multirole Strikecraft, the new Mk.6 Orca combines the firepower and versatility of the Orca Mk.5 with the Stratofighter Booster of the 3rd Tiberium War Firehawks, giving it the ability to fly over most AA defences with ease by going near orbital. (+16 Orca Strikecraft) 400/160
-[] MCV: The Mobile Construction Vehicle has been in the GDI arsenal since it's very founding and while it has gone through many iterations, its core purpose stays the same. The MCV supplied by GDI are based on the old MCVs of the 3rd Tib War but has been modified for Colony use. You are only allowed 1 MCV for now as they are in high demand with other colonies too. (+1 MCV & +4Construction Action) 300/200 (only 1 allowed)
-[] Mining Equipment: While everyone agreed that Tiberium is a poison and caused the most deaths in history, they do also admit that it made extracting minerals from the earth incredibly easy. Now that Tiberium is contained on Earth with GDI Navy feeding asteroids to be processed by the TCN, the colonist will have to mine resources the old fashion way. With drills, explosives, a mining truck. (+1 RA1 style Ore Mine) 150/100
-[] Smelting Equipment: Once you have a supply of ore, you'll need a location to smelt it so that it can be useable in many different applications. Using lessons learnt from Tiberium refining, a single refinery can process multiple different types of ores and separate them into their component elements and transformed into ingots for easy storage. (+1 RA2 style Refinery) 100/150
-[] Hydroponics Farm: With the much of the world's farm land becoming Tiberium Wastelands, Hydroponics helped prevent millions of people from starving both in Blue and Yellow Zones. Having your own Hydroponics Farm should help provide a steady food supply for your colony that won't be affected by pests or weather at the cost of being more expensive, takes up more space, and produce less food. (+1 Hydroponics farm & +50 tons of Food/Year) 150/100
-[] Power Plant: The blood of any city is electricity and its heart is the Power Plant. A Power plant is required to operate automated defences and have all of your production structures operating at maximum efficiency. An MCV can construct a Power Plant fairly easily enough, but you never know what you would prioritize. (+1 Power Plant & +10 Power Generation) 50/100
-[] Zone Armor: While it doesn't hold a candle to the stuff currently in use by the military, GDI does supply a variety of upgrade packages to make Colonial Militia Zone Troopers a combat effective fighting force. (Unlocks Basic Zone Trooper Armor, Zone Upgrade Packs, Zone Heavy Weapons, and Jump Jets) 200/10
-[] Subterranean Tech: During the 2nd Tib War, GDI ruled the heavens but Nod ruled the underworld and they do that through subterranean technology. Nod used this network to great effect as it is the only place where they are protected from GDI Air superiority and our Ion Cannons. By the 3rd Tib War, Tiberium has grown deep within the Earth's crust and tunnelling through Tiberium is too difficult and dangerous, thus the tunnels were abandoned until the TCN has been established and managed to clear most of the Tiberium, allowing Nod's global tunnel network to return to service. This technology is relatively simple and GDI saw potential in having a Tunnel Network in their colonies in the event the Scrin achieved orbital supremacy. It should be made aware however that unscrupulous individuals may make use of these tunnels if they are not properly supervised. (Unlocks Subterranean APC, Drill Pod, and Tunnel Network System) 200/10

[] Plan: HousePet Option 2
-[] 109th Zone Battalion: A Battalion of Zone Power Armored infantry with access to Jump Packs, Ionized Railgun Cannons, and shoulder mounted heavy weapons. Each suit has an array of advanced sensors and communications equipment making them ideal for patrol work and combating anything they find while on patrol. The armor also enhances the users strength, speed, and reflexes like previous generations of Zone Armor, along with an aim assist to better inform the user where their round will land. (+1 Zone Infantry Battalion) 200/50
-[] 99th Engineering Corp: A Corp of Engineers, there isn't much to say about them, they can make basic defences like Watchtowers, AA Turrets, Trenches, Bunkers, Minefields, and etc. They can also help with civilian construction if you feel that you are sufficiently protected. (+1 Engineering Corp & +2 Construction Action) 150/100
-[] 91st Orca Air Squadron: A Squadron of Orca Mk.6 Multirole Strikecraft, the new Mk.6 Orca combines the firepower and versatility of the Orca Mk.5 with the Stratofighter Booster of the 3rd Tiberium War Firehawks, giving it the ability to fly over most AA defences with ease by going near orbital. (+16 Orca Strikecraft) 400/160
-[] MCV: The Mobile Construction Vehicle has been in the GDI arsenal since it's very founding and while it has gone through many iterations, its core purpose stays the same. The MCV supplied by GDI are based on the old MCVs of the 3rd Tib War but has been modified for Colony use. You are only allowed 1 MCV for now as they are in high demand with other colonies too. (+1 MCV & +4Construction Action) 300/200 (only 1 allowed)
-[] Mining Equipment: While everyone agreed that Tiberium is a poison and caused the most deaths in history, they do also admit that it made extracting minerals from the earth incredibly easy. Now that Tiberium is contained on Earth with GDI Navy feeding asteroids to be processed by the TCN, the colonist will have to mine resources the old fashion way. With drills, explosives, a mining truck. (+1 RA1 style Ore Mine) 150/100
-[] Smelting Equipment: Once you have a supply of ore, you'll need a location to smelt it so that it can be useable in many different applications. Using lessons learnt from Tiberium refining, a single refinery can process multiple different types of ores and separate them into their component elements and transformed into ingots for easy storage. (+1 RA2 style Refinery) 100/150
-[] Hydroponics Farm: With the much of the world's farm land becoming Tiberium Wastelands, Hydroponics helped prevent millions of people from starving both in Blue and Yellow Zones. Having your own Hydroponics Farm should help provide a steady food supply for your colony that won't be affected by pests or weather at the cost of being more expensive, takes up more space, and produce less food. (+1 Hydroponics farm & +50 tons of Food/Year) 150/100
-[] Power Plant: The blood of any city is electricity and its heart is the Power Plant. A Power plant is required to operate automated defences and have all of your production structures operating at maximum efficiency. An MCV can construct a Power Plant fairly easily enough, but you never know what you would prioritize. (+1 Power Plant & +10 Power Generation) 50/100
-[] Zone Armor: While it doesn't hold a candle to the stuff currently in use by the military, GDI does supply a variety of upgrade packages to make Colonial Militia Zone Troopers a combat effective fighting force. (Unlocks Basic Zone Trooper Armor, Zone Upgrade Packs, Zone Heavy Weapons, and Jump Jets) 200/10
-[] Subterranean Tech: During the 2nd Tib War, GDI ruled the heavens but Nod ruled the underworld and they do that through subterranean technology. Nod used this network to great effect as it is the only place where they are protected from GDI Air superiority and our Ion Cannons. By the 3rd Tib War, Tiberium has grown deep within the Earth's crust and tunnelling through Tiberium is too difficult and dangerous, thus the tunnels were abandoned until the TCN has been established and managed to clear most of the Tiberium, allowing Nod's global tunnel network to return to service. This technology is relatively simple and GDI saw potential in having a Tunnel Network in their colonies in the event the Scrin achieved orbital supremacy. It should be made aware however that unscrupulous individuals may make use of these tunnels if they are not properly supervised. (Unlocks Subterranean APC, Drill Pod, and Tunnel Network System) 200/10
-[] Sonic Tech: Through the use of sonic crystals, GDI is able to project a wave of sonic energy that can vibrate any target to piece. This is instrumental in abating the spread of Tiberium on Earth and while Tiberium isn't a threat to Earth anymore, with the Tiberium Control Network up and running; Sonic technology still has a place in GDIs arsenal. (Unlocks Shockwave/Shatterer, Sonic Grenades, Sonic Cannons) 200/10
-[] Hover Tech: While Hover technology has been around since the start of the 1st Tib War, the technology gained more prominent use in the 2nd Tib War as a weapons platform in the form of the Hover MLRS which allows it to hover over bodies of water and assist in amphibious assaults. By the 3rd Tib War, Hover vehicles begin to fall into specialist roles with the Slingshot and Shatterer due to their fragility, high production cost, and high maintenance cost compared to treaded vehicles. However, during the Ascension Conflict, the ability to hover over rough terrain, water, and even jump over cliffs have proven essential in protecting convoys of material for the construction of the TCN. Now it seems that Hover technology has found its niche as a versatile vehicle platform that sacrifice a bit of armor and being high maintenance for all terrain mobility. (Unlocks Hover Platform, Sandstorm, Shockwave, Shatterer, & Slingshot) 150/10
 
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