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 .
BTW, how much longer will the vote be open?
 
Let's ignore Kane and his bullshit for now, but if Cerberus shows up i bet on them being pawns of Kane (they probably won't realize this till it's too late).

So let's focus on more important matters. Like if we want to put our cities underground as soon as possible or not at all ? Or maybe brainstorm rough idea of what we should do Turn 1?
 
Like if we want to put our cities underground as soon as possible or not at all
hmm underground cities are hard to do, especially when you need to expand rapidly, maybe partially underground could work but for def we need military bases and civilian shelters undergrounds. Preferably we would have tunnels going everywhere in the mountains and far down as well.
 
That's the plan in the end.

Basically I want to pull this: National Redoubt
but planet wide.
Note the individual elements in this including the border fortifications and the valley cities. That's going to occur with our valleys (cities and bases) and mountain top fortifications.
 
hmm underground cities are hard to do, especially when you need to expand rapidly, maybe partially underground could work but for def we need military bases and civilian shelters undergrounds. Preferably we would have tunnels going everywhere in the mountains and far down as well.

Then we need the tech for Firestorm Shield so we won't get bombarded from orbit.
 
Then we need the tech for Firestorm Shield so we won't get bombarded from orbit.
the only prob is firestorm tech is extremely power hungry, not saying its impossible just were going to need a robust power supply. You know with rail gun tech, do you guys think its possible to set up anti space weapons on the ground? as a deterrent and to buy time if anything
 
the only prob is firestorm tech is extremely power hungry
Ummm
[] Energy Shield Tech: The Firestorm Shield has been around since the 2nd Tiberium War, it can produce an impenetrable wall of energy for a minute whilst requires a long recharge time, however it has proved useful in protecting GDI bases from Nod Missile Strikes. Now, the technology has been made much more energy efficient and offers a full area protection at the cost of not being impenetrable anymore. It has been put in use on GDI vessels and designs of a City shield has been developed and deployed in many major cities. Having a shield over your city would cut the risk of orbital bombardment down at the cost of an enormous amount of energy to keep it running. Captured Scrin Stasis technology has resulted in an upgrade to convert the energy shield into a stasis field which turns everything inside the shield indestructible for a short period of time. (Unlocks Firestorm Barrier, Crystal Shield, and Stasis Shield) 300/10
More specifically:
Now, the technology has been made much more energy efficient and offers a full area protection at the cost of not being impenetrable anymore.
Possible applications are:
It has been put in use on GDI vessels and designs of a City shield has been developed and deployed in many major cities. Having a shield over your city would cut the risk of orbital bombardment down at the cost of an enormous amount of energy to keep it running. Captured Scrin Stasis technology has resulted in an upgrade to convert the energy shield into a stasis field which turns everything inside the shield indestructible for a short period of time.
TLDR: Use of shielding is a solved problem. A bigger problem is the relative strength of our shielding compared to kinetic barriers against common ground force weaponry.
@Warmach1ne32 , care to comment?(and sorry for pining you continuously lol)
EDIT: Is there a problem with bringing the power inside the protected area of the firestorm barrier (original base defence version)?
 
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huh you know, if we have anti-orbital guns and firestorm tech, that would be a devastating or at least quite effective combo. hmm Excalibur 2.0?
 
I do believe that research actions are separate from construction actions.
That and the fact that GDI should already have some sort of ground to orbit weaponry that we could buy.
 
Hmmm...

Turn 1 i think we should build 2 more mines so our smelter works at full capacity. Barracks for our troops. Factory for some industrial output. And Power Plant so we won't run out of power.
 
Turn 1 i think we should build 2 more mines so our smelter works at full capacity. Barracks for our troops. Factory for some industrial output. And Power Plant so we won't run out of power.
Ehhh... it depends on what specific action will be required. It could be that we also have to use construction actions to deploy our infrastructure. The power draw will also matter.
 
so this is a random though I had while going through my pictures folder and running across a tib war 2 pic, but I wonder if our infantry have full suits this time, tib war 1 and 3 had open suits (which I think was stupid) tib war 2 had those full suits most of the time and tib war 4 had...something, it was pretty confusing.
 
Primarily we need to wait and see what the construction times look like.

I remember the QM already commented on the power a bit. I think MCV's provide 5, half of a power plant proper, and tech labs take up 2? I know two other buildings were mentioned, but I remember thinking that we can power everything we're bringing on just the MCV.

So we can jump right into a Factory hopefully. Well, and barracks, cause troop housing.

I also mentioned anti-orbital Ion Cannons too. They already use them for orbit to surface bombardment and we've seen them used in space to space battle, so its already there presumably.
 
so this is a random though I had while going through my pictures folder and running across a tib war 2 pic, but I wonder if our infantry have full suits this time, tib war 1 and 3 had open suits (which I think was stupid) tib war 2 had those full suits most of the time and tib war 4 had...something, it was pretty confusing.

Look at Infantry section in shopping list.

They have exoskeletons with new armor (that looks similiar to ME stuff by QM word).
 
you know, Im kinda surprised we don't have a research choice for mechs, sure tib war 2 were the only place they show up in mass (barring the steel talons) but they are supposed to excel in rocky and uneven terrain. Speaking of tech does anybody ever know what happened to the red alert tech? I mean all that tech cant just disappear right?
Maybe mechs are more or less standard tech now and we don't need to reaserch them, except of course for some more powerful units, like Mammoth MK.II .
Dezron is right, You can just make Titans and Wolverines. GDI just considers this as Tier 2 tech and will give you access to reassign a Battalion once you have your infrastructure set up since they are very expensive in points, like 700/250. ColoOffice deemed mech to be not worth the cost during start up phase of colonization. Mammoth Mk.2 or Mastodon are Tier 3 tech and only GDI High Com has authorization to deploy those. A Mastodon is 4500/400 for 1 of them.

Speaking of tech does anybody ever know what happened to the red alert tech? I mean all that tech cant just disappear right?
I mean I can see the soviet tech being captured and hoarded for kane considering yuri was from the future and from nod but the allied tech? America and Europe are one of the bigger GDI contributors so you would think they would keep a close eye on some of the more exotic tech.


Well, GDI did use Soviet tech, they got the Mammoth from the Soviets after all. But, the Chronosphere is Einstein's invention, without him pursuing that technology, I doubt it would get anywhere other than a theory, especially if No Strings's video is right and the Soviets never managed to get an intact Chronosphere for study or all of the Chronospheres are destroyed. The Iron Curtain, I think was used in TibSun Firestorm so you know where that tech went. Prism and Mirage tech, I have put in Lasers and Stealth respectively, so you can build Prism Towers and Mirage Tanks. Gap Generators re just more obvious Disruption Towers. I have no idea where Tesla tech went. I don't think Terror Drone would be good for PR and Robot Tanks are just worse than human controlled tanks. RA3 Sickles are just lightly armored Wolverines... I think Wolverines can jump, not as high or as far as the Sickle and it needs to activate Jump Jets to slow its fall so it doesn't crush its legs. Cryo tech is something that already exists in ME, but I can see Future Tech (which does exist in Tib Universe) would develop Cryo weapons once they have access to Eezo. No idea where Soviet Mag tech comes from so I'll lump it into Future Tech stuff currently being researched. Wave Force and transforming tech from EotRS is probably in Future Tech too. Psychics are a no go.
BTW, how much longer will the vote be open?
30 hours from now.
How many actions can we take in regards to research with only one tech lab?
1 per lab, you could build specialized labs that can get you better results for a specific tech tree.
care to comment?(and sorry for pining you continuously lol)
Firestorm Shields are like Castle Walls, while Kinetic Barriers are like wooden Palisades. FS can take a heck of a lot more punishment than KBs but KBs can regen their shields much faster. FS needs a couple of minutes to regen shields, 2 minutes on average for ships, 1 minute for cities. FS shields can activate Stasis Mode which can lock friendly units down for an hour, giving time for reinforcements to arrive.
Is there a problem with bringing the power inside the protected area of the firestorm barrier (original base defence version)?
No, you can put your power inside the shield now. I think the C&C3 version is because the Shield is never turned off and the power plants need to be refueled every once and a while. And they can't do that from the inside.
I wouldn't be suprised if GDI developed some anti-orbital weapons.
For anti-orbital, I haven't planned that far yet.

so this is a random though I had while going through my pictures folder and running across a tib war 2 pic, but I wonder if our infantry have full suits this time, tib war 1 and 3 had open suits (which I think was stupid) tib war 2 had those full suits most of the time and tib war 4 had...something, it was pretty confusing.
TibDawn is wore open suits because fighting in hazmat suits is really hard and expensive. Chem Warriors wear full suits cause they are exposed to Tib all of the time and they need it to use their weapon safely. Everyone else? "Don't go near Tib fields, you moron!" TibSun has Tiberium everywhere and GDI manages to make hazmat suits that you can fight in, while also being armored. Tib War 3 goes back to open suits due to Sonic tech being able to reverse much of Tiberium's spread along with most of the fighting happening in Blue and Yellow zones where the air is not 100% toxic. Tib 4 gives everyone Zone Armor.
Primarily we need to wait and see what the construction times look like.
1 building costs 1 Construction Action per turn. MCVs are real efficient, the problem is getting the raw materials needed to build them.
 
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Adhoc vote count started by Whenyouseeyou on Jan 9, 2021 at 10:59 PM, finished with 85 posts and 16 votes.

  • [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
    [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
    [x] Plan: HousePet Option 2
    -[x] 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
    -[x] 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
    -[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] 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
    -[x] 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
    -[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
    -[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] 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
    [X] Plan: Mobility and Mining
    -[x] 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
    -[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] 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
    -[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] 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
    -[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] 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
    -[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
 
Firestorm Shields are like Castle Walls, while Kinetic Barriers are like wooden Palisades. FS can take a heck of a lot more punishment than KBs but KBs can regen their shields much faster.
Is it possible to have 2 firestorm wide area (city size) barriers, one underneath the other o that idf one falls, the other will tank the remaining damage until the first one regen?
No, you can put your power inside the shield now.
Welp, that makes fortification even harder to bombard/directly assault, especially with the stasis trick.

PS: I hope FutureTech isn't planning something.*Looks at Cerberus*
 
Or and hear me out here, we can go full on Excalibur and Stonehenge with our railgun and laser tech, Anti orbital weapons that can double as a strategic weapon and an extreme range AA weaponall rolled into a nice package.
 
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