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 .
At least when the colony is invaded we will make the Turians pay. Though I get the feeling we're gonna need a lot of shields if we don't wanna end up getting squashed.
 
True, though I would rather shy away from building those as I doubt we will be able to get the numbers needed to even contest whatever is sent our way. I would much rather invest in a large number of AA sites covered by our shields so that any force sent our way get's knocked out before they can deploy in the city.

Though that is just what I want, will probably change my mind depending on what the colony has to offer and its needs.
 
So... @Warmach1ne32 C&C is a setting where pulp fiction super-technology is available from the onset of WW2. A fairly primitive age even compared to our IRL modern day. I can't really imagine that being true, but also somehow the alien species with thousands of years of scientific collaboration not having a bit of that pulp fiction-y goodness. Not the same stuff as we have on Earth, necessarily, but things like easier access to lasers and particle beams might be universal to the fused setting, or something. Is that going to be a plot point at all?

Like, sure, it should still feel like Mass Effect out in the galaxy, I'm just... truly exhausted by the same "everyone is exactly like their canon selves except for humanity cause we're super speshul" used in every crossover plotline ever. It also tends to breed a lot of very undeserved HFY, which I admit contributes a lot to the exhaustion.

To the peanut gallery who intend to bring out some very old arguments:

INB4 "they're stagnant Because Reapers": That first assumes the Reapers actually exist in a universe with Tiberium and the Scrin, and if they do still exist then they have literally nothing to do with the technology a given cycle develops. The Reaper trap has exactly two moving parts: One, make galactic FTL really easy and have all paths lead to this super advanced, very fancy space station that happens to make a perfect galactic capitol; Two, be the biggest, scariest things in the galaxy when it's time to clean house.

And I mean, the Reapers of a C&C fusion universe were also designed and built in a C&C fusion universe, with all that entails, so having a "novel" tech tree probably won't save you.

Also INB4 "The Asari Beacon!": It's a giant papaerweight. It did not turn on for them, which we are told directly in ME3. Whatever studies they conducted, it was purely non-destructive and therefore the hardware is still a mystery, because it still turned on when we went to see it. This leaves data mining, and... let's be real here, if the Asari didn't know about the Reapers literally millennia in advance, they didn't get a whole lot out of the soft studies either. Which makes perfect sense from a data translation perspective, particularly without a Rosetta stone. And from a hardware interface perspective, while we're at it.

Also INB4 "they still cribbed everything off the Protheans!": One, demonstrably untrue, or Jaal would have had a much easier time adapting to the current era. And Two, what makes you think the Protheans didn't also have some pulp fiction bullshit? Hell, they had even longer to study things, and an entire empire to lean on for funding and resources.

... Alright, I think that's most of the usual suspects.

So, the question. HFY/Human Tech Is Super Speshul, yes/no? Because I am very, very tired of that trope in this setting.
 
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@Phant0m5 Well, I have to make this quest interesting somehow. If the Turians get run over by a your colonial garrison, that wouldn't be a fun quest now would it? Of course I do plan to make the Invasion challenging, but at the moment I have no clear idea on what to do so that the Turians are on par with GDI other than through sheer numbers and more advanced Mass Effect technology (i.e improved stats). I plan on designing the Turians to be much stronger than in canon and I do have 10 turns to iron out the details. If you have ideas on how to improve the Turians so that I don't have to, I would very much appreciate it. Here are the ideas I have at the moment.

1st idea of buffing the Turians is Much better basic stats. KBs are much more powerful, armor is much lighter yet stronger due to improved ME forging methods and alloys, basic guns are much more powerful and can penetrate through cover. Biotics I think is strong enough as it is and Biotic Commandos are going to be really tough nuts to crack. 2nd idea is to have the Turians be a combined arms army like GDI with infantry, tanks, and aircraft supporting each other. 3rd idea is Ammo mods, once they see Zone Troopers, the Turians will use Anti-Krogan tactics (which I haven't thought of yet, if anyone can show me reference material I would appreciate it) and AP Ammo or Cryo mod to slow them down so that they can get gunned downed through focus fire. 4th, Turians are really disciplined and can switch tactics on the fly like they have trained for days on end, and they probably do so expect any surprises to not leave Turians surprised for long. 5th, ME3 Omni-Tool abilities. These are all of the ideas on how I plan on buffing the Turians that I have come up with. To me, it looks like it will be close and it depends on how the players use their time and spend their resources that will either result in Shanxi surrendering or holding out until the cavalry arrived. For the Navy I don't have any idea other than just buffing their stats.
 
@Phant0m5 Well, I have to make this quest interesting somehow. If the Turians get run over by a your colonial garrison, that wouldn't be a fun quest now would it? Of course I do plan to make the Invasion challenging, but at the moment I have no clear idea on what to do so that the Turians are on par with GDI other than through sheer numbers and more advanced Mass Effect technology (i.e improved stats). I plan on designing the Turians to be much stronger than in canon and I do have 10 turns to iron out the details. If you have ideas on how to improve the Turians so that I don't have to, I would very much appreciate it. Here are the ideas I have at the moment.

1st idea of buffing the Turians is Much better basic stats. KBs are much more powerful, armor is much lighter yet stronger due to improved ME forging methods and alloys, basic guns are much more powerful and can penetrate through cover. Biotics I think is strong enough as it is and Biotic Commandos are going to be really tough nuts to crack. 2nd idea is to have the Turians be a combined arms army like GDI with infantry, tanks, and aircraft supporting each other. 3rd idea is Ammo mods, once they see Zone Troopers, the Turians will use Anti-Krogan tactics (which I haven't thought of yet, if anyone can show me reference material I would appreciate it) and AP Ammo or Cryo mod to slow them down so that they can get gunned downed through focus fire. 4th, Turians are really disciplined and can switch tactics on the fly like they have trained for days on end, and they probably do so expect any surprises to not leave Turians surprised for long. 5th, ME3 Omni-Tool abilities. These are all of the ideas on how I plan on buffing the Turians that I have come up with. To me, it looks like it will be close and it depends on how the players use their time and spend their resources that will either result in Shanxi surrendering or holding out until the cavalry arrived. For the Navy I don't have any idea other than just buffing their stats.
Biotics, discipline and all the lovely ME toys is what I think would be the best. And who knows, Kane is out there and I am sure he would have something to say about the coming debacle.
 
If you have ideas on how to improve the Turians so that I don't have to, I would very much appreciate it. Here are the ideas I have at the moment.
Use ideas I made for another story/fic on SpaceBattles with a Human!level Competent Council:

First of all. Population in the tens of trillions and upscaled industrial omnitools, which are nano assemblers basically. Make the Council fleets BIG. As in around 800 Dreadnaughts total (with the Turians, because they are the militarists we all love, having multiple void storages of warships, with thousands upon thousands of older-but-still-working Dreadnaughts and assorted fleet elements, all pristine and all waiting for any declaration of war.), in peacetime, with tens of thousands of cruisers and hundreds of thousands of frigates.

They are creating completely new innovative classes of ships like the cheap-er artillery ships that have a uber!long-range overpowered Dreadnaught gun but nothing else (no secondaries) or battleship-equivalents the size of vanilla Dreadnaughts that have instead of a spinal mount a dozen cruiser main spinal guns in turret format and powerful shields or VI Automated System Monitors the size of large battlecruisers (extremely fast and agile in STL and good shields but extremely slow FTL speeds) with mobile automated bases being able to churn out swarms of them when in wartime for the defense of each system. Also on top, a hundred or so supercarriers sized around 3 kilometers and a dozen or so Missile Dreadnaughts that fire capital-scale FTL-capable Disruptor torpedoes that have FTL comm buoy/QEC equipped UAV's serve as target aim when firing at Astronic Unit ranges.

The three original Council races each having also around on average 20 SuperDreads the size of or bigger than the OTL Destiny Ascension (4km+). Also have the Salarians R&D'ing/designing spinal rotary capital-scale lasers for their SuperDreads, while the Asari are ransacking the Athame beacon dry and have copied Javiks PPC Rifle and started mounting it as spinal weapons on their SuperDreads.

The Citadel government, having experience of 3000+ years of astropolitics, has more pragmatic sense in one of their thumbs than the entire British Admiralty of the 1920s. There is NO Treaty of WashingtonFarixen. Bioware/EA made the ET's plot!stupid to make Humans seem SPESHUL for creating something as obvious as Fighter and Missile Carriers. Fuck that HFY! noise!

So even Council-less Citadel-members like the fucking Hanar have 15+ Dreadnaughts and the Volus have carrier group galore up their collective asses.

Combined Citadel Alliance force should be in around 1500-2000 Dreadnaughts + their escort fleets (dozens of races besides the Council Trio). No wonder the Reapers need surprise attacks and deactivated Mass Relays.

Bioware HAS ZERO sense of scale for the universe they created.

What is more, without the Bioware-induced idiocy that is the Treaty of Farixen, everyone has a severe fetish for putting Fission, Fusion, AM, and Dark Energy weapons EVERYWHERE. They are even putting antimatter/fusion-compression or fission gun-style bombs (in case of the cheaper crowd) into Dreadnaught spinal cannon shells to increase firepower to high kiloton/low megaton level and DE generators to create mass-less corridors for the kinetic round (not to increase its yield, but to increase the effective range) or creating QEC teleoperated capital scale disruptor torpedoes that can single shot even OTL Dreadnaught k-barriers and have themselves miniature FTL engines that increase the engagement envelope of any ship firing them to AU ranges.
The Salarian STG also managed to steal that one Krogan superweapon so Citadel Council has a stockpile of 1000 planet-cracking Dark Energy small-building-sized bombs.

That everything was achieved with just funneling 0.1% of the Citadel Gross Interstellar Product (GIP) into it. I went with: Tens of trillions of people with 50.000-100.000 colonized worlds as a low-end calculation. Take up any complaints with Peptuck (hint: he gives negative fucks)! And add upscaled industrial OmniTech and the industrial and economic capacity of the Citadel Alliance Council can only be described by the phrase "YES!".

No wonder the Reapers need to deactivate the Mass Relays, separate all fleet elements and make a surprise attack to end all surprise attacks and they would still need to have individual Dreadnought Reapers be able to fight 27 to 1 odds.
And this is how you prevent GDI!Humanity from walking over everyone else.
 
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These are all of the ideas on how I plan on buffing the Turians that I have come up with
Imo, The best way to buff the Turians would be quite simple:

They have Orbital Dominance, (If not Supremecy,) if any one spot proves to be too hard to crack, they'll just bombard the bejezuz out of it.

Don't forget that Turians in canon thought that our colony was the capital of a minor interstellar polity, so the Invasion should be hard but not overwhelming, we should be able to give it as good as we got, and, if it comes down to it, if we manage to hold out long enough, the Turians could get the other ME races involved, which would, imo, be how we win, since the Asari would want to try diplomacy instead of continuing the fight.

Though, the two biggest advantages the Turians have would be Combat Endurance, and Resupply Capability.

Combat Endurance due to being able to fire thousands of rounds before needing to reload, and Resupply Capability due to having Orbital Dominance/Supremecy.

I would also think that the Turians would be surprised by some of our tech, since, (AFAIK) we're the first interstellar polity that's actually interacted with an Elder Race (And beat the shit out of them,) so that has lead us to develop some unique techs. And, IMO, the Turians would need to change tactics a bit to handle our tech differences.

In terms of weaponry, I would assume that the battles would be, essentially, rocket tag, whoever gets that first hit off is going to win, since Kinetic Barriers go down in a few hits from ME weapons, (The grains of sand,) so getting smacked with a Railgun round would just overwhelm the shield and core the poor shmuck on the other side, however, the Turians would be able to cause horrific injuries to our troops, this is where our inability to resupply would start to become an issue.

In terms of defenses, I would assume that we would, essentially, become NOD, hide underground and wage a massive asym war against the Turians. In all likelihood, our Civilian counterpart would reach some sort of agreement with the Invading Turians in order to avoid extreme civilian casualties, while we continue to fight, this is how things are (typically) done IRL, and I assume that it would hold true in the quest, considering that the Turians are a militaristic society, and I doubt that they would be so utterly incompetent as to continue to attack civilian targets or, heavens forbid, orbitally bombard them. That's GrimDerp Wank territory. So, the only way we would, forseeably, be able to 'defeat' the Turians would be to ensure that we have civilian support, salvage/steal equipment and supplies from the Turians, and have an extensive, underground, network that we can work out of, essentially turning the planet into exactly what the Turians would expect themselves to do in case of hostile invasion.

TL,DR:
Basically, we're never going to win in a conventional fight, so we'll just have to pull a NOD and wage the biggest guerilla conflict we can, while maintaining civilian support, and just be a thorn in the Turian's side until the GDI fleet rolls up and claps theirs, (Considering one's the largest, most advanced, fleet of the GDI, and the other was just a border patrol.)

I would also expect that the greater GDI/Turian war to go a fair bit in GDI's favor, just due to the differences in capability when going all out. I also suspect that the GDI would hold a grudge against the Turians, and fortify the shit out of the colony once the war is over, and no amount of honeyed words from the Asari would be able to change the memories of the Turians literally murdering an exploration fleet for breaking a law they had no physically possible way of knowing about, then, as the icing on the whole, BS cake, they literally invaded a colony and started murdering people.

E:
The Turians are THE premier military force of the Citadel races, (Only behind the Shock Troops of the Krogan,) so they would be thrown for a loop about some of our stuff, but would immediately start working on countermeasures, meaning that every time we pull out SUPERWEAPONS!!!1!!! would give us diminishing benefits, as the Turians adapt to the fact that we can just park ourselves on a planet and, within hours, start popping out Superweapons like the Turians pop Infantry.
 
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well all turians at 1 point there life where part of the military so it goes to reason there multiple levels of ranks the patrol fleet itself can be reasoned to have a great command staff but there troops would be sub par turians standard if you decide to raise the level of the turaian assault you just have to say its lifetime troops instead conscripted 15 year term troops (wow 15 years is there regulars dam) more experence and way more heavey weapons.

yea bioware not flushing out any but enemy and humanity unit rosters are kind of anoying but then again it can be said mass effect is space opera
 
And this is how you prevent GDI!Humanity from walking over everyone else.

Those are some good ideas though that is not so much of a buff as rather a reworking of the entire setting and making the council likely to run over humanity with no issue. Though usable a better plan would be to do a slight increase in the council's navies and armies so as to reflect the long peace they have. So maybe instead of the combined 60 odd dreadnaughts they have in cannon expand that to a higher more reasonable number while also having their weapons and ship design show it. The Council, in Theory, won't have any warships truly designed for war but rather patrol and peacekeeping duties so their ships will contain larger marines compliments and less focus on ship to ship combat because they have had no one to really contest them in space for quite a while and need them focused on better supporting the armies who would have to break pirate strongholds.

As for their armies, they would be far better equipped since Piracy suppression would require a good investment to keep troops alive so they would actually have High-quality vehicles designed around getting through any kind of resistance they would face as well them been more experienced than their naval counterparts.

As for things the council would likely have advantages in over the GDI the Things I can think of are this:
1- Their navy is going to be more advanced than ours that is going to be a fact since they have had time to build and refine their tech. So they will have faster ships and faster firing weapons than ours. Though ours might pack more of a punch depending if we build them with some of the tech we have.
2- Their Navy is likely to either have very focused ship designs or more general ones which will either benefit them in some way while ours are likely to still need testing and are crewed by untested crews where the Turians will have possibly at least faced pirates in some way so will have some experience in space combat.
2- Their armor is going to be better than ours both on planets and in space so they will probably have the advantage there but I think our weapons will pack more of a punch.
3- They will have a tried and tested space doctrine compared to ours so they will have an edge in adjusting on the fly to any plans we make
4- Their army is going to have more experience than ours in fighting in general. While ours might have a few veterans from any operations they took part in.
5- Industry is going to be larger than ours though the MCV might help a bit.
 
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1- Their navy is going to be more advanced than ours that is going to be a fact since they have had time to build and refine their tech. So they will have faster ships and faster firing weapons than ours. Though ours might pack more of a punch depending if we build them with some of the tech we have.
Relatively speaking, since both of our societies went down different tech paths to get to the interstellar stage.

2- Their Navy is likely to either have very focused ship designs or more general ones which will either benefit them in some way while ours are likely to still need testing and are crewed by untested crews where the Turians will have possibly at least faced pirates in some way so will have some experience in space combat.
Again, relatively speaking, the Turians would have the advantage in experience, while the GDI would have the advantage in sheer industry and firepower.

2- Their armor is going to be better than ours both on planets and in space so they will probably have the advantage there but I think our weapons will pack more of a punch.
*LAUGHS IN MAMMOTH*
The GDI is going to have a massive advantage when it comes to ground combat, with the Citadel having an equally large advantage in space.

3- They will have a tried and tested space doctrine compared to ours so they will have an edge in adjusting on the fly to any plans we make
Not... necessarily, having a Doctrine can sometimes be worse than not having one, depending on the scenario.

4- Their army is going to have more experience than ours in fighting in general. While ours might have a few veterans from any operations they took part in.
*Looks at literal army composed of battle hardened veterans*
You talking about our Militia?

5- Industry is going to be larger than ours though the MCV might help a bit.
Total? Yes, that kinda goes with the territory of being several orders of magnitude larger.
In terms of efficiency? The GDI has them beat, MCV can build an entire base within minutes/hours. Superweapons within hours/days, (Depending on how you interpret the C&C gameplay,) Though, if someone has evidence otherwise, I would appreciate it.
 
In regards to the industry, I think that the GDI wins initially but as the Council races' economy start shifting to a wartime economy, the advantage diminishes and then goes firmly into the Council's favor.

Also, the GDI forces are not very well tested in actual battle conditions. Most of their experience in battle against a peer level adversary is conceptual and in exercises.
This lack of knowledge will also be a major stumbling block. Generally, a key part of how effective military forces is in it's institutional knowledge. The GDI Space commands do not have institutional experience in actual war time conditions. That means that things like designing their ships to enhance survivability is a problem. Damcon will also be a problem.

Ultimately, the way I view this how the first contact war going (if we succeed):
-Turians go in trying to enforce the Council's regulations. Someone may make mention about the apparent differences and this gets noted by high command but is ignored.
The local GDI forces try their best and bloody the Turian forces but lose.
-Turians note the Logistics network of the Exploration command and the initial resistance, calls for reinforcements.
-GDI forces are put on alert (if possible).
-Turians concentrate their forces and attack. Interstitial force command try and put up an fight but fail because they are structured around patrolling, not a active fight against peer enemies. This is the point that the GDI is guaranteed to know about the attack.
-Turians reach Shangxi and attack. Our system defenses get killed (a standard defense against an entire mass fleet? no contest). Turians land. We fight.
-The GDI home fleet mobilizes.
-Turians get bogged down by our resistance.
-Home fleet arrives, knocks out the Turians.
-Turians realize what they just attacked, starts diplomatic talks.
-At the same time, the GDI forces rapidly rebuild.
-Council shenanigans are tried. Some succeed, most fail. Tiberium never leaves earth and quite a few technologies still remain in GDI control.
-Council tries to make GDI submit, GDI refuses. This refusal among with news leaking out about how a race from outside the known relay areas setoff a chain reaction that ends up demolishing/drastically modifying the Treaty of Firaxean. Cue massive building programs for every polity.
-Council negotiations conclude(Warmach1ne32 decides of it follows canon or not)

EDIT: The situation is not the same for GDI planetary forces. We have fought against a hostile superior force in a hostile environment before(Tiberian wars). We know how things are going to go. No council races have quite the same experience as us. We also have a lot of technologies that give us a distinct advantage compared to council races that work well on the "ground". The problem for GDI is extending said advantages to the Space command which is new and untested.
 
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@Phant0m5 Well, I have to make this quest interesting somehow. If the Turians get run over by a your colonial garrison, that wouldn't be a fun quest now would it? Of course I do plan to make the Invasion challenging, but at the moment I have no clear idea on what to do so that the Turians are on par with GDI other than through sheer numbers and more advanced Mass Effect technology (i.e improved stats). I plan on designing the Turians to be much stronger than in canon and I do have 10 turns to iron out the details. If you have ideas on how to improve the Turians so that I don't have to, I would very much appreciate it. Here are the ideas I have at the moment.

1st idea of buffing the Turians is Much better basic stats. KBs are much more powerful, armor is much lighter yet stronger due to improved ME forging methods and alloys, basic guns are much more powerful and can penetrate through cover. Biotics I think is strong enough as it is and Biotic Commandos are going to be really tough nuts to crack. 2nd idea is to have the Turians be a combined arms army like GDI with infantry, tanks, and aircraft supporting each other. 3rd idea is Ammo mods, once they see Zone Troopers, the Turians will use Anti-Krogan tactics (which I haven't thought of yet, if anyone can show me reference material I would appreciate it) and AP Ammo or Cryo mod to slow them down so that they can get gunned downed through focus fire. 4th, Turians are really disciplined and can switch tactics on the fly like they have trained for days on end, and they probably do so expect any surprises to not leave Turians surprised for long. 5th, ME3 Omni-Tool abilities. These are all of the ideas on how I plan on buffing the Turians that I have come up with. To me, it looks like it will be close and it depends on how the players use their time and spend their resources that will either result in Shanxi surrendering or holding out until the cavalry arrived. For the Navy I don't have any idea other than just buffing their stats.

Truth be told from what I remember of both sides is that they are almost evenly matched, as in no one side can just curb stomp the other in a ground battle, the GDI would have a monopoly on armor in terms of tank more focused hitting power while Turian armor is more focused on speed and maneuverability in essence the Sherman vs the Tiger in the second world war.

In terms of your land forces, the terms would be armor vs shielding, mass effect propelled vs gauss/chemical power firearms, the game changes in this for the turians at least would be kinetic shielding for their troops and armor against GDI infantry the advantage I would like to say in terms of infantry would be slightly more with the GDI in this would depending on their type of armor and gauss weaponry against their turian counterparts and I mean slightly given it would be up to what situation a battle is taking place in given that this is going to be a mountains battle and given the depth of the pure GDI hitting power would be better suited for Turian combined operations being able to concentrate overwhelming fire into concentrated turian forces, especially in the valley.
 
EVA Files: GDI Navy Current Generation Vessels as of 2130
GDI Combat Doctrine emphasized the use of combined arms of a resilient frontline with mobile specialists that cover each other's weaknesses. This doctrine is kept in mind when designing the GDI Navy. However the limited supply of eezo in the Sol system during the early stages of development influences how the navy grew. Along with future plans of colonizing other systems after the Charon Relay was founded, influenced the Navy to maximize the quantity of vessels until a large supply of eezo could be founded. Eezo Research Labs are given a priority to create light and efficient drive cores, due to how eezo requirements increase exponentially the more mass the vessel has.

Thus GDI's navy are organized into 3 Branches, each with a different role and requirement. The Home Branch is the Reserve Fleet, where the most dated and most advanced ship are held in reserve, ready to respond to any nearby conflict. The Interstitial Branch is the Police Fleet, they patrol GDI colonies and protect freighters from pirates. The Exploration Branch is the Expeditionary Fleet, it is the smallest branch but contain our most advanced and powerful vessels that can be sent out to explore.

The GDI Navy mostly composed of Corvettes, Frigates, and Destroyers. These vessels are spread out among the Home Branch, Interstitial Branch, and the Exploration Branch. Cruisers are less common, but are exclusive to the Home and Exploration Branch. Battlecruisers and Carriers are exclusive to Home Branch but can be loaned out to the Exploration Branch to create a Counterattack Fleet.
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- GDN Carter class Corvette: A 100-meter craft with a 60-man crew. It is equipped with a Gorgon Laser Cannon, 6 Viper MLRS, a Crystal Shield system, Oculus Sensor system, and Metallic Foam Armor Plating. Using the combined research of GDI and reversed engineered Nod technology, Future Tech developed the Gorgon Laser Cannon. The Gorgon fires a continuous beam that gets stronger the longer it it locks on to a target similar to GDI's Focus Beam, this is combined with Nod's Obelisk frame allows the Gorgon to lock on to target with only a small module at the nose of the Corvette instead of a large turret of the GDI Focus Beam.

The Gorgon system coupled with the Oculus Sensor system, GDI's most sophisticated naval sensor that can provide target acquisition, target identification, and 3D target tracking data to the EVA Module house in the Corvette, where it is processed and sent to the Gorgon Laser System. The Gorgon is capable of modifying its output and be precise enough to target enemy Strike Craft and Precision Guided Munitions while also be able to burn a hole on the hull enemy ships if left alone for too long. Multiple Carters can work together by linking their EVA units and have them focus their Gorgon's on a single target to devastating effect. The Oculus sensors are precise enough for survey and patrol work, resulting in the Carter being the most common vessel in GDI's arsenal for a relatively cheap cost.

The main drawback of the Gorgon however is the enormous amount of power required and the waste heat generated by the system. This results in little space in the energy budget for an FTL drive and more sophisticated equipment. Thus GDI returned to tried and tested technology to compensate. The Viper MLRS are meant as a low energy cost secondary armament, in case the Gorgon is overwhelmed with target, the Vipers release volleys of precision missiles that can intercept enemy Strike Craft and Naval grade Munitions. Each Viper contains a pod of 60 Missiles.

For defense, the Corvette uses the Crystal Shield System, a last generation shield system similar to the one used during the Ascension Conflict except improved to be more powerful and energy efficient at the cost of the Stasis Module. Metallic Foam Armor Plating is an old technology but its relatively high amount of protection for its mass against both ballistic and energy based weapons makes it the ideal armor plating for the Corvette especially when used with MEF forged alloys. To increase the battlefield stamina of the Corvette due to heat build up, a Heat Sink system has been installed that can be ejected should it reach capacity and replaced with a spare heat sink. The Corvette's main role is to survey, patrol, and support the Navy larger ships, they are the Infantry of the GDI Navy. GDI Corvettes are named after GDI Soldiers.

- GDN Andrews-Class Frigate: A 300-meter craft with a 200 man crew. It is equipped with a Sword Ion Cannon, 6 Dagger Ion Cannon Turrets, Aegis Firestorm Shield, and Metallic Foam Armor Plating. Over the years, GDI have further improved their Ion Cannon technology. The one used in the Andrews-Class Frigate is the latest 'Light' Ion Cannon, the Sword. Optimized for firing speed, the Sword can shoot a blast every 6 seconds with the power of a 1st generation Ion Cannon. The Sword achieves this rate of fire by having built in capacitors that can store up to 6 charges when the Ion Cannon is not in use. Recharging a capacitor requires a 10 second charge and 60 seconds is required to recharge the whole bank of capacitors.

A fairly powerful weapon, however Ion Cannons lose their charge the farther away the target is due to the particle beam diffusing itself. Thus it is recommended to be used in knife-fighting range, under 200,000 kilometers. The Sword could also function as ground support weapon to precisely take out enemies tagged by friendly units on the ground with minimal collateral damage as the Sword has variable settings.

To defend itself against strike craft, the Andrews have 6 Dagger Ion Cannon Batteries that can be used to intercept incoming torpedoes or enemy strike craft. It has a fairly slow rate of fire, about a shot every 4 seconds, but packs the punch of a Vehicle grade Ion Cannon. The Aegis Shield is GDI's latest naval shield system, the Aegis can temporarily put the ship in Stasis, making it invulnerable to attack for several seconds before needing a 3 minute recharge, even longer if it is in the middle of combat. However making yourself immune to damage for even a brief period could mean the difference between life and death. The Frigate's main role is to close in on enemy vessels and blast them with its Ion Cannons, they are the main battle tanks of the GDI Navy. GDI Frigates are named after famous battles.

- GDN Maus-Class Destroyer: A 350-meter craft with a 300 man crew. It is equipped with 2 Archer Torpedo Launchers, EVA EWar Module, 12 Viper MLRS, Aegis Shield, and Refractor Plating. With the Frigates slated to be the meat of the fleet, a support vessel was proposed to cover for any of the Frigate's weaknesses. Armed with Archer Torpedoes, each torpedo uses shaped charge to create a jet of molten metal into enemy ships on impact. Before launch, each Archer is given a Mirror Coating to increase its resistance to energy based countermeasures by refracting a majority of the energy away from the torpedo.

It's main defensive armament of 12 Viper MLRS can quickly eliminate enemy strike craft by weight of numbers with each missile being guided by the Maus's EVA unit. The EVA Electronic Warfare Module contain a gamut of ECM and ECCM equipment with the purpose of making it difficult for the enemy to get a lock on the fleet or to jam enemy guided munitions. Along with the Aegis, the Maus is also armored in Mirror Armor, the same armor used in the Refractor. This plating does severely increase the mass of the Maus and thus required a larger Eezo core and more energy to power the larger core.

With a larger FTL Drive, the EVA EWar Module, and Refractor Plating, the Maus does not have the energy to spare for Ion Cannons or Railguns and thus must settle for Missile and Torpedo weapons in exchange for being very hard to kill. It is also very expensive to field and maintain and thus only a small number of them are in service in the Exploration Branch with a couple in the Home branch in reserve. The role of the Destroyers are to provide indirect support through EWar, an additional source of missile countermeasures, or launch torpedoes on wounded enemy ships as a killing blow. GDI Destroyers are named after GDI Intelligence Officers.

- GDN Rome-Class Cruiser: A 600 meter craft with an 600 man crew. It is equipped with 2 Savior Ionized Spinal Railguns, 8 Viper MLRS, 4 Dagger Ion Cannons Turrets, Aegis Shields, Metallic Foam Armor Plating, Adaptive Armor System, and Railgun Accelerator System. Instead of having an Ion Cannon as a main weapon, the Rome-class Cruisers are armed with Ionized Spinal mounted Railguns. While it does not have the same destructive power of an equivalent sized Ion Cannon it can retain that destructive power over a longer distance, unlike the Ion Cannon. To compensate, the Rome is armed with 2 Savior Railguns. Capable of firing a shot every 4 seconds, the Savior Railguns are an incredibly deadly weapon.

The GDN Cruisers are designed to be the Mammoth Tank of the GDI Navy, tough while carrying lots of firepower. To increase it's toughness and firepower, GDI designers look to the past for inspiration. The Steel Talon's Adaptive Armor and Railgun Accelerator systems have been adapted for use in the Rome-Class Cruiser.

On defense the Rome can activate Adaptive Armor, increasing its defense at the cost of rate of fire. However on the offense, the Rome can activate its Railgun Accelerator and increase its Railguns' rate of fire to an absurd degree of a shot every second for each Railgun at the cost of quickly wearing down the Railgun and requiring time at a ship yard for maintenance

Overall, with its powerful main weapon, the various defensive systems, the Rome would be an immovable wall that is back bone of the GDN fleet. The Rome class is currently in the service of the Exploration Branch however 1/3 of their number are stationed in the Home Branch on major worlds. GDN Cruisers are named after Earth Cities.

- GDN Solomon-class Carriers: A 1 kilometer craft with a 5,500 man crew. It is equipped with an Internal Hangar Bay, a Magnetic Catapult, 80 F/A Firehawk 4s & other auxiliary space craft, 20 Dagger Ion Cannon Turrets, EVA Command Unit, 28 Viper MLRS, Orbital Drop Pod Launchers, Aegis Shields, Metallic Foam Armor Plating, and Adaptive Armor. Designed like its class would suggest, to be a mobile base of operations for any military conflict requiring large amounts of GDI assets. With it's main armaments being the strike craft inside it's hull, the new and improved F/A Firehawk 4. With an improved Brain-to-Machine Interface of the 1st Firehawk, Crystal shielding, advanced cloaking ability, a Rotary Ionized Coilgun, and a variety of GDI explosive payloads makes this version of the Firehawk the deadliest strike craft in GDI's arsenal.

To ready its air wing for launch, multiple elevators carry the strike craft from inside the hull to the surface, where it is then catapulted at high speed using the Carrier's magnetic catapult. The bridge is nestled deep inside the Carrier and it is there that the command staff and an EVA Command unit oversee the operation. There is a 2nd EVA unit that is responsible for making sure everything on board the Carrier is running smoothly, from refueling and rearming returning strike craft, being on the look out for enemy strike craft and shoot it down when necessary, or coordinating with other EVA units among the fleet.

A feature that no other vessel have is an Orbital Drop Pod Launcher, using the designs for the GST's Orbital Drop unit, it can drop an entire Battalion of Troops or vehicles into the middle of combat. A dozen drop pods unloading an army of Mammoth Tanks is an intimidating sight to see, and once the drop pods has touched down, it detaches its floor to release its cargo while immediately launching itself back into orbit to be reused. Each Solomon also have an MCV in storage along with the materials necessary to build a forward base on an enemy planet in minutes.

The Solomon is incredible expensive to build and only 1 of them are currently in service with another on the way thanks to the colony of Galcad's natural Ezo deposits, colonized in the 2nd Colonization wave of 2130. The role of the Solomon is to provide versatile Long-range support in the form of strike craft and transporting the GDI Army in any offensive campaign. GDN Carriers are named after famous GDI Leaders.
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AN: This Informational got away from me as I kept adding more stuff in while I was typing it. I didn't notice that the Carter is basically a Protoss Void Ray until I started typing the MLRS system. Yes the MFAP sounds funny, no I did not intend for that to happen. The Andrews's Ion Cannon is based on the same Ion Cannon used by Zone Captains but with improved firepower. Yes, GDI doesn't have Dreadnoughts cause they spent a majority of their ezo on Frigates and Corvettes to patrol the every growing GDI border. They have plans sure but nothing other than blueprints.

I did have a plan for a Battlecruiser that was built around a spinal Ion Cannon that can almost 1 shot a Cruiser with 5 capacitors(magazine) and a 20 second recharge time for each capacitor but it was meant to lead the charge and blast enemy capital ships, but since it is an Ion Cannon, the Battlecruiser needs to get fairly close to the enemy. Requiring the Battlecruiser to close in at Short range while the Cruisers are capable of hitting enemies at medium and half-way into long range, while Frigates and Corvettes are only able to fight in Knife-fight range.

The Vipers are basically AM-RAM missiles and Daggers are Ion Cannon's for tanks slapped on to a ship for one shot-ing Stormriders and PAC's drones. The Ion Cannons and Railguns are for fighting Scrin Devastators and PACs. Galcad is from The Outsider's Comprehensive Guide to Human Affairs by Kajhe on Fanfiction.net that a friend of mine found for me.
 
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Just as a note:
In any combat, the general maxim is that against well fortified enemies, you must have a 3:1 ration of your forces to theirs's in order to even think about winning.
In the Space side, that advantage definitely falls to the Turians. Confusion and some panic (is it the Scrin? and etc.) combined with Turian locally superior numbers and momentum will let them easily reach that point.
On the ground however....
Lets just say we intend to change that equation. We'll likely get enough warning of the attack to trigger mobilization and start evacs before the landings occur. Given the fact that we also know the local terrain and have enough advantages and that we know how to use said advantages means that any Turian forces planeside will likely lose without orbital supremacy. Our goals are to basically contest any attempt by them to perform any operations on the planet.
 
I finally managed to squeeze this out of my head. It took a lot of research and brainstorming in the shower but I think I did an okay job with designing GDI's Navy. Now to reply to comments and then finish writing Turn 1.
 
The divergence is pretty clear.

This Earth had a different World War 2 and encountered Tiberium because of Kane.

The Scrin only came because the Relay was hidden.

Alt WW2
Tiberium
Nod vs GDI

All neatly explain this Earth having divergent Tech.

I hate the whole give a Lightsabre, give the enemy a Deathstar bullshit.

Yeah GDI have exotic Energy Weapons and other Tech, but the Council Races already have lots of advantages in population, established logistics and field tested optimised tech in the fields they excel in over GDI.

Each sides advantages already balance out.

Upgrading Council Tech is not needed.
 
It is equipped with a Gorgon Laser Cannon
Kek. Council races are going to hate this
Yikes... Space combat tends to be at very long ranges (for us puny humans) like 1 light second. I would advise changing that to something like 0.5 light seconds. You could say that there was some work on enhancing range in exchange for damage for space combat and that if this weapon gets close enough, it is likely to be a one hit kill (eg at 0.5 lsec it does 4dmg if it hits(ship hp is 100). At closer ranges(0.1 lsec) it does something like 30 dmg. Damcon can reduce taken damage and also regen some lost health). 0.5 light seconds is well within medium range. 1 light second is 299,792.458 km, that's how far things are.
RE Space combat distance:
Past 1 light second, the speed of light gives the target a lot of chances to start evading. You only fire at those distances to force your target to evade and deplete their delta-v so that you can kill them later on.
5 light second is probably the furthest that any one will even try to attack.
Of course, there is still a substantial chance of dodging non light speed weapons but the chances are low enough that you could feasibly kill a target.
Found something that is useful here: Non-Standard Starship Scuffles Search for Engagement envelope.
 
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And this is how you prevent GDI!Humanity from walking over everyone else.
Way too many numbers to think about. Can you simplify it for me?

Yikes... Space combat tends to be at very long ranges (for us puny humans) like 1 light second. I would advise changing that to something like 0.5 light seconds.
yeah, based that from ME wiki and just plop that number there. Changed Knife-Fight range to 200k km.
 
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RE Space combat distance:
Past 1 light second, the speed of light gives the target a lot of chances to start evading. You only fire at those distances to force your target to evade and deplete their delta-v so that you can kill them later on.
5 light second is probably the furthest that any one will even try to attack.
Of course, there is still a substantial chance of dodging non light speed weapons but the chances are low enough that you could feasibly kill a target.
Counterpoint, the Citadel Races have tactical FTL that allows them to get well within 'knifefighting' distance in space.

Can you simplify it for me?
He's wanking the GDI to the point of absurdity, or nerfing the Citadel to the point of absurdity.

Either way, it doesn't really matter since the GDI isn't planning on fighting the Citadel, nor is the Citadel planning to invade a newly discovered polity.

Remember KISS, if it doesn't directly involve the Quest, it doesn't really matter.
 
One thing that people seems to forget.

We don't have only railguns and normal guns, we also have lasers. The thing that totally ignores ME shields.
 
I would recommend revising all of the ranges of the weapons.
ME was made by writers that thought that space combat must be in direct visual(for us humans) range to be interesting.
You can still have interesting battles even at one light second:
Here's how I would write a realistic battle (assuming both sides are engaging at the same time):
-First shots are fired beyond 1 lsec to deny each other maneuvering space and to remove delta-v. Both sides prepare for engagement(insert pre battle talk)
-right as 1 lsec is about to be crossed, everyone's holes pucker up. Who will draw first blood?
-First hits. Insert scenes of possible Golden BB shots, Damcon, and initial judgements of each other's forces.
-Let the battle progress. As both sides try and predict both the weapons fire and maneuvers of the other side. Tactics galore. This phase is like swordfighting in that there is either a rapid win or both sides must wear down the other in a continual cycle of attacking and dodging.
-Run? Fight? IDK, you decide how it ends.
 
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