- Location
- United States
What about the tunnel network tech.? That would be good to create nearly impregnable bunkers
Tunnel+Subterranean sounds like a good combo tbh. We can reach far and wide underground to become Dorf. Honestly, if we hyperfocused to go underground we might be unto something. Turtling underground first to create all the foundation before branching outside properly.What about the tunnel network tech.? That would be good to create nearly impregnable bunkers
I did mention that GDI is pursuing materials research using ME forging methods in chapter 1. They are interested in making Hunter Mk.3 into a Mako equivalent.Maybe we can unlock lighter alloy or something that will helps or better locomotions for walkers which makes it more viable for mountainous area.
- It is mentioned above Military Assets. 2500 Points and 1000 Space-How much should we reserve(points + cargo space)?
-How quickly can we attempt to expand?
-What is the exchange rate for credits and resources?
-How good is the Lab?
Tunnel Networks are part of the Subterranean tech tree. If you get SubT, you get Tunnels by default.Tunnel+Subterranean sounds like a good combo tbh. We can reach far and wide underground to become Dorf. Honestly, if we hyperfocused to go underground we might be unto something. Turtling underground first to create all the foundation before branching outside properly.
I meant as in how much resources and credits should we have not the maximums.- It is mentioned above Military Assets. 2500 Points and 1000 Space
Right now, you have no resources and credits. GDI is paying you with tools to build a colony and harvest the resources to be sold on a yearly basis for credits. Your personal income is a separate thing and will not come into effect in this quest.I meant as in how much resources and credits should we have not the maximums.
Remember that every 2 Turns, you can sell your produce to GDI and can buy other stuff too later down the line. The more prosperous your colony, the more GDI will give you access to the good stuff like Titans or CommSats
You'll need a Factory to make them but yeah they can be made pretty cheaplyI am still of the opinions that Drones will be very nice in this place. We can let them out and go without much concern to keep eye around on the ground. Also, disposable forces just in case due to our limited space and population.
3x as long, the tech trees already have blueprints, measurements, research data and etc. that you can just go right through to prototyping. If you have a working example it will only take 2x as long. Like if you brought Firehawks, you can ask them to provide data on the stealth generator and allow the Lab to do a non-invasive study. It will take longer because you do not want to break the thing. You will also be rolling a Cumulative DC if you don't have the tech, if you have an example the DC will be halved.How quickly can we research techs that we did not bring?
If the lab is good enough, we can forgo all but the most immediately useful techs.
EDIT: need for factory to use drones noted.
WANT NOWRemember that every 2 Turns, you can sell your produce to GDI and can buy other stuff too later down the line. The more prosperous your colony, the more GDI will give you access to the good stuff like Titans or CommSats
I'll put in
MCVs like in C&C3 also generate power so you will be fine on power. You can also build different types of power plant, like Geothermal and Hydroelectric Dam to provide huge amounts of power at the cost of being really expensive to make and location dependant. Wind and Solar Panels are much cheaper but produce less power.I'm thinking drop the Power Plant from my list and grab the Hover Tech. We can just build a Power Plant.
Can't deploy shields underground, cause if the ceiling caves in, the shield would not last long and it would have been a waste. Better to reinforce the ceiling so that it won't cave in and just have shielded entrances.Shields are a must. But so is the underground since were in mountains. Shield + Underground = untouchable .
I meant deploy over the area the city is at, so they can't cause a cave in by just BLASTIN.Can't deploy shields underground, cause if the ceiling caves in, the shield would not last long and it would have been a waste. Better to reinforce the ceiling so that it won't cave in and just have shielded entrances.
I have thought about it yesterday, but I think it would only just make a large crack on a wall. Explosives breaks and 'push' the rocks apart while sonics would most likely just get absorbed by the rock with only the surface layer having cracks.Question, Sonic Mining?
I'm not sure how much safer it'd be than conventional explosives for blast mining, but it'd be less indescriminate and also only eat up energy.
Colony Steward already brought seeds and several farming tools already, along with a years worth of rations for the colony to feed the civilian population.It might be worth it to grab the farming equipment first and set up on a plateau or a valley between mountains and then from there tunnel and set up underground with everything else.
Not really the entire point of sonic tech was that it broke anything and everything down. This is tech that can destroy harden structures and units which are more compact and stable than rock and ore.I have thought about it yesterday, but I think it would only just make a large crack on a wall. Explosives breaks and 'push' the rocks apart while sonics would most likely just get absorbed by the rock with only the surface layer having cracks.
Colony Steward already brought seeds and several farming tools already, along with a years worth of rations for the colony to feed the civilian population.