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 .
We can also build Farms right now.
Yes but we need to build three more of them than what we started out with. We have only built one and it would free up a construction slot for more mines, refineries, or something else instead of a farm. The others are also not part of our objectives which the farms are so getting those for instant deployment is far more important.
I'm mildly offended that you appear to think that I didn't account for the cargo space cost on those considerations. Accounting for point and space costs, the Surveyor is a bargain. We could establish a logging camp to the south. This would make it impossible for any possible future invading forces to do a surprise attack by hiding in the jungle.
Except we have no need for the surveyor at this point we already have set up our outpost and the space it opened up will take time to fill up. I doubt we will be setting up a new outpost in the next two turns. When we can order one then because we will have much more to sell. And that "jungle attack" is not something to be concerned about because we are not near the point where it becomes an issue. If we were in year 3 or 4 then you might have a point but we are not.
 
What would the best things to build underground be, exactly? Hmm....

Power plants, obviously, of any type that can be placed there.
Shield generators.
Factories maybe?
Storage.
Bunkers that are not on the ground, but actually inside the mountains, with only hidden firing ports looking out of the mountainsides.
Housing - depends on how it is implemented. Might cost a bit more power for filtering and light? However, it would be VERY nice in case of invasions.

...and otherwise anything we can. The only buildings that seem like they would be more effective if put underground is the bunkers (mountain forts), while housing may cost a bit more to set up properly.
 
Well we should be preparing for the invasion in the future, so I think we should start going all in on underground building, heck have tunnels leading to other mountains if we ever run out of space in a mountain.
 
We should get more construction actions, so more engineers would be nice, build ourselves into the mountains and construct military base there, also most of the colonies power so it cant be targeted from space.
 
building an air base in the mountains would make sense as moving on the ground in mountains areas is a pain and good luck getting vehicles of any kind moving through there so controlling the air would give us a large advantage. And depending if our drilling tech would let us pop up troops anywhere we want like the locust in gears of war we could build a vehicle depo underground to completely bypass this world's malus on heavy vehicles to give us a home field advantage once the invasion kicks off
 
Having underground hangers to launch aircraft would be useful, and underground highways that allows us to pop up anywhere around the colony would be even more amazing, and with the drill tech we can pop up from the ground like G.L.A. (Global Liberation Army)



As for other types of air support units having small hanger outpost would allow our troops to hide in the mountains with single units (about a squad of 4) completely hidden from orbital view. A hanger of this size would have Pilots Barracks and a Engineer bay with storage unit for the air unit ammo and spare parts.

Placed in strategic areas could take advantage of choke points and make them ambush points for sudden air superiority tactics. Then when they go to land disappear from radar and orbital observation. I dont see why GDI wont employ this tactic in the terrain we got.
 
And depending if our drilling tech would let us pop up troops anywhere we want like the locust in gears of war we could build a vehicle depo underground to completely bypass this world's malus on heavy vehicles to give us a home field advantage once the invasion kicks off
GDI did manage to capture several of Nod's Drill Pod technology used to transport their Crawlers was studied and archived in your Subterranean tech. You'll need a Factory to build them and they can transport quite a bit of assets each. And yes, your idea for underground airfields and outposts are within GDI's reach once they got access to Nod tech.
 
We should get more construction actions, so more engineers would be nice, build ourselves into the mountains and construct military base there, also most of the colonies power so it cant be targeted from space.
We cant afford all the construction actions we have right now, adding more is not useful at this point. The reason a surveyor might be useful is to add another outpost which gives space and a resource boost
 
Oh yeah, forgot to mention, if you had Drill Pod up and running you can transport 3 vehicles or 1 MCV or an equivalent of 6 squads of infantry. So you can have your Drill Pod transport your MCV to a new area, build a load of stuff and then Drill Pod to a new location.
 
We can get the engineering team next time then.

Same for research we should only pick up at most 2 as the rest we can grab in future shipments.
Im mostly aiming to survive the inevitable first contact war, or I guess second contact war. Scrin was our first.

By building bunkers and the like, using reasons like with limited space we can put all our colonies important places underground, like power, while our military also goes underground to take advantage of the mountainous terrain. So having more construction actions allows us to build all this in a reasonable timeframe while also upgrading the colony.
 
I'm thinking about us getting a factory and starting some underground infrastructure next year(2 turns).
 
[X]Plan Preparing for expansion
-[X] 1st 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] 2nd 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] Factory: To turn those ingots into useable parts you'll need a factory to process the raw materials into useable products like vehicles, guns, and missiles to trucks, tools, and batteries. The Factory can be reconfigured to produce a wide variety of products and is required to produce the more high-tech pieces of equipment. (1+ Factory, -2 Power, -2 Space) 150/150
-[X] Pre-fab Housing: You colonist need a place to live and prefab housing is the most efficient way to house them until the colony is properly set up and (+1 Housing Complex, +20 Pop Cap, -1 Power, -4 Space) 100/150
-[X] 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
-[X] Laser Tech: While you won't be able to make your own Obelisk of Light since there isn't any blueprints for it, you do have access to Laser based upgrades to your equipment from Laser Rifles to Laser Countermeasures for your vehicles. You will likely need to research how to make large lasers yourself or get the clearance necessary to access Large-scale Laser technology. (Unlocks Laser Small Arms, Laser Countermeasures, Laser Slingshot, Laser Cannons, Laser Turrets, Laser Fences, & Advanced Laser Tech Research) 350/10
[X] Sell Ingots: Your main source of income in the Frontier are the metal ingots that you sell to GDI. (total increase to points is 700)
- [X] Sell 5 Heavy metal Ingots (worth 250 points)
- [X] Sell 15 Tungsten Ingots (Worth 150 Points)
- [X] Sell 15 Silver Ingots (Worth 300 Points)


Total Plan Costs 1450 points out of 2100 and it takes up 500 Space

So I am thinking we get what we will need for future expansion and not run into any bottlenecks and I also want to get that factory delivered instead of building it ourselves because it is expensive and would rather focus the resources where we can get more out of them. (This plan would work right? Also still basic so we might be able to get more if we drop the materials

Reposting Mad0Slayer's plan now that voting is open
 
$ years actually. We still have 8 turns to go before the looming invasion starts.
 
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