///Assault Class\\\
This class is like the Steam roll class, they will feature hard-hitting tanks, infantry, and have the most versatile artillery. They will be slightly more vulnerable to aircraft than the other classes. The Assault Classes will Focus on countering Defense Classes, but still be proficient in holding its own against any class.
///Defense Class\\\
Defense Classes are better positioned with heavier armored units and strong defensive capabilities; they will have the most refined shield technologies of their faction. Furthermore their base defenses will be better then the other classes in their faction. Also, their Repair technologies are unparalleled. However, their Artillery is lacking in raw power, and most of their units are more expensive and slower.
///Support Class\\\
Support Classes will mostly focus on air power, which includes capital ships. They will also have aura abilities to better assist their fellows on the battlefield. Support Class also gets a better Range of Support Powers as opposed to the other classes. However, they have the most trouble in head on assaults, and have more specialized units.
Economy
We are considering three ways to earn money, Tiberium Crystals, underground Tiberium, and Meteor rocks/ Tiberium Gas
-Harvestable Tiberium – from natural cracks in the surface, these are just a replica of C&C 3′s resource system. The Red Tiberium will be worth slightly more than the blue Tiberium due to its special properties and its rareness.
Underground deposits which can be found under fields, and in other pockets
Meteors you would chip away at them like SC crystals, the 3rd system is preferably not Tiberium based, since there should be a Blue Zone resource.
Tiberium Gas will found on sites around chasms with few fields .
In theory each class would have developed to harvest a certain resource, and get more income from it, and less from the others in a hierarchy depending on the class.
Later harvesting
Idris will build Tiberium Control Nodes. As we can see from some of the maps in C&C 4, not the entire planet has been reclaimed by the TCN.
There will be two systems of harvesting:
-TCN – TCN nodes act as Mines harvesting and Refining all Tiberium in a large Radius Around it. TCN nodes will show up in the campaign in the Early Releases but will be Neutral Structures, only Idris Can build TCN nodes. The TCN nodes can be upgraded to increase harvesting speed, revenue, etc, to decrease the need for a map full of TCN nodes.
Units
The class system in C&C 4 is flawed, since it divides up a perfectly fine army into sections that cannot fight without the use of teamwork.
In our vision, each class should have full access to each type of unit, but the unit’s functionality would be geared toward’s it’s class motif. this will be geared in the Unit’s upgrades.
Here is an example using each class and their MBT.
Example:
Falcon MRLS: Next Generation Hover MLRS
GDI Assault Class, Steel Talons: A brute Force upgrade doubles the missile Load out
GDI Defense Class, ZOCOM: Sonic Missiles increase damage and create splash Damage
GDI Support Class, Iron Phoenix: a Sand Storm ability allows it to deploy into an artillery platform, making it have a longer range and serve an AA artillery unit.
The Scorpion Tank is equipped with a portable obelisk cannon and is great for leveling buildings.
Nod Assault Class: upgrades allow it to self repair and give it a prism effect hitting multiple targets
Nod Defense Class: Upgrades give it more armor, and allow it to deploy into a mini Obelisk
Nod Support Class: Upgrades allow it to Burrow and give it a taunt Ability that forces enemy units to fire on it
The Old and the New
Our mod will feature classics from past C&C games like the Orca Bomber and the Devils Tongue but will also feature new units such as the Sonic Sentinel and the Firefly.
Base building
Now we know we all want classic base building, however, we see an opportunity for us to diversify the factions, and potentially add more depth into gameplay. Some of you may recall that the Scrin were meant to have a unique base building mechanic, however, it never materialized. It was just different build animations, but the same system. Here we aim to shake it up a bit.
GDI will get the classic system seen in C&C3, you buy, and place it, and it pops up, pre built.
Nod will get a Generals Dozer like system, some of you who are familiar with C&C4 may know of the out posts the Dozers and Slaves construct. Our system will have the structure rise from the earth once a beacon is placed, or have the Slave robot stay and oversee a structures construction.
Scrin will have a variation on the Ra3 Japanese DoJo core system, a “Structure core” Drone is built from the Drone ship, then it deploys into a worm hole anchor, which then calls forth any structure of that tech level. Scrin also have the advantage of not needing to do this in a build radious, effectively allowing them to deploy anywhere on the battlefield.
Cabal will place “power thresholds” which are power plants that only power things in their immediate area, they will also act as a tunnel like network, which will transmutate cyborg forces to any other “power threshold”.
Forgotten& Idris are TBD, if there forces appear in significant numbers at all.
Bases
Whereas earlier in our development only defense class got structures, now all classes get a full list of structures with only a few being class specific. Bases are laid out in the more classic style, a con yard to construct structures, factories, barracks, refineries, Radar to unlock tier 2 and tech center to unlock tier 3 and some tier 4.
For example, Black hand may get the Secret shrine, while Marked of Kane gets the Cybernetics center.
Upgrades/ Abilities
We plan to really diversify the classes with our upgrades, and potentially give almost each unit at least 3 upgrades/ abilities. Some of which will be innate and on a cool down, like cyorg EMP or cost money and or be activated by upgrades.
For example, Nod saboteurs may be able to place flame turrets on the field, for a cost.
Crawler
While considering the Crawler we remembered that the unit is basically a mobile war factory, as such the Crawler has replaced mobile war factories, and mobile airpads.
The Crawler is a unit that can be purchased at tier 2 for about the same cost as an MCV and is class specific, only one crawler can be produced at a time. In addition to producing all types of Vehicles (minus crawler and epics), infantry and aircraft, the crawler can produce certain structures, provides a build radius, has repair capabilities, and the support crawler is equipped with airpads to supply aircraft. The Crawler also has Tiberium refinement capabilities while deployed acting as a forward refinery, however may not be as efficient as a structure refinery, can potentially upgrade to improve refinement capabilities.
All crawlers can be upgraded granting them class specific additions, including Weapons, armor, increased airpads, and repair capabilities, these upgrades dramatically increase the crawler’s survivability but come at a steep cost. You can think of your Crawler like a Hero unit, or a potential Epic unit.
Last Updated: March 18th, 2011