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MarqFJA The Cosmopolitan Fictioneer from Deserts of the Middle East (Before Recorded History) Relationship Status: Anime is my true love
The Cosmopolitan Fictioneer
#851: May 20th 2016 at 5:31:56 PM

So is it Command & Conquer: Tiberian series or Command & Conquer Tiberian series, then?

Fiat iustitia, et pereat mundus.
NetImp Since: Sep, 2011
#852: May 20th 2016 at 5:59:06 PM

Command & Conquer: Tiberian series.

RainingMetal Since: Jan, 2010
#853: May 20th 2016 at 7:45:27 PM

Wish they called the third game Tiberian Wars instead of Tiberium Wars, then things would be simpler.

NetImp Since: Sep, 2011
#854: May 20th 2016 at 8:19:39 PM

But then it'd be inaccurate, since there's only one war happening in C&C3. Unless the game covers TW1 and TW2 as well. Frankly I just don't think it's a very good title.

edited 20th May '16 8:20:05 PM by NetImp

Imca (Veteran)
#855: May 20th 2016 at 8:52:48 PM

Better titles.

Tiberian Dawn, Tiberian Sun, Tiberian Eclipse, Tiberian Twilight. >.>

MarqFJA The Cosmopolitan Fictioneer from Deserts of the Middle East (Before Recorded History) Relationship Status: Anime is my true love
The Cosmopolitan Fictioneer
#856: May 21st 2016 at 6:42:14 AM

[up][up][up][up] Any particular reason?

On a different note, would it make sense for GDI to keep the "global" in their name if they ever went interstellar (like in most fics I've come across involving GDI entering the galactic scene of Mass Effect), or would it be more logical for it to drop the "global" in favor of something more accurate, like "Interstellar" (as in Tiberian Eclipse)?

Fiat iustitia, et pereat mundus.
Yinyang107 from the True North (Decatroper) Relationship Status: Tongue-tied
#857: May 21st 2016 at 10:18:23 AM

Best option, IMO: Keep the acronym, switch the G to "galactic".

MarqFJA The Cosmopolitan Fictioneer from Deserts of the Middle East (Before Recorded History) Relationship Status: Anime is my true love
The Cosmopolitan Fictioneer
#858: May 21st 2016 at 10:31:34 AM

... Hmmm, you might be on to something there. But wouldn't it be rather persumtuous of GDI to use that word, given that it insinuates they have a legitimate claim to the entirety of the Milky Way? At least "global" referred to Earth, which is the homeworld of the human race.

Fiat iustitia, et pereat mundus.
Imca (Veteran)
#859: May 21st 2016 at 10:37:03 AM

It might be presumptive, but GDI does not seem like the kind of people to switch from a hundred year old acronym if they can avoid it.

There very much if it isn't broke dont fix it people.

MarqFJA The Cosmopolitan Fictioneer from Deserts of the Middle East (Before Recorded History) Relationship Status: Anime is my true love
The Cosmopolitan Fictioneer
#860: May 21st 2016 at 12:24:04 PM

Yeah, you do have a point. Plus, now that I think about it, I could see them (or at least, the genuinely morally-upstanding leaders) as deciding that they have a duty to protect not just humanity, but all forms of life throughout the galaxy from the depredations of the Scrin and Tiberium, hence changing their mandate from "Global Defense" to "Galactic Defense", and even opening the possibility of nonhuman races joining GDI (perhaps initially as separate "auxiliary divisions" for various reasons) if a suitable program for such can be hammered out.

Fiat iustitia, et pereat mundus.
RBomber Since: Nov, 2010
#861: May 22nd 2016 at 2:07:14 AM

Peptuck already done something like that. Granted, at the time being, the only races officially working with them are quarian (cheap technical expertise, plus willingness to help against geth) and krogan (nobody likes krogan, but human has krogan respect and has common culture in "I Believe In My Bigger Boomstick").

MarqFJA The Cosmopolitan Fictioneer from Deserts of the Middle East (Before Recorded History) Relationship Status: Anime is my true love
The Cosmopolitan Fictioneer
#862: May 22nd 2016 at 2:21:07 AM

Except he still calls them "Global Defense Initiative".

BTW, I'm open to suggestions for names to give to essential organizational bodies of GDI as an interstellar government. "Council of Directors" doesn't sound like the kind of name a political government's executive branch/cabinet would use to call itself.

edited 22nd May '16 2:23:24 AM by MarqFJA

Fiat iustitia, et pereat mundus.
SgtRicko Since: Jul, 2009
#863: May 22nd 2016 at 5:19:52 AM

[up]Can't think of much to replace it there, unless they decide to start bringing back certain aspects of the U.N. Because even in Tib Twilight, they were STILL run by a Board of Directors, and that's when GDI was at it's most political (and divided) since perhaps their creation in the 90s.

edited 22nd May '16 5:20:04 AM by SgtRicko

MarqFJA The Cosmopolitan Fictioneer from Deserts of the Middle East (Before Recorded History) Relationship Status: Anime is my true love
The Cosmopolitan Fictioneer
#864: May 22nd 2016 at 8:12:11 AM

I suppose I'll just blame that on the EA dev team, then.

So, here's my take on some of the principal bodies of GDI as a supranational world government. I take my inspiration from a variety of rea-life existing intergovernmental/supranational organizations with relevant similarities to GDI, such as NATO and the EU.

  • Central Administration: The civilian government of both GDI and the nations of Earth.
    • High Council: The highest administrative body of GDI. A combination cabinet and collective presidency, modelled after the federal administration of Switzerland. Members are promoted from within the ranks of GDI itself, and many of them head particular Executive Departments (see below). Headed by a Secretary-General.
    • Assembly of Nations: A deliberative body whose members are elected by GDI's various political constituencies on Earth, whether directly or via the constituency's elected representatives. They act as a counter-balance against the High Council, acting as the voice of the GDI citizenry that ensures the common man and woman's interests do not go unheard.
    • Executive Departments: The equivalent of national governments' ministries. Each is headed by a secretary/director who is also a member of the High Council. This would include a department for administering GDI's space colonies if GDI becomes a full-fledged spacefaring superpower.
    • Supreme Court: The highest judicial body in GDI's political system.
  • GDI Armed Forces: The military arm of GDI. Answers to the Directorate of Security. On a side-note, do not call them "peacekeepers", as they detest the association with the UN peacekeepers that they superseded/succeeded, whom they see as having been nothing but a paper tiger; the correct terminology is "peace enforcers".

Fiat iustitia, et pereat mundus.
MarqFJA The Cosmopolitan Fictioneer from Deserts of the Middle East (Before Recorded History) Relationship Status: Anime is my true love
The Cosmopolitan Fictioneer
#865: May 23rd 2016 at 11:48:25 AM

Say, anyone know what the point was with Nod needing to induce Tiberium mutation in order to create their cyborgs? I mean, there's no point to mutation-induced Super-Strength and Super-Toughness if you're going to replace all their limbs with either artificial ones or weapons and cover up their torsos and heads with heavy armor (and maybe even go the RoboCop route and remove most/all internal organs with hardier and more efficient mechanical susbtitutes).

Fiat iustitia, et pereat mundus.
Kiefen MINE! from Germany Since: Nov, 2010 Relationship Status: It's not my fault I'm not popular!
MINE!
#866: May 23rd 2016 at 2:48:33 PM

Maybe mutant-bodies are less likely to reject the implants?

NetImp Since: Sep, 2011
#867: May 23rd 2016 at 4:36:16 PM

To adapt to the environment? C&C's Cyborgs are, at least in TS, still largely fleshy judging from the CG, so they'd need the Tiberium enhancement for healing and protection.

edited 23rd May '16 4:36:42 PM by NetImp

MarqFJA The Cosmopolitan Fictioneer from Deserts of the Middle East (Before Recorded History) Relationship Status: Anime is my true love
The Cosmopolitan Fictioneer
#868: May 23rd 2016 at 5:47:48 PM

[up][up] That was my first thought as well, but then I had my doubts when I considered the fact that Nod cybernetics are occasionally described as being based on the old Soviet research program that gave birth to the infamous Volkov and his Canine Companion Chitzkoi. Then again, the fact that Volkov is the only example of a Soviet cyborg may actually support the explanation rather than undermine it; who knows how many people the Soviet cyberneticists had to go through before they finally found a man who had the required exceptional fortitude of both body and mind to withstand the cyborgization process? And same with the dog, too.

[up] Yeah, that too. Alternatively, the whole cyborg soldier concept may have actually originated as a repurposing of semi-successful Divination test subjects who were given cybernetic augmentation as an improvised method to help them survive (similar to Project ReGenesis in Renegade).


On a different note, how tall do you think the cyborgs of TS, the Marked of Kane cyborgs, and TT's cyborgs are? I understand that all infantry units in TT are actually quite tall due to them being men in Mini-Mecha rather than relatively form-fitting Power Armor, right? There is a brief mention of the TS regular cyborgs being roughly 8 feet tall, probably by comparing their height to non-cyborgs in that one early cinematic, but I have no idea of the veracity of that bit.

edited 23rd May '16 5:55:08 PM by MarqFJA

Fiat iustitia, et pereat mundus.
NetImp Since: Sep, 2011
#869: May 23rd 2016 at 6:24:11 PM

Since the in-game scales aren't consistent, it's best to look at the CG renders. TS has a couple of size comparison images, though sadly only for GDI units, but you can still get an idea by comparing it to some of the cutscenes:

http://www.cybergooch.com/pages/tibsunarchive/sizes.htm

Also, TT is a joke...In beta infantry units were almost the size of tanks, and were only changed after receiving weeks of complaints, even then units in the release version are still comically oversized when compared to some of the map props, I don't think they designed them with any sense of scale in mind.

edited 23rd May '16 6:25:22 PM by NetImp

SgtRicko Since: Jul, 2009
#870: May 23rd 2016 at 7:50:19 PM

Well at least the Zone Troopers in Tib Twilight are roughly the same size as they were in C&C3, and there's plenty of photographic references for that. And I know the Nod Engineer and that weird female spider-spy infantry unit was human sized. But for the rest? Heck if I know. The Nod Centurion is by far the most ambiguous since he's actually supposed to be a hybrid between cyborgs and mini-mechas, yet he's portrayed in-game as being bigger than most tanks or mechs, the GDI Titan included!

Imca (Veteran)
#871: May 23rd 2016 at 7:53:33 PM

Concept art puts the centurion at the size of a predator tank.

And if any thing I would trust that, since it is closest to what is invisioned.

MarqFJA The Cosmopolitan Fictioneer from Deserts of the Middle East (Before Recorded History) Relationship Status: Anime is my true love
The Cosmopolitan Fictioneer
#872: May 24th 2016 at 3:04:43 AM

[up][up][up] So... I guess TS!Cyborgs are not bigger than a Wolverine, which is only about 50% taller than a well-built male human of average stature. Assuming an average male human height of ~170 cm, that would make Wolverines about 2.5 meters tall, or 8 feet 4 inches. Thus the 8 feet estimate for the cyborgs wouldn't be that farfetched.

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Imca (Veteran)
#873: May 24th 2016 at 9:36:56 AM

Wolverines are 9 feet acording to the lore, so that caculation was close.

Using that I would also put the cyborgs at 8 feet, yes.

edited 24th May '16 9:37:17 AM by Imca

amitakartok Since: Feb, 2010 Relationship Status: Don't hug me; I'm scared
#874: May 25th 2016 at 3:38:37 PM

Those of you who tried serious YR mods before might know that RockPatch allowed a third faction button to be placed on the campaign selection screen and Mental Omega indeed used that for the Yuri campaign. However, three was the most they could do.

After sifting through Ares' features, I noticed that they re-implemented Tiberian Sun's version of the campaign selection. With that in mind, if there would be a proper Yuri campaign, what mission ideas do you guys have for it?

I'm thinking that it could be a prologue about how Yuri went From Nobody to Nightmare:

  • Mission 1: Yuri's escape from Moscow, alternating between dodging around skirmishes between Soviet and Allied forces (endlessly spawned from off-map and endlessly chronoshifted in, respectively) and using mindcontrolled Soviet units as decoys to distract Allied patrols while he sneaks through.
    • No base building or units beyond Yuri himself. Yuri uses his RA2 model, ie. the telekinetically floating Yuri you get in RA2 for spying on a Soviet battle lab as a Soviet player. Mission also uses the Soviet UI.
  • Mission 2: After sneaking through Soviet patrols somewhere in the Russian taiga, Yuri links up with loyal followers. Yet their camp is discovered by the Soviet base the aforementioned patrols originate from and with Moscow fallen, the base commander has ordered his men to shoot everyone they don't know on sight. Yuri and co. destroy the base to Leave No Witnesses.
    • Mission uses the Soviet UI. Yuri's forces use Soviet buildings and are restricted to infantry only, though with a custom tech tree: the Barracks can't produce Flak Troopers or Tesla Troopers but it can make Psi Commandoes. It also makes Yuri Engineers instead of Soviet ones.
  • Mission 3: Yuri and co. raid the Ural research facility from RA2's seventh Soviet mission and steal the Lasher tank's prototypes, racing against the clock in the progress as the Allies already discovered the facility and are besieging it.
    • Mission uses the Soviet UI. Same tech tree as before.
  • Mission 4: With the stolen data at hand, Yuri and his forces flee to the unmapped island from YR's fifth Soviet mission where his loyalists already set up shop not very long ago. However, an Allied force lands on the island and begins building a base. Yuri's forces attack and destroy them, though not before they manage to get off a distress call that gets received by a nearby carrier group. Thus, Yuri uses the captured Allied conyard to set up Gap Generators to conceal his forces. When the naval group arrives, they can't get a proper read on the island due to the Gap Generators, so they are forced to close in... at which point Yuri's forces break out their Magnetron prototypesnote and destroy the carrier group by plucking the ships out of the sea and beaching them with the Magnetrons.
    • First mission in the campaign to use the Yuri UI. Player starts with a small Soviet base and an Engineer but no money, with the first mission objective being to capture oil derricks and accumulate enough money to build a Yuri MCV, from which the player gains access to Yuri versions of the Barracks, War Factory and Psychic Radar. At this point the only Yuri units the player can build are Initiates, Engineers, Lasher tanks and Gatling tanks. Conscripts are also available from the Soviet Barracks if the player wants to use them.
  • Mission 5: Yuri's forces visit Libya on a two-purpose mission. Those two purposes being getting resources and field-testing Psychic Towers. That is, the player's only source of income on this map is to mind control civilians and feed them to Grinders. The Psychic Towers also happen to provide excellent defense against Libyan Demolition Trucks and give Yuri's forces some extra punch to compensate for the fact that they do not have artillery units to break through fortifications with yet. Yet care should be taken with their redeployment against their former owners, as liberal use of them risks destroying the civilian buildings that endlessly respawn the civilians being used as Yuri's source of cash...
    • Same units available as last mission. Player's buildings are all-Yuri now, with one exception: Tesla Reactors instead of Bio Reactors.
  • Mission 6: no-base mission taking place in Japan, where Yuri and a group of Viruses infiltrate a laboratory, kidnap some scientists, then make some noise (read: use the Viruses on local civilians to start a mass panic) and slip out while everyone's distracted.
    • Yuri now uses his Yuri-on-floating-pedestal model from YR proper, complete with the ability to mindcontrol buildings. All in all, the mission takes heavily after the Mastermind mission from C&C 3's Scrin campaign.
  • Mission 7, taking place after a Time Skip: Yuri goes after Massivesoft, as shown in YR's Allied campaign.
    • Due to the events of the previous two missions, the Bio Reactor, Yuri Clone, Magnetron and Slave Miner are now available to the player.
  • Mission 8: due to the Korean navy having approached dangerously close to Yuri's secret island base, Yuri decides to give them a distraction by landing troops in Korea and destroying a major naval base. Said naval base is situated on two islands, so the Boomers are brought in. However, one of the islands is completely surrounded by cliffs, have very heavy air defenses and any Boomer that surfaces nearby for a missile launch is automatically targeted by Black Eagles, with the island being too far from the shore for the Boomers to have AA support of their own. It's theoretically possible to brute-force the AA with a shitload of Boomers - but what the player is expected to do is to use the Genetic Mutator and wreck the place from within! [lol]
    • Yuri's naval units and the Genetic Mutator become available here. The unassailable-from-sea Allied base has a shitload of Guardian GIs in it, specifically for the player to use the Mutator on.
  • Mission 9, endgame of the campaign: the player is sent to London to Hold the Line during the final stage of construction for the Psychic Dominator there. Despite heavy Allied assaults, including Aircraft Carriers sailing up the Thames, Snipers going after the Slave Miners and the Allies making heavy (mostly scripted) use of the Weather Controller, the Dominator is completed and deployed, securing victory.
    • Yuri's entire arsenal is available here. The mission is timed at the beginning, with the Dominator being represented with its under-construction Alcatraz model from the first Allied and Soviet missions in YR. Once the mission timer reaches zero...
Once the mission timer reaches zero...
  • While the player is free to use the Dominator as he wishes, victory is achieved by firing it directly at the Parliament building (and Allied troops will keep spawning from off-map until he does so).

edited 25th May '16 4:40:16 PM by amitakartok

RBomber Since: Nov, 2010
#875: May 26th 2016 at 1:37:01 AM

Wow. WOW. That's.... that's very cool, I guess. Are you sure you're not some shmuck get "restructured" from Westwood Studios when EA take over?


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