Deep Impact Debut Update |
Deep Impact Debut Update |
27 Sep 2012, 5:48
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#1
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The X General Group: Project Leader Posts: 2166 Joined: 7 June 2009 From: Philippines Member No.: 73 Uniqueness is Overrated |
2020, the world's economic crisis went even deeper. With natural resources slowly depleting, a huge energy crisis was on the horizon. 2033, An asteroid collides with Earth, the events that follow spilt the world into 4 main factions. 2055, all out conflict starts between the 4 factions. Whose side are you on? Click on a picture to learn more about the each faction. You can read the full story here Ladies and Gentlemen, I am pleased to announce NLS' latest mod project "C&C Deep Impact" If you have any questions kindly head to our FAQ page. But for now on with the update For our first update we're showing of 3 renders for the WEA Faction, starting with the Solar Furnace. The Solar Furnace is the main power source of the WEA. Using highly focused solar beams reflected by space based mirrors, each building provides a huge amount of power. And if that's not enough, each building can also be upgraded with extra turbines. Furnace FX preview: Solar Furnace FX Next we have the WEA Command Center The heart of every WEA base, the command center holds all of the WEA support powers. The CC is also able to construct construction drones to build up your base. Finally, we have the most HD model in the history of C&C! It's so HD it will push the capabilities of the SAGE engine like nothing else before. I give you the WEA wall segment! Bask in it's eternal glory! Yes! Deep Impact will have walls! They will be built just like any other structure, but you can choose between placing 1, 3, and 5 segments at a time. As an added bonus to celebrate the mod's unveiling here is a bonus WIP render of the AC Abrams Tank. That's it for now. Tune in next time This post has been edited by Zeke: 7 Apr 2017, 13:01 -------------------- |
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27 Sep 2012, 11:50
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#2
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Group: Project Leader Posts: 892 Joined: 8 June 2009 From: Cynopolies Member No.: 97 |
The faction play styles are actually based on the storyline and nothing else.
As you can see AC needs mobility and firepower to keep it's extremely spread out territories. So my logical choice was airforce for mobility and hvy ground forces to keep control. Armor Command is basically tank general on steroids while airforce makes uses of advanced drone technology and fucktons of air units. WEA is basically at war with a far superior in numbers faction for decades. Add to that the fact they try to keep immigration as low as possible for financial/social reasons and their only choice was to go heavy on defenses. Europe is already in RL in a population downfall so by the mod's timeline open warfare with russia/china/india is not really an option for them. They had to entrench and prepare for urban/trench warfare - which means giving infantry a superior role. Continetal defense is basically close to usa's alexander being rather limited in terms of direct assault. It's basicly a turtler's dream faction. Mechanized assault while still having a strong defense, can also go for a more offensive style. Their unique vehicles however are weak on their own but when combined with infantry they become really strong. ADF is a combo between russian tech and chinese numbers but also having a bit of a turtle in them. Ballistics command for example is a combo of turtling and fire support - in a way you could say they have a few things in common with ECA. Infantry on the other hand is the spam lord of this mod. They have weak vehicles that basically complement infantry and a huge variety of infantry. But their strength is epic numbers. WLF - i will reserve details for later on them. All i can say is that lore wise they are no longer religious fanatics, but more or less desperate people who want to survive. Think of them as the Forgotten in the tiberium universe. Well here is a bit of gameplay stuff. We are going to use a 3 level tier system. Each tier will have it's own units and defenses. Tier 1 defenses counter tier 1 units in general. Tier 2 defenses counter both tier 1 and 2 units but get craked by tier 2 artillery. Tier 3 defenses counter T1 and T2 units and arty as well as T3 units but get cracked by T3 arty. We will have at tier 3 a special building, unique to each faction, that gives a certain bonus - think of the RA2 ore purifier, industrial plant etc. Airfield are gone for all factions. We are going for a RA3 style air combat so that dogfights would be possible. Basically all air units are either vtol's or helicopters/gunships. The only fixed wing planes will be for special powers ( Act of War style ). Oh and most important - all factions will have the useless WALLS . This are some of the major changes. There are others but i can't tell everything . As for doctrines. All factions are both good and evil. To put it in short. WEA - they went a bit nazi after ZH and the deep impact event. They ejected all muslims in europe after ZH for fear of any other events like that, they have a military rule made out of a federal council. And they don't give a damn if they have to kill half the world as long as the citizens of the alliance live well. They are also the only ones left with an active space program so that makes them the superior tech race in the game. AC - look at modern day USA. That basically explains everything. Only in this mod they are alot more expansionist. This time however they lost most of their space tech as well as their space program. This makes them highly volatile (not knowing all the stuff they used to) and a bit paranoid. ADF - think of russia's epic pride with china's epic iron fist and all of asia's huge population to keep under control. They are by nature more totalitarian, but also by situation. Having to control more than 4 billion people is frekin hard. And they still feel screwed by europeans and americans for not having the solar furnace tech. So there's also a grudge in their case. WLF - this guys are basicly the good guys gone bad out of desperation. They represent eastern europe, the arab peninsula and what's left of africa. Basically the territories every other force is fucking with. All they want is freedom. order and respect. Sadly the only thing they get is hunger, diseases, corruption and lots of lots of dead. One can imagine how this situation would transform people. 99% of WLF members have seen family members die either to hunger/disease caused by political problems or killed in WEA/AC/ADF clashes. I hope this explains stuff a bit. This post has been edited by Anubis: 27 Sep 2012, 11:55 |
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15 Mar 2013, 0:35
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#3
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Comrade Bear Group: Dev. Team Posts: 954 Joined: 3 February 2013 Member No.: 9722 Projects: Deep Impact |
The faction play styles are actually based on the storyline and nothing else. As you can see AC needs mobility and firepower to keep it's extremely spread out territories. So my logical choice was airforce for mobility and hvy ground forces to keep control. Armor Command is basically tank general on steroids while airforce makes uses of advanced drone technology and fucktons of air units. WEA is basically at war with a far superior in numbers faction for decades. Add to that the fact they try to keep immigration as low as possible for financial/social reasons and their only choice was to go heavy on defenses. Europe is already in RL in a population downfall so by the mod's timeline open warfare with russia/china/india is not really an option for them. They had to entrench and prepare for urban/trench warfare - which means giving infantry a superior role. Continetal defense is basically close to usa's alexander being rather limited in terms of direct assault. It's basicly a turtler's dream faction. Mechanized assault while still having a strong defense, can also go for a more offensive style. Their unique vehicles however are weak on their own but when combined with infantry they become really strong. ADF is a combo between russian tech and chinese numbers but also having a bit of a turtle in them. Ballistics command for example is a combo of turtling and fire support - in a way you could say they have a few things in common with ECA. Infantry on the other hand is the spam lord of this mod. They have weak vehicles that basically complement infantry and a huge variety of infantry. But their strength is epic numbers. WLF - i will reserve details for later on them. All i can say is that lore wise they are no longer religious fanatics, but more or less desperate people who want to survive. Think of them as the Forgotten in the tiberium universe. Well here is a bit of gameplay stuff. We are going to use a 3 level tier system. Each tier will have it's own units and defenses. Tier 1 defenses counter tier 1 units in general. Tier 2 defenses counter both tier 1 and 2 units but get craked by tier 2 artillery. Tier 3 defenses counter T1 and T2 units and arty as well as T3 units but get cracked by T3 arty. We will have at tier 3 a special building, unique to each faction, that gives a certain bonus - think of the RA2 ore purifier, industrial plant etc. Airfield are gone for all factions. We are going for a RA3 style air combat so that dogfights would be possible. Basically all air units are either vtol's or helicopters/gunships. The only fixed wing planes will be for special powers ( Act of War style ). Oh and most important - all factions will have the useless WALLS . This are some of the major changes. There are others but i can't tell everything . As for doctrines. All factions are both good and evil. To put it in short. WEA - they went a bit nazi after ZH and the deep impact event. They ejected all muslims in europe after ZH for fear of any other events like that, they have a military rule made out of a federal council. And they don't give a damn if they have to kill half the world as long as the citizens of the alliance live well. They are also the only ones left with an active space program so that makes them the superior tech race in the game. AC - look at modern day USA. That basically explains everything. Only in this mod they are alot more expansionist. This time however they lost most of their space tech as well as their space program. This makes them highly volatile (not knowing all the stuff they used to) and a bit paranoid. ADF - think of russia's epic pride with china's epic iron fist and all of asia's huge population to keep under control. They are by nature more totalitarian, but also by situation. Having to control more than 4 billion people is frekin hard. And they still feel screwed by europeans and americans for not having the solar furnace tech. So there's also a grudge in their case. WLF - this guys are basicly the good guys gone bad out of desperation. They represent eastern europe, the arab peninsula and what's left of africa. Basically the territories every other force is fucking with. All they want is freedom. order and respect. Sadly the only thing they get is hunger, diseases, corruption and lots of lots of dead. One can imagine how this situation would transform people. 99% of WLF members have seen family members die either to hunger/disease caused by political problems or killed in WEA/AC/ADF clashes. I hope this explains stuff a bit. I like how, just like in RotR, the factions are not good or evil, black or white. They're grey. I mean, you got the forced dictatorships of the ADF and the WEA, the desperate WLF terrorists, and the USA forced to turn expansionist and imperialist. -------------------- Your feeling of helplessness is your best friend, savage.
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