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jsuh0107
20-08-2006, 03:35 AM
Please post ideas here only pertaining to the game environment. The title of your post should be a few words that generally describe your idea.

jsuh0107
20-08-2006, 03:35 AM
These are the ideas that were on the first CNC VISION site, made up of user submissions and ideas taken from the official forums, credit is given after the idea in parenthesis:

--Return of visceroids, tiberium floaters (and all the other Tiberian Sun tiberium creatures), as well as many new ones! This also includes the return of all the crazy tiberium plants.
(Idea made by much of the community)

--Night and day cycle. Harder to see at night so units use lights (can only see a little past the range of the light and in the light). Light towers with spotlights for night time.
(Grayfox0)

---Amazing weather effects! A light snow that can over time turn into a hellish blizzard,
affecting the aim and sight of units.
-Units having lights for night time, as well as outposts that have lights for your base!
You would only be able to see in the light range and a little past it
-Tiberium should come out of refineries and silos when they are destroyed
-Not every single shot should hit the enemy (especially when they are in coverage)
-Infantry should move around during fights instead of just standing there
-Flames melting medal would look amazing
(Discussed within the forum)

-Almost everything should be destroyable or deformable!
(Opinion made by many forum members)

--Ice melting and breaking when heavy units walk on them. It was an awesome feature in Tiberian Sun.
(Netflyerii)

--Rock slides and avalanches when fighting next to a mountain.
(Netflyerii)

--Traps like tiberium pits or acid spray.
(Redvatican)

--Have natural cave systems that are accessible to infantry and lead to other random locations (infantry still have to do the leg work to get to the exit). Also, the ability to booby trap the caves and other infantry cover.
(Sprawler)

--Big enough explosions leave cover providing craters. Craters can be filled in even while enemy units inside are taking cover.
(Sprawler)

--Living Hazardous Environment:
Marshes and muddy terrain that can bog your heavy units which you can then unbog and lift out with a carryall, a tidal system so maybe the shoreline isn't so safe, etc.
(Sprawler)

--When sending units in to clear out a garrisoned building, you should be able to see parts
of the building being destroyed as well as bodies plummeting to the ground
(Discussed within the forum)

--If a building collapses, it can crush your units. Same goes for shooting a cliff wall to get a slope. Heavier armored units are immune to it.
(Sprawler)

--I don't know the English word for it, but vehicles in the future will be much better engines, so that no fuel is used. Hydrogenium could be used. But on the other hand, hydrogenium is more dangerous, so we could make amazing explosion affects with this. On the other hand, we could make "silent missions", at huge refineries to take them over. One wrong shot = catastrophe = mission failed.
-The military is using tiberium because of its energy. Tiberium wont be used by the public or the economy would fall.
-As a weapon we could use this substance in its liquid form to freeze people. One shot and they would crack into many pieces.
(EvilAmbassador)

jsuh0107
03-09-2006, 10:59 PM
If they want to keep the money around the same on each map, I hope they dont get rid of the huge tiberian crystals. I had an idea for this. You could keep the crystals but make them not harvestable. What I mean is displayed in this photo:

http://cncvision. org/images/gameimages/Red %20Zone%20Tiberium. jpg (http://cncvision.org/images/gameimages/Red%20Zone%20Tiberium.jpg)

See how it looks like its down a cliff? If there were huge tiberian crystals that were in craters in the ground, your harvester wouldnt be able to get to them....it would help with the scenery in the red zones to show that tiberium is everywhere in huge concentrations, while not making it possible to harvest all of it, to keep balance in money between the blue, yellow, and red zones.