Forum Discussion

Shinerplunderer's avatar
7 years ago

Alternate research options

I was thinking that the research of units needs more content. Namely having an alternate research option that has the same price and is either mutually exclusive or if either is researched, the other option increases by 10 to 100 times its amount.

Think of it like this:
The Venom has a additional research option of 'Transport' which allows it to carry 1 infantry squad.
An additional and mutually exclusive research appears, called 'minimum range'. This minimum range is 1.5 and causes the venom to stop if there is an infantry in that area.
Through this research, a venom can destroy a sniper team in front of a flak. Said sniper team has a scooper to either its left of right.

Another less overpowered idea is this:
The Firehawk and Vertigo has an upgrade called 'nano tech'. Firehawks are the only one of the two that can strike a construction yard two spaces to either side of a flak. Vertigoes can't; conversely, Firehawks can't target a construction yard that is buried inside the base.
An additional upgrade becomes available named 'toggle range'. It allows both firehawk and vertigo to toggle their range back and forth from 1.5 to 0.5. Thus making both units more flexible. Should either of the 2 upgrades be purchased, the price of the other upgrade increases by the set amount in both research points and credits.

Nod has a weakness to all forms of infantry - their units are not strong enough and GDI's version overpowers their attack by at least 10%. GDi's additional upgrades should focus more on repair time and Nod's additional upgrades should be focused on range or attack strength.

There doesn't seem to be anything mutually exclusive other than the factions you choose, which some players get around by having an alternate account, like me.

7 Replies

  • Would somebody move this to the suggestions thread? I mad a mistake placing it in the general discussion.
  • I thought of some other alternate or mutually exclusive research options:

    Mutually Exclusive:
    GDI Mammoth Tank - instead of the 'wall breaker' it now has 'nanobots' and 'harpoon'. The nanobots works the same way as the Firehawk/vertigo's but is more effective. It cuts the repair time by 3/5's, e.g. only 40% of the original repair time. The harpoon works the same way as the magnetic harpoon of the apocalypse tank from RA3. It forcefully drags a vehicle closer to it and uses that very vehicle to crush any nearby unfortunate unit. Never have I seen a scooper accidentally crush a rocketfist.
    Nod Scorpion - it has ' laser cutter' for helping it trample infantry. The alternate research option is 'intense laser', basically, it reroutes the laser cutter's power to its main gun which its firepower increases by 25% to vehicles and 100% to infantry.

    Extra research:
    This is for grenade wielding units, they just get a 2nd grenade to use, either on the same unit if the duration wears out or on another unit.

    I might be posting more, but I would like to know what players would like for an alternate/mutually exclusive research option.
  • It sounds very interesting like a few years ago when they said about investigations for differences in units or customized them.

    but I do not know why you take the time never read anything or implement anything, the game is the same since 2012 only for the Forgotten, the units and others have not changed so you should not make suggestions or take the time as they will never do nothing that a player sees better.

    you just waste your time
  • If they ever needed a balancing fix, this would be the first choice they could make. I always heard that GDI users complain about RT. Nod is too OP with the cobra's sheild. GDI should probably have something like that to balance it out. I already ran out of ideas for this topic. Some units don't seem to have an ideal 2nd or alternate upgrade.
  • I'd like the ability to spend 10T Research Points to move a resource (Tib/Cry) location within a base.
  • "Soixie;c-1975259" wrote:
    I'd like the ability to spend 10T Research Points to move a resource (Tib/Cry) location within a base.

    Really?! If one is willing to spend 10x as much for the next MCV, then the user should have the privilage of moving at least half of the tiberium/crystal fields. Along with that, maybe players should have the choice either change the skin and/or units in that particular base or be able to move half the fields.
    What I mean of changing the skin, GDI units/structures will become Nod and vice-versa. I noticed in my dual account play through, 1 defensive pitbulls is the same for 2 militant rocket squad. Also their MG nests and snipers cost the same.
    Sorry, for the necro, but it seems someone is willing to risk high investment high rewards style gameplay. I mean its ok for units to be overpowered, so long as it takes longer to research all their upgrades. One example is the vertigo/firehawk, its toggleable range upgrade makes it OP, so its only natural for the research to be locked behind the nano-tech, costing 10x as much as former upgrade.
  • "Shinerplunderer;c-1975996" wrote:
    "Soixie;c-1975259" wrote:
    I'd like the ability to spend 10T Research Points to move a resource (Tib/Cry) location within a base.

    Really?! If one is willing to spend 10x as much for the next MCV, then the user should have the privilage of moving at least half of the tiberium/crystal fields. Along with that, maybe players should have the choice either change the skin and/or units in that particular base or be able to move half the fields....


    I'm maxed out on MCVs/Bases, as with most aged accounts. 10T RP to move fields or change the quantity of Tib s Cry would be awesome.

About Tiberium Alliances General Discussion

Talk with other players about what is going on in your Command and Conquer: Tiberium Alliances game.1,310 PostsLatest Activity: 29 minutes ago