Features

Terrain

-New isometric view.
-New variable 3D terrain.
-Players are able to destroy virtually everything in the environment, requiring new tactics.
-Some obstacles may be negotiated either over or under. Blowing up a bridge destroys unit underneath.
-Real-world physics, for example, grenades will bounce, and roll depending on the obstacle.
-Probably no line of site and elevation advantages due to playability and balancing issues.
-Living Terrain, for example, a river may freeze during the passage of a mission allowing units to cross.
-Interactive Battlefield : Ecosystems, ion storms, destroyable cliffs, and deadly ice fields.



Visual Flare


-16-bit Hi-color SVGA.
-Colored lighting for moody night missions.
-Lights can be destroyed. Destroying enemy lights blinds them from your attack.
-Voxels, or "Volume Pixels" with height, width and depth will be used.
-The Voxel will be used to animate vehicles properly.
-Turrets will now rotate, pitch up or down and recoil after a shot has been fired.
-Vehicles can lose certain components in battle and then retreat with smoke and sparks flying.



Unit Evolution


-Units gain experience depending on what type of unit it is and the unit it destroyed.
-Units gain better attributes : better armor, sight range, and sometimes, intelligence.
-An infantry that has lived for a long time can be promoted to Sergeant and tell other infantry what to do.
-Harvesters will warn you when there's no Tiberium left in a safe zone.
-Harvesters will warn you when they are entering a dangerous area and will turn back.
-APC's can entrench itself, increasing it's firepower and range, though decreasing it's mobility.
-No Naval units, intead hovercraft units such as a hover APC and a hover MLRS.
-No benefits for having multiple of any building, other than having more entry points for units.
-An upgrade system will be available : three pods on structures can be used to upgrade armor, etc.
-The Obelisk of Light may not return, but instead will be replaced by Laser Turrets.
-Ability to customize weapons, use dropships for reinforcements.
-Unit development through scavenging the battlefield.
-Defensive Drones (hunter-seeker).



Mission Structure


-No 'talking head' briefings.
-Player's character will be seen in the cutscenes.
-When you come out of a mission, EVA will get you up to speed with what happened elsewhere.
-A choice of several missions from a holographic map as usual.
-One choice may affect another. EVA may suggest you destroy resupply lines for an easier attack later.
-The third side will be known as The Forgotten. They are NOD soldiers who were injected with Tiberium.
-It's possible that Kane died in Tiberian Dawn and that he won't come back as a cyborg.
-Electronic Sabotage : Covert night missions let you knock out enemy radar, and broadcast critical info.
-Command the battlefield from GDI's orbital command centre, or Nod's subterranean bases.
-Maps that are twice the size of those in Red Alert.


Multiplayer


-WChat will be tightly integrated with TS and the interface and connections will be streamlined.
-The Tiberian Sun executable will be all you need.
-Network support will allow up to eight players to link up.
-There's also a two player head-to-head modem option.
-Westwood aims to build in online support right from the start. The game will allow easy access to an automatic online ranking system, and support for Battle Clans. Becoming the Supreme Commander of the TS hall of fame, WW hopes, will become the goal of all players.















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