Posted: Sun Jul 06, 2008 10:12 am Post subject:
Tiberium Reactor
Subject description: Tiberium Reactor Core Power Plant
Tiberium Reactor
Strength: Medium
Armour: Medium
Cost: 300
Power: 100
Nod's Tiberium Reactors use the different waste products from tiberium processing to generate power. The reactor core is located underground, where the sludge from the refineries is exposed to various easily obtained chemicals (often different waste products). The following chemical reaction produces large amounts of thermal energy and thus causes some of the liquid compounds to evaporate. This "Tiberium steam" (which actually only contains minute amounts of tiberium particles) is then directed through a set of turbines. The resulting mechanical energy is then passed through a big dynamo like in every conventional power plant.
The "depleted sludge" is then either used in the construction of weapons, or dumped to artificially seed tiberium fields. Last edited by Morpher on Fri Dec 12, 2008 4:42 am; edited 2 times in total QUICK_EDIT
Joined: 16 Feb 2005 Location: North America Posts: You cannot comprehend...
Posted: Sat Sep 06, 2008 3:35 pm Post subject:
Is that how big it is ingame? It looks good; I just hope the size is semi realistic with regards to infantry & vehicles... and terrain. _________________ Destroy to create. All for the hunt to dominate!
Joined: 08 Jul 2006 Location: in your closet... Post = true
Posted: Sat Sep 06, 2008 3:57 pm Post subject:
Crimsonum wrote:
Orac wrote:
Great design, very Noddy.
Does the power plant leave Tiberium shrapnel when destroyed?
That's a nice idea. I hope it will be implemented.
It IS a nice Idea - but it has been implemented already to other buildings - and not all of them are faction-related - meaning - there are civilian buildings spreading such shards as well. Theres no need to have the Nod-PP spread Tibshards when destroyed just for the sake of the Idea.
Anyways - as I said, this feature IS in the game.
And about the size and comparison relative to the Units: I think yes - of course there yet are some differences between civilian houses and Infantrysize e.g. but we ironed them out as far as we could without insulting the gameplay. Yes - Skyscrapers in a proper size - looking like infantry could really enter their lobbies are nice, but theyd just hide too much behind them. Imagine a city full of those - youdnt see a thing in there. Plus: Destroy one and it will be like as if those giants would just cease to exist - beamed away, popped out of their reality, however youd like to call it.
So much about size of buildings generally ingame. The Powerplant up there itself has a foundation of 3x3 and looks nice next to Nods tanks, which are anyways naturally smaller in comparison to the GDI-pendants. The whole Architecture of Nod is supposed tu suggest a buried-style - and looking at the PPs ball-like foundation it suggests that quite nicely I think _________________ audiopulse sagt:
your raging arse is creating storms?
Luke | CCHyper sagt:
yup, neptune size! QUICK_EDIT
Joined: 08 Jul 2006 Location: in your closet... Post = true
Posted: Sun Sep 07, 2008 4:46 am Post subject:
Strange - youre right :/
Somehow I thougt it was 3x3 - but kay - wayne... _________________ audiopulse sagt:
your raging arse is creating storms?
Luke | CCHyper sagt:
yup, neptune size! QUICK_EDIT
Joined: 08 Jul 2006 Location: in your closet... Post = true
Posted: Fri Dec 12, 2008 6:28 pm Post subject:
Well, is there any way now to implement the glowing into the building itself? Id LOVE the Powerplant that way. I posted a photshopped pic once... _________________ audiopulse sagt:
your raging arse is creating storms?
Luke | CCHyper sagt:
yup, neptune size! QUICK_EDIT
Joined: 08 Jul 2006 Location: in your closet... Post = true
Posted: Fri Dec 12, 2008 11:42 pm Post subject:
ah, right - alphalightning could do the job pretty well I think _________________ audiopulse sagt:
your raging arse is creating storms?
Luke | CCHyper sagt:
yup, neptune size! QUICK_EDIT
I would say that warning strip is too clean.
Dirty it up a bit.
Glow[Echo 3 times] I think I remembered how to do it in 3dsmax.
.Create a light
.Use the motion scale
.Start from 0 then go to 50 Set scale 0 at frame 0 then set scale at 100 at 25 then 0 again at 50
.Then just test it out by rendering it.
NB.The frame length can be anything you want. _________________
I'm very inactive here at PPM...
Got other things doing.... QUICK_EDIT
yea it slightly had a "gothic" feel to it, as in architecture, so I am a bit partial to its design. With it's bony rib-cage like roof and dark charcoal cooling tower. _________________ Delirium.. QUICK_EDIT
Joined: 08 Jul 2006 Location: in your closet... Post = true
Posted: Sun Dec 14, 2008 3:24 am Post subject:
With all respect, Icy, but your "T__T" fits so well with your very own post... :/
About the things that really matter - I dont think it would work too well for Nod to have both since the concept differs so much in its look - the older PP looks just more clumsy, the newer one more like hightech. I personally prefer the newer one. _________________ audiopulse sagt:
your raging arse is creating storms?
Luke | CCHyper sagt:
yup, neptune size! QUICK_EDIT
Couldn't you give them two types of powerplant?
One for early game when your setting up (Gothic TD-styled, Older version)
One for later game with higher power output etc. (This one) QUICK_EDIT
But where could Nod get the necessities to build expensive architecture everywhere? Surely it would make sense if they saved all their resources for a big gorgeous Temple. QUICK_EDIT
Joined: 08 Jul 2006 Location: in your closet... Post = true
Posted: Sun Dec 14, 2008 8:03 pm Post subject:
As I said, orac, both designs wouldnt harmonize with each other. And If I had to pick one, id take the newer one. Because were not really aiming to make a sequel, tho the story plays after the original TS, but were primary aiming to make TS more like we think it should have been. And we think Nod is not the type of Organisation that builds heavily fortified, bulky or simply huge buildings that much. Instead theyd choose cheaper buildings with less strong armor and stuff.
Everything may be hightech and advanced, but theyre not the type to build castles - they want to stay mobile with bases that can be errected way more quickly than GDIs bases. And thats why we redesigned the Powerplant to look sunken into the ground with a more thin chimney/cooling-tower. Trust me, youll see the magnificant difference between Nod and GDI once youre ingame _________________ audiopulse sagt:
your raging arse is creating storms?
Luke | CCHyper sagt:
yup, neptune size! QUICK_EDIT
Tiberium Reactors’ use Tiberium leftovers and remains to produce electricity and power.
Amazing! This building can produce electricity, a concept, and redundancy all at the same time!
T__T
Is this any better?
I wrote:
Nod's Tiberium Reactors use the different waste products from tiberium processing to generate power. The reactor core is located underground, where the sludge from the refineries is exposed to various easily obtained chemicals (often different waste products). The following chemical reaction produces large amounts of thermal energy and thus causes some of the liquid compounds to evaporate. This "Tiberium steam" (which actually only contains minute amounts of tiberium particles) is then directed through a set of turbines. The resulting mechanical energy is then passed through a big dynamo like in every conventional power plant.
The "depleted sludge" is then either used in the construction of weapons, or dumped to artificially seed tiberium fields.
(And I'm not even a native speaker...)
Ickus wrote:
yea it slightly had a "gothic" feel to it, as in architecture, so I am a bit partial to its design. With it's bony rib-cage like roof and dark charcoal cooling tower.
Orac wrote:
Couldn't you give them two types of powerplant?
One for early game when your setting up (Gothic TD-styled, Older version)
One for later game with higher power output etc. (This one)
We chose for a different design because it reflects Nod's style better overall. Since GDI is supposed to be slow and bulky, this is reflected in their architechture. Nod is stylish, sleek and stealthy. The previous design was too bulky.
Iron Cathedral wrote:
But where could Nod get the necessities to build expensive architecture everywhere? Surely it would make sense if they saved all their resources for a big gorgeous Temple.
If architechture would only be about efficiency, they would all look like geometric shapes... This isn't the Borg from Star Trek. QUICK_EDIT
Joined: 25 Sep 2006 Location: Teamblackistan Posts: Over 9000
Posted: Mon Dec 15, 2008 1:49 am Post subject:
yeah. We've been on this long enough to learn, there's no way to please everybody.
I am Team Black, and I approve of this design. _________________ The Fall of Hammerfest - Epic Tiberian chain story
Tiberian Odyssey mapping department. Discord The Team Black Index QUICK_EDIT
I wonder if I should put that in the PPM Sayings thread...your approval, of course. heh, fine by me if you really want to
-TB
Though it looks...what are the 4 vent-like thingies there for? Just wondering. _________________ Please, read the signature rules of the forum. QUICK_EDIT
Joined: 08 Jul 2006 Location: in your closet... Post = true
Posted: Mon Dec 15, 2008 7:55 pm Post subject:
Use your imagination
I say Peepholes for peeping or Peeholes for peeing...
About the "changing design"-stuff...
Well, as it has been said: If most of the crew agreed on the design it is unlikely that there will be changes to it - yet you can try and argue why you think this or that should be changed. Try to convince us, if you manage to give proper reasons we are willing to take that critic into account and change it.
Its just that there hasnt been any real Argument yet besides the "...would look better that way!" _________________ audiopulse sagt:
your raging arse is creating storms?
Luke | CCHyper sagt:
yup, neptune size! QUICK_EDIT
The smooth shape is Nod-like, and the fact that apart from the chimney it has a low profile shows it is partly located underground.
TO style GDI has big, bulky fabrications whereas TO style Nod has small, smooth low-profile buildings. This is a decision in design on our part, not just for the PP, it's the TO feel for Nod we were aiming for.
And then, there is the new Nod design.
~Orac QUICK_EDIT
Joined: 08 Jul 2006 Location: in your closet... Post = true
Posted: Mon Dec 15, 2008 9:43 pm Post subject:
where it should be kept, I think, as it fits perfectly in there. Cabal doesnt really care for the look and so he did nothing to the old Powerplant-design but change the Interior since he doesnt have to rely on engineers to run his plants. However - even those details altered the outer appearence abit and thats why e.g. the coolingtower has been slightly moved.
Cabals Powerplants provide a nice Power-output which makes them somewhat valuable. However, on the downside every other Cabal-artifactbuilding drains a correlative big amount of juice, so youll need them if youre about to capture a Cabal-artifact... _________________ audiopulse sagt:
your raging arse is creating storms?
Luke | CCHyper sagt:
yup, neptune size! QUICK_EDIT
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