Revolutionary Posted May 1, 2009 Share Posted May 1, 2009 This was not covered extensively in our interviews, but here is the perfect place to mention it.These are some of the authors's comments on units and structures that changed during design. Perhaps the biggest change was the dropping of the biochem troops. In early designs, nod had this class of infantry, including a biochem research lab that was needed for ther ceration.Attacking enemy units with biochem spary could even sometimes turn thoses units into vicious, unruly Tiberium visceroids. Westwood found that the biochem units were functionally quite similar to flamers, and they were pulled. The biochem research lab still shows up as an objective, for example, in GDI Mission 13, bit it's not fuctional. visceroids remain as a feature sprinkled in; see if you can find them. In early development scenarios, the GDI had a kick-ass incendiary (flame) MLRS variant. It had very long rangebut, most importantly, the big incendiary blast was pure hell on enemy infantry. Imagine a flame-tank blast that can be delivered anywhere you want! Reloading took a very long time, but a few of these babys still ment zero enemy infantry could get to you. The graphic was very cute; you could see the missles pop onto the launcher after the long reload time (there were two, firing independently). You had to be not to mix with the enemy-heaven forbid that arty came down on you! They weren't shabby against armor, either. Their ultralong range was a kicker. if you had several, it was virtually guanteed that no enemy infantry could make the long trek to where you where you were. You could even stand two paces out of turret range and pound them into dust with impunity! These were pulled because of concerns over game play balance. Possibly their long reload had been an initial attempt to dampen them, but even with it being very long, they were the lethal beasts described here. A hospital was on the original drawing boards for healing injured infantry, much like in Dune II It can be seen (but not used) in GDI Mission 10 and Nod Mission 13. Bazookas for GDI were not originally in the design but were incorporated to help round out the weaker GDI infantry. Likewise, Nod did not have commandos. They were introduced to spice up the Nod side. The Nod attack helicopter was also not in the original design. It likly was added to counter the strong air advantage of the GDI. Ill upload some beta pics soon as well. Here are some Pics (not sure if thay are Beta, Prerelise or simply Fake but these are strange concidering the Beta used DOS graphics.) http://www.cnc-comm.com/community/index.php?action=mgallery;sa=album;id=10 Link to comment Share on other sites More sharing options...
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