Faster gameplay. The slow gameplay of Tiberian Sun is one of its major downfalls. Tiberian Sun Burning requires you to think faster and click faster.
Enhanced AI. As of the major change in gameplay dynamics that Tiberian Sun Burning brings, a new AI must be created. The AI in this mod will be the most challenging out there, with minimal 'cheats' (MultiplayerAICM etc...)
Graphical improvements on most units. Tiberian Sun Burning features quality graphical improvements to almost every voxel in the game. GDI will feature theatre specific camoflage for some of its units including the Sniper and Hover MLRS
Implemented naval combat. This is has been well thought-out with tech trees and flow charts. The implimentation of naval combat will NOT disrupt the balance in the normal game. Each naval unit will have a specific function and place in the chain of combat.
New maps. Tiberian Sun Burning will include a multitude of maps made by myself, some made specifically for the purposes of naval combat.
New Units. For both GDI and Nod to play around with. New units will be very few and will occupy a specific place in the chain of combat and will not be merely novelties.
- GDI Sniper
- Nod Proximity Mine
These have already been made and coded.
New units and upgraded forms of original units will be available for the purpose of crate goodies. Suggestions regarding these would be very welcome.
Among these large additions, small modifications follow:
New Terrain. Tiberian Sun Burning will feature new terrain.
Cracked terrain tileset has already been completed and is being tweaked for aesthetics.
A replacement for the grey tiles in snow theatres is on the way.
A dynamic and extended veterency system where different weapons and abilities are available for all units who have gained in rank.
Balance tweaks and bug fixes regarding vanilla TS
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Right now the mod is essentially three naval voxels, a shipyard shp away from release.
Edited by Paranoia, 11 December 2008 - 01:21 PM.