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Earth Age: Command & Conquer Edition

Re: Earth Age: Command & Conquer Edition

Postby Obsidian Agent » Wed Aug 26, 2015 12:03 am

To be honest though, the Drow would be so completely caught off guard by Tiberium, and its effects on the environment (mutated life-forms, soil drained of vital nutrients, ion storms, to say the least), that they'd need to find a way to cooperate with Terrans - who DO have experience with Tiberium - in order to survive.

Not to mention that some Terrans are Tiberium mutants, who, as I've said before, if they survive the mutations Tiberium gives them, are often given strange powers. Everything from vastly increased strength to precognition to control over Tiberian plants and animals to electrokinesis (in other words, more or less lightning sorcery). Others aren't mutants yet, but have the genes that would let them become them, rather than just succumbing to Tiberium poisoning.

The original plan was that the RP would be set in 2058, which is when the cancelled C&C FPS "Tiberium" would have taken place, and it would have dealt with a second Scrin invasion, and GDI trying to find a way to once more, drive the Scrin off Earth, before settling on using a prototype antimatter bomb.

And according to this timeline, here's how C&C events would match up to DT ones.

- 2030 AD/1081 MA: Drow cities appear on Earth. Both GDI and Nod eventually establish contact with Drow. Kane resurfaces; Second Tiberium War breaks out; GDI victory; Kane seemingly killed. Tiberium begins to affect the mists. A crashed Scrin starship is discovered.

- 2031 AD/1082 MA: Firestorm Crisis - the mad A.I. CABAL begins his quest for world domination, by trying to convert mankind into his cyborg slaves. GDI and Nod - lead by Generals Paul Cortez and Anton Slavik respectively, form unholy alliance to bring down the insane A.I.. Nidra'chaal coup takes place. GDI and Nod are mostly unable to provide aid, due to a mix of apathy and having bigger fish to fry (namely, CABAL). GDI re-captures the Tacitus, an alien data matrix, and finds ways to partially undo the ecological damage done by Tiberium.

- 2032 AD/1083 MA: Ariel Val'Sarghress born. Tiberium's effects on the mists become permanent and known. Drow who give birth on the surface give birth to Drow, even in Blue Zones. Due to Earth's stronger gravity and thinner atmosphere when compared to the Drow homeworld, Drow who are born or grow up on Earth are shorter than Drow who were adults when they arrived. Anton Slavik, leader of Nod's Black Hand assassinated. Nod breaks up into splinter factions.

- 2033 AD/1084 MA: GDI begins investigating if any of the Drow are worth establishing diplomatic relations with.

- 2034 AD/1085 MA: Kane emerges from stasis, but remains underground until the time is right. LEGION - Nod's new Tactical A.I. is brought online. Nod is reunified, with Brother Marcion as puppet leader.

- 2035 AD/1086 MA: GDI begins diplomatic discussions with the Nal'sarkoth. Legendary GDI Commando Lt. Col. Nick "Havoc" Parker becomes a conservative pundit on the W3N news network. As governments continue to collapse under the ecological pressure, GDI steps in, and takes over as a world government in Blue Zones and some parts of Yellow Zones. Nod manages to take control of half the territory in the Yellow Zones, with the rest falling under control of either the Forgotten, various warlords, surviving mega-corporations, or no one at all. Red Zones remain uninhabited.

- 2036 AD/1087 MA: GDI/Nal'sarkoth bilateral relations established, with a Nal'sarkoth embassy being set up in Washington, D.C.. GDI considers entering relations with the Illhar'dro and Sarghress as well, but these plans are put on the backburner.

- 2037 AD/1088 MA: Nod forces ransack Char. The World Tree of Mimaneid also falls under Nod attack - the tree is nearly turned into the world's biggest Tiberian plant. GDI, knowing the devastation a Tiberian plant of that size would cause, intervenes. Mimaneid considers entering relations with GDI.

- 2038 AD/1089 MA: Using info from the Tacitus, GDI is able to fully restore a Yellow Zone into a Blue Zone. This region is dubbed "New Eden".

- 2039 AD/1090 MA: GDI retires most of its walkers, due to budgetary reasons, and the fact that it was all too easy for Nod commandos to sneak up onto the legs and plant explosives on them. The only class of walker to remain in service is the Juggernaut, due to its role as mobile artillery - designed to strike the enemy from far away, move to a new location, and strike again. GDI and Nod alike begin abandoning military bases worldwide.

- 2040 AD/1091 MA: Drow surface expeditions meet with limited success. While small-time Yellow Zone warlords are often dealt with easily enough, battles with the Forgotten, more powerful warlords, and mega-corporations tend to result in Pyrrhic victories at best. GDI and Nod bases, cities, and settlements are avoided entirely. Assaults on GDI or Nod controlled areas prove to be absolute disasters for the Drow, with the attack on a Nod base just outside what was once New Orleans ultimately crippling both the Sarghress and Sharen.

- 2041 AD/1092 MA: Despite claims from the Nal'sarkoth claiming that Halmes and Terrans are two different species, GDI commits the "Halme Genome Project" - just to make sure this isn't standard racist hypocrisy. Upon examining the DNA in Halmes' cells, however, GDI scientists immediately notice a profound difference, proving the Drow right. Halme DNA has 50 chromosomes, as opposed to a Terran's 46. Appearances aside, Halmes and Terrans are two completely different species.

- 2042 AD/1093 MA: A historic inter-species deal is reached. If they abolish slavery in their territories, the Nal'sarkoth and Drow living in their districts will be allowed to settle in a remote area of a Blue Zone of their choosing. With such a relatively small price to pay for gaining access to a Blue Zone's lands, and the technology of the surface, Rel'lumia agrees to GDI's terms. The Nal'sarkoth Exodus begins. It won't be completed, however, until 2046.

- 2043 AD/1094 MA: GDI develops the Shatter-class Hover Tank - an antigrav tank with a sonic cannon used to disrupt Tiberium, as well as the metals in vehicles. It also has devastating effects on infantry. The Forgotten are allowed to set up an embassy in Washington, D.C. Nod puts more efforts into researching walker technology. Rel'lumia becomes the first Drow to set foot in space, as a guest of honor on board the GDI space station Philadelphia. Lia Kinsburg elected Director of GDI. The last of CABAL's bunkers is raided, with General Paul Cortez dismissing the rogue A.I. as "a second-rate EVA (Electronic Video Agent - GDI Tactical A.I.) with a goatee and Napoleon complex".

- 2044 AD/1095 MA: As the Red Zones expand, both GDI and Nod are forced to abandon more bases. Nod terrorist activity drops to an all-time low.

- 2045 AD/1096 MA: Fall of Shifaye'sindil. The survivors, calling themselves "Tei'kaliath", eventually make their way to Nal'sarkoth territory, where the Exodus is in its final stages. Mana-bearing plants are brought to the surface en masse. The Tei'kaliath are absorbed into the Nal'sarkoth as a sub-house, with An'jhali becoming Dev'ess of the Tei'kaliath Nal'sarkoth.

- 2046 AD/1097 MA: Nod begins to re-arm, and prepare for a first strike. Kane makes himself known to the Brotherhood at large, while remaining off GDI's radar. Nal'sarkoth exodus complete. The Nal'sarkoth settle in what was once called Potter County, Pennsylvania.

- 2047 AD/1098 MA: Third Tiberium War begins. Nod destroys the Philadelphia with a nuclear missile, and Kane resurfaces. Despite Nod's early offensive, GDI is able to turn the tide against them after the first seventy-two hours, with the Liberation of Washington D.C. being the turning point in the Blue Zone Theaters. The Death Toll skyrockets to a million per side in the first two days alone, with a civilian body count being several times higher. Eight million dead in only a few days. The world is shocked by the savagery displayed first by Nod's initial assault, and then by GDI's retaliation. Both sides use WMDs at various points, with ion cannons and nuclear missiles ravaging major military centers. The Forgotten and Nal'sarkoth both pledge to support GDI in whatever ways they can, no matter how limited they may be. Redmond Boyle becomes Director of GDI. Ariel begins her quest to find Faen. Nick "Havoc" Parker comes out of retirement, and proves that, even in his seventies, he is more than capable of kicking ass and taking names, as he gives Nod as much grief as he did back in the First Tiberium War, 50 years earlier.

- 2048 AD/1099 MA: The Third Tiberium War enters a lull, as GDI and Nod forces clash in less spectacular ways than the early days of the war. Ariel and her band of companions find Faen with the help of the Forgotten. Turns out, she'd been kidnapped by a clan of renegade Halmes. By chance, teams of both Sarghress Highland Raiders and GDI Zone Troopers aid in Faen's rescue, as the Halme clan was suspected to be letting Nod forces use their lands. Word reaches GDI's top brass' ears about a new Nod weapon - a Liquid Tiberium Bomb. Such a device is believed to have a yield of at least two gigatons - roughly forty times greater than the Soviet Union's Tsar Bomba. GDI forces arrive in Egypt to eliminate Nod's nuclear capabilities, and stop the Liquid Tiberium bombs from being assembled. They are mostly successful, however Nod is still able to smuggle a Liquid Tiberium bomb into their Temple Prime in Sarajevo. After days of GDI troops laying siege to the city, Director Boyle calls in an ion cannon strike - right on Temple Prime. The ion cannon detonates the liquid Tiberium bomb, producing an explosion far greater than previously theorized. The blast kills millions of GDI and Nod troops instantly, and levels Eastern Europe. Kane is believed dead, and Nod is but a shadow of its former self. However, not all is right, for there were those observing the explosion, who saw it as their chance to strike. The Scrin have arrived. District War begins.

- 2049 AD/1100 MA: The Scrin invasion is ruthless, nearly bringing both GDI and Nod to their knees. Using weapons previously unknown by either side, the aliens spread quickly over Earth. Not helping matters is that the Scrin have technology straight out of sci-fi shows. Teleportation, deflector shields, womhole creation, temporal stasis, mind control, and phasing technology are all in the Scrin's arsenal. However, the Scrin invasion - actually a Tiberium harvesting force made to look like an invasion - quickly spreads itself too thin, allowing GDI to get back on the offensive. Still, the Scrin do make some major strikes - including vaporizing or razing important cities like Bern, Munich, Val'Raveran, and several others. The Scrin launch a brutal assault on Chel, quickly overrunning Sarghress and Sharen alike. Due to teleportation abilities, the Scrin are able to send Buzzer swarms into fortresses. Quain'tana loses her left arm and right eye to the alien creatures, while Sarv'swati has both her legs cut off from the knees down. Just when all seems hopeless, a new wormhole opens, unleashing not more Scrin, but a massive GDI force, which is able to completely turn the tide of the battle. GDI destroys most of the Scrin relays, crippling the Scrin forces who rely on Tiberium infusion to survive. The Scrin commander, Foreman-371 decides "screw it, I'm outta here", and heads through a portal constructed. The city of Sydney is destroyed by a Nod nuclear missile. Kane then reveals to his inner circle that his intention with the Third Tiberium War was never to defeat GDI, but to gain access to Scrin technology. The Third Tiberium War ends. Over a hundred million people - Terran, Drow, Goblin, and Feral alike - are dead. The Scrin invasion force is completely wiped out. Nod is reduced to a shadow of its former self, and GDI will spend the next decade licking its wounds. Redmond Boyle resigns, due to an investigation revealing that he had authorized GDI to build its own Liquid Tiberium bomb. District War comes to a halt, with none of the clans able to continue.

- 2050 AD/1101 MA: GDI experiments with the Tacitus reveal that the Scrin invasion force, responsible for so much destruction, was in fact, the equivalent of the Scrin sending in a few hundred mercenaries to terrorize a small town. Everyone is stunned. The actual Scrin military would have to be something out of one of Lovecraft's nightmares.

- 2051 AD/1102 MA: The Philadelphia II is built, and equipped with better defenses. Both GDI and Nod begin reverse-engineering Scrin technology. Nega'fanae opens a dialogue with GDI Director Harold Anderson, discussing a potential alliance.

- 2052 AD/1103 MA: GDI successfully builds a working deflector shield based off of Scrin tech. Nod re-captures the Tacitus from GDI control. When linking with the Tacitus, LEGION, perhaps guided by a fragment of CABAL, sends out a high-energy subspace signal, signalling the Scrin to try invading Earth again.

- 2053 AD/1104 MA: Both GDI and Nod begin construction of space fleets. Kyo'nne begins her pop-star career.

- 2054 AD/1105 MA: GDI, Nod, Forgotten, and Drow of all clans begin "Relic Hunting" - searching for Scrin or other alien artifacts.

- 2055 AD/1106 MA: The sole surviving Scrin tower - along what used to be the Tiber River in what used to be Italy, shows signs of life for a brief moment, before de-activating.

- 2056 AD/1107 MA: Kyo'nne does her first tour of GDI territory, getting Terran fans in addition to Drow ones.

- 2057 AD/1108 MA: Nod High Priestess Maja contacts GDI General Michael McNeil - Hero of the Second Tiberium War - and reveals to him that the Scrin tower is showing even more signs of life than before. Afraid of turning against her own people, since a splinter faction want to re-activate the tower early, she hopes GDI will be able to contain the mess, so that the tower's activation can correspond with Kane's plans for it.

- 2058 AD/1109 MA: When the RP takes place. The tower is just about to activate, and the Scrin are about to barge through the portal it will create.
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Re: Earth Age: Command & Conquer Edition

Postby Gunbird » Wed Aug 26, 2015 12:34 am

What I was trying to say is that most of people want to play as drow when it comes to cross overs RP. This was the reason I didn't set up my Earth age game.

I sagest you get rid of Earth age part and have drow characters play in a command and conquer setting. Just like in the links I posted.
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Re: Earth Age: Command & Conquer Edition

Postby Obsidian Agent » Wed Aug 26, 2015 12:51 am

Well, that's the tricky part. You see, C&C is set almost entirely on Earth - with some Scrin starships being the exception.

MAYBE the players could be Nal'sarkoth or Tei'kaliath volunteering in GDI, contacted by General McNeil to help fight against the Scrin.
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Re: Earth Age: Command & Conquer Edition

Postby Gunbird » Wed Aug 26, 2015 1:25 am

You not getting my point. The cross-over RPs on this sight are played with drow.

Take a look at RP from. Do see any Drow vs *Fill in the blank* there?
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Re: Earth Age: Command & Conquer Edition

Postby Obsidian Agent » Wed Aug 26, 2015 1:29 am

The thing though, is this. I don't know HOW to make an RP of this work using only Drow. And this wasn't even originally SUPPOSED to be an RP. This was originally a "What-If?" scenario. The RP, if I HAD gone through with it, would have been the plot of the cancelled C&C FPS "Tiberium" - where the players would have to find a way to drive the Scrin off Earth. It wasn't supposed to BE "Franchise X vs Franchise Y". It was supposed to be "Hey, maybe we could have GDI, Nod, and the Drow team up to repel the Scrin."
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Re: Earth Age: Command & Conquer Edition

Postby Gunbird » Wed Aug 26, 2015 1:42 am

Obsidian Agent wrote:The thing though, is this. I don't know HOW to make an RP of this work using only Drow. And this wasn't even originally SUPPOSED to be an RP. This was originally a "What-If?" scenario.


Sorry man I didn't know that.

The RP, if I HAD gone through with it, would have been the plot of the cancelled C&C FPS "Tiberium" - where the players would have to find a way to drive the Scrin off Earth. It wasn't supposed to BE "Franchise X vs Franchise Y". It was supposed to be "Hey, maybe we could have GDI, Nod, and the Drow team up to repel the Scrin."


Do you think enough people on this sight would play such a game?
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Re: Earth Age: Command & Conquer Edition

Postby Obsidian Agent » Wed Aug 26, 2015 1:57 am

They might enjoy, if we give compelling reasons to make Terran AND Drow both viable races - and I'm assuming that most Terran players might be Tiberium mutants, since they get various strange powers, like Drow. And short-term Tiberium exposure doesn't even effect them that much, unlike how it starts working on baseline humans and Drow in about 20 seconds. Then again, Tiberium mutants often have to worry about keeping the Tiberium in their bodies in check. Others have a more "stable" version of Tiberium in their bodies, so they won't have to worry about it.
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Re: Earth Age: Command & Conquer Edition

Postby Gunbird » Fri Aug 28, 2015 9:04 pm

Just don't go crazy with the rules. OK?
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Re: Earth Age: Command & Conquer Edition

Postby Obsidian Agent » Sat Oct 03, 2015 4:13 pm

Bump.

Remember how Gunbird mentioned that the Brotherhood of Nod seems to act very similar to the Nidra'chaal? Well, in truth, that's only part of it. They're really more like the Nids and Kyorls put together.

Also, while some of you may be thinking I made this a stomp, well, no. This is a "What If" scenario, not a "Versus" one. If I wanted to stomp DT, I would have put it in a Versus match. And if I wanted to REALLY stomp, I would have put it not in the Command & Conquer: Tiberium universe (like it is here), but in the Command & Conquer: Red Alert universe. As of Red Alert 3. Considering that RA3 has, among other things, freeze rays, shrink rays, Soviet Super-Science, Tesla Troopers, armored cyborg war bears that launch themselves from cannons, Ric Flair, magical girls, time travel, psychic powers, giant mecha, bomber zeppelins, James Bond-esque spies (down to the point of wearing tuxedos and having Scottish accents), teleportation (although, the Scrin also have that in the Tiberium universe), and invincibility fields, well.... yeah.
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Re: Earth Age: Command & Conquer Edition

Postby ThatGuyThisGuy » Tue Oct 06, 2015 8:02 am

Obsidian Agent wrote:Bump.

Remember how Gunbird mentioned that the Brotherhood of Nod seems to act very similar to the Nidra'chaal? Well, in truth, that's only part of it. They're really more like the Nids and Kyorls put together.

Also, while some of you may be thinking I made this a stomp, well, no. This is a "What If" scenario, not a "Versus" one. If I wanted to stomp DT, I would have put it in a Versus match. And if I wanted to REALLY stomp, I would have put it not in the Command & Conquer: Tiberium universe (like it is here), but in the Command & Conquer: Red Alert universe. As of Red Alert 3. Considering that RA3 has, among other things, freeze rays, shrink rays, Soviet Super-Science, Tesla Troopers, armored cyborg war bears that launch themselves from cannons, Ric Flair, magical girls, time travel, psychic powers, giant mecha, bomber zeppelins, James Bond-esque spies (down to the point of wearing tuxedos and having Scottish accents), teleportation (although, the Scrin also have that in the Tiberium universe), and invincibility fields, well.... yeah.


I agree with you on that. The Noddies are like if the Nids and Kyrols where somehow fused together.

I came here not expecting a debate on who would win in a straight up fight, The GDI, Bros of Nod, and Scrin so outclass the Drow in terms of force that any fight where they are allowed to bring forth a goodly portion of their forces will certainty end in victory for them. I was expecting the Conversation to be about politics reactions and all of that stuff.
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Re: Earth Age: Command & Conquer Edition

Postby Gunbird » Thu Oct 29, 2015 9:43 pm

Here is a question.

How effective would the drow magical ablates in such a setting?
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Re: Earth Age: Command & Conquer Edition

Postby Obsidian Agent » Fri Oct 30, 2015 12:52 am

Well, that depends on the strength of the user, and the affinity.

Light sorcery wouldn't really amount to much.

Fire sorcery would mostly be a weaker version of Black Hand flamethrowers, but should be good at clearing out buildings.

Water and ice? Like light, wouldn't really amount to TOO much, although they could use it to purge Tiberium from water.

Air sorcery and flight foci would just allow Drow troops to meet Nod Shadows and GDI Zone Troopers as aerial infantry - or at least, flight-capable infantry - okay, Shadows glide on synthetic wings, but Zone Troopers have booster packs.

Shadow sorcery would allow for cloaking, and while useful, isn't anything that hasn't already been accomplished in C&C. Nod Shadows often go cloaked, and sometimes GDI Snipers do as well. Nod also has Stealth Tanks, which only turn visible when firing their missiles or when deactivated. Cloaking technology is nothing new in C&C.

Metal sorcery could be useful, assuming that the Drow survive long enough to use it, and aren't being distracted by well, everything else going on on the battlefield.

Earth sorcery would shake things up a bit, and would probably topple most walkers, but tanks and hovercraft would do alright.

Mana blasts would be seen as fairly weak anti-infantry weapons, and most GDI, Nod, or Scrin vehicles could probably shrug off mana artillery (although GDI Pit Bulls and Nod Attack Bikes would probably get fucked up). Mana grenades would also be weak compared to the grenades usually thrown around in C&C. If you had a squad of Bavhalkhara using mana cannons against a Mammoth Tank, they might as well be trying to dickbox it to death. And as deflector shield and force fields go, mana shields, while seen as having an unusual source, wouldn't be seen with dread by any of the big C&C factions. GDI has its prototype Firestorm Barriers, while the Scrin use force fields to defend many of their vehicles and aircraft. Also, remember that huge cannon that golem pointed at Quain? Your average GDI Mammoth Tank has two guns that size, only those are railguns. Powered by an on-board nuclear reactor.

And those single-pilot golems that we see Sarghress forces use? Ladies and gentlemen, presenting their counterpart, the GDI Wolverines:
Image

About the same size, and far more numerous.

Wood sorcery would DEFINITELY interest GDI, as it would make terraforming Yellow Zones into Blue Zones easier, as well as increase crop yields even more. Which is one of the reasons why I'd imagine GDI would try to open dialogue with the Nal'sarkoth. And the Nal'sarkoth would almost certainly recognize the benefit of an alliance with GDI.

Pressure sorcery, like Shinae's scream? Nothing GDI's sonic disruptors can't do.

Empathy? Both certain Tiberium mutants and Scrin Masterminds have telepathic abilities, so it's nothing GDI and Nod haven't encountered before. And some mutants were shown having visions almost identical to the ones Kyorl seers have (Tratos - the former leader of the Forgotten before he was assassinated by CABAL - had a vision like this in Tiberian Sun that ultimately lead to GDI stopping Kane's World-Altering Missile).
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Re: Earth Age: Command & Conquer Edition

Postby Gunbird » Fri Oct 30, 2015 1:37 am

Obsidian Agent wrote:Light sorcery wouldn't really amount to much.


Actually Light sorcery can actually be vary useful in a combat. It can be used to navigating properly at nighttime or in a dark area. It can also be used to blind the enemy solo wielder can get an advantage. It's like how military personnel and police officers use flashlights today. And when I mean flashlights I don't mean the cheap ones you get from Walmart. Were talking mill-spec flashlights like this one. Or this one
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Re: Earth Age: Command & Conquer Edition

Postby Obsidian Agent » Fri Oct 30, 2015 1:43 am

Gunbird wrote:
Obsidian Agent wrote:Light sorcery wouldn't really amount to much.


Actually Light sorcery can actually be vary useful in a combat. It can be used to navigating properly at nighttime or in a dark area. It can also be used to blind the enemy solo wielder can get an advantage. It's like how military personnel and police officers use flashlights today. And when I mean flashlights I don't mean the cheap ones you get from Walmart. Were talking mill-spec flashlights like this one. Or this one


I stand corrected.
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Re: Earth Age: Command & Conquer Edition

Postby Gunbird » Fri Oct 30, 2015 2:12 am

Also have you ever heard of a waterjet cutter? I haven't seen the drow use water sorcery in such a way but it could be possible after learning from manufacturing technique of their human allies. Frostbite is also a serious issue in the battlefield.

metal sorcery can be used not just cut through armored vehicles but also crush them.

As for Black Hand flamethrowers they might get a bad case of "back blast" if they go against a will trained fire sorcerers. Remember they don't start fires they moved around just like the other elements.

Earth sorcery can also flip the vehicle over or make a ."tank trap'
Okay, why am I starting to sound like one of those Drow are better than (fill in the blank) type of people?
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