The only class that can build traditional bases like in previous C&C games is the Defense class. Traditional base building is replaced by the Crawler, a single, mobile unit that fulfills the base's role. The support crawler can produce some ground units, including tanks. These recharge more quickly when in combat or actively healing.
This class' focus should be on the "Supporting" of allies in destroying crawlers, capturing TCN Nodes and collecting Tiberium, in order to be victorious. The Support class has a variety of powers to augment the other classes, including a wide array of aerial units. Most structures are created instantly when production is completed, allowing a defense player to instantly reinforce any deployed ally across the map. Global upgrades include advanced shielding technology, which increases shield health and regeneration. ĭefense structures can enjoy veterancy tier 1 structures gaining more resiliency and tier 2 structures gaining upgrades such as rockets or flamethrowers. Structures cost power, of which a Defense player has a limited amount, usually about 12 structures. The GDI rocket turret, for instance, can fire on enemies that a nearby turret can see. ĭefensive turrets should be carefully placed. Defense produces fewer units, but infantry are as powerful as light vehicles (due to GDI powered armor and Nod cybernetics, garrisoning and transports) and Defense has powerful defensive structures -only the Defense class can place structures-such as defensive turrets, stealth-field generators, laser cannons, tunnel networks, shield generators, outposts, bunkers, and superweapons. The Defense class focuses on defensive combat and has many infantry units in powered armor. The only exceptions are the engineer, which is universal to all classes, and the commando for GDI and cyborg commando for Nod. Most of the offense class units are vehicles, be it light or medium armored. The Offense class has a strong focuses on frontline combat units and upgrading those units. Some upgrades, such as tech levels, persist between class switches.
Ī player can switch classes if their crawler has been destroyed or by self-destructing it, which can help outmaneuver an enemy. The classes share only very basic units, such as the engineer. Classesīoth Nod and GDI are divided into three "classes", each of which has its own selection of unique units. The player may choose whether they will follow Kane or GDI rebel leader Colonel Louise James.Ī GDI Offense Crawler in combat with its Nod counterpart.Ī Global Stratospheric Transport, Kodiak, and Shepard Tank. The game leaves the Tiberium story-line open ended, with Kane's motives and objectives remain obscure with him wanting to use the tower, and humans to activate it. The player is forced to choose a faction. Īfter 15 years of restoration work the Tiberium Control Network was a success, and the crisis averted however, the uneasy alliance between GDI and Nod eventually fails leading to the Fourth Tiberium War and the start of the game. By 2073 GDI defeated the separatists with their new weapons, the crawlers. The Tiberium Control Network Conflict broke out in 2062 between Nod Separatists and GDI. The situation was too dire for GDI to decline, and GDI and Nod formed an uneasy alliance. Using the Tacitus as leverage, Kane revealed that he had developed a new system, dubbed the Tiberium Control Network, to control and harness Tiberium, however only GDI had the resources necessary to construct it. Meeting with GDI leaders in Manchester, UK on 27 th July, Kane proposed a cooperative venture which was controversial for both sides. With the threat to the Earth and mankind too great, even for Kane, to ignore. It contains more nuance and depth than the GDI campaign and runs alongside it allowing the player to see the events from both perspectives.īy 2062, global Tiberium contamination reached critical levels GDI's contemporary abatement technology has become ineffective.