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GloboTech Structures
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Aro
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Joined: 10 Sep 2006

PostPosted: Wed Mar 25, 2015 3:02 pm    Post subject:  GloboTech Structures Reply with quote  Mark this post and the followings unread

[ GloboTech Infantry ] - [ GloboTech Vehicles ] - [ GloboTech Aircraft ] - [ GloboTech Structures ]




Construction Yard



With the UN's restrictions upon the company now rendered moot, GloboTech has wasted no time fielding their own Construction Yards, while not as common a sight as those utilized by the major factions. This technology finally allows the corporation's security forces the ability to rapidly fabricate forward operating bases. It should go without saying that the defence of such a valuable piece of equipment is of the highest priority. As with all structures of its kind it starts out as a Mobile Construction Vehicle, which must be deployed for base construction to begin.

  • Cost: N/A
  • Requires: N/A
  • Purpose: Construction
  • Armour: Very Heavy
  • Power Output: +10
  • Tech Level: N/A





Generator



Generators provide energy to GloboTech's base buildings. If power production is interrupted then all industry will be hampered, radar imagery will be unavailable, super weapons and defensive structures will be rendered offline.

  • Cost: 500
  • Requires: Construction Yard
  • Purpose: Power Output
  • Armour: Average
  • Power Output: +100
  • Tech Level: 1





Barracks



The Barracks trains all of the corporation's PMC infantry. It is also a key requirement for the construction of defensive structures.

  • Cost: 500
  • Requires: Construction Yard
  • Purpose: Infantry Production
  • Armour: Average
  • Power Drain: 10
  • Tech Level: 1





Tiberium Refinery



The refinery converts the Harvester loads of Tiberium into credits for the player. It also stores a certain amount of Tiberium. Once a refinery is full, silos must be created in order to store excess Tiberium. If there is no available storage capacity at a refinery or silos, excess Tiberium will be lost.

  • Cost: 2000
  • Requires: Power
  • Purpose: Resource Collection
  • Armour: Heavy
  • Storage: +120
  • Power Drain: -15
  • Tech Level: 1





Tiberium Silo



Tiberium Silos store excess Tiberium once the Tiberium refineries are at maximum capacity. If a Tiberium refinery is filled to capacity and there are no empty silos available, excess Tiberium from a Harvester will be lost.

  • Cost: 150
  • Requires: Refinery
  • Purpose: Storage
  • Armour: Average
  • Storage: +120
  • Power Drain: -5
  • Tech Level: 1





Assembly Line



The Assembly Line is responsible for the production of GloboTech's vehicular catalogue. These state of the art facilities are nearly entirely automated requiring only a minimal engineering team to oversee construction.

  • Cost: 2000
  • Requires: Refinery
  • Purpose: Vehicle Production
  • Armour: Heavy
  • Power Drain: -25
  • Tech Level: 2




RADAR Facility



The Radar Facility allows commanders to view real-time satellite imagery of the battlefield as well as the relative locations of both friendly and enemy forces.

  • Cost: 1000
  • Requires: Refinery
  • Purpose: Minimap
  • Armour: Average
  • Power Drain: -40
  • Tech Level: 3




Helipad



GloboTech Helipads requisition both Gun Drones and Stork Transports.

  • Cost: 750
  • Requires: Radar Facility
  • Purpose: Aircraft Production
  • Armour: Average
  • Power Drain: -10
  • Tech Level: 5





Technology Centre



The Tech Centre is where the GloboTech conducts its high tech weapons research. This structure is required prior to the construction of certain high-tech units and structures.

  • Cost: 2500
  • Requires: Construction Yard, War Factory, Communications Centre
  • Purpose: Research
  • Armour: Heavy
  • Power Drain: -100
  • Tech Level: 7




Airstrip



The Airstrip supports GloboTech's advanced aerial bombers.

  • Cost: 1500
  • Requires: Technology Centre
  • Purpose: Bomber Production
  • Armour: Heavy
  • Power Drain: -20
  • Tech Level: 9




Command Centre



Fractured reports suggest that GloboTech have begun fielding forward command centres used to communicate with some kinda of super weapon. Unfortunately there is scarce data on these structures. Suffice to say more information is required commander.

  • Cost: 3000
  • Requires: Technology Centre
  • Purpose: Superweapon Control
  • Armour: Very Heavy
  • Power Drain: -150
  • Tech Level: 10





Chain-Link Fence



This basic base defence structure is effective in stopping infantry, however they are easily crushed by large vehicles.

  • Cost: 50
  • Requires: Construction Yard, Barracks
  • Purpose: Defence
  • Armour: Light
  • Power Drain: 0
  • Tech Level: 2




Security Walls



A robust defensive structure, Concrete Walls are effective at stopping both infantry and vehicles. Only certain units can shoot over these defensive walls.

  • Cost: 100
  • Requires: Construction Yard, Barracks
  • Purpose: Defence
  • Armour: Heavy
  • Power Drain: 0
  • Tech Level: 4




Pavement



Pavement is designed to protect your base from burrowing units as well as prevent heavy weapons fire and explosions from making craters in your base. In addition, units on Pavement will move faster compared to normal terrain. Unlike placing other structures, Pavement can still be placed down when any parts of its placement bib are red. Only the squares that are white at the time will be paved. Pavement can not be placed on slopes or over existing roads

  • Cost: 75
  • Requires: Construction Yard, Barracks
  • Purpose: Defence
  • Armour: Concrete
  • Power Drain: 0
  • Tech Level: 4





Security Gates



This structure prevents enemy units and Tiberium growth from entering a base. The gate automatically opens to allow friendly units to pass but will not open for enemy units.

  • Cost: 250
  • Requires: Construction Yard, Barracks
  • Purpose: Defence
  • Armour: Average
  • Power Drain: 0
  • Tech Level: 4





Vulcan Turret



The bigger brother of the Sentry Gun, these turrets are found around the perimeter of the corporation's facilities and the outskirts of their larger settlements. Their twin rotary guns are capable of shredding infantry and lightly armoured targets in a hail of high caliber rounds.

  • Cost: 1000
  • Requires: Power, Barracks, Radar Facility
  • Purpose: Defensive, Anti-Infantry
  • Primary Weapon: Twin Vulcan Cannons
  • Armour: Heavy
  • Power Drain: -30
  • Tech Level: 4





EMSAM Site



Set up within and around GloboTech facilities and the outskirts of their larger settlements, these SAM batteries will clear the skies of any unwanted air traffic. The EMP Missile they employ is the most dangerous anti-air defence fielded by any faction, as they're capable of eliminating any and all aircraft with a single missile.

  • Cost: 1000
  • Requires: Power, Barracks, Radar Facility
  • Purpose: Defensive, Anti-Aircraft
  • Primary Weapon: EMP Missiles
  • Armour: Heavy
  • Power Drain: -70
  • Tech Level: 5




 
Sensor Tower



GloboTech utilize these towers to help safeguard their more important facilities as their sensor package is capable of detecting both cloaked and burrowed units.

  • Cost: 400
  • Requires: Power, Barracks, Radar Facility
  • Features: Sensors
  • Primary Weapon: Sensors
  • Purpose: Support
  • Armour: Average
  • Power Drain: -10
  • Tech Level: 6





Force Cannon



The kinetic force cannon is a state of the art propitiatory weapons system recently developed by GloboTech. Firing a burst of compressed air with so much force it slices through its target like a hot knife through butter. While the system is incredibly power hungry and too ungainly for mobile deployment it is however suitable for base defence, which it does exceedingly well.

  • Cost: 1500
  • Requires: Power, Barracks, Technology Centre
  • Purpose: Defensive, Anti-Ground
  • Primary Weapon: Force Cannon
  • Armour: Heavy
  • Power Drain: -100
  • Tech Level: 8



-Interbellum Period-
The first Tiberium War has ended, leaving the world far from peace. The United Nations, pushed to the brink by such a catastrophic defeat, capitulate to political, economic, and social pressure. They gut GDI, reducing the organization to near irrelevance in order to appease the G7 and counteract the rising civil discontent caused by Nod's enduring narrative. The continuing spread of Tiberium has plunged the world into further crisis, the corrupting properties of the alien substance twisting the planet's ecosystem to its own end. Amidst the growing turmoil, mega corporation GloboTech, continue to extend their reach and take advantage of the worlds inattention.




Sentry Gun



Automated Sentry Guns set up inside large GloboTech facilities to prevent entry of unwanted interlopers. Sentry Guns do not require power to remain operational.

  • Cost: 400
  • Requires: Power, Barracks
  • Purpose: Defensive, Anti-Infantry
  • Primary: Vulcan Cannon
  • Armour: Light
  • Power Drain: -10
  • Tech Level: 2





Gun Turret



These hard hitting anti-tank gun turrets are found around the perimeter of the corporation's facilities and the outskirts of their larger settlements.

  • Cost: 1000
  • Requires: Power, Barracks, Radar Facility
  • Purpose: Defensive, Anti-Armour
  • Primary Weapon: Anti-Armour Cannon
  • Armour: Heavy
  • Power Drain: -40
  • Tech Level: 5



-Tech Structures-




Construction Outpost



Obeying UN restrictions, GloboTech was unable to utilise construction yard technology, as such they were forced to resort to more conventional building methods. Sign of this can be seen in the form of large cranes dotted around construction sights or awaiting disassembly in recently completed protectorates. Capitalizing commanders can exploit these assets, as seizing a Construction Outpost will allow them to erect their own structures within their vicinity.

  • Purpose: Base Expansion
  • Armour: Average
  • Power Drain: 0





Fusion Reactor



GloboTech Fusion Reactors generate the most power out of any other power source to this day. These very sturdy structures can withstand a fair amount of damage which means less power is drained whilst it is under enemy fire.

  • Purpose: Power Output
  • Armour: Heavy
  • Power Output: 500





Hospital



GloboTech hospitals can be found in many civilian districts, any wounded infantry can be sent into an occupied hospital to receive treatment, once healed they will be returned to the field.

  • Features: Healing Station
  • Purpose: Special
  • Armour: Average
  • Power Drain: 0





Armoury



GloboTech Armouries are normally hidden in mountainous areas away from normal civilian cities. The GloboTech Armouries contain lots of useful technology and weaponry which can be used by your own forces once captured.

  • Features: Elite Training
  • Purpose: Special
  • Armour: Average
  • Power Drain: -10





Artillery Battery



These huge artillery pieces are a force to be reckoned with. Possessing an incredible range and an astonishing amount of firepower they are definitely high value targets that are sure to be contested. As a single artillery emplacement is capable of reducing even the most resilient of structures or units to dust within seconds. However, their high inaccuracy and minimum range mean that if an enemy is able to close the gap then the structure is helpless.

  • Purpose: Defensive, Artillery
  • Primary Weapon: Extreme-Range Explosive Shells
  • Armour: Heavy
  • Power Drain: -50



[ GloboTech Infantry ] - [ GloboTech Vehicles ] - [ GloboTech Aircraft ] - [ GloboTech Structures ]

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