Command & Conquer: Tiberium Alliances is a military science fiction massively multiplayer online real time strategy video game developed by EA Phenomic and published by Electronic Arts as a free-to-play online-onlybrowser game The game entered its open beta stage on March 15, 2012 and its official release was on May 24, 2012 requiring an Origin account to play.
You probably know how whole Command & Conquer franchise has been ruined by release of Command & Conquer 4:Tiberian Twilight. After final, fourth part of CnC, it was dead and burried by Electronic Arts. In the meanwile, on request of so many players who wanted new CnC game, Command & Conquer:Tiberium Alliances was born. Link to game: CnC:Tiberium Alliances.
Each player will first select a sector
on the world map and start their first base there. The base will be
protected from any attacks for exactly 1 week, but will go unprotected
if the owner attacks another player prior to the time ending. From there
the player can advance his/her base further through construction,
gathering, or combat. There are several resources used in the game. They
are tiberium, crystal, power, credits and research points. Tiberium is used for base construction. Crystal is used to produce infantry, tanks and aircraft.
Power is used for both base construction and military unit upgrades.
Credit is for transferring Tiberium and crystals between bases. It is
also used along with research points to research new units and
structures for base advancement, and also for new MCV's, which are
deployed to create new bases. The player usually starts off battling against camps of The Forgotten,
then moves on to battling the Forgotten outposts and bases as well as
other player bases (if their protection shields are down). Through
battles, the player can win resources from other bases or lose resources
if attacked by another player. If a player loses his/her base, he/she
can re-materialize his/her base on another nearby location, with time
and resource penalties. (Bases can also be moved to new locations
without being destroyed first.) In new worlds, Forgotten can attack player from time to time.
There are over 100 servers, each with one "world" running on it. They
vary by target language group and geographic region, although typically a
mix of each will be found on every server. Each world can hold a
maximum of 50,000 players, although some are smaller, with 25,000 or
fewer players allowed. Different worlds also have different economies,
meaning how many resources are required for upgrades, new bases, etc.
Any player can create an alliance and invite people to it. An
alliance must have at least one Commander-in-Chief (CiC), and can also
have any number of Second-in-Commands (SiCs), officers, veterans,
members, inactives, and trial players, so long as the total is 50
players or fewer. Despite the name difference, CiCs and SiCs have equal
powers, including the ability to disband the alliance. They can also
grant rights based on rank to the remaining players. Officers and above
also have a private chat area only they can see, while there's a general
chat area for the entire alliance, and a "whisper" mode that allows
anyone to have a private chat with anyone else, even in another
alliance. In addition, there's a primitive email system within the game,
called messages.
Diplomacy
Alliances can have diplomatic relations with each other. Each
alliance is displayed as a different color, depending on their
diplomatic relationship with your alliance:
Blue: The player's alliance. Can not be attacked, and you can easily
send messages to your entire alliance or just the commanders (CiCs and
SiCs). You can also only move into allied territory or open territory
(once you destroy a base, that becomes your territory, but it reverts to
open territory if no bases are moved in within 24 hours).
Green: Ally. Allies can not be attacked, and you can easily send messages to their entire alliance.
White: Non-Aggression Pact (NAP). They can not be attacked, either.
Orange: No relation. They can be attacked. Players not in an alliance are always orange, and everyone is orange to them.
Yellow: Forgotten bases. They can always be attacked, and, in some of the newer worlds, they can attack you.
Red: Enemy. They can also be attacked.
Typically families of alliances develop, called coalitions, which are all allied to each other.
Points of Interest
POIs held by the alliance provide bonuses to all alliance bases:
Production bonuses: Tiberium, crystals, and power each have a POI type which grants bonus production for that item.
Offensive bonuses: Infantry, vehicles, and aircraft each have a POI type which grants bonuses for attacks using those units.
Defensive bonuses: Resonator POIs grant increased defense bonuses to all alliance bases.
A POI is held by having alliance base(s) near them. The level of each
base, divided by its distance from the POI, is used to determine its
level of influence on the POI. Whichever alliance has the most influence
over a POI controls it and gets those bonuses. A POI may be captured
either by moving bigger bases closer to it than another alliance, or by
destroying the base(s) which currently hold it.
At the center of each server is a Fortress, surrounded by 7 hubs. The object of the game is to destroy this Fortress:
Only an alliance can attack it.
First 4 of the 7 hubs must be fully occupied (all 8 terminals on
each hub filled by alliance bases, with each player only allowed on one
terminal of one hub) for 10 days to bring down the Fortress shield. If
any base leaves or is destroyed during this period, the shield is fully
restored, once fewer than 4 hubs are fully occupied. For this reason,
and for the virus injections mentioned below, it is wise to occupy 6
hubs (occupying all 7 would require more players than an alliance can
have) and surround them by allied bases, to protect them from enemy
attacks.
Each player may land on occasional satellite wreckage sites and
occupy them long enough to extract a secret code. This code can then be
used to inject a virus into a hub fully occupied by your alliance,
during a Fortress attack, and each weakens the Fortress slightly. An
alliance can thus inject up to 48 viruses during the attack, if they
have 6 fully occupied hubs and every player on those hubs has the code.
(You never actually see the code in the game, it is all handled
internally.) It is essentially impossible to destroy the Fortress
without injecting virus code.
Every player in the alliance can then attack the Fortress (although
they can also launch pre-virus injection attacks to take out walls,
etc.). Each of a player's bases must wait 50 minutes to attack again,
and the Fortress attack typically lasts 2–3 hours, meaning each of the
player's bases may be able to attack a few times.
If the Fortress is not destroyed, then the alliance can try again,
after they upgrade their offences and or change their tactics.
If the Fortress is destroyed, then the conquering alliance and each
individual player receive a badge, which can be viewed by anyone on that
server or any other. The badge lists the world and date on which the
Fortress was destroyed, along with the order (whether this is the first,
2nd, 3rd, etc., time it was destroyed on that world), and whether that
player had Nod or GDI units. The Fortress then rebuilds, in a week, and
any alliance can then try to destroy it again. If an alliance destroys
it which has already done so, they do not get an additional badge. Each
time the Fortress rebuilds, it is stronger, based on the strengths of
the top alliances on that server. It typically takes months for any
alliance to destroy the Fortress, meaning only a small portion of the
players on a server will ever get their badge.
Accusations were raised against EA that the designs of two pre-release
in-game units were copies of the Ork Bonecruncha and Baneblade tank from
the Warhammer 40,000 franchise.EA later confirmed that the units in question would not appear in the game official release.