After a couple of months the first strong Alliances make their way deeper and deeper into the middle of the World centers
and are fighting for pure domination against others and the Forgotten, but why are we all fighting each other, and why does
the Forgotten become so much stronger as deeper as we get into the core of the zone? It is now time to find out what´s behind
all this, as we bring you today, the real reason and the truth for your conflict, and the one and only way to win this war!
Please note - the endgame is not yet active - the changes will going to be activated with one of the upcomingpatches.
Introducing the C&C Tiberium Alliances endgame
have managed to steal the Tacitus from the GDI’s headquarter and hide it in their unknown giant pyramid
in the center of the world – the land of the Forgotten. Rumors are that the power of the Tacitus enables an alliance to
improve their military technologies to a level of pure domination over the world. Nod and GDI are required to unite their firepower
and get the Tacitus back in order to stop the Forgotten.
The goal is to conquer and hold at least four of seven strategic positions as an alliance to deactivate the safety shield of the Forgotten pyramid.
This is going to be a large base that has to be defeated to get access into the tower and obtain the Tacitus.
The endgame compromises 3 phases to win the world.
The first phase starts as soon as the first player reaches the level 38 base radius of the world. From now on, server farms
will spawn at random positions within the radius. Satellite tracking will briefly uncover the positions of the farms. They contain
code fragments that are needed to be downloaded at the seven well-defended network Control Hubs.
Once this intelligence is secured, an alliance is required to capture these Control Hubs. Every Control Hub is surrounded
by eight strong bases that must be defeated and occupied by a player. An alliance that controls 4 of 7 Control Hubs, initiates a countdown of 10 days.
At its conclusion of the countdown, the fortress that guards the Tacitus will be revealed – the strongest base of
the game is now attackable. The key to success is to get as many members as possible simultaneously online who
activate their Control Hubs to weaken the base. Once it is defeated, the alliance is able to claim the Tacitus and wins the world by pure domination.
We add the following due to your requests and continuously upcoming questions.
What happens to you and the world once an Alliance achieved the endgame and has beaten the final fortress?
Once an Alliance managed to destroy the Forgotten fortress in the center of the map and actually achieved to win the game, the server is not done, and won’t stop. Even other Alliances may again achieve the goal and win versus the Forgotten.
After destroying the Forgotten Fortress, each player of your Alliance will get an Achievement, this Achievement is taken globally and visible on each world you’re playing. Please note, if a member is joining the Alliance after they achieved the server goal, the joining user will not be granted with a winner achievement.
It is not possible to claim this achievement as multiple allied Alliances, only one Alliance at a time can actually win and achieve the goal. Allies attention, if there are multiple Alliances and Allies out there, it’s your turn to support each other to achieve the goal!
Even if you already achieved the title the game is not at its end, it’s upon you to prevent your enemies to reach the goal. C&C Tiberium Alliances won’t stop its development of course so there will be more and more features to be explored from time to time.
Again, nothing is lost; you will always be able to achieve the server goal.
A new take on PvP
In terms of todays announced endgame of Tiberium Alliances, we are also about to introduce changes to the overall
player versus player experience. We were listening to the concerns and requests of our community during the last months
a lot and have seen the requests to encounter PvP exploits and shape PvP more dynamic and flexible. With today´s changes
we are about to overhaul the current system as it is now, and turn it into a quite wider PvP experience. Read the full changes below.
Ruins connected to bases
As you couldn´t do anything to get rid of an enemy ruin and its territory claim, people exploited this by killing their own Alliances
bases to create and secure an un-claimable territory.
From now on, a ruin belongs to the base that destroyed it. One Base can have multiple ruins connected to it.
If the base gets destroyed, the connected ruins with all the claimed territory will vanish.
Ghost move exploit
There were several players who were able to cover great distances in the world by destroying each other and moving their bases afterwards.
It was also very hard for weak players to defeat a stronger player because he just rematerialized and fought back without having a real downside.
To fix those problems, the base recovery timer of defeated bases is now set to 24 hours. During this time the base gets no alliance bonus
and is not allowed to attack other player bases. If the base gets destroyed again during this time, another 24 hours
will be added to the base recovery timer. If the timer is higher than 72 hours, the base cannot be re-materialized until
the timer falls below 72 hours. The timer starts to count down as soon as the base gets destroyed.
Defense auto-repair / support
It was possible to alert player bases of your own alliance for 24 hours, making them effectively un-attackable for other players by doing mini attacks with one or few units.
Because of this exploit the whole player versus player gameplay could become very static. Also if one player failed with his attack the whole alliance had to wait 24 hours
before someone else could attack the target base without facing enemy support.
To make the gameplay more dynamic the defense army and structures of every player base will repair itself automatically by 5% every minute.
It makes no difference if there is only one building/unit damaged or the whole defense area. It will take a maximum of 20 minutes to repair all of them.
The defense auto-repair won´t cost any resources.
The alert time now depends on the damage state of the defense. As soon as the defense is fully repaired, the base will no longer be alerted.
Because of the hardly reduced repair time of the defense area, the repair time of base buildings was slightly increased.
Base Navigation bar
-We reworked the base navigation and added new functionality to make the handling of the bases more comfortable.
Different states of your base like package or storage full, base is damaged or destroyed and others are displayed on every base button of the navigation bar.
Post Combat Flow
-We reworked the combat preparation to improve the post combat flow. As the “Reset formation” button was not really useful, it got replaced by the “Repair all” button.
The player is now able to repair his army at the end of a combat and attack straight afterwards without going back to his offense view.
It now is also possible to setup your army for the next attack while the current combat is running.
- Fixed bug with defense auto-repair of forgotten bases.
- Resources costs of Nod Wall decreased to match them to GDI Wall costs
- Hitpoints of Defense Guardian slightly increased