I'm experiencing a strange bug, at least i hope it is one, where pawns with high quality protective masks and suits are getting tiberium infections. I'm assuming the protection is absolute because i haven't read anything suggesting partial protection based on apparel quality or deterioration. Could be that other apparel and/or implants are interfering with the tiberium protection.
Also, based on the large block of text below this, i strongly suggest changing the tiberium sickness to something that more closely follows the toxic buildup (because it not only is more accurate, but everything cnc3 changes is simply wrong): tiberium toxicity can build up in several in-game hours, but takes weeks to clear, with the protective suits significantly slowing down the rate of toxic buildup. I do not recall "tiberium radiation" ever being used, and the tiberium plant or crystals was actually toxic to terrestrial life, causing mutations and all kinds of not understood things.
Tiberium crystals: "yo earthlings, we're just going to terraform your planet and mutate the flora and fauna into something that suits something else much better while offering these (green) crystals rich in rare minerals and metals to hide that fact. Just ignore the fact that we're highly toxic, imagine the riches you could acquire from harvesting and spreading tiberium!"
Everything in the C&C universe after tiberian sun & its expansion firestorm is effectively[/url=https://en.wikipedia.org/wiki/Design_by_committee]designed by EA's corporate comittee[/url], and should hence be ignored. For all intents and purposes, you could consider cnc3 a high-quality fan-made expansion that throws out most of the lore, mechanics, concepts, etc. in favour of things that are more likely to be accepted by everyone.
I'm not saying that cnc3 isn't fun as a form of entertainment, i'm saying that the reasoning, atmosphere, purpose, and intention of various aspects of the cnc universe took a nose-dive into the dark depthy realm of design by committee and ergo can, and should, be ignored.
Also, based on the large block of text below this, i strongly suggest changing the tiberium sickness to something that more closely follows the toxic buildup (because it not only is more accurate, but everything cnc3 changes is simply wrong): tiberium toxicity can build up in several in-game hours, but takes weeks to clear, with the protective suits significantly slowing down the rate of toxic buildup. I do not recall "tiberium radiation" ever being used, and the tiberium plant or crystals was actually toxic to terrestrial life, causing mutations and all kinds of not understood things.
Tiberium crystals: "yo earthlings, we're just going to terraform your planet and mutate the flora and fauna into something that suits something else much better while offering these (green) crystals rich in rare minerals and metals to hide that fact. Just ignore the fact that we're highly toxic, imagine the riches you could acquire from harvesting and spreading tiberium!"
Everything in the C&C universe after tiberian sun & its expansion firestorm is effectively[/url=https://en.wikipedia.org/wiki/Design_by_committee]designed by EA's corporate comittee[/url], and should hence be ignored. For all intents and purposes, you could consider cnc3 a high-quality fan-made expansion that throws out most of the lore, mechanics, concepts, etc. in favour of things that are more likely to be accepted by everyone.
I'm not saying that cnc3 isn't fun as a form of entertainment, i'm saying that the reasoning, atmosphere, purpose, and intention of various aspects of the cnc universe took a nose-dive into the dark depthy realm of design by committee and ergo can, and should, be ignored.