From a game design standpoint Tiberium is a simple and elegant resource that is easy to understand and use - but it has properties that designers can take advantage of to create fun game play with many layers of strategy. Tiberium fields are natural conflict points on the battlefield and control over the fields is an important part of game strategy. Direct use of the resource by some units allows for the introduction of new ways to play. The amount and distribution of Tiberium has a huge influence on the pace of the gameplay and the natural progression from early to middle and then late game in a multiplayer or skirmish match. The inherent properties of Tiberium prevent a runaway economy while ensuring that players never completely run out of resources - Tiberium fields will slowly regenerate over time.
IGN: Will Tiberium have any new effects on soldiers or will it simply cause damage as it has in previous titles? Considering the type of work done to describe what the substance might actually be and its effects on other matter, will soldiers and vehicles that come in contact with the stuff turn to statues if left in its effects for too long? Will there be medic units to take care of those infected? Mike Verdu: Sending unprotected infantry through a Tiberium field is not a good idea. Contact with Tiberium can be deadly; you don't want your soldiers coming close enough to the crystal to touch it and potentially wind up infected. In addition, the process of matter transmutation - where Tiberium converts anything it touches into more Tiberium - gives off harsh radiation. Absorbing a fatal dose of radiation inside a Tiberium field wouldn't take long at all. Transiting even a medium sized Tiberium field would result in megadoses of radiation and the symptoms of radiation poisoning would manifest very quickly.