Difference between revisions of "User:Aquanim/DraftCommandersOmni4"
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+ | = General Comments = | ||
+ | |||
+ | Certain combinations of weapons and modules (especially Dgun and Jump) are quite problematic. The existing commander system deals with this through chassis. A future system could address the issue with chassis (potentially requires lots of models), arbitrary exclusion pairs (messy) or chassis-like exclusion patterns. The following uses the third option but could be easily modified to be like the first. | ||
+ | |||
= Level Structure = | = Level Structure = | ||
− | Commanders start at level 1 with their default weapon and the Vanguard economy module. Maximum level is 7. | + | Commanders start at level 1 with their default weapon (which will be replaced at level 2) and the Vanguard economy module. Maximum level is 7. |
− | + | Level 2: Primary weapon and two modules | |
+ | Level 3: Two modules | ||
+ | Level 4: Weapon and two modules | ||
+ | Level 5: Two modules | ||
+ | Level 6: Three modules | ||
+ | Level 7: Three modules | ||
= Weapon Modules = | = Weapon Modules = | ||
Weapon upgrades are *not* mutually exclusive. (Optional: Choose at most 2 upgrades per weapon.) | Weapon upgrades are *not* mutually exclusive. (Optional: Choose at most 2 upgrades per weapon.) | ||
+ | |||
+ | Not all of the weapon options are meant to be exciting. | ||
== Primary Weapons == | == Primary Weapons == | ||
Line 31: | Line 42: | ||
|- | |- | ||
! Riot Cannon | ! Riot Cannon | ||
− | | ★★ || ★★ || ★★ || || + | + | | ★★ || ★★ || ★★ || || +Damage || +AoE || +Fire |
|- | |- | ||
! Heavy Machine Gun | ! Heavy Machine Gun | ||
− | | ★★★ || ★★ || ★ || +Damage || + | + | | ★★★ || ★★ || ★ || || +Damage || +Accuracy || +Slow |
|- | |- | ||
! Lightning Gun | ! Lightning Gun | ||
− | | ★★ || ★★ || || ★★ (EMP) || + | + | | ★★ || ★★ || || ★★ (EMP) || +Damage || +EMP || Cone Conversion |
|- | |- | ||
! Rocket Launcher | ! Rocket Launcher | ||
Line 50: | Line 61: | ||
== Secondary Weapons == | == Secondary Weapons == | ||
+ | |||
+ | Must go in the second weapon slot. (Limit to level 4 and up?) | ||
{| class="wikitable sortable" style="text-align: center" | {| class="wikitable sortable" style="text-align: center" | ||
! Name | ! Name | ||
+ | ! Limitation | ||
! Damage | ! Damage | ||
! Range | ! Range | ||
Line 61: | Line 75: | ||
! Upgrade Option 3 | ! Upgrade Option 3 | ||
|- | |- | ||
− | ! Multistunner | + | ! Multistunner || Engineer only |
| || ★★ || ★ || ★★ (EMP) || -Reload || +EMP || +Stun Time | | || ★★ || ★ || ★★ (EMP) || -Reload || +EMP || +Stun Time | ||
|- | |- | ||
− | ! Sunburst Cannon/Dgun | + | ! Sunburst Cannon/Dgun || Guardian only |
| ★★★★ || ★ || || || -Reload || +Damage || +Range | | ★★★★ || ★ || || || -Reload || +Damage || +Range | ||
|- | |- | ||
− | ! SLAM | + | ! Disruptor Bomb || Recon only |
+ | | ★ || ★★ || ★ || ★ (slow) || -Reload || +AoE || +Slow | ||
+ | |- | ||
+ | ! SLAM || | ||
| ★★ || ★★★★ || || ☆ (slow projectile) || -Reload || +range || +AoE | | ★★ || ★★★★ || || ☆ (slow projectile) || -Reload || +range || +AoE | ||
|- | |- | ||
− | ! Cluster Bomb | + | ! Cluster Bomb || |
| ★★ || ★★ || ★ || || -Reload || +Projectiles || +Damage | | ★★ || ★★ || ★ || || -Reload || +Projectiles || +Damage | ||
|- | |- | ||
− | ! Concussion Shell | + | ! Concussion Shell || |
| ★★ || ★★★ || || || -Reload || +Damage || +Charges | | ★★ || ★★★ || || || -Reload || +Damage || +Charges | ||
|- | |- | ||
− | ! Hellfire Grenade | + | ! Hellfire Grenade || |
| ★ || ★★ || ★ || ★ (fire) || -Reload || +Afterburn || +AoE | | ★ || ★★ || ★ || ★ (fire) || -Reload || +Afterburn || +AoE | ||
|- | |- | ||
− | ! Terrabomb | + | ! Terrabomb || |
| ★ || ★★ || ★ || ★ (terraform) || -Reload || +Terraform || +AoE | | ★ || ★★ || ★ || ★ (terraform) || -Reload || +Terraform || +AoE | ||
|} | |} | ||
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= System Modules = | = System Modules = | ||
− | + | Having acquired a module you can then choose which of the two upgrade paths to follow. | |
+ | |||
+ | For example: | ||
+ | |||
+ | At level 2, we can choose any two of the seven modules. Choose Sensor Suite and Ablative Armor. | ||
+ | |||
+ | At level 3, we can do any two of: | ||
+ | * upgrade Sensor Suite to Area Jammer or Drone Director | ||
+ | * upgrade Ablative Armor to High Density Plating or Photovoltaic Plating | ||
+ | * add a new module | ||
+ | * add a new module | ||
+ | |||
+ | Say we upgrade to Drone Director and add High Power Servos. At level 4 we can do any two of: | ||
+ | * upgrade Drone Director to control more drones or have more vision/radar | ||
+ | * upgrade Ablative Armor to High Density Plating or Hull Down mode | ||
+ | * upgrade High Power Servos for more speed or buoyancy tanks | ||
+ | * add a new module | ||
+ | * add a new module | ||
+ | |||
+ | |||
+ | '''The Jumpjets, Nanolathe and Advanced Targeting module groups are mutually exclusive.''' A commander which takes the Jumpjets path is "Recon-type", a commander which takes the Nanolathe path is "Engineer-type" and a commander which takes the Advanced Targeting path is "Guardian-type". | ||
{| class="wikitable sortable" style="text-align: center" | {| class="wikitable sortable" style="text-align: center" | ||
Line 91: | Line 128: | ||
! Description | ! Description | ||
! Upgrade Option 1 | ! Upgrade Option 1 | ||
+ | ! ...followed by: | ||
! Upgrade Option 2 | ! Upgrade Option 2 | ||
+ | ! ...followed by: | ||
|- | |- | ||
! Jumpjets | ! Jumpjets | ||
− | | Jump like Recon com, longer cd? | + | | Jump like Recon com, longer cd/shorter range? |
| Impact Distributor (damage on landing) | | Impact Distributor (damage on landing) | ||
− | | | + | | More damage OR -cooldown |
+ | | Superjump (+range) | ||
+ | | ++Range OR -cooldown | ||
+ | |- | ||
+ | ! CarRepairer's Nanolathe | ||
+ | | +BP | ||
+ | | Lazarus Device (+BP, Rez) | ||
+ | | +BP | ||
+ | | +BP, +BPrange | ||
+ | | +BP, +BPrange | ||
+ | |- | ||
+ | ! Advanced Targeting | ||
+ | | +Range | ||
+ | | +Range | ||
+ | | ++Range -Speed or +Range | ||
+ | | Charge ++Range when still | ||
+ | | Better charging OR +Range | ||
|- | |- | ||
! Sensor Suite | ! Sensor Suite | ||
− | | Increase vision | + | | Increase vision and radar range. |
| Area Jammer | | Area Jammer | ||
+ | | +Jammer radius OR +vision, +radar | ||
| Drone Director (several drones) | | Drone Director (several drones) | ||
+ | | More drones OR +vision, +radar | ||
|- | |- | ||
! Ablative Armor | ! Ablative Armor | ||
| +HP | | +HP | ||
| High Density Plating (++HP) | | High Density Plating (++HP) | ||
− | | | + | | ++HP OR +HP, +HP/s |
+ | | Hull down mode, -HP | ||
+ | | Reduce activation time OR +HP, +HP/s | ||
|- | |- | ||
! High Power Servos | ! High Power Servos | ||
| +Speed | | +Speed | ||
− | | Spider Legs (all-terrain) | + | | +Speed |
− | + | | Spider Legs (all-terrain) OR +Speed | |
− | | | + | | Buoyancy Tanks |
− | + | | Water regeneration, buoys faster OR +Speed | |
− | | | ||
− | |||
− | |||
|- | |- | ||
! Autorepair System | ! Autorepair System | ||
| +HP/s | | +HP/s | ||
| Nanite Sheath (+HP, +HP/s) | | Nanite Sheath (+HP, +HP/s) | ||
+ | | +HP, +HP/s OR ++HP/s | ||
| System Reboot (remove status effects, long cooldown) | | System Reboot (remove status effects, long cooldown) | ||
+ | | Lower Reboot cd OR ++HP/s | ||
|- | |- | ||
! Vanguard Deployment | ! Vanguard Deployment | ||
| Place Vanguard module in separate structure | | Place Vanguard module in separate structure | ||
| Personal Cloak | | Personal Cloak | ||
+ | | Area Cloak OR lower E cost | ||
| Personal Shield | | Personal Shield | ||
+ | | Area Shield OR stronger shield / faster regen | ||
|} | |} |
Latest revision as of 04:04, 13 November 2019
Contents
General Comments
Certain combinations of weapons and modules (especially Dgun and Jump) are quite problematic. The existing commander system deals with this through chassis. A future system could address the issue with chassis (potentially requires lots of models), arbitrary exclusion pairs (messy) or chassis-like exclusion patterns. The following uses the third option but could be easily modified to be like the first.
Level Structure
Commanders start at level 1 with their default weapon (which will be replaced at level 2) and the Vanguard economy module. Maximum level is 7.
Level 2: Primary weapon and two modules Level 3: Two modules Level 4: Weapon and two modules Level 5: Two modules Level 6: Three modules Level 7: Three modules
Weapon Modules
Weapon upgrades are *not* mutually exclusive. (Optional: Choose at most 2 upgrades per weapon.)
Not all of the weapon options are meant to be exciting.
Primary Weapons
Name | Damage | Range | AoE | Special | Upgrade Option 1 | Upgrade Option 2 | Upgrade Option 3 |
---|---|---|---|---|---|---|---|
Beam Laser | ★★★ | ★★ | ★ (default weapon) | None | None | None | |
Light Particle Beam | ★★★ | ★★★ | +Damage | +Slow | HPB Conversion | ||
Shotgun | ★★★★ | ★ | ★ | +Damage | +Focus | +Slow | |
Riot Cannon | ★★ | ★★ | ★★ | +Damage | +AoE | +Fire | |
Heavy Machine Gun | ★★★ | ★★ | ★ | +Damage | +Accuracy | +Slow | |
Lightning Gun | ★★ | ★★ | ★★ (EMP) | +Damage | +EMP | Cone Conversion | |
Rocket Launcher | ★★ | ★★★★ | ★ | ☆ (slow projectile) | +Damage | +Proj. Speed | +Fire |
Flamethrower | ★★★ | ★ | ★ | ★ (fire damage) | +Damage | +Width | +Afterburn |
Grenade Launcher | ★★★ | ★★ | ★★ | ☆ (slow projectile) | +Damage | +AoE | +Disarm |
Secondary Weapons
Must go in the second weapon slot. (Limit to level 4 and up?)
Name | Limitation | Damage | Range | AoE | Utility | Upgrade Option 1 | Upgrade Option 2 | Upgrade Option 3 |
---|---|---|---|---|---|---|---|---|
Multistunner | Engineer only | ★★ | ★ | ★★ (EMP) | -Reload | +EMP | +Stun Time | |
Sunburst Cannon/Dgun | Guardian only | ★★★★ | ★ | -Reload | +Damage | +Range | ||
Disruptor Bomb | Recon only | ★ | ★★ | ★ | ★ (slow) | -Reload | +AoE | +Slow |
SLAM | ★★ | ★★★★ | ☆ (slow projectile) | -Reload | +range | +AoE | ||
Cluster Bomb | ★★ | ★★ | ★ | -Reload | +Projectiles | +Damage | ||
Concussion Shell | ★★ | ★★★ | -Reload | +Damage | +Charges | |||
Hellfire Grenade | ★ | ★★ | ★ | ★ (fire) | -Reload | +Afterburn | +AoE | |
Terrabomb | ★ | ★★ | ★ | ★ (terraform) | -Reload | +Terraform | +AoE |
System Modules
Having acquired a module you can then choose which of the two upgrade paths to follow.
For example:
At level 2, we can choose any two of the seven modules. Choose Sensor Suite and Ablative Armor.
At level 3, we can do any two of:
* upgrade Sensor Suite to Area Jammer or Drone Director * upgrade Ablative Armor to High Density Plating or Photovoltaic Plating * add a new module * add a new module
Say we upgrade to Drone Director and add High Power Servos. At level 4 we can do any two of:
* upgrade Drone Director to control more drones or have more vision/radar * upgrade Ablative Armor to High Density Plating or Hull Down mode * upgrade High Power Servos for more speed or buoyancy tanks * add a new module * add a new module
The Jumpjets, Nanolathe and Advanced Targeting module groups are mutually exclusive. A commander which takes the Jumpjets path is "Recon-type", a commander which takes the Nanolathe path is "Engineer-type" and a commander which takes the Advanced Targeting path is "Guardian-type".
Name | Description | Upgrade Option 1 | ...followed by: | Upgrade Option 2 | ...followed by: |
---|---|---|---|---|---|
Jumpjets | Jump like Recon com, longer cd/shorter range? | Impact Distributor (damage on landing) | More damage OR -cooldown | Superjump (+range) | ++Range OR -cooldown |
CarRepairer's Nanolathe | +BP | Lazarus Device (+BP, Rez) | +BP | +BP, +BPrange | +BP, +BPrange |
Advanced Targeting | +Range | +Range | ++Range -Speed or +Range | Charge ++Range when still | Better charging OR +Range |
Sensor Suite | Increase vision and radar range. | Area Jammer | +Jammer radius OR +vision, +radar | Drone Director (several drones) | More drones OR +vision, +radar |
Ablative Armor | +HP | High Density Plating (++HP) | ++HP OR +HP, +HP/s | Hull down mode, -HP | Reduce activation time OR +HP, +HP/s |
High Power Servos | +Speed | +Speed | Spider Legs (all-terrain) OR +Speed | Buoyancy Tanks | Water regeneration, buoys faster OR +Speed |
Autorepair System | +HP/s | Nanite Sheath (+HP, +HP/s) | +HP, +HP/s OR ++HP/s | System Reboot (remove status effects, long cooldown) | Lower Reboot cd OR ++HP/s |
Vanguard Deployment | Place Vanguard module in separate structure | Personal Cloak | Area Cloak OR lower E cost | Personal Shield | Area Shield OR stronger shield / faster regen |