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Revision as of 17:01, 4 August 2019
Contents
Level Structure
Commanders start at level 1 with their default weapon.
The types of modification are:
Primary Weapon, consuming one weapon slot
Secondary Weapon, consuming one weapon slot
Module, progressing in one of the module trees; (level 3 modules cannot be taken before level 5 com?)
Weapon Aug, requiring a specific weapon to be previously or concurrently selected
Minor Subsystem, consuming one subsystem slot
Major Subsystem, consuming one subsystem slot; one can be chosen at/after levels 5 and 7
- Level 2: Primary Weapon, Module
- Level 3: Subsystem or Aug, Module
- Level 4: Primary or Secondary Weapon, Module
- Level 5: Subsystem or Aug, Module
- Level 6: Subsystem or Aug, Module
- Level 7: Subsystem or Aug, Module
Weapons
Primary and Upgraded Weapons
Name | Damage | Range | AoE | Special | Weapon Aug |
---|---|---|---|---|---|
Beam Laser | ★★★ | ★★ | ★ (default weapon) | None | |
Light Particle Beam | ★★★ | ★★★ | +Range, +DPS, -Reload (HPB) | ||
Shotgun | ★★★★ | ★ | ★ | +Damage | |
Riot Cannon | ★★ | ★★ | ★★ | +AoE | |
Heavy Machine Gun | ★★★ | ★★ | ★ | +Slow | |
Lightning Gun | ★★ | ★★ | ★★ (EMP) | +EMP | |
Rocket Launcher | ★★ | ★★★★ | ★ | ☆ (slow projectile) | +Fire |
Missile Launcher | ★★ | ★★★★ | +Burst | ||
Flamethrower | ★★★ | ★ | ★ | ★ (fire damage) | +Afterburn |
Grenade Launcher | ★★★ | ★★ | ★★ | ☆ (slow projectile) | +Disarm |
Secondary Weapons
Star ratings are not on the same scale as the previous table.
Name | Damage | Range | AoE | Utility | Weapon Aug |
---|---|---|---|---|---|
Multistunner | ★★ | ★ | ★★ (EMP) | +EMP | |
Sunburst Cannon | ★★★★ | ★ | +damage | ||
SLAM | ★★ | ★★★★ | ☆ (slow projectile) | +range | |
Cluster Bomb | ★★ | ★★ | ★ | +damage | |
Concussion Shell | ★★ | ★★★ | +charges | ||
Hellfire Grenade | ★ | ★★ | ★ | ★ (fire) | +AoE |
Terrabomb | ★ | ★★ | ★ | ★ (terraform) | +AoE |
Subsystems
Minor Subsystems
Name | Description |
---|---|
Vanguard Deployment | Deploys commander resource generator as a building |
Sensor Suite | Increase vision, sonar and radar range. |
Disruptor Drones | Add a couple of Vipers (stackable?) |
Advanced Targeting | Increases weapon range |
Personal Shield | Incompatible with Cloaks. |
Personal Cloak | Incompatible with Shields. |
Major Subsystems
Name | Description |
---|---|
Energy Cell | +E/s, Large explosion on death. |
System Reboot | Purges status effects, very long cooldown. |
Lathe Overclock | Temporary build speed increase. |
Area Shield | Requires Personal Shield. Incompatible with Cloaks. |
Area Cloaker | Requires Personal Cloaker. Incompatible with Shields. |
Impact Distributor | Requires Jumpjets. Damage on impact. |
Maybe: Lobster gun, Djinn gun
Borrowed ideas: EMP Overload (stuns self and nearby units)
Modules
Alternatives:
One option can be taken on each path at levels 1, 2 and 3.
OR
At most three options can be taken on any one path. (Implied by the alternative structure.)
OR
Unlimited. (Not recommended.)
Armour Module Path
Level 1:
(A) +HP
(B) Buoyancy
Level 2:
(A) ++HP
(B) +HP, +Regen
Level 3:
(A) ++HP (requires 2A)
(B) +HP, +Regen
(C) ++Regen (requires 2B)
Combat Module Path
Level 1:
(A) Radar
(B) +Damage
(C) Jump
Level 2:
(A) +Damage (requires 1A or 1B)
(B) +Speed
(C) Jump does damage (requires 1C)
Level 3:
(A) +Damage (Requires 2A or 2B)
(B) +Speed (Requires 2B or 2C)
Economic Module Path
Level 1:
(A) +BP
(B) +Storage
Level 2:
(A) Lazarus (requires 1A)
(B) +BP, +Brange
(C) +M/s (requires 1B)
Level 3:
(A) +++BP
Alternative
Armour Module Path
+HP > +HP > ++HP
+Regen > +Regen > ++Regen
Mobility Movement Path
Jump >>> Impact Distributor
At most one of {Spider legs, Tank legs}
Buoyancy
Speed >>> More speed
Battle Module Path
Radar, damage, etc.
Economy Module Path
+BP > +BP, +Brange > +++BP
Storage > +M/s
(Lazarus as offshoot or subsystem)