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Historically ZK has had several commander chassis to provide variety for a bunch of reasons:
 
Historically ZK has had several commander chassis to provide variety for a bunch of reasons:
 
* Initially it was the only way to provide commander variety (because procedural generation of unitdefs was not available)
 
* Initially it was the only way to provide commander variety (because procedural generation of unitdefs was not available)
* Later, because while <code>unitdefs_post</code> solved the former problem, the models existed, and provided some, albeit limited, visual feedback on what the commander was  
+
* Later, because while <code>unitdefs_post</code> solved the former problem, the models existed, and provided some, albeit visual feedback on what the commander was  
 
* Even later, as commanders became mostly "dynamic", for the same legacy reasons
 
* Even later, as commanders became mostly "dynamic", for the same legacy reasons
 
* No model that would display more useful information than the current system exists.
 
* No model that would display more useful information than the current system exists.
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= General Stuff =  
 
= General Stuff =  
 
# The omni-commander model  is at least partially an atlas/lego system. The texture provides various materials to be splatted onto various geometry bits, with few of it strictly dedicated (except for core geometry). Weapons have their own dedicated mini-zones and can share materials.
 
# The omni-commander model  is at least partially an atlas/lego system. The texture provides various materials to be splatted onto various geometry bits, with few of it strictly dedicated (except for core geometry). Weapons have their own dedicated mini-zones and can share materials.
## Animated parts should be empties, with the swappable visual models parented to those empties.
 
 
## Weapons and important abilities are emissive and color coded; some may be animated
 
## Weapons and important abilities are emissive and color coded; some may be animated
 
# Every module is visually represented on the model.
 
# Every module is visually represented on the model.
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## Stackable module choices need to show their stacking limits in the UI.
 
## Stackable module choices need to show their stacking limits in the UI.
 
## Enhancement modules are treated as new modules. E.g. a longer-stun version of a lightning gun simply has a different lightning gun model.
 
## Enhancement modules are treated as new modules. E.g. a longer-stun version of a lightning gun simply has a different lightning gun model.
 
= Draft Bucket List Of Modules =
 
 
{| class="wikitable sortable" style="text-align: center"
 
! Name
 
! Type
 
! Slot
 
! Level
 
! scope="col" class="unsortable" | Description
 
! scope="col" class="unsortable" | Comments
 
|-
 
! Jetpack
 
| System
 
| Back
 
| 1
 
| Allows commander to jump
 
| Large, bulky, visible
 
|-
 
! Beam Laser
 
| Weapon
 
| Arm
 
| 1
 
| Kills things
 
| Long teal/blue emissive line along top
 
|-
 
! Combat Drone Kit
 
| System
 
| Back
 
| 2
 
| Launches Fireflies
 
| Moving mechanical stuff. Possibly can also dock drones if drone tech advances?
 
Conflicts with jump, but not with shield/cloak.
 
|-
 
! Personal Shield
 
| System
 
| Head
 
| 2
 
| Provides a small shield
 
| Crown that reminds an Aspis. Incompatible with cloak.
 
|-
 
! Personal Cloak
 
| System
 
| Head
 
| 2
 
| Cloaks commander
 
| Teal glowing halo, like Scythe/Iris backpacks. Incompatible with shield.
 
|-
 
! Advanced Nanolathe
 
| System
 
| Shoulder
 
| 1
 
| More nano range, slightly more build power
 
| Replaces default nano, bigger.
 
|}
 

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