User:Aquanim/DraftCommanders

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Level Structure

Commanders start at level 1 and can morph to level 7. New slots are unlocked at each level.

Level 2 Primary Weapon Module
Level 3 Subsystem Module
Level 4 Secondary/Upgraded Weapon Module Module
Level 5 Subsystem Module Module
Level 6 Subsystem Module Module
Level 7 Module Module Module

Modules

In each Module slot the commander adds one of the following modules, up to the stated maximum:

  • Ablative Armor Plates (max 6): Increases HP
  • Damage Booster (max 6): Increases damage
  • High Power Servos (max 2): Increases move speed
  • CarRepairer's Nanolathe (max 2): Increases build power
  • Autorepair Module (max 2): Increases auto-repair
  • Field Radar Module (max 1): Adds radar

Each commander chassis specialises in a particular module:

  • Strike: Autorepair max 2 > 6
  • Engineer: CarRepairer's Nanolathe max 2 > 6
  • Guardian: Advanced Targeting max 0 > 4
  • Recon: High Power Servos max 2 > 6

Weapons

At Level 2:

  • Every commander gets a Primary weapon.

At Level 4:

  • Strike and Guardian commanders choose between a second Primary weapon or a Secondary weapon.
  • Support and Recon commanders choose between replacing their first weapon (if applicable) with an Upgraded weapon, or a Secondary weapon.

Subsystems

Each chassis has a selection of Minor and Major Subsystems, to be chosen in the Subsystem slots. Major subsystems cannot be chosen before level 5.

(Limit one Major subsystem overall? Not sure if necessary.)

Chassis Description

Chassis Primary Weapons Secondary/Upgraded Weapons Minor Subsystems Major Subsystems
Strike Lightning Gun
Beam Laser
Electron Jet
Scatter Beam
Multistunner
Sunburst Cannon (?)
Terrabomb
Flux Amplifier
Mobius System
Personal Shield
Personal Cloak
Run Your Boi
System Reboot
(Lazarus Device)
Engineer Light Particle Beam
Beam Laser
Scatter Beam
Missile Launcher
Heavy Particle Beam (from LPB)
Disruptor Bomb
Terrabomb
Disruptor Ammo
Lazarus Device
Dual-Phase Lathe
ELINT Handler
Disruptor Drones
Pocket Genie
(Personal Shield)
Guardian Rocket Launcher
Riot Cannon
Shotgun
Missile Launcher
Cluster Bomb
S.L.A.M.
Hellfire Grenade
Napalm Warheads
Vanguard Deployment
High-Density Plating
Hybrid CPU
Assault Drones
Anchoring System
(Personal Shield)
Recon Flamethrower
Heavy Machine Gun
Shotgun
Railgun
Heat Ray (from Flamethrower)
Concussion Shell
Hellfire Grenade
Dispersion Device
Personal Cloak
Jump Booster
Sensor Suite
Augmented Hydraulics
Lathe Overclocker
(Vanguard Deployment)

Weapons Listing

Weapons not listed are not fundamentally changed.

  • Heat Ray should be really strong.
  • Terrabomb does some terraform thing like a Quake.
  • Electron Jet is similar to Flamethower, but EMP damage instead of fire.
  • Scatter Beam is a beam shotgun as in Trisula.
  • Railgun has similar characteristics to LPB: longer range but less damage than other hitscan-esque weapons
  • Change Engineer Beam Laser to a Buoy-like weapon?

Subsystems Listing

Strike

  • Flux Amplifier - Beam laser, Disintegrator, Terrabomb, Electron Jet: Range increase. Lightning Rifle, Multistunner: EMP increase. Scatter beam: Tighter spread
  • Mobius System - +10 HP regen. 3+ Autorepair grants +20 energy income.
  • Personal Shield - Incompatible with Personal Cloak
  • Personal Cloak - Incompatible with Personal Shield
  • Run Your Boi -
  • System Reboot - Remove status effects. Details TBD.

Engineer

  • Disruptor Ammo - Add slow damage to LPB/beam/scatter/HPB/terrabomb, increase slow damage of Disruptor Bomb
  • Lazarus Device
  • Dual-Phase Lathe - +5 build power. 3+ Nanolathes grants increased build radius.
  • ELINT Handler - Area jammer, increases Field Radar radius
  • Disruptor Drones - Gain four Viper drones
  • Pocket Genie - Djinn sidearm

Guardian

  • Napalm Warheads
  • Vanguard Deployment - Deploy resource generator
  • High-Density Plating - +HP
  • Hybrid CPU - +10% range. 3+ AdvTarget grants ???
  • Assault Drones - Gain four Heavy drones
  • Anchoring Module - Reduced damage when stationary

Recon

  • Corrosive Ammo - Units damaged by the commander cannot be repaired for X seconds.
  • Personal Cloak
  • Jump Booster - Decreased jump cooldown. 3+ Servos grants damage on landing.
  • Sensor Array - Increased vision radius, increases Field Radar radius
  • Augmented Hydraulics - Large speed increase
  • Lathe Overclocker - Temporary build power boost.

Speculative Quantification

Commander Stats

Note that HP/lvl only takes effect at level 3 and above.

  • Morph Costs: Level 2 - 50, Level 3 - 300, All subsequent levels - 500
  • Default: 128 build range, 5 HP/s combat repair
  • Strike: 3200 + 500/lvl HP, 10 HP/s combat repair
  • Engineer: 3000 + 500/lvl HP, 180 build range
  • Guardian: 3400 + 800/lvl HP
  • Recon: 2750 + 500/lvl HP, Jump has 25s CD

Modules

All modules cost 50. (Could roll this into default morph cost.)

  • Ablative Armor Plates (max 6): +600 HP
  • Damage Booster (max 6): +10% weapon damage
  • High Power Servos (max 2/6): +4 elmo/s
  • CarRepairer's Nanolathe (max 2/6): +5 BP
  • Autorepair Module (max 2/6): +10 HP/s
  • Advanced Targeting (max 0/4): +10% weapon range
  • Field Radar Module (max 1): Adds radar, 1800 radius

Weapons

All weapons cost 0 unless otherwise indicated.

Primary and Upgraded Weapons

Name Range Reload time Damage DPS Strike Engineer Guardian Recon Notes
Lightning Rifle 300 1.83 220+550 120+300 EMP duration: 1s
Beam Laser 330 150 Constant beam
Electron Jet 270 0.17 11+11 66+66 EMP duration: 1s
Pierces units
Does more damage against larger units
Scatter Beam 290 1.5 32x9 (288) 192
Light particle beam 310 0.33 55 165
Heavy particle beam 390 2.5 800 320
Missile launcher 415 1 80 80 Homing
Rocket launcher 430 3 360 120 Not homing
Riot cannon 275 2 220 110 AoE
Shotgun 290 2 32x12 (384) 192
Flame thrower 270 0.17 11 66 Sets units on fire for 15s(15 DPS)
Pierces units
Does more damage against larger units
Heatray 320 0.1 0 - 60 0 - 600 Damage falls off linearly with range
Machine Gun 285 0.17 30 180
Railgun 330 0.5 75 150
Pea Shooter 300 0.1 12 120 Default weapon

Secondary Weapons

TBD

Subsystems

All subsystems cost 0 unless otherwise indicated.

Strike Subsystems

Name Type Description
Flux Amplifier Minor Default: +25% weapon range. LR, EJ, MS: +25% EMP damage, +1s EMP time. SB: 15% weapon range, decreased spread
Mobius System Minor +10 HP/s regen. 3+ Autorepair grants +20 energy income.
Personal Shield Minor 1250 HP shield. Incompatible with Personal Cloak.
Personal Cloak Minor Cloaks the commander. Incompatible with Personal Shield.
Run Your Boi Major ???
System Reboot Major Removes EMP/Slow/Disarm effects when triggered, or when 100% stunned. 120 second cooldown.
Lazarus Device Major Commander can resurrect wrecks.

Engineer Subsystems

Name Type Description
Disruptor Ammo Minor Default: +100% damage as slow. DB: 2x slow, 3s overslow.
Lazarus Device Minor Commander can resurrect wrecks.
Dual-Phase Lathe Minor +40 build range, +20 per Nanolathe.
ELINT Handler Minor 500 range jammer. +1000 to Radar module radius.
Disruptor Drones Major +1 slowdrone, +1 for each drone module.
Pocket Genie Major Removes EMP/Slow/Disarm effects when triggered, or when 100% stunned. 120 second cooldown.
Personal Shield Major 1250 HP shield.

Guardian Subsystems

Name Type Description
Napalm Warheads Minor Default: Increase weapon AoE by 16, sets targets on fire. Manual weapons: ???
Vanguard Deployment Minor Deploys Vanguard economy module.
High-Density Plating Minor +400 HP, +400 per Ablative.
Hybrid CPU Minor +10% weapon range, +5 energy/s per AdvTarget.
Assault Drones Major +1 heavy drone, +1 for each drone module.
Anchoring Module Major Reduces damage by 50% when stationary.
Personal Shield Major 1250 HP shield.

Recon Subsystems

Name Type Description
Dispersion Device Minor Default: Increased weapon AoE by 64. Manual weapons: ???
Personal Cloak Minor Cloaks the commander.
Jump Booster Minor Jump cooldown decreased to 12s. 200 damage on landing for each Damage Booster.
Sensor Array Minor Vision and sonar radius increased to 800. +1000 to Radar module radius.
Augmented Hydraulics Major +10 elmo/s movespeed.
Lathe Overclocker Major +50 build power for 15 seconds. Commander cannot build for remainder of 60s cooldown.
Vanguard Deployment Major Deploys Vanguard economy module.