Difference between revisions of "User:Aquanim/DraftCommandersOmni3"

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<span style="color: #ff4">Secondary Weapon</span>, consuming one weapon slot
 
<span style="color: #ff4">Secondary Weapon</span>, consuming one weapon slot
  
<span style="color: #bbf">Module</span>, progressing in one of the module trees; (level 3 modules cannot be taken before level 5 com?)
+
<span style="color: #bbf">Module</span>, progressing in one of the module trees; (level 3 modules/three in one path cannot be taken before level 5 com?)
  
 
<span style="color: #4f4">Weapon Aug</span>, requiring a specific weapon to be previously or concurrently selected
 
<span style="color: #4f4">Weapon Aug</span>, requiring a specific weapon to be previously or concurrently selected
Line 92: Line 92:
 
|-
 
|-
 
! Concussion Shell
 
! Concussion Shell
| ★★ || ★★★ ||  || || -reload
+
| ★★ || ★★★ ||  || || +charges
 
|-
 
|-
 
! Hellfire Grenade
 
! Hellfire Grenade
Line 108: Line 108:
 
! Name  
 
! Name  
 
! Description
 
! Description
|-
 
! Lazarus Device
 
|
 
 
|-
 
|-
 
! Vanguard Deployment
 
! Vanguard Deployment
Line 151: Line 148:
 
! Area Cloaker
 
! Area Cloaker
 
| Requires Personal Cloaker. Incompatible with Shields.
 
| Requires Personal Cloaker. Incompatible with Shields.
|-
 
! Impact Distributor
 
| Requires Jumpjets. Damage on impact.
 
 
|}
 
|}
  
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= Modules =
 
= Modules =
  
Either any module from the next level is selectable or there is some kind of tree arrangement.
+
Alternatives:
 +
 
 +
One option can be taken on each path at levels 1, 2 and 3.
 +
 
 +
OR
 +
 
 +
At most three-four 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
  
== Defensive Module Path ==
+
Level 3:
  
Level 1: +HP
+
(A) ++HP (requires 2A)
  
Level 2: ++HP or +HP, +Regen
+
(B) +HP, +Regen
  
Level 3: ++HP or +HP, +Regen or +HP, +Speed
+
(C) ++Regen (requires 2B)
  
== Combat/Utility Module Path ==
+
== Combat Module Path ==
  
 
Level 1:
 
Level 1:
 +
 
(A) Radar
 
(A) Radar
 +
 
(B) +Damage
 
(B) +Damage
 +
 
(C) Jump
 
(C) Jump
  
 
Level 2:
 
Level 2:
(A) +Range (requires 1A or 1B)
+
 
(B) +Speed (requires 1*)
+
(A) +Damage (requires 1A or 1B)
 +
 
 +
(B) +Speed
 +
 
 
(C) Jump does damage (requires 1C)
 
(C) Jump does damage (requires 1C)
  
 
Level 3:
 
Level 3:
 +
 
(A) +Damage (Requires 2A or 2B)
 
(A) +Damage (Requires 2A or 2B)
 +
 
(B) +Speed (Requires 2B or 2C)
 
(B) +Speed (Requires 2B or 2C)
  
 
== Economic Module Path ==
 
== Economic Module Path ==
  
Level 1: +BP
+
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 ==
 +
 
 +
=== Combat Module Path ===
 +
 
 +
+HP > +HP > ++HP
 +
 
 +
+Regen > +Regen > ++Regen
 +
 
 +
+Damage > +Damage > ++Damage
 +
 
 +
=== Mobility Movement Path ===
 +
 
 +
Jump >>> Impact Distributor
 +
 
 +
At most one of {Spider legs, Tank legs}
 +
 
 +
Buoyancy
 +
 
 +
Speed >>> More speed
 +
 
 +
=== Economy Module Path ===
 +
 
 +
+BP > +BP, +Brange > +++BP
 +
 
 +
Storage > +M/s
  
Level 2: ++BP or +BP,+Brange
+
Radar
  
Level 3: +M/s or ++BP or ++Brange
+
(Lazarus as offshoot or subsystem)

Latest revision as of 18:13, 4 August 2019

Level Structure[edit]

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/three in one path 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[edit]

Primary and Upgraded Weapons[edit]

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[edit]

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[edit]

Minor Subsystems[edit]

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[edit]

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.

Maybe: Lobster gun, Djinn gun

Borrowed ideas: EMP Overload (stuns self and nearby units)

Modules[edit]

Alternatives:

One option can be taken on each path at levels 1, 2 and 3.

OR

At most three-four options can be taken on any one path. (Implied by the alternative structure.)

OR

Unlimited. (Not recommended.)

Armour Module Path[edit]

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[edit]

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[edit]

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[edit]

Combat Module Path[edit]

+HP > +HP > ++HP

+Regen > +Regen > ++Regen

+Damage > +Damage > ++Damage

Mobility Movement Path[edit]

Jump >>> Impact Distributor

At most one of {Spider legs, Tank legs}

Buoyancy

Speed >>> More speed

Economy Module Path[edit]

+BP > +BP, +Brange > +++BP

Storage > +M/s

Radar

(Lazarus as offshoot or subsystem)