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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 (which will be replaced at level 2) and the Vanguard economy module. Maximum level is 7.
+
Commanders start at level 1 with their default weapon and the Vanguard economy module. Maximum level is 7.
  
Level 2: Primary weapon and two modules
+
At each level, choose one <span style="color: #f44">Weapon Module</span> to add or upgrade and two <span style="color: #bbf">System Module</span>s to add or upgrade.
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 =
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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.
+
Not all of the weapon options are meant to be exciting. Many of them functionally replace Damage Booster and Advanced Targeting System.
  
 
== Primary Weapons ==
 
== Primary Weapons ==
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== 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
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! Upgrade Option 3
 
! Upgrade Option 3
 
|-
 
|-
! Multistunner || Engineer only
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! Multistunner
 
| || ★★ || ★ || ★★ (EMP) || -Reload || +EMP || +Stun Time
 
| || ★★ || ★ || ★★ (EMP) || -Reload || +EMP || +Stun Time
 
|-
 
|-
! Sunburst Cannon/Dgun || Guardian only
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! Sunburst Cannon/Dgun
 
| ★★★★ || ★ || || || -Reload || +Damage || +Range
 
| ★★★★ || ★ || || || -Reload || +Damage || +Range
 
|-
 
|-
! Disruptor Bomb || Recon only
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! SLAM
| ★ || ★★ || ★ || ★ (slow) || -Reload || +AoE || +Slow
 
|-
 
! SLAM ||
 
 
| ★★ || ★★★★ || || ☆ (slow projectile) || -Reload || +range || +AoE
 
| ★★ || ★★★★ || || ☆ (slow projectile) || -Reload || +range || +AoE
 
|-
 
|-
! Cluster Bomb ||
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! Cluster Bomb
 
| ★★ || ★★ || ★ || || -Reload || +Projectiles || +Damage
 
| ★★ || ★★ || ★ || || -Reload || +Projectiles || +Damage
 
|-
 
|-
! Concussion Shell ||
+
! Concussion Shell
 
| ★★ || ★★★ ||  || || -Reload || +Damage || +Charges  
 
| ★★ || ★★★ ||  || || -Reload || +Damage || +Charges  
 
|-
 
|-
! Hellfire Grenade ||
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! Hellfire Grenade
 
| ★ || ★★ || ★ || ★ (fire) || -Reload || +Afterburn || +AoE  
 
| ★ || ★★ || ★ || ★ (fire) || -Reload || +Afterburn || +AoE  
 
|-
 
|-
! Terrabomb ||
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! Terrabomb
 
| ★ || ★★ || ★ || ★ (terraform) || -Reload || +Terraform || +AoE  
 
| ★ || ★★ || ★ || ★ (terraform) || -Reload || +Terraform || +AoE  
 
|}
 
|}
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Say we upgrade to Drone Director and add High Power Servos. At level 4 we can do any two of:
 
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 Drone Director to Drone Director +, which controls more drones
  * upgrade Ablative Armor to High Density Plating or Hull Down mode
+
  * upgrade Ablative Armor to High Density Plating or Photovoltaic Plating
  * upgrade High Power Servos for more speed or buoyancy tanks
+
  * upgrade High Power Servos to Spider Legs or Tank Chassis
 
  * add a new module
 
  * add a new module
 
  * 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"
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|-
 
|-
 
! Jumpjets
 
! Jumpjets
| Jump like Recon com, longer cd/shorter range?
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| Jump like Recon com, longer cd?
 
| Impact Distributor (damage on landing)
 
| Impact Distributor (damage on landing)
| More damage OR -cooldown
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| More damage
| Superjump (+range)
+
| Superjump (+range, -cooldown)
| ++Range OR -cooldown
+
| +range, -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 and radar range.
+
| Increase vision, sonar and radar range.
 
| Area Jammer
 
| Area Jammer
| +Jammer radius OR +vision, +radar
+
| Increase radius
 
| Drone Director (several drones)
 
| Drone Director (several drones)
| More drones OR +vision, +radar
+
| More drones
 
|-
 
|-
 
! Ablative Armor
 
! Ablative Armor
 
| +HP
 
| +HP
 
| High Density Plating (++HP)
 
| High Density Plating (++HP)
| ++HP OR +HP, +HP/s
+
| ++HP
| Hull down mode, -HP
+
| Photovoltaic Plating (+HP, +E/s)
| Reduce activation time OR +HP, +HP/s
+
| +HP, +E/s
 
|-
 
|-
 
! High Power Servos
 
! High Power Servos
 
| +Speed
 
| +Speed
 +
| Spider Legs (all-terrain)
 
| +Speed
 
| +Speed
| Spider Legs (all-terrain) OR +Speed
+
| Tank Chassis (+HP, +Speed, flat only)
| Buoyancy Tanks
+
| +Speed
| Water regeneration, buoys faster OR +Speed
+
|-
 +
! CarRepairer's Nanolathe
 +
| +BP, +Brange
 +
| Lazarus Device (+BP, Rez)
 +
| +BP
 +
| Lathe Overclock (+BP, burst BP ability)
 +
| +BP
 
|-
 
|-
 
! Autorepair System
 
! Autorepair System
 
| +HP/s
 
| +HP/s
 
| Nanite Sheath (+HP, +HP/s)
 
| Nanite Sheath (+HP, +HP/s)
| +HP, +HP/s OR ++HP/s
+
| +HP, +HP/s
 
| System Reboot (remove status effects, long cooldown)
 
| System Reboot (remove status effects, long cooldown)
| Lower Reboot cd OR ++HP/s
+
| +HP/s, lower Reboot cd
 
|-
 
|-
 
! 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
+
| Area Cloak
 
| Personal Shield
 
| Personal Shield
| Area Shield OR stronger shield / faster regen
+
| Area Shield
 
|}
 
|}

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