Difference between revisions of "User:Aquanim/DraftCommandersOmni4"

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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 and the Vanguard economy module. Maximum level is 7.
+
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.
  
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.
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Level 2: Primary weapon and two modules
 +
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 =
  
 
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.
  
 
== Primary Weapons ==
 
== Primary Weapons ==
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|-
 
|-
 
! Riot Cannon
 
! Riot Cannon
| ★★ || ★★ || ★★ || || +AoE || +Damage || +Fire
+
| ★★ || ★★ || ★★ || || +Damage || +AoE || +Fire
 
|-
 
|-
 
! Heavy Machine Gun
 
! Heavy Machine Gun
| ★★★ || ★★ || ★ || +Damage || +Range || +Slow
+
| ★★★ || ★★ || ★ || || +Damage || +Accuracy || +Slow
 
|-
 
|-
 
! Lightning Gun
 
! Lightning Gun
| ★★ || ★★ || || ★★ (EMP) || +EMP || +Damage || Cone Conversion
+
| ★★ || ★★ || || ★★ (EMP) || +Damage || +EMP || Cone Conversion
 
|-
 
|-
 
! Rocket Launcher
 
! Rocket Launcher
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== Secondary Weapons ==
 
== Secondary Weapons ==
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 +
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
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! Multistunner || Engineer only
 
| || ★★ || ★ || ★★ (EMP) || -Reload || +EMP || +Stun Time
 
| || ★★ || ★ || ★★ (EMP) || -Reload || +EMP || +Stun Time
 
|-
 
|-
! Sunburst Cannon/Dgun
+
! Sunburst Cannon/Dgun || Guardian only
 
| ★★★★ || ★ || || || -Reload || +Damage || +Range
 
| ★★★★ || ★ || || || -Reload || +Damage || +Range
 
|-
 
|-
! SLAM
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! Disruptor Bomb || Recon only
 +
| ★ || ★★ || ★ || ★ (slow) || -Reload || +AoE || +Slow
 +
|-
 +
! SLAM ||
 
| ★★ || ★★★★ || || ☆ (slow projectile) || -Reload || +range || +AoE
 
| ★★ || ★★★★ || || ☆ (slow projectile) || -Reload || +range || +AoE
 
|-
 
|-
! Cluster Bomb
+
! 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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= System Modules =
 
= System Modules =
  
Each System Module may be upgraded once, so the upgrade options are either/or. (Optional: Add further upgrades to some/all modules like Area Cloak/Shield and more generic +HP, etc.)
+
Having acquired a module you can then choose which of the two upgrade paths to follow.
 +
 
 +
For example:
 +
 
 +
At level 2, we can choose any two of the seven modules. Choose Sensor Suite and Ablative Armor.
 +
 
 +
At level 3, we can do any two of:
 +
* upgrade Sensor Suite to Area Jammer or Drone Director
 +
* upgrade Ablative Armor to High Density Plating or Photovoltaic Plating
 +
* add a new module
 +
* add a new module
 +
 
 +
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 Ablative Armor to High Density Plating or Hull Down mode
 +
* upgrade High Power Servos for more speed or buoyancy tanks
 +
* 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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! Description
 
! Description
 
! Upgrade Option 1
 
! Upgrade Option 1
 +
! ...followed by:
 
! Upgrade Option 2
 
! Upgrade Option 2
 +
! ...followed by:
 
|-
 
|-
 
! Jumpjets
 
! Jumpjets
| Jump like Recon com, longer cd?
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| Jump like Recon com, longer cd/shorter range?
 
| Impact Distributor (damage on landing)
 
| Impact Distributor (damage on landing)
| ???
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| More damage OR -cooldown
 +
| Superjump (+range)
 +
| ++Range OR -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, sonar and radar range.
+
| Increase vision and radar range.
 
| Area Jammer
 
| Area Jammer
 +
| +Jammer radius OR +vision, +radar
 
| Drone Director (several drones)
 
| Drone Director (several drones)
 +
| More drones OR +vision, +radar
 
|-
 
|-
 
! Ablative Armor
 
! Ablative Armor
 
| +HP
 
| +HP
 
| High Density Plating (++HP)
 
| High Density Plating (++HP)
| Photovoltaic Plating (+HP, +E/s)
+
| ++HP OR +HP, +HP/s
 +
| Hull down mode, -HP
 +
| Reduce activation time OR +HP, +HP/s
 
|-
 
|-
 
! High Power Servos
 
! High Power Servos
 
| +Speed
 
| +Speed
| Spider Legs (all-terrain)
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| +Speed
| Tank Chassis (+HP, +Speed, flat only)
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| Spider Legs (all-terrain) OR +Speed
|-
+
| Buoyancy Tanks
! CarRepairer's Nanolathe
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| Water regeneration, buoys faster OR +Speed
| +BP
 
| Lazarus Device (+BP, Rez)
 
| Lathe Overclock (+BP, burst BP ability)
 
 
|-
 
|-
 
! Autorepair System
 
! Autorepair System
 
| +HP/s
 
| +HP/s
 
| Nanite Sheath (+HP, +HP/s)
 
| Nanite Sheath (+HP, +HP/s)
 +
| +HP, +HP/s OR ++HP/s
 
| System Reboot (remove status effects, long cooldown)
 
| System Reboot (remove status effects, long cooldown)
 +
| Lower Reboot cd OR ++HP/s
 
|-
 
|-
 
! 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
 
| Personal Shield
 
| Personal Shield
 +
| Area Shield OR stronger shield / faster regen
 
|}
 
|}

Latest revision as of 04:04, 13 November 2019

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

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.

Level 2: Primary weapon and two modules
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 upgrades are *not* mutually exclusive. (Optional: Choose at most 2 upgrades per weapon.)

Not all of the weapon options are meant to be exciting.

Primary Weapons

Name Damage Range AoE Special Upgrade Option 1 Upgrade Option 2 Upgrade Option 3
Beam Laser ★★★ ★★ ★ (default weapon) None None None
Light Particle Beam ★★★ ★★★ +Damage +Slow HPB Conversion
Shotgun ★★★★ +Damage +Focus +Slow
Riot Cannon ★★ ★★ ★★ +Damage +AoE +Fire
Heavy Machine Gun ★★★ ★★ +Damage +Accuracy +Slow
Lightning Gun ★★ ★★ ★★ (EMP) +Damage +EMP Cone Conversion
Rocket Launcher ★★ ★★★★ ☆ (slow projectile) +Damage +Proj. Speed +Fire
Flamethrower ★★★ ★ (fire damage) +Damage +Width +Afterburn
Grenade Launcher ★★★ ★★ ★★ ☆ (slow projectile) +Damage +AoE +Disarm

Secondary Weapons

Must go in the second weapon slot. (Limit to level 4 and up?)

Name Limitation Damage Range AoE Utility Upgrade Option 1 Upgrade Option 2 Upgrade Option 3
Multistunner Engineer only ★★ ★★ (EMP) -Reload +EMP +Stun Time
Sunburst Cannon/Dgun Guardian only ★★★★ -Reload +Damage +Range
Disruptor Bomb Recon only ★★ ★ (slow) -Reload +AoE +Slow
SLAM ★★ ★★★★ ☆ (slow projectile) -Reload +range +AoE
Cluster Bomb ★★ ★★ -Reload +Projectiles +Damage
Concussion Shell ★★ ★★★ -Reload +Damage +Charges
Hellfire Grenade ★★ ★ (fire) -Reload +Afterburn +AoE
Terrabomb ★★ ★ (terraform) -Reload +Terraform +AoE

System Modules

Having acquired a module you can then choose which of the two upgrade paths to follow.

For example:

At level 2, we can choose any two of the seven modules. Choose Sensor Suite and Ablative Armor.

At level 3, we can do any two of:

* upgrade Sensor Suite to Area Jammer or Drone Director
* upgrade Ablative Armor to High Density Plating or Photovoltaic Plating
* add a new module
* add a new module

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 Ablative Armor to High Density Plating or Hull Down mode
* upgrade High Power Servos for more speed or buoyancy tanks
* 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".

Name Description Upgrade Option 1 ...followed by: Upgrade Option 2 ...followed by:
Jumpjets Jump like Recon com, longer cd/shorter range? Impact Distributor (damage on landing) More damage OR -cooldown Superjump (+range) ++Range OR -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 Increase vision and radar range. Area Jammer +Jammer radius OR +vision, +radar Drone Director (several drones) More drones OR +vision, +radar
Ablative Armor +HP High Density Plating (++HP) ++HP OR +HP, +HP/s Hull down mode, -HP Reduce activation time OR +HP, +HP/s
High Power Servos +Speed +Speed Spider Legs (all-terrain) OR +Speed Buoyancy Tanks Water regeneration, buoys faster OR +Speed
Autorepair System +HP/s Nanite Sheath (+HP, +HP/s) +HP, +HP/s OR ++HP/s System Reboot (remove status effects, long cooldown) Lower Reboot cd OR ++HP/s
Vanguard Deployment Place Vanguard module in separate structure Personal Cloak Area Cloak OR lower E cost Personal Shield Area Shield OR stronger shield / faster regen