Difference between revisions of "User:Aquanim/DraftCommandersOmni"

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(Created page with "= Level Structure = Commanders start at level 1 with their default weapon. At level 2 they get to choose two modifications; at all subsequent levels they get three. The type...")
 
 
(37 intermediate revisions by the same user not shown)
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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: #fa4">Upgraded</span> Weapon, consuming two weapon slots and replacing a Primary Weapon
+
<span style="color: #fa4">Upgraded</span> Weapon, consuming two weapon slots (possibly should require two modification slots as well?)
  
<span style="color: #bbf">Module</span>, no specific requirements
+
<span style="color: #bbf">Module</span>, with individual limits on quantity
  
 
<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
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<span style="color: #a2a">Major Subsystem</span>, consuming one subsystem slot
 
<span style="color: #a2a">Major Subsystem</span>, consuming one subsystem slot
  
<b>Weapon Slots:</b> Start with one, second is unlocked at level 4.
+
<b>Weapon Slots:</b> Start with one, second is unlocked at level 4. The starting slot cannot be filled by a secondary weapon. <Can the level-4 slot be filled by a primary weapon?>
  
<b>Subsystem Slots:</b> Unlocked at level 3, 5 and 7. The level 3 slot can only be filled by a minor subsystem.
+
<b>Subsystem Slots:</b> Unlocked at level 3, 5 and 7. The level 3 slot cannot be filled by a major subsystem.
 +
 
 +
[[File:omnicomm_draft_ui.png]]
  
 
= Weapons =
 
= Weapons =
  
 
== Primary and Upgraded Weapons ==
 
== Primary and Upgraded Weapons ==
 +
 +
{| class="wikitable sortable" style="text-align: center"
 +
! Name
 +
! Damage
 +
! Range
 +
! AoE
 +
! Special
 +
! scope="col" class="unsortable" | <span style="color: #4f4">Weapon Aug</span>
 +
|-
 +
! Light Particle Beam
 +
| ★★ || ★★ || || ★★ (default weapon, upgrades to HPB/SR) || None
 +
|-
 +
! Beam Laser
 +
| ★★★ || ★★★ || || || +Range
 +
|-
 +
! 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
 +
|-
 +
! <span style="color: #fa4">Heavy Particle Beam</span>
 +
| ★★★★ || ★★★ || || ☆ (consumes two weapon slots) || +damage/+range
 +
|-
 +
! <span style="color: #fa4">Shock Rifle</span> (?)
 +
| ★★ || ★★★★★ || || ☆ (consumes two weapon slots) || +damage/+damage
 +
|-
 +
! <span style="color: #fa4">Scatter Beam</span> (?)
 +
| ★★★★★ || ★★ || || ☆ (consumes two weapon slots) || +damage/+fire
 +
|}
  
 
== Secondary Weapons ==
 
== Secondary Weapons ==
 +
 +
Star ratings are not on the same scale as the previous table.
 +
 +
{| class="wikitable sortable" style="text-align: center"
 +
! Name
 +
! Damage
 +
! Range
 +
! AoE
 +
! Utility
 +
! scope="col" class="unsortable" | <span style="color: #4f4">Weapon Aug</span>
 +
|-
 +
! Multistunner
 +
| || ★★ || ★ || ★★ (EMP) || +EMP
 +
|-
 +
! Sunburst Cannon
 +
| ★★★★ || ★ || || || +damage
 +
|-
 +
! SLAM
 +
| ★★ || ★★★★ || || ☆ (slow projectile) || +range
 +
|-
 +
! Cluster Bomb
 +
| ★★ || ★★ || ★ || || +damage
 +
|-
 +
! Concussion Shell
 +
| ★★ || ★★★ ||  || || -reload
 +
|-
 +
! Hellfire Grenade
 +
| ★ || ★★ || ★ || ★ (fire) || +AoE
 +
|-
 +
! Terrabomb
 +
| ★ || ★★ || ★ || ★ (terraform) || +AoE
 +
|}
  
 
= Subsystems =
 
= Subsystems =
 +
 +
== Minor Subsystems ==
 +
 +
{| class="wikitable sortable" style="text-align: center"
 +
! Name
 +
! Description
 +
|-
 +
! Lazarus Device
 +
|
 +
|-
 +
! Vanguard Deployment
 +
| Deploys commander resource generator as a building
 +
|-
 +
! Sensor Suite
 +
| Increase vision, sonar and radar range (stacks with Field Radar)
 +
|-
 +
! Disruptor Drones
 +
| Add a couple of Vipers (stackable?)
 +
|-
 +
! Advanced Targeting
 +
| Increases weapon range
 +
|-
 +
! Jumpjets
 +
| Jump like a Recon commander
 +
|-
 +
! Personal Shield
 +
|
 +
|-
 +
! Personal Cloak
 +
|
 +
|}
 +
 +
== Major Subsystems ==
 +
 +
{| class="wikitable sortable" style="text-align: center"
 +
! 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 and replaces Personal Shield.
 +
|-
 +
! Area Cloaker
 +
| Requires and replaces Personal Cloaker.
 +
|-
 +
! Impact Distributor
 +
| Requires Jumpjets. Damage on impact.
 +
|}
 +
 +
Maybe: Lobster gun, Djinn gun
 +
 +
Borrowed ideas: EMP Overload (stuns self and nearby units)
  
 
= Modules =
 
= Modules =
 +
 +
{| class="wikitable sortable" style="text-align: center"
 +
! Name
 +
! Level 1
 +
! Level 2
 +
! Level 3
 +
! Level 4 (chassis-specific)
 +
|-
 +
! Ablative Armor Plates
 +
| +HP || ++HP || +++HP || +++HP
 +
|-
 +
! CarRepairer's Nanolathe
 +
| +BP || +BP || +BP, +Brange || +BP, +Brange
 +
|-
 +
! Damage Booster
 +
| +DPS || ++DPS || +++DPS || --
 +
|-
 +
! High Power Servos
 +
| +Speed || +Speed || +Speed || +Speed
 +
|-
 +
! Autorepair Module
 +
| +HP/s || ++HP/s || +++HP/s || --
 +
|-
 +
! Field Radar
 +
| Basic radar || -- || -- || --
 +
|-
 +
! Buoyancy Tanks
 +
| Float toggle || -- || -- || --
 +
|}
 +
 +
= Basic Chassis =
 +
 +
<b>Recon:</b> Max Servos +1, exclusive access to {Jump, Impact Distributor, Scatter Beam}, cannot equip Rocket Launcher
 +
 +
<b>Engineer:</b> Max Nanolathe +1, exclusive access to {Disruptor Drones, Lathe Overclock, Shock Rifle}, cannot equip Shotgun
 +
 +
<b>Battle:</b> Max Ablative +1, exclusive access to {Advanced Targeting, System Reboot, Heavy Particle Beam}, cannot equip Lightning Gun

Latest revision as of 19:53, 2 April 2019

Level Structure

Commanders start at level 1 with their default weapon. At level 2 they get to choose two modifications; at all subsequent levels they get three.

The types of modification are:

Primary Weapon, consuming one weapon slot

Secondary Weapon, consuming one weapon slot

Upgraded Weapon, consuming two weapon slots (possibly should require two modification slots as well?)

Module, with individual limits on quantity

Weapon Aug, requiring a specific weapon to be previously or concurrently selected

Minor Subsystem, consuming one subsystem slot

Major Subsystem, consuming one subsystem slot

Weapon Slots: Start with one, second is unlocked at level 4. The starting slot cannot be filled by a secondary weapon. <Can the level-4 slot be filled by a primary weapon?>

Subsystem Slots: Unlocked at level 3, 5 and 7. The level 3 slot cannot be filled by a major subsystem.

Omnicomm draft ui.png

Weapons

Primary and Upgraded Weapons

Name Damage Range AoE Special Weapon Aug
Light Particle Beam ★★ ★★ ★★ (default weapon, upgrades to HPB/SR) None
Beam Laser ★★★ ★★★ +Range
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
Heavy Particle Beam ★★★★ ★★★ ☆ (consumes two weapon slots) +damage/+range
Shock Rifle (?) ★★ ★★★★★ ☆ (consumes two weapon slots) +damage/+damage
Scatter Beam (?) ★★★★★ ★★ ☆ (consumes two weapon slots) +damage/+fire

Secondary Weapons

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 ★★ ★★★ -reload
Hellfire Grenade ★★ ★ (fire) +AoE
Terrabomb ★★ ★ (terraform) +AoE

Subsystems

Minor Subsystems

Name Description
Lazarus Device
Vanguard Deployment Deploys commander resource generator as a building
Sensor Suite Increase vision, sonar and radar range (stacks with Field Radar)
Disruptor Drones Add a couple of Vipers (stackable?)
Advanced Targeting Increases weapon range
Jumpjets Jump like a Recon commander
Personal Shield
Personal Cloak

Major Subsystems

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 and replaces Personal Shield.
Area Cloaker Requires and replaces Personal Cloaker.
Impact Distributor Requires Jumpjets. Damage on impact.

Maybe: Lobster gun, Djinn gun

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

Modules

Name Level 1 Level 2 Level 3 Level 4 (chassis-specific)
Ablative Armor Plates +HP ++HP +++HP +++HP
CarRepairer's Nanolathe +BP +BP +BP, +Brange +BP, +Brange
Damage Booster +DPS ++DPS +++DPS --
High Power Servos +Speed +Speed +Speed +Speed
Autorepair Module +HP/s ++HP/s +++HP/s --
Field Radar Basic radar -- -- --
Buoyancy Tanks Float toggle -- -- --

Basic Chassis

Recon: Max Servos +1, exclusive access to {Jump, Impact Distributor, Scatter Beam}, cannot equip Rocket Launcher

Engineer: Max Nanolathe +1, exclusive access to {Disruptor Drones, Lathe Overclock, Shock Rifle}, cannot equip Shotgun

Battle: Max Ablative +1, exclusive access to {Advanced Targeting, System Reboot, Heavy Particle Beam}, cannot equip Lightning Gun