Difference between revisions of "User:Aquanim/DraftCommandersOmni4"

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= General Comments =
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 +
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.
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= 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 6.
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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 three modules or module upgrades. Cannot choose/upgrade a particular module more than once in the same level.
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Level 2: Primary weapon and two modules
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Level 3: Two modules
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Level 4: Weapon and two modules
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Level 5: Two modules
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Level 6: Three modules
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Level 7: Three modules
  
 
= Weapon Modules =
 
= Weapon Modules =
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{| 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
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! Sunburst Cannon/Dgun || Guardian only
 
| ★★★★ || ★ || || || -Reload || +Damage || +Range
 
| ★★★★ || ★ || || || -Reload || +Damage || +Range
 
|-
 
|-
! SLAM
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! Disruptor Bomb || Recon only
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| ★ || ★★ || ★ || ★ (slow) || -Reload || +AoE || +Slow
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|-
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! 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
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! 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 control more drones or have more vision/radar
  * upgrade Ablative Armor to High Density Plating or Photovoltaic Plating
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  * upgrade Ablative Armor to High Density Plating or Hull Down mode
  * upgrade High Power Servos to Spider Legs or Tank Chassis
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  * upgrade High Power Servos for more speed or buoyancy tanks
 
  * add a new module
 
  * add a new module
 
  * add a new module
 
  * add a new module
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 +
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'''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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| Superjump (+range)
 
| Superjump (+range)
 
| ++Range OR -cooldown
 
| ++Range OR -cooldown
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|-
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! CarRepairer's Nanolathe
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| +BP
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| Lazarus Device (+BP, Rez)
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| +BP
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| +BP, +BPrange
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| +BP, +BPrange
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|-
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! Advanced Targeting
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| +Range
 +
| +Range
 +
| ++Range -Speed or +Range
 +
| Charge ++Range when still
 +
| Better charging OR +Range
 
|-
 
|-
 
! Sensor Suite
 
! Sensor Suite
| Increase vision, sonar and radar range.
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| Increase vision and radar range.
 
| Area Jammer
 
| Area Jammer
 
| +Jammer radius OR +vision, +radar
 
| +Jammer radius OR +vision, +radar
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| High Density Plating (++HP)
 
| High Density Plating (++HP)
 
| ++HP OR +HP, +HP/s
 
| ++HP OR +HP, +HP/s
| Photovoltaic Plating (+HP, +E/s)
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| Hull down mode, -HP
| +HP, +E/s OR +HP, +HP/s
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| Reduce activation time OR +HP, +HP/s
 
|-
 
|-
 
! High Power Servos
 
! High Power Servos
 
| +Speed
 
| +Speed
| Spider Legs (all-terrain)
 
| +Speed
 
| Tank Chassis (+HP, +Speed, flat only)
 
 
| +Speed
 
| +Speed
|-
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| Spider Legs (all-terrain) OR +Speed
! CarRepairer's Nanolathe
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| Buoyancy Tanks
| +BP, +Brange
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| Water regeneration, buoys faster OR +Speed
| Lazarus Device (+BP, Rez)
 
| +BP
 
| Lathe Overclock (+BP, burst BP ability)
 
| +BP
 
 
|-
 
|-
 
! Autorepair System
 
! Autorepair System
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| +HP, +HP/s OR ++HP/s
 
| +HP, +HP/s OR ++HP/s
 
| System Reboot (remove status effects, long cooldown)
 
| System Reboot (remove status effects, long cooldown)
| +HP/s, lower Reboot cd OR ++HP/s
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| 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
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| Area Cloak OR lower E cost
 
| Personal Shield
 
| Personal Shield
| Area Shield
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| Area Shield OR stronger shield / faster regen
 
|}
 
|}
 
= UI Mockup =
 
 
Alternatively have modules chosen in a UI like the current system, but some window like this is probably good to see "what is the current status of my com".
 
 
Level 2: Lightning Gun, Sensor Suite, Ablative Armor
 
Level 3: +EMP damage, Drone Director, High Power Servos
 
Currently choosing Level 4: Sunburst Cannon, Jumpjets, Drone Director +
 
 
[[File:Aqua_commpanel2.png]]
 

Latest revision as of 03:04, 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