Difference between revisions of "User:Aquanim/DraftCommandersOmni4"

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== Secondary Weapons ==
 
== Secondary Weapons ==
  
Must go in the second weapon slot.
+
Must go in the second weapon slot. (Limit to level 4 and up?)
  
 
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Revision as of 06:33, 5 September 2019

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.

At each level, choose three modules or module upgrades. Cannot choose/upgrade a particular module more than once in the same level.

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 Damage Range AoE Utility Upgrade Option 1 Upgrade Option 2 Upgrade Option 3
Multistunner ★★ ★★ (EMP) -Reload +EMP +Stun Time
Sunburst Cannon/Dgun ★★★★ -Reload +Damage +Range
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 Drone Director +, which controls more drones
* upgrade Ablative Armor to High Density Plating or Photovoltaic Plating
* upgrade High Power Servos to Spider Legs or Tank Chassis
* add a new module
* add a new module
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 Superjump (+range, -cooldown) +range, -cooldown
Sensor Suite Increase vision, sonar and radar range. Area Jammer Increase radius Drone Director (several drones) More drones
Ablative Armor +HP High Density Plating (++HP) ++HP Photovoltaic Plating (+HP, +E/s) +HP, +E/s
High Power Servos +Speed Spider Legs (all-terrain) +Speed Tank Chassis (+HP, +Speed, flat only) +Speed
CarRepairer's Nanolathe +BP, +Brange Lazarus Device (+BP, Rez) +BP Lathe Overclock (+BP, burst BP ability) +BP
Autorepair System +HP/s Nanite Sheath (+HP, +HP/s) +HP, +HP/s System Reboot (remove status effects, long cooldown) +HP/s, lower Reboot cd
Vanguard Deployment Place Vanguard module in separate structure Personal Cloak Area Cloak Personal Shield Area Shield

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 +

Aqua commpanel2.png