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Revision as of 05:16, 5 September 2019
Contents
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.
At each level, choose one Weapon Module to add or upgrade and two System Modules to add or upgrade.
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
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? | 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 +