User:Aquanim/DraftCommanders

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Level Structure

Commanders start at level 1 and can morph to level 7. New slots are unlocked at each level.

Level 2 Primary Weapon Module
Level 3 Subsystem Module
Level 4 Secondary/Upgraded Weapon Module Module
Level 5 Subsystem Module Module
Level 6 Subsystem Module Module
Level 7 Module Module Module

Modules

In each Module slot the commander adds one of the following modules, up to the stated maximum:

  • Ablative Armor Plates (max 6): Increases HP
  • High Power Servos (max 6): Increases move speed
  • CarRepairer's Nanolathe (max 6): Increases build power
  • Damage Booster (max 6): Increases damage
  • Companion Drone (max 6): Adds drone
  • Field Radar Module (max 1): Adds radar

Weapons

At Level 2:

  • Every commander gets a Primary weapon.

At Level 4:

  • Strike and Guardian commanders choose between a second Primary weapon or a Secondary weapon.
  • Support and Recon commanders choose between replacing their first weapon (if applicable) with an Upgraded weapon, or a Secondary weapon.

Subsystems

Each chassis has a selection of Minor and Major Subsystems, to be chosen in the Subsystem slots. Major subsystems cannot be chosen before level 5.

(Limit one Major subsystem overall? Not sure if necessary.)

Chassis Specs

Chassis Primary Weapons Secondary/Upgraded Weapons Minor Subsystems Major Subsystems
Strike Lightning Gun
Beam Laser
Scatter Beam
Multistunner
Disintegrator Gun
Terrabomb
Flux Amplifier
Lazarus Device
Mobius System
Personal Shield
Run Your Boi
System Reboot
Engineer Light Particle Beam
Beam Laser
Scatter Beam
Heavy Particle Beam (from LPB)
Disruptor Bomb
Terrabomb
Disruptor Ammo
Lazarus Device
Dual-Phase Lathe
ELINT Handler
Disruptor Drones
Pocket Genie
Guardian Rocket Launcher
Riot Cannon
Shotgun
Cluster Bomb
S.L.A.M.
Hellfire Grenade
Napalm Warheads
Vanguard Deployment
High-Density Plating
Advanced Targeting System
Assault Drones
Anchoring System
Recon Flamethrower
Heavy Machine Gun
Shotgun
Heat Ray (from Flamethrower)
Concussion Shell
Hellfire Grenade
Personal Cloak
Vanguard Deployment
Jump Booster
Sensor Suite
Augmented Hydraulics
Dispersive Armament

Weapons Listing

Weapons not listed are not fundamentally changed.

  • Heat Ray should be really strong.
  • Terrabomb does some terraform thing like a Quake.
  • Change Support Beam Laser to a Buoy-like weapon?

Subsystems Listing

Strike

  • Flux Amplifier - Beam laser, Disintegrator, Terrabomb: Range increase. Lightning Rifle, Multistunner: Short range increase + EMP increase. Scatter beam: Short range increase + tighter spread
  • Lazarus Device
  • Feedback Loop - Increase HP regen. Nanolathes increase HP regen more.
  • Personal Shield - Ablative Armor improves shield strength. Felon-sized?
  • Run Your Boi - Increase speed. Commander runs faster (proportional to Servos) when damaged.
  • System Reboot - Remove status effects. Details TBD.

Engineer

  • Disruptor Ammo - Add slow damage to LPB/beam/scatter/HPB/terrabomb, increase slow damage of Disruptor Bomb
  • Lazarus Device
  • Dual-Phase Lathe - small BP increase, Nanolathes increase build radius
  • ELINT Handler - cheap area jammer, large increase to radar module
  • Disruptor Drones - add a Viper; every drone module (besides the first?) gives a Viper as well
  • Pocket Genie - Djinn sidearm

Guardian

  • Napalm Warheads
  • Vanguard Deployment - Deploy resource generator, small HP regen increase
  • High-Density Plating - Ablatives give additional HP
  • Advanced Targeting - Increased range for each damage booster
  • Assault Drones - add some other drone; every drone module (besides the first?) gives some other drone as well
  • Anchoring Module - Reduced damage when stationary

Recon

  • Personal Cloak
  • Vanguard Deployment - Deploy resource generator, small HP regen increase
  • Jump Booster - Decreased jump cooldown, damage on landing scales with Damage Booster
  • Sensor Array - Increased vision radius, large radar increase if present
  • Augmented Hydraulics - Servos increase weapons range (Shotgun gets a lower range boost but lower spread)
  • Dispersive Weaponry - All weapons have increased area of effect