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= Level Structure =
+
== Level Structure ==
  
 
Commanders start at level 1 and can morph to level 7. New slots are unlocked at each level.
 
Commanders start at level 1 and can morph to level 7. New slots are unlocked at each level.
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|}
 
|}
  
== Modules ==
+
=== Modules ===
  
 
In each Module slot the commander adds one of the following modules, up to the stated maximum:
 
In each Module slot the commander adds one of the following modules, up to the stated maximum:
 
* '''Ablative Armor Plates''' (max 6): Increases HP
 
* '''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
 
* '''Damage Booster''' (max 6): Increases damage
* '''High Power Servos''' (max 3): Increases move speed
+
* '''Companion Drone''' (max 6): Adds drone
* '''CarRepairer's Nanolathe''' (max 3): Increases build power
 
* '''Autorepair Module''' (max 3): Increases auto-repair
 
 
* '''Field Radar Module''' (max 1): Adds radar
 
* '''Field Radar Module''' (max 1): Adds radar
  
Each commander chassis specialises in a particular module:
+
=== Weapons ===
* '''Strike''': Autorepair max 3 > 6
 
* '''Engineer''': CarRepairer's Nanolathe max 3 > 6
 
* '''Guardian''': Advanced Targeting max 0 > 3
 
* '''Recon''': High Power Servos max 3 > 6
 
 
 
== Weapons ==
 
  
 
At Level 2:
 
At Level 2:
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* Support and Recon commanders choose between replacing their first weapon (if applicable) with an <span style="color: #4f4">Upgraded</span> weapon, or a <span style="color: #fa4">Secondary</span> weapon.
 
* Support and Recon commanders choose between replacing their first weapon (if applicable) with an <span style="color: #4f4">Upgraded</span> weapon, or a <span style="color: #fa4">Secondary</span> weapon.
  
== Subsystems ==
+
=== Subsystems ===
  
 
Each chassis has a selection of Minor and Major <span style="color: #a2a">Subsystems</span>, to be chosen in the Subsystem slots. Major subsystems cannot be chosen before level 5.
 
Each chassis has a selection of Minor and Major <span style="color: #a2a">Subsystems</span>, to be chosen in the Subsystem slots. Major subsystems cannot be chosen before level 5.
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(Limit one Major subsystem overall? Not sure if necessary.)
 
(Limit one Major subsystem overall? Not sure if necessary.)
  
= Chassis Description =
+
== Chassis Specs ==
  
 
{|class="wikitable"
 
{|class="wikitable"
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|-
 
|-
 
|'''Strike'''
 
|'''Strike'''
| '''Beam Laser'''<br />Lightning Gun<br />Electron Jet<br />Scatter Beam
+
| Lightning Gun<br />Beam Laser<br />Electron Jet<br />Scatter Beam
| Multistunner<br />Sunburst Cannon (?)<br />Terrabomb
+
| Multistunner<br />Disintegrator Gun<br />Terrabomb
| Flux Amplifier<br />Mobius System<br />Personal Shield<br />Personal Cloak
+
| Flux Amplifier<br />Personal Cloak<br />Mobius System<br />Personal Shield
| Valhallan Reactor<br />System Reboot<br />Energy Cell<br />(Lazarus Device)
+
| Run Your Boi<br />System Reboot<br />(Lazarus Device)
 
|-
 
|-
 
|'''Engineer'''
 
|'''Engineer'''
| '''Light Particle Beam'''<br />Beam Laser<br />Scatter Beam<br />Missile Launcher
+
| Light Particle Beam<br />Beam Laser<br />Scatter Beam<br />Missile Launcher
 
| <span style="color: #4f4">Heavy Particle Beam</span> (from LPB)<br />Disruptor Bomb<br />Terrabomb
 
| <span style="color: #4f4">Heavy Particle Beam</span> (from LPB)<br />Disruptor Bomb<br />Terrabomb
| Disruptor Ammo<br />Lazarus Device<br />Dual-Phase Lathe<br />???
+
| Disruptor Ammo<br />Lazarus Device<br />Dual-Phase Lathe<br />ELINT Handler
| Disruptor Drones<br />Pocket Genie<br />Area Cloaker<br />(Personal Shield)
+
| Disruptor Drones<br />Pocket Genie<br />(Personal Shield)
 
|-
 
|-
 
|'''Guardian'''
 
|'''Guardian'''
| '''Heavy Machine Gun'''<br />Rocket Launcher<br />Riot Cannon<br />Missile Launcher
+
| Rocket Launcher<br />Riot Cannon<br />Shotgun<br />Missile Launcher
 
| Cluster Bomb<br />S.L.A.M.<br />Hellfire Grenade
 
| Cluster Bomb<br />S.L.A.M.<br />Hellfire Grenade
| Napalm Warheads<br />Vanguard Deployment<br />High-Density Plating<br />Hybrid CPU
+
| Napalm Warheads<br />Vanguard Deployment<br />High-Density Plating<br />Advanced Targeting System
| Assault Drones<br />Anchoring System<br />Area Shield<br />(Sensor Suite)
+
| Assault Drones<br />Anchoring System<br />(Personal Cloak)
 
|-
 
|-
 
|'''Recon'''
 
|'''Recon'''
| '''Light Particle Beam'''<br />Heavy Machine Gun<br />Shotgun<br />Flamethrower
+
| Flamethrower<br />Heavy Machine Gun<br />Shotgun<br />Light Particle Beam
 
| <span style="color: #4f4">Heat Ray</span> (from Flamethrower)<br />Concussion Shell<br />Hellfire Grenade
 
| <span style="color: #4f4">Heat Ray</span> (from Flamethrower)<br />Concussion Shell<br />Hellfire Grenade
| ???<br />Personal Cloak<br />Jump Booster<br />Sensor Suite
+
| Weapon mod???<br />Personal Cloak<br />Jump Booster<br />Sensor Suite
| Augmented Hydraulics<br />Lathe Overclocker<br />Impact Distributor<br />(Vanguard Deployment)
+
| Augmented Hydraulics<br />Dispersive Armament<br />(Vanguard Deployment)
 
|}
 
|}
  
Bolded primary weapons are default for their respective chassis.
+
=== Weapons Listing ===
 
 
== Weapons Listing ==
 
  
 
Weapons not listed are not fundamentally changed.
 
Weapons not listed are not fundamentally changed.
 
* '''Heat Ray''' should be ''really'' strong.
 
* '''Heat Ray''' should be ''really'' strong.
 
* '''Terrabomb''' does some terraform thing like a Quake.
 
* '''Terrabomb''' does some terraform thing like a Quake.
* '''Electron Jet''' is similar to Flamethower, but EMP damage instead of fire.
+
* '''Electron Jet''' is similar to Flamethower, with aesthetics that make Flux Amplifier make sense.
* '''Scatter Beam''' is a beam shotgun as in Trisula.
 
 
* Change Engineer Beam Laser to a Buoy-like weapon?
 
* Change Engineer Beam Laser to a Buoy-like weapon?
  
== Subsystems Listing ==
+
=== Subsystems Listing ===
  
 
'''Strike'''
 
'''Strike'''
* Flux Amplifier - Beam laser, Disintegrator, Terrabomb, Electron Jet: Range increase. Lightning Rifle, Multistunner: EMP increase. Scatter beam: Tighter spread
+
* Flux Amplifier - Beam laser, Disintegrator, Terrabomb, Electron Jet: Range increase. Lightning Rifle, Multistunner: Short range increase + EMP increase. Scatter beam: Short range increase + tighter spread
* Mobius System - Increased HP regen
+
* Personal Cloak
* Personal Shield - Incompatible with Personal Cloak
+
* Feedback Loop - Increase HP regen. Nanolathes increase HP regen more.
* Personal Cloak - Incompatible with Personal Shield
+
* Personal Shield - Ablative Armor improves shield strength. Felon-sized?
* Valhallan Reactor - Explode violently on death.
+
* Run Your Boi - Small HP increase; Commander runs faster (proportional to Servos) when damaged.
 
* System Reboot - Remove status effects. Details TBD.
 
* System Reboot - Remove status effects. Details TBD.
* Energy Cell
 
  
 
'''Engineer'''
 
'''Engineer'''
 
* Disruptor Ammo - Add slow damage to LPB/beam/scatter/HPB/terrabomb, increase slow damage of Disruptor Bomb
 
* Disruptor Ammo - Add slow damage to LPB/beam/scatter/HPB/terrabomb, increase slow damage of Disruptor Bomb
 
* Lazarus Device
 
* Lazarus Device
* Dual-Phase Lathe - Increased build power and build radius
+
* Dual-Phase Lathe - small BP increase, Nanolathes increase build radius
* ???
+
* ELINT Handler - cheap area jammer, large increase to radar module
* Disruptor Drones - Gain four Viper drones
+
* Disruptor Drones - add a Viper; every drone module (besides the first?) gives a Viper as well
 
* Pocket Genie - Djinn sidearm
 
* Pocket Genie - Djinn sidearm
* Area Cloaker -
 
  
 
'''Guardian'''
 
'''Guardian'''
 
* Napalm Warheads
 
* Napalm Warheads
* Vanguard Deployment - Deploy resource generator
+
* Vanguard Deployment - Deploy resource generator, small HP regen increase
* High-Density Plating - +HP
+
* High-Density Plating - small HP increase, Ablatives give additional HP
* Hybrid CPU - Decreased reload time
+
* Advanced Targeting - small range increase, increased range for each damage booster
* Assault Drones - Gain four Heavy drones
+
* Assault Drones - add some other drone; every drone module (besides the first?) gives some other drone as well
* Anchoring System - Reduced damage when stationary
+
* Anchoring Module - Reduced damage when stationary
* Area Shield -
 
  
 
'''Recon'''
 
'''Recon'''
* ???
+
* Weapon mod???
 
* Personal Cloak
 
* Personal Cloak
* Jump Booster - Decreased jump cooldown.
+
* Jump Booster - Decreased jump cooldown, damage on landing scales with Damage Booster
* Sensor Array - Increased vision radius, increases Field Radar radius
+
* Sensor Array - Increased vision radius, large radar increase if present
* Augmented Hydraulics - Large speed increase
+
* Augmented Hydraulics - Small speed increase; Servos increase weapons range (Shotgun gets a lower range boost but lower spread)
* Lathe Overclocker - Temporary build power boost.
+
* Dispersive Weaponry - All weapons have increased area of effect
* Impact Distributor - Increase jump range. Inflict damage on landing.
 
 
 
= Speculative Quantification =
 
 
 
==Commander Stats ==
 
 
 
Note that HP/lvl takes effect at level 2 and above.
 
 
 
* '''Morph Costs:''' Level 2 - 50, Level 3 - 300, All subsequent levels - 500
 
* '''Default:''' 128 build range, 5 HP/s combat repair
 
* '''Strike:''' 3200 + 400/lvl HP, 10 HP/s combat repair
 
* '''Engineer:''' 3000 + 400/lvl HP, 180 build range
 
* '''Guardian:''' 3400 + 700/lvl HP
 
* '''Recon:''' 2750 + 400/lvl HP, Jump has 25s CD
 
 
 
== Modules ==
 
 
 
All modules cost 50. (Could roll this into default morph cost.)
 
 
 
* '''Ablative Armor Plates''' (max 6): +600 HP
 
* '''Damage Booster''' (max 6): +10% weapon damage
 
* '''High Power Servos''' (max 3/6): +4 elmo/s
 
* '''CarRepairer's Nanolathe''' (max 3/6): +5 BP
 
* '''Autorepair Module''' (max 3/6): +10 HP/s
 
* '''Advanced Targeting''' (max 0/3): +10% weapon range
 
* '''Field Radar Module''' (max 1): Adds radar, 1800 radius
 
 
 
== Weapons ==
 
 
 
All weapons cost 0 unless otherwise indicated.
 
 
 
=== Primary and Upgraded Weapons ===
 
 
 
{| class="wikitable sortable" style="text-align: center"
 
! Name
 
! Range
 
! Reload time
 
! Damage
 
! DPS
 
! Strike !! Engineer  !! Guardian !! Recon
 
! scope="col" class="unsortable" | Notes
 
|-
 
! Lightning Rifle
 
| 300 || 1.83 || 220+<font color="cyan">550</font> || 120+<font color="cyan">300</font>
 
| style="color: green;" | ✔ || style="color: red;" | ✘ || style="color: red;" | ✘ || style="color: red;" | ✘
 
| EMP duration: 1s
 
|-
 
! Beam Laser
 
| 330 || || || 150
 
| style="color: green;" | ✔ || style="color: green;" | ✔ || style="color: red;" | ✘ || style="color: red;" | ✘
 
| Constant beam
 
|-
 
! Electron Jet
 
| 270 || 0.17 || 11+<font color="cyan">11</font> || 66+<font color="cyan">66</font>
 
| style="color: green;" | ✔ || style="color: red;" | ✘ || style="color: red;" | ✘ || style="color: red;" | ✘
 
| EMP duration: 1s<br>Pierces units<br>Does more damage against larger units
 
|-
 
! Scatter Beam
 
| 290 || 1.5 || 32x9 (288) || 192
 
| style="color: green;" | ✔ || style="color: green;" | ✔ || style="color: red;" | ✘ || style="color: red;" | ✘
 
|
 
|-
 
! Light particle beam
 
| 310 || 0.33 || 55 || 165
 
| style="color: red;" | ✘ || style="color: green;" | ✔ || style="color: red;" | ✘ || style="color: red;" | ✘
 
|
 
|-
 
! style="color: #4f4;" | Heavy particle beam
 
| 390 || 2.5 || 800 || 320
 
| style="color: red;" | ✘ || style="color: green;" | ✔ || style="color: red;" | ✘ || style="color: red;" | ✘
 
|
 
|-
 
! Missile launcher
 
| 415 || 1 || 80 || 80
 
| style="color: red;" | ✘ || style="color: green;" | ✔ || style="color: green;" | ✔ || style="color: red;" | ✘
 
| Homing
 
|-
 
! Rocket launcher
 
| 430 || 3 || 360 || 120
 
| style="color: red;" | ✘ || style="color: red;" | ✘ || style="color: green;" | ✔ || style="color: red;" | ✘
 
|Not homing
 
|-
 
! Riot cannon
 
| 275 || 2 || 220 || 110
 
| style="color: red;" | ✘ || style="color: red;" | ✘ || style="color: green;" | ✔ || style="color: red;" | ✘
 
| AoE
 
|-
 
! Shotgun
 
| 290 || 2 || 32x12 (384) || 192
 
| style="color: red;" | ✘ || style="color: red;" | ✘ || style="color: green;" | ✔ || style="color: green;" | ✔
 
|
 
|-
 
! Flame thrower
 
| 270 || 0.17 || 11 || 66
 
| style="color: red;" | ✘ || style="color: red;" | ✘ || style="color: red;" | ✘ || style="color: green;" | ✔
 
| Sets units on fire for 15s(15 DPS)<br>Pierces units<br>Does more damage against larger units
 
|-
 
! style="color: #4f4;" | Heatray
 
| 320 || 0.1 || 0 - 60 ||0 - 600
 
| style="color: red;" | ✘ || style="color: red;" | ✘ || style="color: red;" | ✘ || style="color: green;" | ✔
 
| Damage falls off linearly with range
 
|-
 
! Machine Gun
 
| 285 || 0.17 || 30 || 180
 
| style="color: red;" | ✘ || style="color: red;" | ✘ || style="color: red;" | ✘ || style="color: green;" | ✔
 
|
 
|-
 
! Railgun
 
| 330 || 0.5 || 75 || 150
 
| style="color: red;" | ✘ || style="color: red;" | ✘ || style="color: red;" | ✘ || style="color: green;" | ✔
 
|
 
|-
 
! Pea Shooter
 
| 300 || 0.1 || 12 || 120
 
| style="color: green;" | ✔ || style="color: green;" | ✔ || style="color: green;" | ✔ || style="color: green;" | ✔
 
|Default weapon
 
|}
 
 
 
=== Secondary Weapons ===
 
 
 
TBD
 
 
 
== Subsystems ==
 
 
 
All subsystems cost 0 unless otherwise indicated.
 
 
 
=== Strike Subsystems ===
 
 
 
{| class="wikitable sortable" style="text-align: center"
 
! Name
 
! Type
 
! scope="col" class="unsortable" | Description
 
|-
 
! Flux Amplifier
 
| Minor
 
| '''Default:''' +25% weapon range. '''LR, EJ, MS:''' +25% EMP damage, +1s EMP time. '''SB:''' 15% weapon range, decreased spread
 
|-
 
! Mobius System
 
| Minor
 
| +15 HP/s regen.
 
|-
 
! Personal Shield
 
| Minor
 
| 1600 HP shield. Incompatible with Personal Cloak.
 
|-
 
! Personal Cloak
 
| Minor
 
| Cloaks the commander. Incompatible with Personal Shield.
 
|-
 
! Valhallan Reactor
 
| Major
 
| Explode (somewhere between a tacnuke and a singu) on death.
 
|-
 
! System Reboot
 
| Major
 
| Removes EMP/Slow/Disarm effects when triggered, or when 100% stunned. 120 second cooldown.
 
|-
 
! Energy Cell
 
| Major
 
| +30 E/s
 
|-
 
! Lazarus Device
 
| Major
 
| Commander can resurrect wrecks.
 
|-
 
|}
 
 
 
=== Engineer Subsystems ===
 
 
 
{| class="wikitable sortable" style="text-align: center"
 
! Name
 
! Type
 
! scope="col" class="unsortable" | Description
 
|-
 
! Disruptor Ammo
 
| Minor
 
| '''Default:''' +100% damage as slow. '''DB:''' 2x slow, 3s overslow.
 
|-
 
! Lazarus Device
 
| Minor
 
| Commander can resurrect wrecks.
 
|-
 
! Dual-Phase Lathe
 
| Minor
 
| +5 build power, increased build radius.
 
|-
 
! ???
 
| Minor
 
| ???
 
|-
 
! Disruptor Drones
 
| Major
 
| +4 slowdrone
 
|-
 
! Pocket Genie
 
| Major
 
| Make like a Djinn
 
|-
 
! Area Cloaker
 
| Major
 
| As before
 
|-
 
! Personal Shield
 
| Major
 
| 1600 HP shield.
 
|-
 
|}
 
 
 
=== Guardian Subsystems ===
 
 
 
{| class="wikitable sortable" style="text-align: center"
 
! Name
 
! Type
 
! scope="col" class="unsortable" | Description
 
|-
 
! Napalm Warheads
 
| Minor
 
| '''Default:''' Increase weapon AoE by 16, sets targets on fire. '''Manual weapons:''' ???
 
|-
 
! Vanguard Deployment
 
| Minor
 
| Deploys Vanguard economy module.
 
|-
 
! High-Density Plating
 
| Minor
 
| +1000 HP
 
|-
 
! Hybrid CPU
 
| Minor
 
| -10% weapon reload time.
 
|-
 
! Assault Drones
 
| Major
 
| +4 heavy drones (stats TBD).
 
|-
 
! Anchoring Module
 
| Major
 
| Reduces damage by 50% when stationary.
 
|-
 
! Area Shield
 
| Major
 
| 2400 HP area shield.
 
|-
 
! Sensor Suite
 
| Major
 
| Vision and sonar radius increased to 800. +1000 to Radar module radius.
 
|-
 
|}
 
 
 
=== Recon Subsystems ===
 
 
 
{| class="wikitable sortable" style="text-align: center"
 
! Name
 
! Type
 
! scope="col" class="unsortable" | Description
 
|-
 
! ???
 
| Minor
 
| ???
 
|-
 
! Personal Cloak
 
| Minor
 
| Cloaks the commander.
 
|-
 
! Jump Booster
 
| Minor
 
| Jump cooldown decreased to 12s.
 
|-
 
! Sensor Suite
 
| Minor
 
| Vision and sonar radius increased to 800. +1000 to Radar module radius.
 
|-
 
! Augmented Hydraulics
 
| Major
 
| +10 elmo/s movespeed.
 
|-
 
! Lathe Overclocker
 
| Major
 
| +50 build power for 15 seconds. Commander cannot build for remainder of 60s cooldown.
 
|-
 
! Impact Distributor
 
| Major
 
| +150 jump range. Inflict 500 damage on jump landing.
 
|-
 
! Vanguard Deployment
 
| Major
 
| Deploys Vanguard economy module.
 
|-
 
|}
 

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