Difference between revisions of "User:Aquanim/DraftCommandersOmni4"

From Zero-K
Jump to navigation Jump to search
(Created page with "= Level Structure = Commanders start at level 1 with their default weapon. Maximum level is 7. At each level, choose one <span style="color: #f44">Weapon Module</span> and t...")
 
 
(54 intermediate revisions by the same user not shown)
Line 1: Line 1:
 +
= 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 =
 
= Level Structure =
  
Commanders start at level 1 with their default weapon. Maximum level is 7.
+
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 ==
 +
 
 +
{| class="wikitable sortable" style="text-align: center"
 +
! 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?)
 +
 
 +
{| class="wikitable sortable" style="text-align: center"
 +
! 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".
  
At each level, choose one <span style="color: #f44">Weapon Module</span> and two <span style="color: #bbf">System Module</span>s.
+
{| class="wikitable sortable" style="text-align: center"
 +
! 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
 +
|}

Latest revision as of 04:04, 13 November 2019

General Comments[edit]

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[edit]

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[edit]

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[edit]

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[edit]

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[edit]

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