User:Anarchid/OmniCommanderDesign
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This is my attempt to figure out a design for an unified commander chassis.
Why[edit]
Historically ZK has had several commander chassis to provide variety for a bunch of reasons:
- Initially it was the only way to provide commander variety (because procedural generation of unitdefs was not available)
- Later, because while
unitdefs_post
solved the former problem, the models existed, and provided some, albeit limited, visual feedback on what the commander was - Even later, as commanders became mostly "dynamic", for the same legacy reasons
- No model that would display more useful information than the current system exists.
This is bad for several reasons:
- Significantly initially different chassis are pregame RPS in several situations - such as Recon commander's jump available at level zero, or Support commander's build range
- This provides useful visual representation only for one important commander ability - jump - while all other abilities are essentially hidden. Especially guns all look exactly alike.
Design Design[edit]
Before approaching the design of this thing, it is useful to approach the design of designing this thing.
- As with current commander design requirements, this design should not have degenerate, overpowered or useless paths.
- Commanders should not be significantly stronger than same fair cost in units at any point, but should not be that much worse either
- A single build or a series of builds should not be always better than the others
- It's also a good idea to avoid as much lock-in as possible; branching systems that prohibit modules further down the line are boring (but "this module goes in the helmet slot, which is already occupied" is fine).
- For a transition from chassis to modules entirely, the first level-up should be important enough to encompass all of the variety in current chassis and first-morph modules
- A significant part of this is chassis passive bonuses and specialization - there should be modules to imitate this
- With the following criterion, this also means that the first morph should make commanders very *visibly* different as well.
- As much interesting information about the commander as possible should be meaningfully visible on the commander body.
- This intrinsically suggests tying commander modules to their respective body parts, and maybe even have body part based equipment slots
- Current stackable or weapon modules are insufficient to encompass this. A "subsystem module" approach like in Aquanim's draft may be useful.
- The important qualitatively difference items should take priority. Guns and jump ability are first tier; everything else is secondary or tertiary.
- The technical considerations of the omni-commander model should be considered at every step
- The model should be reasonably easy to modify and generally as low-maintenance as possible
- Replacement or refund of current commander skins should be considered and made as easy as possible
- Additional types of "hats" could be considered
General Stuff[edit]
- The omni-commander model is at least partially an atlas/lego system. The texture provides various materials to be splatted onto various geometry bits, with few of it strictly dedicated (except for core geometry). Weapons have their own dedicated mini-zones and can share materials.
- Animated parts should be empties, with the swappable visual models parented to those empties.
- Weapons and important abilities are emissive and color coded; some may be animated
- Every module is visually represented on the model.
- Important modules are called **subsystems** and take equipment **slots**. They completely take over a given body part, and more than one module cannot use the same body part. Advanced versions of a subsystem can replace a weaker version. The following slots are available:
- Head (helmet, crown, antenna, etc) - intel, aura abilities like shield, cloaker, radar
- Chest (torso front, breastplate, etc) - armor, regeneration
- Forearms (left, right) or whole arms - weapons. These should be huge and prominent as the most important things ever.
- Shoulders (left, right) - secondary weapons, construction abilities
- Back - active abilities (jump, float?)
- Legs - passive movement-related abilities (jump? climb? hover? goomba stomp?).
- Subsystem module _choices_ in the UI have to somehow show which slot they occupy
- Stackable modules, as much as they exist, are represented as small bits on or near the things they affect.
- Armor modules - rivets or small plates on chest
- Damage modules - small glowy bits on upper arms
- Speed modules - small bits on upper/lower legs
- .. etc
- Stackable module choices need to show their stacking limits in the UI.
- Enhancement modules are treated as new modules. E.g. a longer-stun version of a lightning gun simply has a different lightning gun model.
- Important modules are called **subsystems** and take equipment **slots**. They completely take over a given body part, and more than one module cannot use the same body part. Advanced versions of a subsystem can replace a weaker version. The following slots are available:
Draft Bucket List Of Modules[edit]
Name | Type | Slot | Level | Description | Comments |
---|---|---|---|---|---|
Jetpack | System | Back | 1 | Allows commander to jump | Large, bulky, visible |
Beam Laser | Weapon | Arm | 1 | Kills things | Long teal/blue emissive line along top |
Combat Drone Kit | System | Back | 2 | Launches Fireflies | Moving mechanical stuff. Possibly can also dock drones if drone tech advances?
Conflicts with jump, but not with shield/cloak. |
Personal Shield | System | Head | 2 | Provides a small shield | Crown that reminds an Aspis. Incompatible with cloak. |
Personal Cloak | System | Head | 2 | Cloaks commander | Teal glowing halo, like Scythe/Iris backpacks. Incompatible with shield. |
Advanced Nanolathe | System | Shoulder | 1 | More nano range, slightly more build power | Replaces default nano, bigger. |