Difference between revisions of "User:Aquanim/DraftCommandersOmni3"
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Either any module from the next level is selectable or there is some kind of tree arrangement.  | Either any module from the next level is selectable or there is some kind of tree arrangement.  | ||
| − | ==   | + | == Armour Module Path ==  | 
Level 1: +HP  | Level 1: +HP  | ||
Revision as of 21:40, 3 August 2019
Contents
Level Structure
Commanders start at level 1 with their default weapon.
The types of modification are:
Primary Weapon, consuming one weapon slot
Secondary Weapon, consuming one weapon slot
Module, progressing in one of the module trees; (level 3 modules cannot be taken before level 5 com?)
Weapon Aug, requiring a specific weapon to be previously or concurrently selected
Minor Subsystem, consuming one subsystem slot
Major Subsystem, consuming one subsystem slot; one can be chosen at/after levels 5 and 7
- Level 2: Primary Weapon, Module
 - Level 3: Subsystem or Aug, Module
 - Level 4: Primary or Secondary Weapon, Module
 - Level 5: Subsystem or Aug, Module
 - Level 6: Subsystem or Aug, Module
 - Level 7: Subsystem or Aug, Module
 
Weapons
Primary and Upgraded Weapons
| Name | Damage | Range | AoE | Special | Weapon Aug | 
|---|---|---|---|---|---|
| Beam Laser | ★★★ | ★★ | ★ (default weapon) | None | |
| Light Particle Beam | ★★★ | ★★★ | +Range, +DPS, -Reload (HPB) | ||
| Shotgun | ★★★★ | ★ | ★ | +Damage | |
| Riot Cannon | ★★ | ★★ | ★★ | +AoE | |
| Heavy Machine Gun | ★★★ | ★★ | ★ | +Slow | |
| Lightning Gun | ★★ | ★★ | ★★ (EMP) | +EMP | |
| Rocket Launcher | ★★ | ★★★★ | ★ | ☆ (slow projectile) | +Fire | 
| Missile Launcher | ★★ | ★★★★ | +Burst | ||
| Flamethrower | ★★★ | ★ | ★ | ★ (fire damage) | +Afterburn | 
| Grenade Launcher | ★★★ | ★★ | ★★ | ☆ (slow projectile) | +Disarm | 
Secondary Weapons
Star ratings are not on the same scale as the previous table.
| Name | Damage | Range | AoE | Utility | Weapon Aug | 
|---|---|---|---|---|---|
| Multistunner | ★★ | ★ | ★★ (EMP) | +EMP | |
| Sunburst Cannon | ★★★★ | ★ | +damage | ||
| SLAM | ★★ | ★★★★ | ☆ (slow projectile) | +range | |
| Cluster Bomb | ★★ | ★★ | ★ | +damage | |
| Concussion Shell | ★★ | ★★★ | -reload | ||
| Hellfire Grenade | ★ | ★★ | ★ | ★ (fire) | +AoE | 
| Terrabomb | ★ | ★★ | ★ | ★ (terraform) | +AoE | 
Subsystems
Minor Subsystems
| Name | Description | 
|---|---|
| Lazarus Device | |
| Vanguard Deployment | Deploys commander resource generator as a building | 
| Sensor Suite | Increase vision, sonar and radar range. | 
| Disruptor Drones | Add a couple of Vipers (stackable?) | 
| Advanced Targeting | Increases weapon range | 
| Personal Shield | Incompatible with Cloaks. | 
| Personal Cloak | Incompatible with Shields. | 
Major Subsystems
| Name | Description | 
|---|---|
| Energy Cell | +E/s, Large explosion on death. | 
| System Reboot | Purges status effects, very long cooldown. | 
| Lathe Overclock | Temporary build speed increase. | 
| Area Shield | Requires Personal Shield. Incompatible with Cloaks. | 
| Area Cloaker | Requires Personal Cloaker. Incompatible with Shields. | 
| Impact Distributor | Requires Jumpjets. Damage on impact. | 
Maybe: Lobster gun, Djinn gun
Borrowed ideas: EMP Overload (stuns self and nearby units)
Modules
Either any module from the next level is selectable or there is some kind of tree arrangement.
Armour Module Path
Level 1: +HP
Level 2: ++HP or +HP, +Regen
Level 3: ++HP or +HP, +Regen or +HP, +Speed
Combat/Utility Module Path
Level 1:
(A) Radar
(B) +Damage
(C) Jump
Level 2:
(A) +Range (requires 1A or 1B)
(B) +Speed (requires 1*)
(C) Jump does damage (requires 1C)
Level 3:
(A) +Damage (Requires 2A or 2B)
(B) +Speed (Requires 2B or 2C)
Economic Module Path
Level 1: +BP
Level 2: ++BP or +BP,+Brange
Level 3: +M/s or ++BP or ++Brange