Difference between revisions of "User:Aquanim/DraftCommandersOmni4"
(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". | ||
− | + | {| 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 03:04, 13 November 2019
Contents
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 |