User:Aquanim/DraftCommandersOmni3
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 | ★★ | ★★★ | +charges | ||
| Hellfire Grenade | ★ | ★★ | ★ | ★ (fire) | +AoE | 
| Terrabomb | ★ | ★★ | ★ | ★ (terraform) | +AoE | 
Subsystems
Minor Subsystems
| Name | Description | 
|---|---|
| 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
Alternatives:
One option can be taken on each path at levels 1, 2 and 3.
OR
At most three options can be taken on any one path.
OR
Unlimited.
Armour Module Path
Level 1:
(A) +HP
(B) Buoyancy
Level 2:
(A) ++HP
(B) +HP, +Regen
Level 3:
(A) ++HP (requires 2A)
(B) +HP, +Regen
(C) ++Regen (requires 2B)
Combat Module Path
Level 1:
(A) Radar
(B) +Damage
(C) Jump
Level 2:
(A) +Damage (requires 1A or 1B)
(B) +Speed
(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:
(A) +BP
(B) +Storage
Level 2:
(A) Lazarus (requires 1A)
(B) +BP, +Brange
(C) +M/s (requires 1B)
Level 3:
(A) +++BP
Alternative (replacing Combat Module Path)
Mobility Movement Path
Jump can be taken at any time.
Level 1:
+ Speed