Editing User:Anarchid/OmniCommanderDesign
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Historically ZK has had several commander chassis to provide variety for a bunch of reasons: | 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) | * Initially it was the only way to provide commander variety (because procedural generation of unitdefs was not available) | ||
− | * Later, because while <code>unitdefs_post</code> solved the former problem, the models existed, and provided some, albeit | + | * Later, because while <code>unitdefs_post</code> solved the former problem, the models existed, and provided some, albeit visual feedback on what the commander was |
* Even later, as commanders became mostly "dynamic", for the same legacy reasons | * 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. | * No model that would display more useful information than the current system exists. | ||
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#* A single build or a series of builds should not be always better than the others | #* 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). | #* 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 | + | # For 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 |
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#* With the following criterion, this also means that the first morph should make commanders very *visibly* different as well. | #* 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. | # As much interesting information about the commander as possible should be meaningfully visible on the commander body. | ||
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#* Replacement or refund of current commander skins should be considered and made as easy 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 | #* Additional types of "hats" could be considered | ||
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