Etherpad discussions: http://etherpad.springrts.com/vPtyGgFOOK
The player can select from a range of base commander types, each with a different model. More commander types are added as we get models.
The role of Commanders
- Proposal 1:
- This is cosmetic, so players can have a custom look that is uniquely their own, unrelated to gameplay requirements. Modules, if added, are totally seperate.
- Proposal 2:
- Each has unique weapons and abilities that are balanced against the other commander types (Best for balance).
- Proposal 3:
- Each has slightly different base stats, such as 10% increased movement speed, 10% faster RoF, 10% faster buildspeed.
- Proposal 4 (Lichos):
- Each has a unique set of modules exclusive to it (A lot of work).
- Proposal 5:
- Each commander type is a different chassis, with hovercoms, static coms, spider coms, bot coms and vehicle coms.
The role of Modules
The comm comes with a number of module sockets, on which specific attachments can be placed to allow him to do things.
Proposal 1:
Modules are purchased using resources, like conventional units.
Modules can be "sold" and replaced with a different module to fit changing requirements.
At the start, the comm would be outfitted with a basic set of modules, such as a laser, nanolathe and econ backpack. As the game progresses, players can buy more modules to suit their needs.
Proposal 2:
Modules are purchased using points earned from playing the game, and chosen before the game on an SD based gui. Modules start out weak, but can be upgraded for a resource cost.
Suggested Modules
NEW shiny Giant Random list of modules
I had a go at transferring the module list slots:
- head
- shoulders
- left arm
- right arm
- back
each upgrade is slot specific; some upgrades are exclusive to eachother.
Universal Upgrades:
- hp t1=500hp -> t2=1000hp -> t3=2500hp (x3 for static) (back)
- radar t1=2000range -> t2=4000 (shoulders)
- sonar t1=2000range -> t2=4000 (shoulders)
- AA missile/chainsaw -> flak gun -> screamer missiles (shoulders)
- torpedo -> adv. torpedo -> depth charge (shoulders) (Depthcharge is the same as torpedoes, and weaker than adv torpedoes). i was thinking that it could be a modified dc that would do lots of damage and have large aoe
- increased nano range (left arm)
- self-d pod (head)
Mobile Upgrades:
- jump/jetpack t2 -> hover (back)
- seajets (with flippers) (back)
- melee -> powersword -> hookshot(newton)+melee | sword/chainsaw gun (right arm)
- newton (left arm)
- boomstick -> double barrelled boomstick (left arm)
- phoenix pod (head)
builder (static) starts with more m/e production
- large shield | cloaker
- tacnuke
- bp boost
- fusion powerhouse
econ special Perhaps an income upgrade?
combat (rambo) starts with bigger laser gun
- machinegun -> emg -> scorcher | riot cannon (right arm)
- medium laser -> heavy laser -> dgun (right arm) | anni (right arm + shoulder + back)
- light missile launcher -> rocket launcher -> missile salvo (left arm)
- flamethrower t2 -> heavy duty flamer t3 (left arm + both shoulders)
- scatter grenades t2 -> roach/tick launcher t3 (shoulder)
- personal cloaker t2 (shoulder)
- group shield t3 (shoulder)
- sprint (back)
- last stand (still units gain hp bonuses) (head)
stealthy (superspy) starts with personal cloak http://img69.imageshack.us/i/modcom3.png/
- emp gun -> emp cannon (damage + emp) (right arm) -> emp blast (right arm + back)
- capture cannon (left arm)
- specops build (left arm)
- stealth -> large cloaker (shoulder)
- personal teleport t2 --> mass teleporter t3 (small radius around comm) (back)
- spy scan (head) or drop stealth spy cams ?
- illusion t2 (head)
cloak special, teleport?(jump is more interesting imo. spider legs as another upgrade) teleport would be cool. It needs a special effect, but its not any less cool than jumping.
Cool abilities list: weapons
- dgun,
- tac. missile launcher
- melee weapon (sword, chainsaw, etc..) what's the need when you can have a flamethrower ? rule of cool
- paralyzer gun
- capture cannon
- High velocity slugs (weapon with (low) impulse and (soft) cratering capability, could be the 'boomstick')
auras/persistent effects
- slow aura
- heal aura
- defense aura
- forced march (speeds up nearby units)
- shield
- repulsive shield
- cloaker
- scavenger (passively reclaim wrecks around)
- unit teleporter
- phoenix pod (survives)
- jetpack
- sprint
- illusion (duplicates own units temporarily - clones make no damage?) scrambler?
- trenches - freezes friendly units in place - those gain hp bonuses
- deviator - temporarily takes control of enemy units
- necromancer - temporarily resses nearby corpses
- scrambler - makes units go crazy and attack everything in sight
- digger - burrows commander and moves slowly under ground
- grabber - grabs unit and brings it closer to commander
- spy scan
- selfd pod - detonates with combomb :) regular or wide EMP ?
- Low cost terraformer ?
- Low range anti nuke
- black hole (absorb a % of any attack to add to his own E)
- E disrupter (leech enemy E when attacking/being next to an enemy structure)
Old Module Proposal
Defaults are marked with *.
Arms (left and right)
- Nanolathe*
- Laser*
- Torpedo launcher
- AA missile launcher
- HE-EMG/Heatray
- Assault Gun (Slower projectile, less accurate, more damage)
- Disintegrator gun
Backpack (2 slots. Stacking, so that 2 radar upgrades = 1 long range radar)
- Econ pack* (Storage, resources)
- Radar*
- Sonar
- Personal Cloak
- HP upgrade
- Jumpjets
- Jammer field
- Cloaking field
- Shield generator
- Antinuke
Leg slot? Tied to comm type?
- Bot
- Amph
- Spider
- Vehicle
- Hover
- Gunship?
Shoulders?
Head?
Armor slot?
Implementation
- Lua to keep track of modules. Submenus?
- COB integration to show/hide pieces (HARD, LOTS OF MODEL WORK).
Other issues
- Should modules be damaged or destroyed by battle damage? Saktoth, Evil4Zerggin: No.
- If you want torpedo/AA you either have to have no ground attack or no nanolathe. I would suggest to have more than 4 slots (DoW-like upgrade system). (Marmoth) Saktoth: So? Use LLTs for anti-ground. You cant even fire your laser underwater so whats the problem? Swap it out again if you're going on land.
- Radar and sonar modules are a lot weaker than the rest of the backpack modules. Combine? Saktoth: Possibly, but they'd be cheaper, too.
- The laser is weaker than the other arm modules. Saktoth: It'd be cheaper. The other guns are ways to beef up your com for a price. Though the only one that is necessarily stronger is the HE-EMG/Heatray. The others all have drawbacks.