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?

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.