A cut down version of the race for use without the SCAR implemented Autonomous control system (Programming and more completed stuff can be activated in future by enabling the "Full_Cybernetica" win condition, (I haven't got around to finishing the scar code yet so me and Dantles decided focus on a lite version for release first, and I know that programming their troops won't be to everybody's liking so in future you'll have a choice how you want to play while still maintaining full compatibility, and this way there'll be something playable available sooner))
Current Simplicity Changes from Bigger version
(Will try fully SCARless implementation)
Player has 4 Magus Dominus as commanders without division of rank, one is promoted automatically to a pseudo Mech_Lord at tier 2 (some changes to appearance, health boost, weapons, etc.)
Race can produce Squads Of Battle Autometa, (One Master Unit, this squad can add up-to 3 Slave Units(incapable of functioning without a master, and one Mechanic, (as per 2nd edition Cybernetica Squad composition), but due to an apparent error with Leader requirements in DOW SoulStorm, only the ratio of 1 mechanic and 3 slaves per squad is respected, so if you have 2 squads one can trade it's mechanic for another robot and vice-versa, for now I've decided to keep this since it opens up some additional strategy options to the player))(an alternative is simply to have the Mechanics attach as a leader with it's own separate squad, but try and maintain the ratio requirement) Current phase of testing: A battle Automata Maniple is now initially spawned as a single Cybernetica_Technician, the Technician can then add up to 4 |Master_Units| or with a Master Unit up to 3|Slave_units| (slave units require the master to function but currently have their build times and build costs halved), |Paragons| can be added to the Maniple late game, are more expensive and take longer to produce, but are much stronger and capable of attacking multiple targets simultaneously.
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Possible ideas currently in testing or in consideration:
Mobile base squad, maniple specific Paragons, cool uni-target/multi-weapon aim system for standard Robot Model,
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Possible Special use for Cybernetica's least successful robot, the slow, offensively weak, but heavily armoured Castigator Class robot, (maybe used for de-capping points, and as a mobile bomb / as a spotter for orbital barrages (or similar)),
Various CloneSkin Class Automata as special leaders for inducted guardsmen squads
Data_Smith Programming modes for Technician, (3-4 abilities which change squad behaviour slightly)
Maintainence ability for Technician (squad becomes immobile and heals at rapid speed, nearby recently dead automata may be revived)
Self Destruct Charges for Technician, using execute ability, enables much larger and more destructive explosion on death, then kills a number of robots in the squad.
Heavy Photon_Thruster as a large expensive turret building,
Paragon pattern |Slave_Units|?,
automata class specific enhancements to maniple from Paragon, e.g. adding squad jump, or improved sight radius, or better weapon accuracy, etc. ?
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This was a clever choice.
Thank you, this is mostly thanks to Dantles, (It's good to have him back on the team)