I am currently making a decoy commander system. How does it work? In the commander system, there is a base commander that has the stats, walk speed and cost and health and weapon, that EVERY commander has. EVERY commander uses it as a parent, every commander inheireits it. The INDIVIDUAL commanders reference unique models in their json and thier parent, the json lack any other specifiers, the json has no health values and they simply default to the base commanders. The decoy commander system will be the same. There will be a "base_decoy". There will be a "decoy_progenitor", except with every unique commander. The "decoy_unique" will copy the json of the unique commander, which just references a model, EXCEPT also parenting a different base, the "base_decoy" instead of "base_commander". Then, I will just give each commander the ability to build his specific decoy. More details on that soon. I need to make sure it gives correct warnings as if it were a commander, which it should do on it's own AFAIK. So far, the decoy looks good as being 2500 metal for 5000 health and a weaker identical looking commander primary and a t1 bot fab arm. Try to not be spammable, try to not be strong, try to not be blatantly obvious either. In that reguard, these may be very weak subcommanders with how close they come to commanders, but they will be very weak nonetheless, basically little more than a walking anti-raiding turret and a heavily fortified t1 fabber. The important thing, is being a commander, with all the importance around that, it is a huge target if the enemy stumbles across one to focus fire on. It should be part of Statera too, and the precision missile kills one in one shot, so it is a viable poke test. It also strategically makes sense, to prod with a tactical missile, and if its a real commander and survives to use either 1 nuke or 4 other precision missiles. Counters.