Borg Changes for 3.07

Post ideas and suggestions on new features or improvements here.
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posted on May 22nd, 2009, 3:51 pm
Last edited by Anonymous on May 22nd, 2009, 9:52 pm, edited 1 time in total.
disregard. we await 3.07. Let the chips fall as they may :)

if possible, please close out this thread.

**thank you Optec**
posted on May 22nd, 2009, 4:21 pm
  I like the ideea with mining ships.  ^-^
posted on May 22nd, 2009, 4:22 pm
I think we should all play longer then ONE DAY before coming up with "improvements" for the Borg. By the way, I have listed a way to get your miners to almost never place a station in the wrong place. Ever since using that method I have not gotten a missplaced station (and I have played loads of games with the Borg). It's not a permanent fix, but it does work.
posted on May 22nd, 2009, 4:24 pm
Why not just make the Borg Freighters themselves into mobile Mining Stations? Like the Orbital Processing Plant from stock, except it can move.
posted on May 22nd, 2009, 4:31 pm
Last edited by Anonymous on May 22nd, 2009, 4:39 pm, edited 1 time in total.
Dominus_Noctis wrote:I think we should all play longer then ONE DAY before coming up with "improvements" for the Borg.


I doubt playing anything more is going to magically change the dynamics of the game so drastically that we are going to see a volte face in whether we want adaptation or not.
One day is enough to see how the game is playing out and how things are to be changed.
As can be seen already, guides felt 3.05a was good enough to remain stable, with detailed ideas on how after 3 mths of intense playing the borg were perfectly balanced and even countered by existing strats - making any other price change irrelevant and superfluous. The mods felt otherwise.

Current gameplay has a specific intent. That intent comes to fruition with adaptation.

Guides and deemed strategies are based on what the game has in place. Requests are based on how to change the existing dynamics to allow newer strategies.
(the adaptation as detailed above mentions specifically ship class as a base, and the existing costs are now more than a balance, as the old counters are now amplified against the borg's diminished firepower).

3.05a vs 3.06 should be enough of a reminder of that.  :fish:


Dominus_Noctis wrote:By the way, I have listed a way to get your miners to almost never place a station in the wrong place. Ever since using that method I have not gotten a missplaced station (and I have played loads of games with the Borg). It's not a permanent fix, but it does work.


I'm sure we are all pleased with our own contributions. However, alternatives or workarounds are no excuse for inefficiency.
The miner placement using finger flick A and position B are all nice to show us how well we can do things.
As I said, we do place based on that which was observed from Baron;s game against the mods. Yet it is not 100%.
We should not have to put up with less than 100%. You are fine with it. Cool.
Does not mean anything more than that.
posted on May 22nd, 2009, 4:36 pm
Tyler wrote:Why not just make the Borg Freighters themselves into mobile Mining Stations? Like the Orbital Processing Plant from stock, except it can move.


that is essentially what the request is doing  :thumbsup:
posted on May 22nd, 2009, 4:39 pm
I'm sorry you don't like change.
posted on May 22nd, 2009, 4:41 pm
This does not deal with my likes or dislikes. This deals with the current gameplay and how I feel we can build on it to get our borg adaptation included.

Other than that, no extra-topic opinion or empathy was solicited ;)
posted on May 22nd, 2009, 4:46 pm
Dominus_Noctis wrote:I'm sorry you don't like change.


Maybe the Borg's new avitar should be Barack Obama.  :lol:

Dominus_Noctis wrote:I think we should all play longer then ONE DAY before coming up with "improvements" for the Borg. By the way, I have listed a way to get your miners to almost never place a station in the wrong place. Ever since using that method I have not gotten a missplaced station (and I have played loads of games with the Borg). It's not a permanent fix, but it does work.


What is that again? Clicking the button when it's perpendicular to the moon> What exactly does that mean?
posted on May 22nd, 2009, 4:51 pm
Last edited by Anonymous on May 22nd, 2009, 4:53 pm, edited 1 time in total.
it means when the moon is being orbited, and u see the miner at a 90degress angle with the moon from ur perspective.

FYI - will reduce the problem on larger maps. on smaller maps with the moons near the corner, you will still have trouble, and if u try again u lose 100 dil as u get back half the cost when u decomm the borg mining station.
posted on May 22nd, 2009, 5:18 pm
Last edited by Dominus_Noctis on May 22nd, 2009, 5:26 pm, edited 1 time in total.
What I was referring to was from the Borg Guide (not the Dev team game incidently, though everybody of course comes up with the same logical result) I posted many weeks ago : "Note: to usually avoid Resource Assimilators being unable to dock with their mining station, wait until the Resource Assimilator is perpendicular to the moon, then click the option to place the Resource Node. The station should now be far enough from the moon and thus accessible to the Resource Assimilator. "

Of course, the other obvious way of fixing it is not to place a station when your assimilator is orbiting the moon, but to wait until it gets close. There are all sorts of probelms on small maps with the Borg which I will not go into though...
posted on May 22nd, 2009, 5:43 pm
Last edited by Anonymous on May 22nd, 2009, 5:48 pm, edited 1 time in total.
I do not understand your responses.  :blink: :blink: :blink:

this is a feature request.

Perpendicular - fine. We first saw this from Baron in his game with the mods. We were all there remember :).

But again, I ask you, in any rational game, does it make sense that I am to measure angles to place a simple mining station? this is a limitation, in SDLC parlance a small bug due to incorrect implementation due to missing specifications.
It is an issue. It is workable. It is livable. We can have it. But even when perpendicular, if the corner of the map like in outland outposts is too confined, the station will be placed a little too close to the moon. Things will then jump around. miners will dance.

I do not get the sense of posting that guide workaround here at all.

We all know what to do about the miners. The question is why should we have to even bother with working around a clear inefficiency... when the suggestion here is retaining the same functionality, same delay and overall same time... but avoiding the headache.

so what's the problem?


If you guys need more time to analyze the game and come  back with ideas fine. but the intent here is to share ideas on how to improve the borg.
I would request we stay on topic.
posted on May 22nd, 2009, 6:20 pm
  Wait, the Baron played a game with The Team ? How did I miss that ? Is there a link, was the game recorded ?  :sweatdrop:
posted on May 22nd, 2009, 7:43 pm
it was that competition thing.

no worries. I saw it. Nothing to write home about. You didnt miss anything.

Don't want to go into much detail here - may come off as "herabsetzend" ;)
posted on May 22nd, 2009, 8:27 pm
Well, we have increased costs and the other races get veteran abilities. Borg are known as 'adaptors' and are know form their *best* technology out there and for assimilation.

I read the idea above but I think, that when you make THAt with a tactical cube, this thing will be godlike. So I have another idea that will improve the borgs abilities but wont destroy the gameplay:

Instead of giving every borg ship a special ability, you are onlyable to give *one* ship a special ability. Sure, the most players will take a tactical cube for this one and this cube is already a monster.

You remember Locutus? Or Datas Brother Lore? Or the borg queen? I think, you can implement *one* Avatar to a ship and this ship will gain a special ability like we already have for 'veterans'.

This special ship is the only borg ship that will be able to gain 'experience' and thus the 'veteran' level.
I know that every player will use the borg cube for this reason when avaible. so I try to balance it out in looking to that way:

You get some abilities from the special ship:
1) Borg ships around this ship are able to 'adapt'. This adaption will increase the reg-rate of the hull and the defensive value.
2) The 'command vessel' is able to do a 'omega shielding'. This ability will make the ship invincible for a special period of time
3) borg manuvers
After the command vessel is borg, you are able to do multi-tasking manuvers. For example is it sometimes strange, that my assimilators try to capture a ship but they will run out of energy short before gaining all the vrew from the enemy ship. Then they shoot it down and have nothing, but no special energy to capture the next target.
The 'assimilation' manuver is a special manuver that can be done when you have ships of two kinds:
One ship with a holding beam and one assimilator. They will set a priority to 'assimilate' and will pre-calculate the assimilation. So they only try to assimilate targets they have the resources (special energy) for. The calculation is pretty simple. You take the overall-crew-loss per second if attacked and calculate against, how much time you have. If the score is negative, you can begin assimilation ;-)

When you perform this manuver, you also send over additional troops per transporter (not only activating the holding beam) and the drones are better in close combat fights. So, when you have a small fleet of borg ships with holding beams and assimilators you can effictivly assimilate enemy ships while attacking directly these one, which are 'out of range' for assimilation.

You simply select your borg fleet, click on the button 'assimilate' and do 'automatic' or 'I do it with my own two hands' and select a ship. If the setting is on 'auto', your fleet will begin assimilation beginning with the 'hardest' ship to assimilate to. (common sense)

4) Assimilated adaption:
After you have captured an enemy ship, you can equip it with borg technology. For every ship class, you have a special amount on additional slots:
Destroyer - 1 slot
Cruiser - 2 slots
Battleships - 3 slots

Every slot can be filled with an additional borg technology that is compatible. You cant build in things like nanites or a holding beam - this is a special for borg ships. But you CAN build in additional beams, torpedo launchers or tactical armors.

So now, the borg are not really stronger. They only have one single command vessel that is stronger but the rest of the fleet will only be better coordinated. You can perform rasks you were able to do just like before, but this time on a 'intelligent' way AND you have this time a *real* use of captured ships. I only used captured ships for the borg when they were able to cloak. All other shipsd were trophys but not really matchwinner. They did'nt really fit into my fleet so I let them patrol my base... :-/

Just my 2 cents,
Sheva
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