Borg Complex

Post ideas and suggestions on new features or improvements here.
posted on September 25th, 2012, 9:49 am
I've been seeing in the project progress that the Borg bases are coming from other games and such. I'll throw in another two cents after the fighter idea went through: connectable stations. We've seen it on Voyager the Borg Unicomplex of an epic scale. What if we could replicate it here by starting with the heart of the complex - like it was the Queen's Chamber or something. Then build your shipyards for smaller ships and docking ports? -if you want to replenish and quickly repair larger ships, and add on all the other stations and defense emplacements. It would look great and it would be cannon too.
posted on September 25th, 2012, 11:53 am
I like the idea, I had ever thought about such a thing. It would certainly be feasible - similar, work the first shipyard from the Klingons, too. Two things you would need to consider:

1. The individual components have to be destroyable separately (as it is, I believe, with the Klingonyard)

2. You would have to fly through the (then incurred) huge complex with the in comparison relatively small vessels of other species. It means that can maneuver between the individual components (station parts). Otherwise things would not look good - if a fleet of enemy ships only stop in the form of a cluster before the complex or it floats only around the structure.
posted on September 25th, 2012, 12:54 pm
This idea has been presented before, and I hope that it gets added to the game eventually. One issue that was raised before was the difficulty that balancing the hitpoints of the main station and the additions. If not done correctly then the base as a whole is very difficult to destroy or enemies will always target starting structure because when it is destroyed all the additions are as well.

I also wonder if there would be a problem with the AI. Can it handle base building in this way? I know for the Klingon Yard the AI builds the whole thing at once.

Anyway, if the kinks could be worked out that would be a cool addition.
posted on September 25th, 2012, 6:13 pm
well in fo you can set it so if the main base is destroyed the 'pods' remain but then you can not get a new core thing
posted on September 25th, 2012, 10:06 pm
If not done correctly then the base as a whole is very difficult to destroy or enemies will always target starting structure because when it is destroyed all the additions are as well.


I don't mind the Borg being more powerful, in fact I encourage it. I'd like to send a fleet against a cube and battle it out 359 and First Contact style. I'd expect to take horrendous losses going against a Borg Complex. Here's a good way to balance: just make Borg ships and stations more expensive than the competition.

I thought the map of Nektir 1.0 or something is really cool with the visually connecting Borg stations.
posted on September 25th, 2012, 10:26 pm
stpalmer wrote:I don't mind the Borg being more powerful, in fact I encourage it. I'd like to send a fleet against a cube and battle it out 359 and First Contact style. I'd expect to take horrendous losses going against a Borg Complex. Here's a good way to balance: just make Borg ships and stations more expensive than the competition.

I thought the map of Nektir 1.0 or something is really cool with the visually connecting Borg stations.
I too do not mind the Borg having a durable base - I was just pointing out that using this type of base structure can lead to times when destroying 1 building results in the whole base being destroyed. If the main structure is given too many hit-points to counter this then it may be unbalanced itself.

Thank you Blade for pointing out that option. I did not know that the pods could be allowed to continue after the core's death. That could be useful for adjusting the balance if this feature is added.

As for the Borg complex you mentined - it is separate stations whose x,y,z coordinates and rotation have been adjusted to make then right next to one another. They are not a single item in the sense of the game. That said - it does look nice. :)

I do hope that this feature gets added at some point in the future. Perhaps this feature is inevitable. :assimilate:
posted on September 26th, 2012, 11:19 am
how about making separate bases and conecting them. if it is connected directly to the matrix, production goes up 20%. the connections should be a bit fragile but well... and if its connected to something thats connected to the base, it goes up 10%. this could also maybe make a new type of ship, maybe a relay ship, allowing connections from distant bases directly to the matrix by only losing 1-5%?

This isn't a unimatrix after all, its just a frontier base
posted on September 26th, 2012, 1:52 pm
Durable is one thing, but when you go wolf 359 or First Contact then you go way overboard for gameplay.

It's like the Borg Incursion mod from way back. Models were pretty good. However i put it aside after 2 games simply because the Borg were not just powerful, but seriously overpowered.

It's not fun to play against such odds.
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