borg idea - shields and ranking up
Post ideas and suggestions on new features or improvements here.
posted on December 30th, 2010, 11:54 pm
Ok the borg CCs thread got me thinking about this, I'd posted something vaugley similar there, but after thinking it out a tad more and re-writing this multiple times as I kept finding holes in the idea (and almost deciding to use this firefox tab for something more useful, like porn) I figure this is worth posting separately.
Basicly, give the borg shields.
But however, there is the command
If the value is 1.0, no damage is done past shields. If the value is below 1, that precentage of damage is able to go thru shields.
Here is my idea.
Borg ships have a very low shield protection value. Most damage gets thru the shield at first.
Add a version of the borg mixed tech yard that can be built normally or use another station for it.
Have it were captured enemy ships are sent to be assimilated (like the special weapon assimilator in vanilla).
Each ship, when assimilated at that station, has an assigned value. That value is used for a levelup system.
The more ships the borg assimilate, the more rank that that player group as a whole has against that race only.
What this does is increase the ammount of prorection that the shields offer against that races weapons (up to a certain ammount).
This would in essence work like the adapter, execpt the adapter is a stupid conecpt (no offence to the devs, flops handles the borg better than any other mod I've played, and the A2 engine is limited) to apply to a single ship, when it should apply to the whole collective.
The more hostile ships you assim from a race in a game, the less damage that race does to any of your ships/stations.
Basicly, the whole concept of the Borg this operates on is that they adapt, they learn to shield from your weapons, and cant be killed. Since invulnerable Borg wouldnt any fun (as a game, or in trekdom) the borg ended up evolving in TV to being 'they adapt, but if your guns are strong enough you simply batter down their shields like a normal trek battle, then start poking holes in their ship until it doesnt work.
Borg ships, under this idea, should get somewhat reduced hull values for balance, but not too much as they start out with a rather low shield prorection value (say 5% or so prehaps). Their shields should be set (if possible) to pop back up much quicker than non-borg ships or code up a shield regen weapon that targets self and raises the shields back to 1% after the deter.ined time they should reestablish shields within. This would mean that as you punch their shields down, you can deal direct hull damage which they dont adapt to as readily.
So, what dThis would have Borg with shields again, which they should have (and kinda causes issues like their ships being easy to board
constructive criticism ?
Basicly, give the borg shields.
But however, there is the command
- Code: Select all
shieldProtection = #
If the value is 1.0, no damage is done past shields. If the value is below 1, that precentage of damage is able to go thru shields.
Here is my idea.
Borg ships have a very low shield protection value. Most damage gets thru the shield at first.
Add a version of the borg mixed tech yard that can be built normally or use another station for it.
Have it were captured enemy ships are sent to be assimilated (like the special weapon assimilator in vanilla).
Each ship, when assimilated at that station, has an assigned value. That value is used for a levelup system.
The more ships the borg assimilate, the more rank that that player group as a whole has against that race only.
What this does is increase the ammount of prorection that the shields offer against that races weapons (up to a certain ammount).
This would in essence work like the adapter, execpt the adapter is a stupid conecpt (no offence to the devs, flops handles the borg better than any other mod I've played, and the A2 engine is limited) to apply to a single ship, when it should apply to the whole collective.
The more hostile ships you assim from a race in a game, the less damage that race does to any of your ships/stations.
Basicly, the whole concept of the Borg this operates on is that they adapt, they learn to shield from your weapons, and cant be killed. Since invulnerable Borg wouldnt any fun (as a game, or in trekdom) the borg ended up evolving in TV to being 'they adapt, but if your guns are strong enough you simply batter down their shields like a normal trek battle, then start poking holes in their ship until it doesnt work.
Borg ships, under this idea, should get somewhat reduced hull values for balance, but not too much as they start out with a rather low shield prorection value (say 5% or so prehaps). Their shields should be set (if possible) to pop back up much quicker than non-borg ships or code up a shield regen weapon that targets self and raises the shields back to 1% after the deter.ined time they should reestablish shields within. This would mean that as you punch their shields down, you can deal direct hull damage which they dont adapt to as readily.
So, what dThis would have Borg with shields again, which they should have (and kinda causes issues like their ships being easy to board
constructive criticism ?
posted on December 30th, 2010, 11:58 pm
this is a reheated idea, assimilating to get a boost vs a race has been talked about before.
the idea sounds good, but will require a lot of work balancing. obviously there would have to be a cap on how much boost you can get vs a race, since the borg would just get stronger and stronger.
the idea sounds good, but will require a lot of work balancing. obviously there would have to be a cap on how much boost you can get vs a race, since the borg would just get stronger and stronger.
posted on December 31st, 2010, 12:10 am
Myles wrote:this is a reheated idea, assimilating to get a boost vs a race has been talked about before.
the idea sounds good, but will require a lot of work balancing. obviously there would have to be a cap on how much boost you can get vs a race, since the borg would just get stronger and stronger.
thats kinda the idea. That said, it should be set so you'd basicly have to ring an AI base with auto assims (and disable derelicts exploding AND ferrangi) and come back the next day to get enough ships to get damage reduction to god levels.
If in MP you assim enough of a guys ships to get god levels of adaptation, either you're just a few minutes from finding his last hiding ship, or you're just toying with him for fun (in eitehr case, you do that you have EARNED that god level of mitigation).
As you said, balance is the key, it'd be VERY hard to balance. But the solution there would be an expanded beta stage of test playing (IE: bring in lots of people from the forums and what not, have a lot of MP matches).
But it's a mod that has been a work in progress for quite some time, it's not like were a game company that rushes out a broken engine (bethesda's trek games anyone ? :p )
posted on December 31st, 2010, 12:18 am
lol legacy used the armada 2 engine. the problem wasnt all the engine, look what fleetops has done with it.
the problem was the game was unfinished. they should have delayed it, and got it up to standards.
the pc version seemed to be wholly an afterthought, the manual was the same as the xbox version.
the problem was the game was unfinished. they should have delayed it, and got it up to standards.
the pc version seemed to be wholly an afterthought, the manual was the same as the xbox version.
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