Borg Redo Concept
Post ideas and suggestions on new features or improvements here.
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posted on November 24th, 2010, 5:02 am
viper759 wrote:i agree with boggz because mid game the sphere just isnt effective anymore....
also why not give better variance to the borg modules that are actually useful. I've tried making spheres that are non-regen and they pretty much get pwned epic fast.
really we need to be able to configure borg ships that are hard counters to mid game units. for example a fleet of sangs, now yes you can build a fleet a dodos..... BUT they will die to just 2 to 3 ships that are their counters. if your enemy has 20 sangs and the borg pretty can't do anything even with 4 spheres ,a cube, etc.
my thought on it is we need more expensive modules that would come into play mid game.... or be like the adaption matrix and you can only use them after building X structure thats expensive.
I agree with you here for sure. torp just nail the poos out of the borg. if ever im facing one of my friends as borg, i just go for torp ships like theres no tomorrow...
posted on November 24th, 2010, 5:47 pm
Boggz wrote: Yandonman beat me to the punch. He and I were talking about it last night and he made his own thread about the Tac-cube modules. I still think that's a good idea but I wanted to try and take it a little bit further....
So I know that the Command Cube is in the plans for the future. Not sure exactly how it will fit in, but I'm very excited nonetheless.I figure that it might not really ever get built if it's just a massive step above the Cube we already have though.
So here's my thought:
- Make the Cube we have now be in strength between the Sphere and the Pyramid.
- Make it enormously adjustable in the way that the current Cube is.
- Have Tactical Armor modules cost extra CC on top of the chassis.
- Place the Command Cube 1 step above the Old Cube in power.
- Adjust the Sphere down a notch (in power) and bring the Adaptor up a tiny bit.
Boggzy's Epic Reasoning:
1. The Cube that we have now is a dreadnought. No questions about it. There seems little use in another higher-tier game-winning dreadnought if the first is rarely seen anyway.
2. We could see much more varied Cubes out as they are not needed as the massive destructo-tank that ends a game in this form. Right now "Mage-Cubes" are awesome but not frequently used because they simply don't fit the game-ending need you want from a Cube. Fast-regen on hp is great, but being quickly overpowered means you don't get the time you need to regen it.
3. The Cube Chassis was seen by Voyager (RIP) as the mainstay vessel of the Borg (duh). Right now the Sphere ends up being the "mainline" unit Borg players construct once they have the steady economy to do so. A Cube (albeit maybe slightly smaller than it is now
) would make a great mainline battleship of very strong power.
4. The Command Cube would come into the game as the winner (like the Cube does now). It would be the ticking clock that says "hit me with everything you've got or I win".
5. If the Cube chassis was the most versatile, specific modules that drastically upped it's power like the Tactical Modules could require extra CC to purchase (or whatever resource/limit exists for the Borg). Balance could be more easily adjusted this way in my opinion.
So! There's Boggzy's idea for how to make the Cube (in a way) be a mainline Battleship and how to keep the Command Cube from being a slap in the face
Myles wrote:lol nuke there was no need to quote boggz's wall of text.

viper759 wrote:really we need to be able to configure borg ships that are hard counters to mid game units. for example a fleet of sangs, now yes you can build a fleet a dodos..... BUT they will die to just 2 to 3 ships that are their counters. if your enemy has 20 sangs and the borg pretty can't do anything even with 4 spheres ,a cube, etc.
Give the Klingons a rock, the Feds paper, and Borg Scissors. Oh.... wait....
I think the whole RPS counter should be left for C&C myself.
As for the command cube/regularcube...
Leave the current cube as it is, however add options for cheaper cubes with fewer modules/cost. Have the command cube just be a larger cube with more slots, more regen.
That or for regular cubes just allow more of differnt modules to be picked, IE: less limit on armor, regen, assim, and weps. For weps, additonal modules could allow targeting more than two ships at once, but only for larger vessels. A regular cube or command cube able to target 4-5 ships at once would make some sense afterall.
posted on November 24th, 2010, 7:36 pm
Tok`ra wrote:
Give the Klingons a rock, the Feds paper, and Borg Scissors. Oh.... wait....
I think the whole RPS counter should be left for C&C myself.
the other races have hard counters to borg units... shouldn't the borg have something too?
you can't say we'll do mostly hard counters except this race won't get many.
posted on November 24th, 2010, 9:17 pm
Tok`ra wrote:
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Give the Klingons a rock, the Feds paper, and Borg Scissors. Oh.... wait....
I think the whole RPS counter should be left for C&C myself.
Well, in my eyes FO is rather rock-scissor-paper-lizard-spock
and that's fine. Without it would only be a tech race, plus the RPS system of FO works much better than the one of C&C, where everything is a hard counter and tank ammo doesn't hurt a soldier 
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I figure that it might not really ever get built if it's just a massive step above the Cube we already have though.
. Fast-regen on hp is great, but being quickly overpowered means you don't get the time you need to regen it.
