Borg starbases and resource style changes

Post ideas and suggestions on new features or improvements here.
posted on February 27th, 2009, 3:35 am
After playing borg in FO, I was hoping to hear your thoughts on whether the below mentioned ideas would be interesting changes to the borg starbase construction tree

1. The borg starbases look good. each model is incredibly detailed and borgy. However, the primary non-borginess that comes to the fore is the separation of each structure. especially the incubation units.
I was hoping to see the borg starbase as able to construct a new structure as an appendage.
The user will be able to select where he would like to see the appended structure appear on his central base structure.
Each structure would have its own defensive, offensive srenghts, however, once created, it will add its attributes to those of the main structure, and although destructible separately like the klingon shipyard addons, the attributes for each addon will be the same as the wole structure.
i.e  we have a central starbase of offensive 90, defensive 200.
      we then construct an incubation cener of offensove 0, defensive 50
      we then construct a research node of offensive 0 defensive 50
The entire structure then has a combined attribute of offensiive 90, and defensive 300.
To destroy each addon, the strenght is 300
once destroyed the defensive/offensive of the entire structure is less the destroyed appendage.

2. Borg construction nodes be added to the superstructure and not separate.floating crosses... rather nodes attached to the main construct from where the ships are built.
also, instead of one node type, we should have different nodes for 4 differnt priorities
node 1 - priority 0-20 builds ships upto assimilator
node 2 - priority 21-40 builds ships upto the sphere
node 3 - priority 41-80 builds ships in this range
node 4 - priority 81-100 builds the cube
each node will gt unlocked once the priority is reached.

once completed, the ship can be detached from the superstructure and become operational with its lights coming on.

3. If 1 and 2 are implemented then the construction ship will be able to build just a unimatrix, and a mining station.
the mining station will be able to mine from a moon directly. at a fixed rate of collection.
it may or may not orbit the moon, but essentially the objective is to remove the unnecessary delay of having resource collection at a standstill while the miner orbits a moon for an unusually long time before unloading its collection.

4. Assimilator beams when draining crew should increase supplies. may not be 1:1 meaning 1 supply for each crew member, but certainly 1 supply for 10 crew is not a bad deal.

5. Assimilation holding beams on the Cube need to have a much higher troop transport rate per module installed, just 2 or 3 dont cut it.

6. Borg should have a better ship take over rate than the other races. balancing between this and the holing beam should be upto the mods should they choose toadopt any of the ideas.
reason: borg actually assimilate crew and not just kill like the other races.

Please feel free to share your comments and/or suggestions
posted on February 27th, 2009, 4:16 am
like all of these ideas but i think we mentioned the first one before and we didnt know what to do with having all the attached stations being destroyed if the main station was destroyed
posted on February 27th, 2009, 12:12 pm
All those ideeas are excelet. I thought of something similar but i'm glad you made this great post. But yeah ... that question is also good ... what if you destroy the central structure ... but if the team can make something like this possible without problems it would make the borg look absolutly awsome.
posted on February 27th, 2009, 1:12 pm
Maybe the borg station wouldnt need a real central piece. Ok of course one has to be built first but wouldnt it be very borgish if that initial piece was something like a template that could be adapted to serve other purposes and which other such templates (again configurable) could be connected to?

What I mean is an initial structure, that could be specialized (i.e. as yard, research station etc) and that could also have 3 or 4 other identical (unspecialized but specializable) structures buildable as pods. This way there would be no central station (ok there would be code-wise but you couldnt tell which one after enough pods are attached).
posted on February 27th, 2009, 6:06 pm
Let the pods have the ability to reconstruct the central node.  The borg make everything multiply redundant after all, and reconstructing the central node wouldn't be much of a boon in the middle of the attack that killed the central node in the first place.
posted on February 27th, 2009, 9:01 pm
yes but the way its coded once the central piece is destroyed everything that is attached to it is as well
posted on February 27th, 2009, 9:25 pm
Dircome wrote:yes but the way its coded once the central piece is destroyed everything that is attached to it is as well


with "destroyMeWithResearchStation = 0" it wont be as far as i remember.  Dont know if it works in every case though.
posted on February 27th, 2009, 9:47 pm
Anubis_theDark wrote:All those ideeas are excelet. I thought of something similar but i'm glad you made this great post. But yeah ... that question is also good ... what if you destroy the central structure ... but if the team can make something like this possible without problems it would make the borg look absolutly awsome.


Maybe as you add new appendages, the central structure could receive upgrades to it's defenses, justified by the fact that the superstructure around it helps to reinforce it's own strength. That way player would be presented with either spending ages taking out a heavily reinforce central structure to eventually take out the whole station in one go or pick off the less well defended structures further out from the main complex.

To help draw fire away from the central structure (and prevent possible imbalances) you could remove it's initial offensive ability (because a super super defended central structure would take an age to destroy and would thus have an age to pick off all your ships). Instead, you could make it so that offensive ability is bolted on via add-ons. So the central structure would start with ports for superstructure expansions like new ship yards and incubation centres etc and weapons ports so that weapons could be built on. This way you could have a super strong main complex with more lightly defended (and balanced) weapons ports.

This idea could be extended to new superstructures. For example the central station could have 3 beam ports and 1 torpedo port; the ship yard extension could have a beam port; Incubation centres could have a torpedo port and so on...
posted on February 27th, 2009, 9:59 pm
Another potential problem is spacing as well as expansion. If I wanted to move all my incubation centers to the corner of my map with my ally, I would not be able to do so without building a new "homebase" if you will. Likewise, on maps with constricted areas (asteroid belts etc) it would be very difficult to build these nodes off the main structure I imagine.
posted on February 27th, 2009, 10:59 pm
Surely it wouldnt take too much coding to let it expand into blocking areas (ie asteroids) and/or nebulas.
And maybe the team could have a look at the starting points on all standard maps and come up with a maximum size the superstructure can be.
posted on February 27th, 2009, 11:08 pm
perhaps we should offer the construction ship the ability to build an outpost as i suggested in the starbases thread.
a borg outpost can have a designation like unimatrix stands out over starbase although they are essentually filling the same role in game.

Borg outposts would have a limited list of structures that could be added on.

As regards the starbase, instead of having a central building, with addons that are each treated separately, couldn't we then have a single building that is merely developing extensions. meaning we build as explained, but when it comes to destroying it, the dynamics will change, and need to tkae out a building as a whole instead of addon.
Also, it will leave the onus on the player to strategically place his structures and build out on them accordingly.
Would be most pertinent if the outpost feature was also there.
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